TL;DR
Create a synthesizer with one line of code: synth = new BEEP.Instrument()
Or plink away on the demo synth: http://beepjs.com.
Tap the pulsing Play button for a
jaunty music lesson.
Beep is a JavaScript framework for building browser-based synthesizers using
the WebAudio API. It takes a “batteries included” approach, meaning it boots
up ready to give you the audio equivalent of “Hello, World!” without too much
fuss. One line like synth = new BEEP.Instrument()
will build a bundle of
Trigger
interfaces, each with its own Voices
for Notes
—that is, a piano
keyboard that you can begin banging on immediately. But what’s a software
piano that can’t play itself? Use synth.scorePlay()
to play the default
score provided for you. (And yes, you can always write your own scores!)
The blurb above and descriptions below include some sample code
. If you’re
new to hacking around in the browser you may be wondering where that code’s
supposed to go. Are you viewing this in a modern desktop browser? Then you
can open up your browser’s JavaScript Console and start hacking away right
now. Here’s how:
Chrome: View → Developer → JavaScript Console, or
⌥⌘J.
Safari: First,
enable the Developer menu.
Then, Develop → Show Error Console, or ⌥⌘C.
Firefox: Tools → Web Developer → Web Console, or
⌥⌘K.
Opera: View → Developer Tools → Opera Dragonfly,
or ⌥⌘I, then click on the Console tab.
Creating a new note is easy: n = new BEEP.Note()
. But unless you’re content
with nothing but concert A’s blaring at 440Hz all day, you’re going to want to
create other notes like so: new BEEP.Note('E♭')
or new BEEP.Note('5E♭')
for an E♭ that’s in the 5th octave rather than the default 4th octave. So what
does that 5E♭ give you anyway? An object like this:
{
A: 440, // What Concert A are we tuned to?
hertz: 622.253…, // Frequency of the note.
isFlat: true, // Set if ♭. Similar: isSharp and isNatural.
letter: "E", // Explains itself, no?
letterIndex: 4, // ['ABCDEFG'].indexOf(letter).
modifier: "♭", // Set to ♭, ♮, or ♯.
name: "E♭", // Note name. Will include ♮.
nameIndex: 7, // ['A♭','A♮','B♭','B♮','C♮'…].indexOf(name)
nameSimple: "E♭", // Note name. Will NOT include ♮.
octaveIndex: 5, // On a standard piano, 0–8.
pianoKeyIndex: 55,// On a standard piano, 0–87.
tuning: "EDO12" // Default: Equal Division of Octave into 12 steps.
}
Flexible parameters
Sure, you can call new BEEP.Note('E♭')
and accept the above default
parameters that come with it. But you can also send an Object to Note
instead of a String and set each of those parameters manually! No specific
param is required so just send what you need:
new BEEP.Note({ A: 442, name: 'E♭', octaveIndex: 5 })
By the numbers
Can we just throw all this named-note garbage out the window? Yes. Want the
Devil’s note? Try new BEEP.Note(666)
. What does that give you?
{ hertz: 666 }
I happen to like named notes though. They provide a pretty
nice grid to work with, eh?
Easy ASCII
It might quell your anxieties to know that Note
will intelligently convert
the common # (number) into a proper ♯ (sharp) and will also accept a
lowercase b as a substitue for ♭ (flat). There’s no need to use ♮
(natural) but it is in the code there should you desire to invoke it.
Smart conversion
If you commit a serious blunder like new BEEP.Note('B♯')
don’t stress,
Note
will kindly assume you intended Note('C♮')
instead.
(There is no B♯.)
If you happen to be old school German then, yes, you can use H instead of
B. (Similarly, there is no H♯. Weirdo.)
Western tunings
Right now only western tunings are supported—I’m afraid that’s all I know how
to work with. All note params pass through Note.validateWestern()
which does
the above fancy logic. From there I’ve included support for two separate
tunings: Just intonation
and Equal temperament.
More needs to be written on this topic for sure…
Bach up a second
So all that’s great, but a Note
is just a mathematical model. (You’ll notice
it has no play()
method for example.) It doesn’t make any sound. For that we
will need a Voice
.
How do you make a Note
sing? Give it a Voice
. Or rather—create a Voice
initialized with a Note
and maybe pass it an AudioContext
to pipe the
sound out to. Just as with Note
the arguments for Voice
are all optional.
Providing none will yield a Voice
with a default Note
of 440Hz:
v = new BEEP.Voice()// We’re running with defaults.
v.play()// Listen to that pure 440Hz Concert A.
v.pause()// Ok, we’ve had enough.
Note arguments
Voice
will pass note-like arguments to Note
. It doesn’t take an in-state
Liberal Arts degree to imagine what new BEEP.Voice('2E♭')
or
new BEEP.Voice({ A: 442, name: 'E♭', octaveIndex: 2 })
might produce then.
