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test.js
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/**
* Included are tools for making custom drum kits.
* Each function, when run, returns an object with at least two functions:
* hit(vel), and play().
*
* hit(vel) signals the drum to be hit, with relative velocity vel
* play() runs the drum though one sample, returning its current value
*
* NoiseMaker(color, decay, base_amp)
* Generates noise when hit.
* color signifies how "brown" the noise is, with 0 being white noise
* and higher values being more bass-heavy brown noise.
* decay signifies how rapidly the noise decays, with higher being faster
* base_amp is an easy way to multiply the amplitude for the entire NoiseMaker
*
* NoiseMaker is useful for hihats, clicks and rattles
* White noise gives a simple hihat, with longer decay a more open hihat, and a very short decay a click
* Brown noise sounds like hitting a rattling sheet of metal
*
* Drumhead(freq, harmonics, harmonic_power, decay, freq_decay, base_amp)
* Plays a sine wave, with specified overtones that decays in amplitude and frequency
* freq signifies the base frequency
* harmonics is an array of the hamonics used
* harmonic_power signifies that amplutide of the nth harmonic is 1/n^harmonic_power
* decay signifies how rapidly the amplitudes decay, with higher being faster
* freq_decay signifies how rapidly the frequnecies decay, with higher being faster
* base_amp is an easy way to multiply the amplitude for the entire NoiseMaker
*
* Bassdrum(freq, decay, freq_decay, click_amp, base_amp)
* Sets up a drumhead to sound like a bass drum.
* A combination of a Drumhead with a Noisemaker.
* The harmonics are taken from:
* http://www.soundonsound.com/sos/feb02/articles/synthsecrets0202.asp
* It's important that the harmonics are non-integers, as drums are characteristically inharmonic.
* For a tighter membrane, lower the freq_decay. A freq decay of 0 sounds like a timpani.
* click_amp is amplitude of the click.
* For suggested examples, see below.
*
* Snaredrum(freq, decay, noise_amp, drumhead_amp)
* Sets up a drumhead to sound like a snare drum.
* A combination of a Drumhead (with drumhead_amp) with a brown Noisemaker (with noise_amp).
* The harmonics are taken from:
* http://www.soundonsound.com/sos/Mar02/articles/synthsecrets0302.asp
* For an open snare, set noise_amp to 0.
* Setting drumhead_amp to low values gives a harsh, flat sounding snare.
*
* Tomdrum(freq, decay, freq_decay, base_amp)
* Combines two Drumheads at different settings to try and replicate the complexity of this sound.
*
*/
var bpm = 120;
// choose a sample beat to play by setting beat_selection
// 0: basic rock beat
// 1: basic swing beat
// 2: Song 2 (Blur)
// 3: basic waltz
// 4: Four on the floor
// 5: Funky drummer (James Brown)
// 6: Amen break (The Winstons)
// 7: Morning Bell (Radiohead)
// 8: untss untss untss
// 9: Last Nite (The Strokes)
// 10: The Gold We're Digging (Parts & Labor)
// 11: Maps (The Yeah Yeah Yeahs)
var beat_selection = 0;
import { NoiseMaker } from './index';
import { Drumhead } from './index';
import { Bassdrum } from './index';
import { Snaredrum } from './index';
import { Tomdrum } from './index';
var bassdrum = Bassdrum(55, 10, 2, 0.05, 1.5);
var hihat = NoiseMaker(0, 30, 0.1);
var snare = Snaredrum(220, 20, 0.2, 1);
var tom1 = Tomdrum(82.5, 10, 2, 1);
