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p5.sound.js
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p5.sound.js
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/*! p5.sound.js v0.3.5 2017-07-28 */
/**
* p5.sound extends p5 with <a href="http://caniuse.com/audio-api"
* target="_blank">Web Audio</a> functionality including audio input,
* playback, analysis and synthesis.
* <br/><br/>
* <a href="#/p5.SoundFile"><b>p5.SoundFile</b></a>: Load and play sound files.<br/>
* <a href="#/p5.Amplitude"><b>p5.Amplitude</b></a>: Get the current volume of a sound.<br/>
* <a href="#/p5.AudioIn"><b>p5.AudioIn</b></a>: Get sound from an input source, typically
* a computer microphone.<br/>
* <a href="#/p5.FFT"><b>p5.FFT</b></a>: Analyze the frequency of sound. Returns
* results from the frequency spectrum or time domain (waveform).<br/>
* <a href="#/p5.Oscillator"><b>p5.Oscillator</b></a>: Generate Sine,
* Triangle, Square and Sawtooth waveforms. Base class of
* <a href="#/p5.Noise">p5.Noise</a> and <a href="#/p5.Pulse">p5.Pulse</a>.
* <br/>
* <a href="#/p5.Env"><b>p5.Env</b></a>: An Envelope is a series
* of fades over time. Often used to control an object's
* output gain level as an "ADSR Envelope" (Attack, Decay,
* Sustain, Release). Can also modulate other parameters.<br/>
* <a href="#/p5.Delay"><b>p5.Delay</b></a>: A delay effect with
* parameters for feedback, delayTime, and lowpass filter.<br/>
* <a href="#/p5.Filter"><b>p5.Filter</b></a>: Filter the frequency range of a
* sound.
* <br/>
* <a href="#/p5.Reverb"><b>p5.Reverb</b></a>: Add reverb to a sound by specifying
* duration and decay. <br/>
* <b><a href="#/p5.Convolver">p5.Convolver</a>:</b> Extends
* <a href="#/p5.Reverb">p5.Reverb</a> to simulate the sound of real
* physical spaces through convolution.<br/>
* <b><a href="#/p5.SoundRecorder">p5.SoundRecorder</a></b>: Record sound for playback
* / save the .wav file.
* <b><a href="#/p5.Phrase">p5.Phrase</a></b>, <b><a href="#/p5.Part">p5.Part</a></b> and
* <b><a href="#/p5.Score">p5.Score</a></b>: Compose musical sequences.
* <br/><br/>
* p5.sound is on <a href="https://github.com/therewasaguy/p5.sound/">GitHub</a>.
* Download the latest version
* <a href="https://github.com/therewasaguy/p5.sound/blob/master/lib/p5.sound.js">here</a>.
*
* @module p5.sound
* @submodule p5.sound
* @for p5.sound
* @main
*/
/**
* p5.sound
* https://p5js.org/reference/#/libraries/p5.sound
*
* From the Processing Foundation and contributors
* https://github.com/processing/p5.js-sound/graphs/contributors
*
* MIT License (MIT)
* https://github.com/processing/p5.js-sound/blob/master/LICENSE
*
* Some of the many audio libraries & resources that inspire p5.sound:
* - TONE.js (c) Yotam Mann. Licensed under The MIT License (MIT). https://github.com/TONEnoTONE/Tone.js
* - buzz.js (c) Jay Salvat. Licensed under The MIT License (MIT). http://buzz.jaysalvat.com/
* - Boris Smus Web Audio API book, 2013. Licensed under the Apache License http://www.apache.org/licenses/LICENSE-2.0
* - wavesurfer.js https://github.com/katspaugh/wavesurfer.js
* - Web Audio Components by Jordan Santell https://github.com/web-audio-components
* - Wilm Thoben's Sound library for Processing https://github.com/processing/processing/tree/master/java/libraries/sound
*
* Web Audio API: http://w3.org/TR/webaudio/
*/
(function (root, factory) {
if (typeof define === 'function' && define.amd)
define('p5.sound', ['p5'], function (p5) { (factory(p5));});
else if (typeof exports === 'object')
factory(require('../p5'));
else
factory(root['p5']);
}(this, function (p5) {
var sndcore;
'use strict';
sndcore = function () {
/* AudioContext Monkeypatch
Copyright 2013 Chris Wilson
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
(function () {
function fixSetTarget(param) {
if (!param)
// if NYI, just return
return;
if (!param.setTargetAtTime)
