1// Copyright 2014 Alan deLespinasse 2// 3// Licensed under the Apache License, Version 2.0 (the "License"); 4// you may not use this file except in compliance with the License. 5// You may obtain a copy of the License at 6// 7// http://www.apache.org/licenses/LICENSE-2.0 8// 9// Unless required by applicable law or agreed to in writing, software 10// distributed under the License is distributed on an "AS IS" BASIS, 11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12// See the License for the specific language governing permissions and 13// limitations under the License. 14 15import { releaseAudioNode } from './helpers.mjs'; 16 17var reverbGen = {}; 18 19/** Generates a reverb impulse response. 20 21 @tags internals 22 @param {!Object} params TODO: Document the properties. 23 @param {!function(!AudioBuffer)} callback Function to call when 24 the impulse response has been generated. The impulse response 25 is passed to this function as its parameter. May be called 26 immediately within the current execution context, or later. */ 27reverbGen.generateReverb = function (params, callback) { 28 var audioContext = params.audioContext || new AudioContext(); 29 var sampleRate = audioContext.sampleRate; 30 var numChannels = params.numChannels || 2; 31 // params.decayTime is the -60dB fade time. We let it go 50% longer to get to -90dB. 32 var totalTime = params.decayTime * 1.5; 33 var decaySampleFrames = Math.round(params.decayTime * sampleRate); 34 var numSampleFrames = Math.round(totalTime * sampleRate); 35 var fadeInSampleFrames = Math.round((params.fadeInTime || 0) * sampleRate); 36 // 60dB is a factor of 1 million in power, or 1000 in amplitude. 37 var decayBase = Math.pow(1 / 1000, 1 / decaySampleFrames); 38 var reverbIR = audioContext.createBuffer(numChannels, numSampleFrames, sampleRate); 39 for (var i = 0; i < numChannels; i++) { 40 var chan = reverbIR.getChannelData(i); 41 for (var j = 0; j < numSampleFrames; j++) { 42 chan[j] = randomSample() * Math.pow(decayBase, j); 43 } 44 for (var j = 0; j < fadeInSampleFrames; j++) { 45 chan[j] *= j / fadeInSampleFrames; 46 } 47 } 48 49 applyGradualLowpass(reverbIR, params.lpFreqStart || 0, params.lpFreqEnd || 0, params.decayTime, callback); 50}; 51 52/** Creates a canvas element showing a graph of the given data. 53 54 @tags internals 55 @param {!Float32Array} data An array of numbers, or a Float32Array. 56 @param {number} width Width in pixels of the canvas. 57 @param {number} height Height in pixels of the canvas. 58 @param {number} min Minimum value of data for the graph (lower edge). 59 @param {number} max Maximum value of data in the graph (upper edge). 60 @return {!CanvasElement} The generated canvas element. */ 61reverbGen.generateGraph = function (data, width, height, min, max) { 62 var canvas = document.createElement('canvas'); 63 canvas.width = width; 64 canvas.height = height; 65 var gc = canvas.getContext('2d'); 66 gc.fillStyle = '#000'; 67 gc.fillRect(0, 0, canvas.width, canvas.height); 68 gc.fillStyle = '#fff'; 69 var xscale = width / data.length; 70 var yscale = height / (max - min); 71 for (var i = 0; i < data.length; i++) { 72 gc.fillRect(i * xscale, height - (data[i] - min) * yscale, 1, 1); 73 } 74 return canvas; 75}; 76 77/** Applies a constantly changing lowpass filter to the given sound. 78 79 @private 80 @param {!AudioBuffer} input 81 @param {number} lpFreqStart 82 @param {number} lpFreqEnd 83 @param {number} lpFreqEndAt 84 @param {!function(!AudioBuffer)} callback May be called 85 immediately within the current execution context, or later. 86 @tags internals 87 */ 88var applyGradualLowpass = function (input, lpFreqStart, lpFreqEnd, lpFreqEndAt, callback) { 89 if (lpFreqStart == 0) { 90 callback(input); 91 return; 92 } 93 var channelData = getAllChannelData(input); 94 var context = new OfflineAudioContext(input.numberOfChannels, channelData[0].length, input.sampleRate); 95 var player = context.createBufferSource(); 96 player.buffer = input; 97 var filter = context.createBiquadFilter(); 98 99 lpFreqStart = Math.min(lpFreqStart, input.sampleRate / 2); 100 lpFreqEnd = Math.min(lpFreqEnd, input.sampleRate / 2); 101 102 filter.type = 'lowpass'; 103 filter.Q.value = 0.0001; 104 filter.frequency.setValueAtTime(lpFreqStart, 0); 105 filter.frequency.linearRampToValueAtTime(lpFreqEnd, lpFreqEndAt); 106 107 player.connect(filter); 108 filter.connect(context.destination); 109 player.start(); 110 context.oncomplete = function (event) { 111 callback(event.renderedBuffer); 112 releaseAudioNode(filter); 113 releaseAudioNode(player); 114 }; 115 context.startRendering(); 116 117 window.filterNode = filter; 118}; 119 120/** @private 121 @param {!AudioBuffer} buffer 122 @return {!Array.<!Float32Array>} An array containing the Float32Array of each channel's samples. */ 123var getAllChannelData = function (buffer) { 124 var channels = []; 125 for (var i = 0; i < buffer.numberOfChannels; i++) { 126 channels[i] = buffer.getChannelData(i); 127 } 128 return channels; 129}; 130 131/** @private 132 @return {number} A random number from -1 to 1. */ 133var randomSample = function () { 134 return Math.random() * 2 - 1; 135}; 136 137export default reverbGen;