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audiolet.js
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audiolet.js
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function AudioFileRequest(url, async) {
this.url = url;
if (typeof async == 'undefined' || async == null) {
async = true;
}
this.async = async;
var splitURL = url.split('.');
this.extension = splitURL[splitURL.length - 1].toLowerCase();
}
AudioFileRequest.prototype.onSuccess = function(decoded) {
};
AudioFileRequest.prototype.onFailure = function(decoded) {
};
AudioFileRequest.prototype.send = function() {
if (this.extension != 'wav' &&
this.extension != 'aiff' &&
this.extension != 'aif') {
this.onFailure();
return;
}
var request = new XMLHttpRequest();
request.open('GET', this.url, this.async);
request.overrideMimeType('text/plain; charset=x-user-defined');
request.onreadystatechange = function(event) {
if (request.readyState == 4) {
if (request.status == 200 || request.status == 0) {
this.handleResponse(request.responseText);
}
else {
this.onFailure();
}
}
}.bind(this);
request.send(null);
};
AudioFileRequest.prototype.handleResponse = function(data) {
var decoder, decoded;
if (this.extension == 'wav') {
decoder = new WAVDecoder();
decoded = decoder.decode(data);
}
else if (this.extension == 'aiff' || this.extension == 'aif') {
decoder = new AIFFDecoder();
decoded = decoder.decode(data);
}
this.onSuccess(decoded);
};
function Decoder() {
}
Decoder.prototype.readString = function(data, offset, length) {
return data.slice(offset, offset + length);
};
Decoder.prototype.readIntL = function(data, offset, length) {
var value = 0;
for (var i = 0; i < length; i++) {
value = value + ((data.charCodeAt(offset + i) & 0xFF) *
Math.pow(2, 8 * i));
}
return value;
};
Decoder.prototype.readChunkHeaderL = function(data, offset) {
var chunk = {};
chunk.name = this.readString(data, offset, 4);
chunk.length = this.readIntL(data, offset + 4, 4);
return chunk;
};
Decoder.prototype.readIntB = function(data, offset, length) {
var value = 0;
for (var i = 0; i < length; i++) {
value = value + ((data.charCodeAt(offset + i) & 0xFF) *
Math.pow(2, 8 * (length - i - 1)));
}
return value;
};
Decoder.prototype.readChunkHeaderB = function(data, offset) {
var chunk = {};
chunk.name = this.readString(data, offset, 4);
chunk.length = this.readIntB(data, offset + 4, 4);
return chunk;
};
Decoder.prototype.readFloatB = function(data, offset) {
var expon = this.readIntB(data, offset, 2);
var range = 1 << 16 - 1;
if (expon >= range) {
expon |= ~(range - 1);
}
var sign = 1;
if (expon < 0) {
sign = -1;
expon += range;
}
var himant = this.readIntB(data, offset + 2, 4);
var lomant = this.readIntB(data, offset + 6, 4);
var value;
if (expon == himant == lomant == 0) {
value = 0;
}
else if (expon == 0x7FFF) {
value = Number.MAX_VALUE;
}
else {
expon -= 16383;
value = (himant * 0x100000000 + lomant) * Math.pow(2, expon - 63);
}
return sign * value;
};
function WAVDecoder(data) {
}
WAVDecoder.prototype.__proto__ = Decoder.prototype;
WAVDecoder.prototype.decode = function(data) {
var decoded = {};
var offset = 0;
// Header
var chunk = this.readChunkHeaderL(data, offset);
offset += 8;
if (chunk.name != 'RIFF') {
console.error('File is not a WAV');
return null;
}
var fileLength = chunk.length;
fileLength += 8;
var wave = this.readString(data, offset, 4);
offset += 4;
if (wave != 'WAVE') {
console.error('File is not a WAV');
return null;
}
while (offset < fileLength) {
var chunk = this.readChunkHeaderL(data, offset);
offset += 8;
if (chunk.name == 'fmt ') {
// File encoding
var encoding = this.readIntL(data, offset, 2);
offset += 2;
if (encoding != 0x0001) {
// Only support PCM
console.error('Cannot decode non-PCM encoded WAV file');
return null;
}
// Number of channels
var numberOfChannels = this.readIntL(data, offset, 2);
offset += 2;
// Sample rate
var sampleRate = this.readIntL(data, offset, 4);
offset += 4;
// Ignore bytes/sec - 4 bytes
offset += 4;
// Ignore block align - 2 bytes
offset += 2;
// Bit depth
var bitDepth = this.readIntL(data, offset, 2);
var bytesPerSample = bitDepth / 8;
offset += 2;
}
else if (chunk.name == 'data') {
// Data must come after fmt, so we are okay to use it's variables
// here
var length = chunk.length / (bytesPerSample * numberOfChannels);
var channels = [];
for (var i = 0; i < numberOfChannels; i++) {
channels.push(new Float32Array(length));
}
for (var i = 0; i < numberOfChannels; i++) {
var channel = channels[i];
for (var j = 0; j < length; j++) {
var index = offset;
index += (j * numberOfChannels + i) * bytesPerSample;
// Sample
var value = this.readIntL(data, index, bytesPerSample);
// Scale range from 0 to 2**bitDepth -> -2**(bitDepth-1) to
// 2**(bitDepth-1)
var range = 1 << bitDepth - 1;
if (value >= range) {