param.setTargetAtTime = param.setTargetValueAtTime;
}
if (window.hasOwnProperty('webkitAudioContext') && !window.hasOwnProperty('AudioContext')) {
window.AudioContext = window.webkitAudioContext;
if (typeof AudioContext.prototype.createGain !== 'function')
AudioContext.prototype.createGain = AudioContext.prototype.createGainNode;
if (typeof AudioContext.prototype.createDelay !== 'function')
AudioContext.prototype.createDelay = AudioContext.prototype.createDelayNode;
if (typeof AudioContext.prototype.createScriptProcessor !== 'function')
AudioContext.prototype.createScriptProcessor = AudioContext.prototype.createJavaScriptNode;
if (typeof AudioContext.prototype.createPeriodicWave !== 'function')
AudioContext.prototype.createPeriodicWave = AudioContext.prototype.createWaveTable;
AudioContext.prototype.internal_createGain = AudioContext.prototype.createGain;
AudioContext.prototype.createGain = function () {
var node = this.internal_createGain();
fixSetTarget(node.gain);
return node;
};
AudioContext.prototype.internal_createDelay = AudioContext.prototype.createDelay;
AudioContext.prototype.createDelay = function (maxDelayTime) {
var node = maxDelayTime ? this.internal_createDelay(maxDelayTime) : this.internal_createDelay();
fixSetTarget(node.delayTime);
return node;
};
AudioContext.prototype.internal_createBufferSource = AudioContext.prototype.createBufferSource;
AudioContext.prototype.createBufferSource = function () {
var node = this.internal_createBufferSource();
if (!node.start) {
node.start = function (when, offset, duration) {
if (offset || duration)
this.noteGrainOn(when || 0, offset, duration);
else
this.noteOn(when || 0);
};
} else {
node.internal_start = node.start;
node.start = function (when, offset, duration) {
if (typeof duration !== 'undefined')
node.internal_start(when || 0, offset, duration);
else
node.internal_start(when || 0, offset || 0);
};
}
if (!node.stop) {
node.stop = function (when) {
this.noteOff(when || 0);
};
} else {
node.internal_stop = node.stop;
node.stop = function (when) {
node.internal_stop(when || 0);
};
}
fixSetTarget(node.playbackRate);
return node;
};
AudioContext.prototype.internal_createDynamicsCompressor = AudioContext.prototype.createDynamicsCompressor;
AudioContext.prototype.createDynamicsCompressor = function () {
var node = this.internal_createDynamicsCompressor();
fixSetTarget(node.threshold);
fixSetTarget(node.knee);
fixSetTarget(node.ratio);
fixSetTarget(node.reduction);
fixSetTarget(node.attack);
fixSetTarget(node.release);
return node;
};
AudioContext.prototype.internal_createBiquadFilter = AudioContext.prototype.createBiquadFilter;
AudioContext.prototype.createBiquadFilter = function () {
var node = this.internal_createBiquadFilter();
fixSetTarget(node.frequency);
fixSetTarget(node.detune);
fixSetTarget(node.Q);
fixSetTarget(node.gain);
return node;
};
if (typeof AudioContext.prototype.createOscillator !== 'function') {
AudioContext.prototype.internal_createOscillator = AudioContext.prototype.createOscillator;
AudioContext.prototype.createOscillator = function () {
var node = this.internal_createOscillator();
if (!node.start) {
node.start = function (when) {
this.noteOn(when || 0);
};
} else {
node.internal_start = node.start;
node.start = function (when) {
node.internal_start(when || 0);
};
}
if (!node.stop) {
node.stop = function (when) {
this.noteOff(when || 0);
};
} else {
node.internal_stop = node.stop;
node.stop = function (when) {
node.internal_stop(when || 0);
};
}
if (!node.setPeriodicWave)
node.setPeriodicWave = node.setWaveTable;
fixSetTarget(node.frequency);
fixSetTarget(node.detune);
return node;
};
}
}
if (window.hasOwnProperty('webkitOfflineAudioContext') && !window.hasOwnProperty('OfflineAudioContext')) {
window.OfflineAudioContext = window.webkitOfflineAudioContext;
}
}(window));
// <-- end MonkeyPatch.
