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README.md
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delay.js
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tilt.delay.js

README.md

Delay

A Javascript Delay function. I think I got it right.

The constructor takes params:

  • delay time in samples
  • feedback level
  • mix level
  • bufferSize - defaults to to whatever your delay time requires, but can be set to to higher so you can increase the delay time.

You can change the delay time, feedback, and mix levels on the fly. If you set the delay to a higher value than the buffer can hold, it will create a larger buffer.

npm install jdelay

usage

Initiate the delay with the values you want, It will return a function

var  audio = new webkitAudioContext();
var  Delay = require('delay')
,    delay = Delay(audio.sampleRate * 2	, 0, 1) // no feedback


function delayPedal(time, index, sample){
	var newDelayParam = time % .5 > .25 ? audio.sampleRate * 2 : audio.sampleRate * 4 // 2 & 4 second delays
	// optionally, change delay, feedback and mix params on the fly when you call the delay function
	var feedback = mix = null
	var x = delay(sample, newDelayParam, feedback, mix)
	return x
};

example

Initiate the delay with the values you want, It will return a function

This examples creates a Web Audio API compatible webaudio node:

var  audio = new webkitAudioContext();
var  Delay = require('./delay.js')
,    delay = Delay(audio.sampleRate / 64, .75, 1)
,    delay2 = Delay(audio.sampleRate / 4, .75, 1)
,    Reverb = Delay(222, .67, 1)
,    webaudio = require('jsynth')
,		 amod = require('amod')
, 	 osc = require('oscillators')()
;
var troloop = require('troloop');


var echo, reverb = 0;
var dd = 0
,   swich = true;

function delayPedal(time, index, sample){
		
  echo = delay(sample)	/ 2

  reverb = delay2(sample) / 2

  return echo + reverb

};

var audioSourceBuffer = troloop(audio);

audioSourceBuffer.loop = false

var delayNode = webaudio(audio, delayPedal);

audioSourceBuffer.connect(delayNode);

delayNode.connect(audio.destination);

audioSourceBuffer.start(0)
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