var tom2 = Tomdrum(110, 10, 2, 1);
var tom3 = Tomdrum(137.5, 10, 2, 1);
var snare2 = Snaredrum(440, 50, 0.05, 0.0);
var snare3 = Snaredrum(440, 50, 0.05, 0.1);
var crash = NoiseMaker(1, 5, 0.3);
var drums = {
play : function(){
var bassdrumplay = bassdrum.play();
var snareplay = snare.play();
var hihatplay = hihat.play();
var tom1play = tom1.play();
var tom2play = tom2.play();
var tom3play = tom3.play();
var snare2play = snare2.play();
var snare3play = snare3.play();
var crashplay = crash.play();
return [
bassdrumplay * 0.5 + hihatplay * 0.6 + snareplay * 0.4 + snare2play*0.5 + tom1play*0.8 + tom2play*0.5 + tom3play*0.2 + crashplay*0.3,
bassdrumplay * 0.5 + hihatplay * 0.4 + snareplay * 0.6 + snare3play*0.5 + tom1play*0.2 + tom2play*0.5 + tom3play*0.8 + crashplay*0.7];
}
};
function compress(w){
return Math.atan(w*(Math.PI/2))/(Math.PI/2);
}
function compress2(w){
return [Math.atan(w[0]*(Math.PI/2))/(Math.PI/2), Math.atan(w[1]*(Math.PI/2))/(Math.PI/2)];
}
function at(t1,t2){return (t1 >= t2 && t1 <= t2+1/sampleRate);}
function each(b, beat, per_beat){
return at(b%per_beat*60/bpm, beat%per_beat*60/bpm);
}
var beats = 0.0;
export function dsp(t) {
beats += 1/sampleRate/60*bpm;
switch(beat_selection){
case 0:
if (each(beats,0, 2)) bassdrum.hit(1);
if (each(beats,2.5, 4)) bassdrum.hit(1);
if (each(beats,1, 2)) snare.hit(1);
if (each(beats,0, 0.5)) hihat.hit(1);
if (each(beats,0,16)) crash.hit(1);
break;
case 1:
if (each(beats,0,2)) bassdrum.hit(1);
if (each(beats,1,2)) snare.hit(1);
if (each(beats,0,1)) hihat.hit(1);
if (each(beats,2/3,2)) hihat.hit(0.6);
if (each(beats,5/3,2)) hihat.hit(0.6);
if (each(beats,15,16)) snare.hit(0.7);
if (each(beats,15+1/3,16)) snare.hit(0.5);
if (each(beats,15+2/3,16)) snare.hit(0.6);
if (each(beats,0,16)) crash.hit(1);
break;
case 2:
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,2,8)) bassdrum.hit(1);
if (each(beats,2.5,4)) bassdrum.hit(1);
if (each(beats,4.5,8)) bassdrum.hit(1);
if (each(beats,5.5,8)) bassdrum.hit(1);
if (each(beats,1,2)) snare.hit(1);
if (each(beats,7.5,8)) snare.hit(1);
if (each(beats,3.5,8)) tom2.hit(1);
if (each(beats,0,1)) hihat.hit(1);
if (each(beats,0.5,1)) hihat.hit(0.5);
if (each(beats,0,8)) hihat.set_decay(30);
if (each(beats,7.5,8)) hihat.set_decay(5);
break;
case 3:
if (each(beats,0,3)) bassdrum.hit(1);
if (each(beats,1,3)) snare.hit(1);
if (each(beats,2,3)) snare.hit(0.7);
if (each(beats,0,1)) hihat.hit(1);
break;
case 4:
if (each(beats,0, 0.5)) bassdrum.hit(1);
if (each(beats,1, 2)) snare.hit(1);
if (each(beats,0, 0.5)) hihat.hit(1);
if (each(beats,0.25, 0.5)) hihat.hit(0.2);
break;
case 5:
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,0.5,4)) bassdrum.hit(1);
if (each(beats,1,4)) snare.hit(1);
if (each(beats,2.25,4)) snare.hit(0.8);
if (each(beats,2.5,4)) bassdrum.hit(1);
if (each(beats,2.75,4)) snare.hit(0.5);
if (each(beats,6+3/4+1/8,8)) snare.hit(0.5);
if (each(beats,6+3/4+1/8+1/16,8)) snare.hit(0.5);
if (each(beats,3,4)) snare.hit(0.4);
if (each(beats,3.25,4)) bassdrum.hit(1);
if (each(beats,3.5,4)) snare.hit(0.7);
if (each(beats,0,0.25)) hihat.hit(1);
break;
case 6:
if (beats%16 < 8){
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,0.5,4)) bassdrum.hit(0.8);
if (each(beats,1,4)) snare.hit(0.9);
if (each(beats,1.75,4)) snare.hit(1);
if (each(beats,2.25,4)) snare.hit(0.8);
if (each(beats,2.5,4)) bassdrum.hit(0.8);
if (each(beats,2.75,4)) bassdrum.hit(0.5);