// Create the Audio Context
var audiocontext = new window.AudioContext();
/**
* <p>Returns the Audio Context for this sketch. Useful for users
* who would like to dig deeper into the <a target='_blank' href=
* 'http://webaudio.github.io/web-audio-api/'>Web Audio API
* </a>.</p>
*
* @method getAudioContext
* @return {Object} AudioContext for this sketch
*/
p5.prototype.getAudioContext = function () {
return audiocontext;
};
// Polyfill for AudioIn, also handled by p5.dom createCapture
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia;
/**
* Determine which filetypes are supported (inspired by buzz.js)
* The audio element (el) will only be used to test browser support for various audio formats
*/
var el = document.createElement('audio');
p5.prototype.isSupported = function () {
return !!el.canPlayType;
};
var isOGGSupported = function () {
return !!el.canPlayType && el.canPlayType('audio/ogg; codecs="vorbis"');
};
var isMP3Supported = function () {
return !!el.canPlayType && el.canPlayType('audio/mpeg;');
};
var isWAVSupported = function () {
return !!el.canPlayType && el.canPlayType('audio/wav; codecs="1"');
};
var isAACSupported = function () {
return !!el.canPlayType && (el.canPlayType('audio/x-m4a;') || el.canPlayType('audio/aac;'));
};
var isAIFSupported = function () {
return !!el.canPlayType && el.canPlayType('audio/x-aiff;');
};
p5.prototype.isFileSupported = function (extension) {
switch (extension.toLowerCase()) {
case 'mp3':
return isMP3Supported();
case 'wav':
return isWAVSupported();
case 'ogg':
return isOGGSupported();
case 'aac':
case 'm4a':
case 'mp4':
return isAACSupported();
case 'aif':
case 'aiff':
return isAIFSupported();
default:
return false;
}
};
// if it is iOS, we have to have a user interaction to start Web Audio
// http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
var iOS = navigator.userAgent.match(/(iPad|iPhone|iPod)/g) ? true : false;
if (iOS) {
var iosStarted = false;
var startIOS = function () {
if (iosStarted)
return;
// create empty buffer
var buffer = audiocontext.createBuffer(1, 1, 22050);
var source = audiocontext.createBufferSource();
source.buffer = buffer;
// connect to output (your speakers)
source.connect(audiocontext.destination);
// play the file
source.start(0);
console.log('start ios!');
if (audiocontext.state === 'running') {
iosStarted = true;
}
};
document.addEventListener('touchend', startIOS, false);
document.addEventListener('touchstart', startIOS, false);
}
}();
var master;
'use strict';
master = function () {
/**
* Master contains AudioContext and the master sound output.
*/
var Master = function () {
var audiocontext = p5.prototype.getAudioContext();
this.input = audiocontext.createGain();
this.output = audiocontext.createGain();
//put a hard limiter on the output
this.limiter = audiocontext.createDynamicsCompressor();
this.limiter.threshold.value = 0;
this.limiter.ratio.value = 20;
this.audiocontext = audiocontext;
this.output.disconnect();
// an array of input sources
this.inputSources = [];
// connect input to limiter
this.input.connect(this.limiter);
// connect limiter to output
this.limiter.connect(this.output);
// meter is just for global Amplitude / FFT analysis
this.meter = audiocontext.createGain();
this.fftMeter = audiocontext.createGain();
this.output.connect(this.meter);
this.output.connect(this.fftMeter);
// connect output to destination
this.output.connect(this.audiocontext.destination);
// an array of all sounds in the sketch
this.soundArray = [];
// an array of all musical parts in the sketch
this.parts = [];
// file extensions to search for
this.extensions = [];
};
// create a single instance of the p5Sound / master output for use within this sketch
var p5sound = new Master();
/**
* Returns a number representing the master amplitude (volume) for sound
* in this sketch.
