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CoffeeScript JavaScript
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A try to build an audiovisual live coding environment that's running in the browser

Documentation is sparse, please look at the examples.

Currently, the live code should contain two methods:

draw(canvasContext,state, analyzerData)

  • draw will be called within the canvas loop that is based on requestAnimationFrame
  • canvasContext is the 2d context of the full screen canvas element (only 2d is supported ATM)
  • state is a magical state object you can use to store data that should persist between loop runs
    • state has an init-function that let's you init values if they are not yes existent.
  • analyserData is a 16 element float32array of fft data from the sound source. do your thang.

pattern(context, outlet, start_times, step_time, state, data)

  • pattern will be called once every time the pattern loops. The pattern is (currently) a 16 step
  • pattern with every step matching a 1/16 note.
  • context is the audioContext
  • outlet is the audio destination your webaudio objects should ultimately connect to
  • start_times is an array of start times for the notes in the pattern
  • step_time is the length of a single step
  • state is the beforementioned state object (note that the canvas loop and the pattern loop indeed share this object)
  • data is unused and will most probably contain prefabbed samples etc.

Sound Tools

  • LC.NOTES contains the MIDI array of note frequencies, so LC.NOTES[0] gives you the lowest C
  • LC.LEnv is an Envelope generator created with linearRamps.

    • Signature is (param,time,length,min, max,attack,decay,sustain,release)
    • a,d,r are expressed as fractions of length
    • sustain as fraction of max
  • LC.S is an object containing all loaded samples. The list is currently hardcoded in

  • All samples willl be loaded automatically and can be played as soon as they are completely decoded.
  • LC.S. is a sample object that has two public methods
    • play(outlet, time, length, rate)
    • playGrain(outlet, time, offset, length, rate)
  • LC.DelayLine - a configurable delay line that can be used as an output
    • DelayLine.delayTime
    • DelayLine.filterFrequency

Planned sound tools

  • LC.ReverbLine - a configurable reverb line that can be used as an output
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