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Merge pull request tidalcycles#718 from Bubobubobubobubo/reverb
Better convolution reverb by generating impulse responses
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@@ -18,4 +18,5 @@ vite.config.js | |
**/*.json | ||
**/dev-dist | ||
**/dist | ||
/src-tauri/target/**/* | ||
/src-tauri/target/**/* | ||
reverbGen.mjs |
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@@ -1,23 +1,30 @@ | ||
if (typeof AudioContext !== 'undefined') { | ||
AudioContext.prototype.impulseResponse = function (duration, channels = 1) { | ||
const length = this.sampleRate * duration; | ||
const impulse = this.createBuffer(channels, length, this.sampleRate); | ||
const IR = impulse.getChannelData(0); | ||
for (let i = 0; i < length; i++) IR[i] = (2 * Math.random() - 1) * Math.pow(1 - i / length, duration); | ||
return impulse; | ||
}; | ||
import reverbGen from './reverbGen.mjs'; | ||
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AudioContext.prototype.createReverb = function (duration) { | ||
if (typeof AudioContext !== 'undefined') { | ||
AudioContext.prototype.generateReverb = reverbGen.generateReverb; | ||
AudioContext.prototype.createReverb = function (duration, fade, lp, dim) { | ||
const convolver = this.createConvolver(); | ||
convolver.setDuration = (d) => { | ||
convolver.buffer = this.impulseResponse(d); | ||
convolver.duration = duration; | ||
return convolver; | ||
convolver.generate = (d, fade, lp, dim) => { | ||
this.generateReverb( | ||
{ | ||
audioContext: this, | ||
sampleRate: 44100, | ||
numChannels: 2, | ||
decayTime: d, | ||
fadeInTime: fade, | ||
lpFreqStart: lp, | ||
lpFreqEnd: dim, | ||
}, | ||
(buffer) => { | ||
convolver.buffer = buffer; | ||
}, | ||
); | ||
convolver.duration = d; | ||
convolver.fade = fade; | ||
convolver.lp = lp; | ||
convolver.dim = dim; | ||
}; | ||
convolver.setDuration(duration); | ||
convolver.generate(duration, fade, lp, dim); | ||
return convolver; | ||
}; | ||
} | ||
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// TODO: make the reverb more exciting | ||
// check out https://blog.gskinner.com/archives/2019/02/reverb-web-audio-api.html |
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// Copyright 2014 Alan deLespinasse | ||
// | ||
// 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. | ||
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var reverbGen = {}; | ||
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/** Generates a reverb impulse response. | ||
@param {!Object} params TODO: Document the properties. | ||
@param {!function(!AudioBuffer)} callback Function to call when | ||
the impulse response has been generated. The impulse response | ||
is passed to this function as its parameter. May be called | ||
immediately within the current execution context, or later. */ | ||
reverbGen.generateReverb = function (params, callback) { | ||
var audioContext = params.audioContext || new AudioContext(); | ||
var sampleRate = params.sampleRate || 44100; | ||
var numChannels = params.numChannels || 2; | ||
// params.decayTime is the -60dB fade time. We let it go 50% longer to get to -90dB. | ||
var totalTime = params.decayTime * 1.5; | ||
var decaySampleFrames = Math.round(params.decayTime * sampleRate); | ||
var numSampleFrames = Math.round(totalTime * sampleRate); | ||
var fadeInSampleFrames = Math.round((params.fadeInTime || 0) * sampleRate); | ||
// 60dB is a factor of 1 million in power, or 1000 in amplitude. | ||
var decayBase = Math.pow(1 / 1000, 1 / decaySampleFrames); | ||
var reverbIR = audioContext.createBuffer(numChannels, numSampleFrames, sampleRate); | ||
for (var i = 0; i < numChannels; i++) { | ||
var chan = reverbIR.getChannelData(i); | ||
for (var j = 0; j < numSampleFrames; j++) { | ||
chan[j] = randomSample() * Math.pow(decayBase, j); | ||
} | ||
for (var j = 0; j < fadeInSampleFrames; j++) { | ||
chan[j] *= j / fadeInSampleFrames; | ||
} | ||
} | ||
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applyGradualLowpass(reverbIR, params.lpFreqStart || 0, params.lpFreqEnd || 0, params.decayTime, callback); | ||
}; | ||
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/** Creates a canvas element showing a graph of the given data. | ||
@param {!Float32Array} data An array of numbers, or a Float32Array. | ||
@param {number} width Width in pixels of the canvas. | ||
@param {number} height Height in pixels of the canvas. | ||
@param {number} min Minimum value of data for the graph (lower edge). | ||
@param {number} max Maximum value of data in the graph (upper edge). | ||
@return {!CanvasElement} The generated canvas element. */ | ||
reverbGen.generateGraph = function (data, width, height, min, max) { | ||
var canvas = document.createElement('canvas'); | ||
canvas.width = width; | ||
canvas.height = height; | ||
var gc = canvas.getContext('2d'); | ||
gc.fillStyle = '#000'; | ||
gc.fillRect(0, 0, canvas.width, canvas.height); | ||
gc.fillStyle = '#fff'; | ||
var xscale = width / data.length; | ||
var yscale = height / (max - min); | ||
for (var i = 0; i < data.length; i++) { | ||
gc.fillRect(i * xscale, height - (data[i] - min) * yscale, 1, 1); | ||
} | ||
return canvas; | ||
}; | ||
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/** Applies a constantly changing lowpass filter to the given sound. | ||
@private | ||
@param {!AudioBuffer} input | ||
@param {number} lpFreqStart | ||
@param {number} lpFreqEnd | ||
@param {number} lpFreqEndAt | ||
@param {!function(!AudioBuffer)} callback May be called | ||
immediately within the current execution context, or later.*/ | ||
var applyGradualLowpass = function (input, lpFreqStart, lpFreqEnd, lpFreqEndAt, callback) { | ||
if (lpFreqStart == 0) { | ||
callback(input); | ||
return; | ||
} | ||
var channelData = getAllChannelData(input); | ||
var context = new OfflineAudioContext(input.numberOfChannels, channelData[0].length, input.sampleRate); | ||
var player = context.createBufferSource(); | ||
player.buffer = input; | ||
var filter = context.createBiquadFilter(); | ||
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lpFreqStart = Math.min(lpFreqStart, input.sampleRate / 2); | ||
lpFreqEnd = Math.min(lpFreqEnd, input.sampleRate / 2); | ||
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filter.type = 'lowpass'; | ||
filter.Q.value = 0.0001; | ||
filter.frequency.setValueAtTime(lpFreqStart, 0); | ||
filter.frequency.linearRampToValueAtTime(lpFreqEnd, lpFreqEndAt); | ||
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player.connect(filter); | ||
filter.connect(context.destination); | ||
player.start(); | ||
context.oncomplete = function (event) { | ||
callback(event.renderedBuffer); | ||
}; | ||
context.startRendering(); | ||
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window.filterNode = filter; | ||
}; | ||
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/** @private | ||
@param {!AudioBuffer} buffer | ||
@return {!Array.<!Float32Array>} An array containing the Float32Array of each channel's samples. */ | ||
var getAllChannelData = function (buffer) { | ||
var channels = []; | ||
for (var i = 0; i < buffer.numberOfChannels; i++) { | ||
channels[i] = buffer.getChannelData(i); | ||
} | ||
return channels; | ||
}; | ||
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/** @private | ||
@return {number} A random number from -1 to 1. */ | ||
var randomSample = function () { | ||
return Math.random() * 2 - 1; | ||
}; | ||
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export default reverbGen; |
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