*
* @method getMasterVolume
* @return {Number} Master amplitude (volume) for sound in this sketch.
* Should be between 0.0 (silence) and 1.0.
*/
p5.prototype.getMasterVolume = function () {
return p5sound.output.gain.value;
};
/**
* <p>Scale the output of all sound in this sketch</p>
* Scaled between 0.0 (silence) and 1.0 (full volume).
* 1.0 is the maximum amplitude of a digital sound, so multiplying
* by greater than 1.0 may cause digital distortion. To
* fade, provide a <code>rampTime</code> parameter. For more
* complex fades, see the Env class.
*
* Alternately, you can pass in a signal source such as an
* oscillator to modulate the amplitude with an audio signal.
*
* <p><b>How This Works</b>: When you load the p5.sound module, it
* creates a single instance of p5sound. All sound objects in this
* module output to p5sound before reaching your computer's output.
* So if you change the amplitude of p5sound, it impacts all of the
* sound in this module.</p>
*
* <p>If no value is provided, returns a Web Audio API Gain Node</p>
*
* @method masterVolume
* @param {Number|Object} volume Volume (amplitude) between 0.0
* and 1.0 or modulating signal/oscillator
* @param {Number} [rampTime] Fade for t seconds
* @param {Number} [timeFromNow] Schedule this event to happen at
* t seconds in the future
*/
p5.prototype.masterVolume = function (vol, rampTime, tFromNow) {
if (typeof vol === 'number') {
var rampTime = rampTime || 0;
var tFromNow = tFromNow || 0;
var now = p5sound.audiocontext.currentTime;
var currentVol = p5sound.output.gain.value;
p5sound.output.gain.cancelScheduledValues(now + tFromNow);
p5sound.output.gain.linearRampToValueAtTime(currentVol, now + tFromNow);
p5sound.output.gain.linearRampToValueAtTime(vol, now + tFromNow + rampTime);
} else if (vol) {
vol.connect(p5sound.output.gain);
} else {
// return the Gain Node
return p5sound.output.gain;
}
};
/**
* `p5.soundOut` is the p5.sound master output. It sends output to
* the destination of this window's web audio context. It contains
* Web Audio API nodes including a dyanmicsCompressor (<code>.limiter</code>),
* and Gain Nodes for <code>.input</code> and <code>.output</code>.
*
* @property {Object} soundOut
*/
p5.prototype.soundOut = p5.soundOut = p5sound;
/**
* a silent connection to the DesinationNode
* which will ensure that anything connected to it
* will not be garbage collected
*
* @private
*/
p5.soundOut._silentNode = p5sound.audiocontext.createGain();
p5.soundOut._silentNode.gain.value = 0;
p5.soundOut._silentNode.connect(p5sound.audiocontext.destination);
return p5sound;
}();
var helpers;
'use strict';
helpers = function () {
var p5sound = master;
/**
* @class p5
*/
/**
* Returns a number representing the sample rate, in samples per second,
* of all sound objects in this audio context. It is determined by the
* sampling rate of your operating system's sound card, and it is not
* currently possile to change.
* It is often 44100, or twice the range of human hearing.
*
* @method sampleRate
* @return {Number} samplerate samples per second
*/
p5.prototype.sampleRate = function () {
return p5sound.audiocontext.sampleRate;
};
/**
* Returns the closest MIDI note value for
* a given frequency.
*
* @param {Number} frequency A freqeuncy, for example, the "A"
* above Middle C is 440Hz
* @return {Number} MIDI note value
*/
p5.prototype.freqToMidi = function (f) {
var mathlog2 = Math.log(f / 440) / Math.log(2);
var m = Math.round(12 * mathlog2) + 69;
return m;
};
/**
* Returns the frequency value of a MIDI note value.
* General MIDI treats notes as integers where middle C
* is 60, C# is 61, D is 62 etc. Useful for generating
* musical frequencies with oscillators.