if (each(beats,3,4)) snare.hit(0.9);
if (each(beats,3.75,4)) snare.hit(0.6);
if (each(beats,0,0.5)) hihat.hit(1);
} else if (beats%16 < 12){
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,0.5,4)) bassdrum.hit(0.8);
if (each(beats,1,4)) snare.hit(0.9);
if (each(beats,1.75,4)) snare.hit(1);
if (each(beats,2.25,4)) snare.hit(0.8);
if (each(beats,2.5,4)) bassdrum.hit(0.8);
if (each(beats,3.5,4)) snare.hit(0.9);
if (each(beats,0,0.5)) hihat.hit(1);
} else {
if (each(beats,0.25,4)) snare.hit(0.6);
if (each(beats,0.5,4)) bassdrum.hit(1);
if (each(beats,0.75,4)) bassdrum.hit(0.5);
if (each(beats,1,4)) snare.hit(1);
if (each(beats,1.75,4)) snare.hit(1);
if (each(beats,2.25,4)) snare.hit(0.8);
if (each(beats,2.5,4)) bassdrum.hit(0.8); if (each(beats,2.5,4)) crash.hit(1);
if (each(beats,3.5,4)) snare.hit(0.9);
if (each(beats,0,0.5)) hihat.hit(1);
}
break;
case 7:
if (each(beats,0,5)) bassdrum.hit(1);
if (each(beats,1.5,5)) snare.hit(1);
if (each(beats,2.5,5)) bassdrum.hit(0.8);
if (each(beats,3,5)) bassdrum.hit(1);
if (each(beats,4,5)) snare.hit(0.7);
if (each(beats,4.25,5)) snare.hit(0.6);
if (each(beats,4.5,5)) snare.hit(0.6);
if (each(beats,0,0.5) && beats%5<4) hihat.hit(1);
break;
case 8:
if (each(beats,0,1)) bassdrum.hit(1);
if (each(beats,0.5,1)) hihat.hit(1);
break;
case 9:
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,1,4)) bassdrum.hit(1);
if (each(beats,2,4)) bassdrum.hit(1);
if (each(beats,2.75,4)) bassdrum.hit(0.7);
if (each(beats,3.25,4)) bassdrum.hit(0.5);
if (each(beats,0.5,1)) snare.hit(1);
if (each(beats,0,0.5)) hihat.hit(1);
break;
case 10:
if (each(beats,0,1)) bassdrum.hit(1);
if (each(beats,0.5,2)) snare.hit(0.8);
if (each(beats,0.75,2)) snare.hit(1);
if (each(beats,1.25,2)) snare.hit(0.8);
if (each(beats,1.5,2)) snare.hit(1);
if (each(beats,0,0.5)) hihat.hit(1);
if (each(beats,0.25,1)) hihat.hit(1);
break;
case 11:
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,0.5,4)) bassdrum.hit(1);
if (each(beats,1,4)) bassdrum.hit(1);
if (each(beats,2,4)) bassdrum.hit(1);
if (each(beats,2.5,4)) bassdrum.hit(1);
if (each(beats,1.5,4)) snare.hit(1);
if (each(beats,3,4)) snare.hit(1);
if (each(beats,0,0.5)) tom1.hit(0.8);
if (each(beats,0.25,8)) tom2.hit(1.5);
if (each(beats,4,8)) tom2.hit(2);
if (each(beats,4.5,8)) tom2.hit(1);
if (each(beats,5,8)) tom2.hit(1);
break;
}
var output = drums.play();
//output = compress((output[0] + output[1])/2);
output = compress2(output);
return output;
/*
if (each(beats,0,1)) hihat.hit(1);
if (each(beats,0.5,1)) hihat.hit(0.2);
if (each(beats,0,0.5)) snare2.hit(1);
if (each(beats,0,0.5)) snare3.hit(1);
if (beats%16 < 12){
if (each(beats,0,4)) bassdrum.hit(1);
if (each(beats,1,4)) bassdrum.hit(1);
if (each(beats,2,4)) snare.hit(1);
if (each(beats,6.5,8)) bassdrum.hit(1);
if (each(beats,7.5,8)) snare.hit(0.6);
if (each(beats,1.5,4) && Math.random() > 0.3) bassdrum.hit(0.6);
if (each(beats,0.75,4) && Math.random() > 0.8) hihat.hit(0.5);
}
if (each(beats,0,16)) fill_switch = (fill_switch+1)%8;//Math.floor(Math.random()*8);
switch (fill_switch){
case 0:
if (each(beats,12,16)) bassdrum.hit(1);
if (each(beats,12+1,16)) bassdrum.hit(1);
if (each(beats,12+1.5,16)) snare.hit(0.5);
if (each(beats,12+2,16)) snare.hit(1);
if (each(beats,12+3,16)) snare.hit(0.8);
if (each(beats,12+3.5,16)) snare.hit(0.4);
break;
case 1:
if (each(beats,12+0,16)) tom3.hit(1);
if (each(beats,12+0+1/2,16)) tom3.hit(0.6);