You could even try new BEEP.Voice(new BEEP.Note('2E♭'))
if you’re not into
that whole brevity thing, man.
Audio arguments
If you do not pass an AudioContext
or GainNode
to Voice
it will create
an AudioContext
for itself. This is convenient because it means Voice
just
works (batteries-included, eh?) but there are hardware limits on the number of
AudioContexts
you can create. We’ll see how to solve this later by creating
an Instrument
and passing its AudioContext
to each Voice
.
Only fix what’s Baroque
I guess all the above is pretty cool, but having to type v.play()
and
v.pause()
everytime I want to Voice
a Note
is kind of a drag. And that’s
where Trigger
come in.
We can dream up a Note
, give it a Voice
, but wouldn’t it be great if we
had some visible DOM Elements and Event Listeners working on our behalf?
Behold, your default Concert A: t = new BEEP.Trigger()
. Simply creating
a new Trigger
will also construct the DOM bits and listeners for you.
No further fuss necessary.
Notes & Voices
As you may have guessed, Trigger
will create a Voice
for you and assign it
a Note
. Setting this at initialization time is trivial:
new BEEP.Trigger('E♭')
. See the Voice
description above to get an idea of
the variation possible here. And it’s likewise trivial to alter the Note
or
Voice
after creation.
Many Voices
Rather than one single voice, Trigger
is setup to handle a whole Array of
them. In fact, the default Trigger
uses two voices: one employs a sine-wave
oscillator at the intended Note
while a second employs a square-wave
osciallator running one octave lower for a nice chunky Nintendo sound.
Customizing your instance’s createVoices()
method is the name of the game!
Audio arguments
Just like Voice
, Trigger
is happy to ingest an AudioContext
or
GainNode
argument but will make do without one if it has to. See the above
Voice
blurb for more details.
Many Triggers
Throw a few of these together and you have a mini-keyboard. What famous
movie theme does this keyboard play? Notice how we can optionally add
keyboard event listeners to bind characters to Triggers
? Here we’ve
assigned the characters 1–5 to activate the five triggers respectively.
new BEEP.Trigger('4G').addTriggerChar('1')
new BEEP.Trigger('4A').addTriggerChar('2')
new BEEP.Trigger('4F').addTriggerChar('3')
new BEEP.Trigger('3F').addTriggerChar('4')
new BEEP.Trigger('4C').addTriggerChar('5')
What if we had a convenient way to bundle these Triggers
together? You
guessed it: Instrument
to the rescue.
How simple is this? synth = new BEEP.Instrument()
. You can pass the
constructor either a DOM Element or a String representing the ID of a DOM
Element and it will target that for the build. Otherwise it will just create
its own. That one command gives you a default keyboard of Triggers
with
Voices
and so on. Pretty nifty, eh?
Triggers
Sure, upon creation your instance of Instrument
will run build()
on
itself, creating a default set of Triggers
. But it is so easy to overwrite
this function with your own custom keyboard. (You should do this!) There is a
corresponding unbuild()
method for removing all of its Triggers
. And that
movie-theme keyboard from above? It comes built-in as well:
BEEP.Instrument.prototype.buildCloseEncounters = function(){
this.unbuild()
.newTrigger( '4G', '1' )
.newTrigger( '4A', '2' )
.newTrigger( '4F', '3' )
.newTrigger( '3F', '4' )
.newTrigger( '4C', '5' )
return this
}
The newTrigger()
convenience method creates a new Trigger
, passes it the
existing AudioContext
, and adds keyboard Event Listeners. Oh, my!
Instrument
comes with a built-in score that you might recognize as
Do Re Mi. In the demo you can
click the pulsing Play button to run it. This is
equivalent to Instrument.scorePlay()
in code. Check out the source to see
how we’re able to compose the melody and harmony separately and
Instrument.scoreLoad()
blends them together.
Composing
Scores are just Arrays ingested three entries at a time: 1. Delay time
(relative to the previous command), 2. Trigger
ID to engage, 3. Engagement
duration. I find it’s easiest to write the durations in fractions like the
musical notation they are replacing: ¼ = quarter note, ½ = half note, and so
on. Here’s a sample from the default score:
melody = [
36/4, '4C', 6/4,// Do[e]
6/4, '4D', 2/4,// a
2/4, '4E', 5/4,// deer
6/4, '4C', 2/4,// A
2/4, '4E', 4/4,// fe
4/4, '4C', 3/4,// male
4/4, '4E', 4/4,// deer
…
In the future it might make more sense to separate Score into its own Class. The naming conventions could use some tightening. And there is definitely a need for more explanation (and a demo) related to the difference between Just intonation and Equal temperament. It’s early days.