*
* @method midiToFreq
* @param {Number} midiNote The number of a MIDI note
* @return {Number} Frequency value of the given MIDI note
* @example
* <div><code>
* var notes = [60, 64, 67, 72];
* var i = 0;
*
* function setup() {
* osc = new p5.Oscillator('Triangle');
* osc.start();
* frameRate(1);
* }
*
* function draw() {
* var freq = midiToFreq(notes[i]);
* osc.freq(freq);
* i++;
* if (i >= notes.length){
* i = 0;
* }
* }
* </code></div>
*/
p5.prototype.midiToFreq = function (m) {
return 440 * Math.pow(2, (m - 69) / 12);
};
/**
* List the SoundFile formats that you will include. LoadSound
* will search your directory for these extensions, and will pick
* a format that is compatable with the client's web browser.
* <a href="http://media.io/">Here</a> is a free online file
* converter.
*
* @method soundFormats
* @param {String} [...formats] i.e. 'mp3', 'wav', 'ogg'
* @example
* <div><code>
* function preload() {
* // set the global sound formats
* soundFormats('mp3', 'ogg');
*
* // load either beatbox.mp3, or .ogg, depending on browser
* mySound = loadSound('assets/beatbox.mp3');
* }
*
* function setup() {
* mySound.play();
* }
* </code></div>
*/
p5.prototype.soundFormats = function () {
// reset extensions array
p5sound.extensions = [];
// add extensions
for (var i = 0; i < arguments.length; i++) {
arguments[i] = arguments[i].toLowerCase();
if ([
'mp3',
'wav',
'ogg',
'm4a',
'aac'
].indexOf(arguments[i]) > -1) {
p5sound.extensions.push(arguments[i]);
} else {
throw arguments[i] + ' is not a valid sound format!';
}
}
};
p5.prototype.disposeSound = function () {
for (var i = 0; i < p5sound.soundArray.length; i++) {
p5sound.soundArray[i].dispose();
}
};
// register removeSound to dispose of p5sound SoundFiles, Convolvers,
// Oscillators etc when sketch ends
p5.prototype.registerMethod('remove', p5.prototype.disposeSound);
p5.prototype._checkFileFormats = function (paths) {
var path;
// if path is a single string, check to see if extension is provided
if (typeof paths === 'string') {
path = paths;
// see if extension is provided
var extTest = path.split('.').pop();
// if an extension is provided...
if ([
'mp3',
'wav',
'ogg',
'm4a',
'aac'
].indexOf(extTest) > -1) {
if (p5.prototype.isFileSupported(extTest)) {
path = path;
} else {
var pathSplit = path.split('.');
var pathCore = pathSplit[pathSplit.length - 1];
for (var i = 0; i < p5sound.extensions.length; i++) {
var extension = p5sound.extensions[i];
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
pathCore = '';
if (pathSplit.length === 2) {
pathCore += pathSplit[0];
}
for (var i = 1; i <= pathSplit.length - 2; i++) {
var p = pathSplit[i];
pathCore += '.' + p;
}
path = pathCore += '.';
path = path += extension;
break;
}
}
}
} else {
for (var i = 0; i < p5sound.extensions.length; i++) {
var extension = p5sound.extensions[i];
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
path = path + '.' + extension;
break;
}
}
}
} else if (typeof paths === 'object') {
for (var i = 0; i < paths.length; i++) {
var extension = paths[i].split('.').pop();
var supported = p5.prototype.isFileSupported(extension);
if (supported) {
// console.log('.'+extension + ' is ' + supported +
// ' supported by your browser.');
path = paths[i];
break;
}
}
}
return path;
};
/**
* Used by Osc and Env to chain signal math
*/
p5.prototype._mathChain = function (o, math, thisChain, nextChain, type) {
// if this type of math already exists in the chain, replace it
for (var i in o.mathOps) {
if (o.mathOps[i] instanceof type) {
o.mathOps[i].dispose();
thisChain = i;
if (thisChain < o.mathOps.length - 1) {
nextChain = o.mathOps[i + 1];
}
}
}
o.mathOps[thisChain - 1].disconnect();
o.mathOps[thisChain - 1].connect(math);
math.connect(nextChain);
o.mathOps[thisChain] = math;
return o;
};
return { midiToFreq: p5.prototype.midiToFreq };
}(master);
var errorHandler;
'use strict';
errorHandler = function () {
/*
Helper function to generate an error
with a custom stack trace that points to the sketch
and removes other parts of the stack trace.