if (each(beats,12+1,16)) tom3.hit(1);
if (each(beats,12+1+1/3,16)) tom3.hit(0.6);
if (each(beats,12+1+2/3,16)) tom3.hit(0.5);
if (each(beats,12+2,16)) tom2.hit(1);
if (each(beats,12+2+1/3,16)) tom2.hit(0.6);
if (each(beats,12+2+2/3,16)) tom2.hit(0.5);
if (each(beats,12+3,16)) tom1.hit(1);
if (each(beats,12+3+1/3,16)) tom1.hit(0.6);
if (each(beats,12+3+2/3,16)) tom1.hit(0.5);
break;
case 2:
if (each(beats,12,16)) bassdrum.hit(1);
if (each(beats,12+0.5,16)) snare.hit(0.5);
if (each(beats,12+1,16)) bassdrum.hit(1);
if (each(beats,12+1.5,16)) snare.hit(0.8);
if (each(beats,12+2,16)) snare.hit(1);
if (each(beats,12+3,16)) bassdrum.hit(1);
if (each(beats,12+3,16)) snare.hit(0.8);
if (each(beats,12+3.5,16)) snare.hit(0.3);
break;
case 3:
if (each(beats,12+0.5,16)) snare.hit(1);
if (each(beats,12+1,16)) tom2.hit(0.8);
if (each(beats,12+1.5,16)) tom2.hit(1);
if (each(beats,12+1,16)) snare.hit(1);
if (each(beats,12+2,16)) bassdrum.hit(1);
if (each(beats,12+2.5,16)) snare.hit(1);
if (each(beats,12+3,16)) snare.hit(0.6);
if (each(beats,12+3.5,16)) snare.hit(0.5);
break;
case 4:
if (each(beats,12+0,16)) bassdrum.hit(0.7);
if (each(beats,12+1,16)) bassdrum.hit(0.8);
if (each(beats,12+2,16)) bassdrum.hit(1);
if (each(beats,12+0.5,16)) snare.hit(0.2);
if (each(beats,12+0.75,16)) snare.hit(0.1);
if (each(beats,12+1,16)) snare.hit(0.3);
if (each(beats,12+1.25,16)) snare.hit(0.2);
if (each(beats,12+1.5,16)) snare.hit(0.5);
if (each(beats,12+1.75,16)) snare.hit(0.2);
if (each(beats,12+2,16)) snare.hit(0.6);
if (each(beats,12+2.25,16)) snare.hit(0.6);
if (each(beats,12+2.5,16)) snare.hit(0.8);
if (each(beats,12+2.75,16)) snare.hit(1);
if (each(beats,12+3,16)) snare.hit(1);
if (each(beats,12+3.5,16)) snare.hit(1);
break;
case 5:
if (each(beats,12,16)) bassdrum.hit(1);
if (each(beats,12+1,16)) bassdrum.hit(1);
if (each(beats,12+2,16)) snare.hit(1);
if (each(beats,12+3,16)) bassdrum.hit(1);
if (each(beats,12+3,16)) snare.hit(0.6);
if (each(beats,12+3+1/3,16)) snare.hit(0.7);
if (each(beats,12+3+2/3,16)) snare.hit(0.8);
break;
case 6:
if (each(beats,12+0,16)) bassdrum.hit(1);
if (each(beats,12+0,16)) snare.hit(0.6);
if (each(beats,12+0+1/3,16)) snare.hit(0.7);
if (each(beats,12+0+2/3,16)) snare.hit(0.8);
if (each(beats,12+1,16)) snare.hit(0.6);
if (each(beats,12+1+1/3,16)) snare.hit(0.7);
if (each(beats,12+1+2/3,16)) snare.hit(0.8);
if (each(beats,12+2,16)) snare.hit(0.3);
if (each(beats,12+2+1/3,16)) snare.hit(0.4);
if (each(beats,12+2+2/3,16)) snare.hit(0.5);
if (each(beats,12+3,16)) snare.hit(0.6);
if (each(beats,12+3+1/3,16)) snare.hit(0.7);
if (each(beats,12+3+2/3,16)) snare.hit(0.8);
break;
case 7:
if (each(beats,12+0,16)) bassdrum.hit(0.7);
if (each(beats,12+1,16)) bassdrum.hit(0.8);
if (each(beats,12+2,16)) bassdrum.hit(1);
if (each(beats,12+0.5,16)) snare.hit(0.2);
if (each(beats,12+0.75,16)) snare.hit(0.1);
if (each(beats,12+1,16)) snare.hit(0.3);
if (each(beats,12+1.25,16)) snare.hit(0.2);
if (each(beats,12+1.5,16)) snare.hit(0.5);
if (each(beats,12+1.75,16)) snare.hit(0.2);
if (each(beats,12+2,16)) tom2.hit(0.6);
if (each(beats,12+2.25,16)) tom2.hit(0.6);
if (each(beats,12+2.5,16)) tom2.hit(0.8);
if (each(beats,12+2.75,16)) tom2.hit(1);
if (each(beats,12+3,16)) tom1.hit(1);
if (each(beats,12+3.25,16)) tom1.hit(1);
if (each(beats,12+3.5,16)) tom1.hit(1);
if (each(beats,12+3.75,16)) tom1.hit(1);
}
//hihat.set_decay(30 - 20 * ((beats/32)%1)*((beats/32)%1));
*/
}