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Piece.js
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Piece.js
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// Copyright 2015-2024 the Mimu Authors (Dan Bornstein et alia).
// SPDX-License-Identifier: Apache-2.0
import { AudioGenerator } from '../lib/AudioGenerator.js';
import { PieceParams } from './PieceParams.js';
/**
* The AWK Music composition.
*/
class Piece extends AudioGenerator {
/** Which waveform to use. This is the function, not the name. */
#waveform;
/**
* Decay rate of notes, in particular, the number of samples it takes a note
* to reduce in volume by 10%. As defined, it is 0.1sec.
*/
#decayRate = sampleRate / 10;
/** Wavelength of the primary note. */
#wla = this.#randomWl();
/** Wavelength of the secondary note. */
#wlb = 0;
/** Index of (number of samples into) the current note-pair. */
#idx = 0;
/** Duration (total number of samples) for the current note-pair. */
#dur = 0;
/** Most recently-generated sample. Used for de-clicking. */
#lastSamp = 0;
/** Whether we are currently de-clicking. */
#declick = false;
/**
* Contructs an instance.
*
* @param {object} options Options, as defined by the `AudioWorkletProcessor`
* API.
*/
constructor(options) {
super(options);
for (const [key, value] of Object.entries(PieceParams.PARAMS)) {
this[key] = value;
}
}
/**
* Sets the waveform type.
*
* @param {string} value The type.
*/
set waveform(value) {
switch (value) {
case 'sine': {
this.#waveform = Piece.sineWave;
break;
}
case 'triangle': {
this.#waveform = Piece.triangleWave;
break;
}
case 'sawtooth': {
this.#waveform = Piece.sawtoothWave;
break;
}
case 'square': {
this.#waveform = Piece.squareWave;
break;
}
}
}
/**
* Picks a random wavelength within the harmonic confines of the piece.
* The result is the number of samples in a single cycle of the note.
*
* @returns {number} A random wavelength.
*/
#randomWl() {
// What do all those numbers mean?
//
// `160` below sets the base (lowest) note to be 160Hz, which is
// close to E3 (the E below Middle C).
//
// `0.8705506` is the fifth root of 1/2, which means that the notes are
// all on an equal-tempered pentatonic scale, which is not the usual
// scale in Western music but nonetheless lends itself to
// pleasing-to-humans results.
//
// `10` is the number of choices of note. That is, we pick amongst
// the notes of two octaves.
return (sampleRate / 160) *
Math.pow(0.8705506, Math.trunc(Math.random() * 10));
}
/** @override */
_impl_nextSample() {
if (this.#declick) {
// We're "de-clicking." This just means we gracefully (but promptly)
// decay to near-0. De-click is over if the sample is close enough
// to 0.
const samp = this.#lastSamp * 0.99;
this.#declick = (samp < -0.000001) || (samp > 0.000001);
this.#lastSamp = samp;
return samp;
}
if (this.#idx >= this.#dur) {
// We hit the duration of the current note-pair. Pick a new note,
// and indicate we're now de-clicking.
this.#wlb = this.#wla;
this.#wla = this.#randomWl();
if (this.#wla === this.#wlb) {
// If we happen to pick the same note, instead go down an
// octave.
this.#wla *= 2;
}
this.#dur = Math.trunc((Math.random() * 10 + 5) * sampleRate / 4);
this.#idx = 0;
this.#declick = true;
return this.#lastSamp;
}
// See definition of `decayRate` above. We add a little bit so that
// notes never fully decay; aesthetically, this prevents the occasional
// jarring moment of total silence.
const vol = Math.pow(0.9, this.#idx / this.#decayRate) * 0.95 + 0.05;
const sa = this.#waveform(this.#idx / this.#wla) * 0.5;
const sb = this.#waveform(this.#idx / this.#wlb) * 0.25;
const rawSamp = vol * (sa + sb);
// This quantizes the sample, recreating the "shimmer" effect of the
// original awk code.
const samp = Math.trunc(rawSamp * 64) / 64;
this.#idx++;
this.#lastSamp = samp;
return samp;
}
//
// Static members.
//
/**
* Sine wave function, period 1.
*
* @param {number} n Function parameter.
* @returns {number} Function result.
*/
static sineWave(n) {
return Math.sin(n * (Math.PI * 2));
}
/**
* Triangle wave function, period 1. Doesn't expect negative input.
*
* @param {number} n Function parameter.
* @returns {number} Function result.
*/
static triangleWave(n) {
// `+ 0.25` makes it so that `triangleWave(0) === 0`.
let x = (n + 0.25) % 1;
if (x < 0.5) {
return (x * 4) - 1;
} else {
x -= 0.5;
return 1 - (x * 4);
}
}
/**
* Sawtooth wave function, period 1. Doesn't expect negative input.
*
* @param {number} n Function parameter.
* @returns {number} Function result.
*/
static sawtoothWave(n) {
// `+ 0.5` makes it so that `sawtoothWave(0) === 0`
const x = (n + 0.5) % 1;
return (x * 2) - 1;
}
/**
* Square wave function, period 1. Doesn't expect negative input.
*
* @param {number} n Function parameter.
* @returns {number} Function result.
*/
static squareWave(n) {
const x = n % 1;
return (x < 0.5) ? -1 : 1;
}
}
registerProcessor('Piece', Piece);