@private
@class customError
@constructor
@param {String} name custom error name
@param {String} errorTrace custom error trace
@param {String} failedPath path to the file that failed to load
@property {String} name custom error name
@property {String} message custom error message
@property {String} stack trace the error back to a line in the user's sketch.
Note: this edits out stack trace within p5.js and p5.sound.
@property {String} originalStack unedited, original stack trace
@property {String} failedPath path to the file that failed to load
@return {Error} returns a custom Error object
*/
var CustomError = function (name, errorTrace, failedPath) {
var err = new Error();
var tempStack, splitStack;
err.name = name;
err.originalStack = err.stack + errorTrace;
tempStack = err.stack + errorTrace;
err.failedPath = failedPath;
// only print the part of the stack trace that refers to the user code:
var splitStack = tempStack.split('\n');
splitStack = splitStack.filter(function (ln) {
return !ln.match(/(p5.|native code|globalInit)/g);
});
err.stack = splitStack.join('\n');
return err;
};
return CustomError;
}();
var panner;
'use strict';
panner = function () {
var p5sound = master;
var ac = p5sound.audiocontext;
// Stereo panner
// if there is a stereo panner node use it
if (typeof ac.createStereoPanner !== 'undefined') {
p5.Panner = function (input, output) {
this.stereoPanner = this.input = ac.createStereoPanner();
input.connect(this.stereoPanner);
this.stereoPanner.connect(output);
};
p5.Panner.prototype.pan = function (val, tFromNow) {
var time = tFromNow || 0;
var t = ac.currentTime + time;
this.stereoPanner.pan.linearRampToValueAtTime(val, t);
};
//not implemented because stereopanner
//node does not require this and will automatically
//convert single channel or multichannel to stereo.
//tested with single and stereo, not with (>2) multichannel
p5.Panner.prototype.inputChannels = function () {
};
p5.Panner.prototype.connect = function (obj) {
this.stereoPanner.connect(obj);
};
p5.Panner.prototype.disconnect = function () {
this.stereoPanner.disconnect();
};
} else {
// if there is no createStereoPanner object
// such as in safari 7.1.7 at the time of writing this
// use this method to create the effect
p5.Panner = function (input, output, numInputChannels) {
this.input = ac.createGain();
input.connect(this.input);
this.left = ac.createGain();
this.right = ac.createGain();
this.left.channelInterpretation = 'discrete';
this.right.channelInterpretation = 'discrete';
// if input is stereo
if (numInputChannels > 1) {
this.splitter = ac.createChannelSplitter(2);
this.input.connect(this.splitter);
this.splitter.connect(this.left, 1);
this.splitter.connect(this.right, 0);
} else {
this.input.connect(this.left);
this.input.connect(this.right);
}
this.output = ac.createChannelMerger(2);
this.left.connect(this.output, 0, 1);
this.right.connect(this.output, 0, 0);
this.output.connect(output);
};
// -1 is left, +1 is right
p5.Panner.prototype.pan = function (val, tFromNow) {
var time = tFromNow || 0;
var t = ac.currentTime + time;
var v = (val + 1) / 2;
var rightVal = Math.cos(v * Math.PI / 2);
var leftVal = Math.sin(v * Math.PI / 2);
this.left.gain.linearRampToValueAtTime(leftVal, t);
this.right.gain.linearRampToValueAtTime(rightVal, t);
};
p5.Panner.prototype.inputChannels = function (numChannels) {
if (numChannels === 1) {
this.input.disconnect();
this.input.connect(this.left);
this.input.connect(this.right);
} else if (numChannels === 2) {
if (typeof (this.splitter === 'undefined')) {
this.splitter = ac.createChannelSplitter(2);
}
this.input.disconnect();
this.input.connect(this.splitter);
this.splitter.connect(this.left, 1);
this.splitter.connect(this.right, 0);
}
};
p5.Panner.prototype.connect = function (obj) {
this.output.connect(obj);
};
p5.Panner.prototype.disconnect = function () {
this.output.disconnect();
};
}
// 3D panner
p5.Panner3D = function (input, output) {
var panner3D = ac.createPanner();
panner3D.panningModel = 'HRTF';
panner3D.distanceModel = 'linear';
panner3D.setPosition(0, 0, 0);
input.connect(panner3D);
panner3D.connect(output);
panner3D.pan = function (xVal, yVal, zVal) {
panner3D.setPosition(xVal, yVal, zVal);
};
return panner3D;
};
}(master);
var soundfile;
'use strict';
soundfile = function () {
var CustomError = errorHandler;
var p5sound = master;
var ac = p5sound.audiocontext;
var midiToFreq = helpers.midiToFreq;
/**
* <p>SoundFile object with a path to a file.</p>
*
* <p>The p5.SoundFile may not be available immediately because
* it loads the file information asynchronously.</p>
*
* <p>To do something with the sound as soon as it loads
* pass the name of a function as the second parameter.</p>
*
* <p>Only one file path is required. However, audio file formats
* (i.e. mp3, ogg, wav and m4a/aac) are not supported by all
* web browsers. If you want to ensure compatability, instead of a single
* file path, you may include an Array of filepaths, and the browser will
* choose a format that works.</p>
*
* @class p5.SoundFile
* @constructor
* @param {String|Array} path path to a sound file (String). Optionally,
* you may include multiple file formats in
* an array. Alternately, accepts an object
* from the HTML5 File API, or a p5.File.
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if file fails to
* load. This function will receive an error or
* XMLHttpRequest object with information
* about what went wrong.
* @param {Function} [whileLoadingCallback] Name of a function to call while file
* is loading. That function will
* receive progress of the request to
* load the sound file
* (between 0 and 1) as its first
* parameter. This progress
* does not account for the additional
* time needed to decode the audio data.
*
* @example
* <div><code>
*
* function preload() {
* soundFormats('mp3', 'ogg');
* mySound = loadSound('assets/doorbell.mp3');
* }
*
* function setup() {
* mySound.setVolume(0.1);
* mySound.play();
* }
*
* </code></div>
*/
p5.SoundFile = function (paths, onload, onerror, whileLoading) {
if (typeof paths !== 'undefined') {
if (typeof paths === 'string' || typeof paths[0] === 'string') {
var path = p5.prototype._checkFileFormats(paths);
this.url = path;
} else if (typeof paths === 'object') {
if (!(window.File && window.FileReader && window.FileList && window.Blob)) {
// The File API isn't supported in this browser
throw 'Unable to load file because the File API is not supported';
}
}
// if type is a p5.File...get the actual file
if (paths.file) {
paths = paths.file;
}
this.file = paths;
}
// private _onended callback, set by the method: onended(callback)
this._onended = function () {
};
this._looping = false;
this._playing = false;
this._paused = false;
this._pauseTime = 0;
// cues for scheduling events with addCue() removeCue()
this._cues = [];
// position of the most recently played sample
this._lastPos = 0;
this._counterNode = null;
this._scopeNode = null;
// array of sources so that they can all be stopped!
this.bufferSourceNodes = [];
// current source
this.bufferSourceNode = null;
this.buffer = null;
this.playbackRate = 1;
this.input = p5sound.audiocontext.createGain();
this.output = p5sound.audiocontext.createGain();
this.reversed = false;
// start and end of playback / loop
this.startTime = 0;
this.endTime = null;
this.pauseTime = 0;
// "restart" would stop playback before retriggering
this.mode = 'sustain';
// time that playback was started, in millis
this.startMillis = null;
// stereo panning
this.panPosition = 0;
this.panner = new p5.Panner(this.output, p5sound.input, 2);
// it is possible to instantiate a soundfile with no path
if (this.url || this.file) {
this.load(onload, onerror);
}
// add this p5.SoundFile to the soundArray
p5sound.soundArray.push(this);
if (typeof whileLoading === 'function') {
this._whileLoading = whileLoading;
} else {
this._whileLoading = function () {
};
}
};
// register preload handling of loadSound
p5.prototype.registerPreloadMethod('loadSound', p5.prototype);
/**
* loadSound() returns a new p5.SoundFile from a specified
* path. If called during preload(), the p5.SoundFile will be ready
* to play in time for setup() and draw(). If called outside of
* preload, the p5.SoundFile will not be ready immediately, so
* loadSound accepts a callback as the second parameter. Using a
* <a href="https://github.com/processing/p5.js/wiki/Local-server">
* local server</a> is recommended when loading external files.
*
* @method loadSound
* @param {String|Array} path Path to the sound file, or an array with
* paths to soundfiles in multiple formats
* i.e. ['sound.ogg', 'sound.mp3'].
* Alternately, accepts an object: either
* from the HTML5 File API, or a p5.File.
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if there is
* an error loading the file.
* @param {Function} [whileLoading] Name of a function to call while file is loading.
* This function will receive the percentage loaded
* so far, from 0.0 to 1.0.
* @return {SoundFile} Returns a p5.SoundFile
* @example
* <div><code>
* function preload() {
* mySound = loadSound('assets/doorbell.mp3');
* }
*
* function setup() {
* mySound.setVolume(0.1);
* mySound.play();
* }
* </code></div>
*/
p5.prototype.loadSound = function (path, callback, onerror, whileLoading) {
// if loading locally without a server
if (window.location.origin.indexOf('file://') > -1 && window.cordova === 'undefined') {
window.alert('This sketch may require a server to load external files. Please see http://bit.ly/1qcInwS');
}
var self = this;
var s = new p5.SoundFile(path, function () {
if (typeof callback === 'function') {
callback.apply(self, arguments);
}
self._decrementPreload();
}, onerror, whileLoading);
return s;
};
/**
* This is a helper function that the p5.SoundFile calls to load
* itself. Accepts a callback (the name of another function)
* as an optional parameter.
*
* @private
* @param {Function} [successCallback] Name of a function to call once file loads
* @param {Function} [errorCallback] Name of a function to call if there is an error
*/
p5.SoundFile.prototype.load = function (callback, errorCallback) {
var self = this;
var errorTrace = new Error().stack;
if (this.url !== undefined && this.url !== '') {
var request = new XMLHttpRequest();
request.addEventListener('progress', function (evt) {
self._updateProgress(evt);
}, false);
request.open('GET', this.url, true);
request.responseType = 'arraybuffer';
request.onload = function () {
if (request.status === 200) {
// on sucess loading file:
ac.decodeAudioData(request.response, // success decoding buffer:
function (buff) {
self.buffer = buff;
self.panner.inputChannels(buff.numberOfChannels);
if (callback) {
callback(self);
}
}, // error decoding buffer. "e" is undefined in Chrome 11/22/2015
function () {
var err = new CustomError('decodeAudioData', errorTrace, self.url);
var msg = 'AudioContext error at decodeAudioData for ' + self.url;
if (errorCallback) {
err.msg = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
});
} else {
var err = new CustomError('loadSound', errorTrace, self.url);
var msg = 'Unable to load ' + self.url + '. The request status was: ' + request.status + ' (' + request.statusText + ')';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
}
};
// if there is another error, aside from 404...
request.onerror = function () {
var err = new CustomError('loadSound', errorTrace, self.url);
var msg = 'There was no response from the server at ' + self.url + '. Check the url and internet connectivity.';
if (errorCallback) {
err.message = msg;
errorCallback(err);
} else {
console.error(msg + '\n The error stack trace includes: \n' + err.stack);
}
};
request.send();
} else if (this.file !== undefined) {
var reader = new FileReader();
reader.onload = function () {
ac.decodeAudioData(reader.result, function (buff) {
self.buffer = buff;
self.panner.inputChannels(buff.numberOfChannels);
if (callback) {
callback(self);
}
});
};
reader.onerror = function (e) {
if (onerror) {
onerror(e);
}
};
reader.readAsArrayBuffer(this.file);
}
};
// TO DO: use this method to create a loading bar that shows progress during file upload/decode.
p5.SoundFile.prototype._updateProgress = function (evt) {