value |= ~(range - 1);
}
// Scale range to -1 to 1
channel[j] = value / range;
}
}
offset += chunk.length;
}
else {
offset += chunk.length;
}
}
decoded.sampleRate = sampleRate;
decoded.bitDepth = bitDepth;
decoded.channels = channels;
decoded.length = length;
return decoded;
};
function AIFFDecoder() {
}
AIFFDecoder.prototype.__proto__ = Decoder.prototype;
AIFFDecoder.prototype.decode = function(data) {
var decoded = {};
var offset = 0;
// Header
var chunk = this.readChunkHeaderB(data, offset);
offset += 8;
if (chunk.name != 'FORM') {
console.error('File is not an AIFF');
return null;
}
var fileLength = chunk.length;
fileLength += 8;
var aiff = this.readString(data, offset, 4);
offset += 4;
if (aiff != 'AIFF') {
console.error('File is not an AIFF');
return null;
}
while (offset < fileLength) {
var chunk = this.readChunkHeaderB(data, offset);
offset += 8;
if (chunk.name == 'COMM') {
// Number of channels
var numberOfChannels = this.readIntB(data, offset, 2);
offset += 2;
// Number of samples
var length = this.readIntB(data, offset, 4);
offset += 4;
var channels = [];
for (var i = 0; i < numberOfChannels; i++) {
channels.push(new Float32Array(length));
}
// Bit depth
var bitDepth = this.readIntB(data, offset, 2);
var bytesPerSample = bitDepth / 8;
offset += 2;
// Sample rate
var sampleRate = this.readFloatB(data, offset);
offset += 10;
}
else if (chunk.name == 'SSND') {
// Data offset
var dataOffset = this.readIntB(data, offset, 4);
offset += 4;
// Ignore block size
offset += 4;
// Skip over data offset
offset += dataOffset;
for (var i = 0; i < numberOfChannels; i++) {
var channel = channels[i];
for (var j = 0; j < length; j++) {
var index = offset;
index += (j * numberOfChannels + i) * bytesPerSample;
// Sample
var value = this.readIntB(data, index, bytesPerSample);
// Scale range from 0 to 2**bitDepth -> -2**(bitDepth-1) to
// 2**(bitDepth-1)
var range = 1 << bitDepth - 1;
if (value >= range) {
value |= ~(range - 1);
}
// Scale range to -1 to 1
channel[j] = value / range;
}
}
offset += chunk.length - dataOffset - 8;
}
else {
offset += chunk.length;
}
}
decoded.sampleRate = sampleRate;
decoded.bitDepth = bitDepth;
decoded.channels = channels;
decoded.length = length;
return decoded;
};
/*
* @depends ../audiofile/audiofile.js
*/
/**
* A variable size multi-channel audio buffer.
*
* @constructor
* @param {Number} numberOfChannels The initial number of channels.
* @param {Number} length The length in samples of each channel.
*/
var AudioletBuffer = function(numberOfChannels, length) {
this.numberOfChannels = numberOfChannels;
this.length = length;
this.channels = [];
for (var i = 0; i < this.numberOfChannels; i++) {
this.channels.push(new Float32Array(length));
}
this.unslicedChannels = [];
for (var i = 0; i < this.numberOfChannels; i++) {
this.unslicedChannels.push(this.channels[i]);
}
this.isEmpty = false;
this.channelOffset = 0;
};
/**
* Get a single channel of data
*
* @param {Number} channel The index of the channel.
* @return {Float32Array} The requested channel.
*/
AudioletBuffer.prototype.getChannelData = function(channel) {
return (this.channels[channel]);
};
/**
* Set the data in the buffer by copying data from a second buffer
*
* @param {AudioletBuffer} buffer The buffer to copy data from.
*/
AudioletBuffer.prototype.set = function(buffer) {
var numberOfChannels = buffer.numberOfChannels;
for (var i = 0; i < numberOfChannels; i++) {
this.channels[i].set(buffer.getChannelData(i));
}
};
/**
* Set the data in a section of the buffer by copying data from a second buffer
*
* @param {AudioletBuffer} buffer The buffer to copy data from.
* @param {Number} length The number of samples to copy.
* @param {Number} [inputOffset=0] An offset to read data from.
* @param {Number} [outputOffset=0] An offset to write data to.
*/
AudioletBuffer.prototype.setSection = function(buffer, length, inputOffset,
outputOffset) {
inputOffset = inputOffset || 0;
outputOffset = outputOffset || 0;
var numberOfChannels = buffer.numberOfChannels;
for (var i = 0; i < numberOfChannels; i++) {
// Begin subarray-of-subarray fix
inputOffset += buffer.channelOffset;
outputOffset += this.channelOffset;
var channel1 = this.unslicedChannels[i].subarray(outputOffset,
outputOffset +
length);
var channel2 = buffer.unslicedChannels[i].subarray(inputOffset,
inputOffset +
length);
// End subarray-of-subarray fix
// Uncomment the following lines when subarray-of-subarray is fixed
/*!
var channel1 = this.getChannelData(i).subarray(outputOffset,
outputOffset +
length);
var channel2 = buffer.getChannelData(i).subarray(inputOffset,
inputOffset +
length);
*/
channel1.set(channel2);
}
};
/**
* Add the data from a second buffer to the data in this buffer
*
* @param {AudioletBuffer} buffer The buffer to add data from.
*/
AudioletBuffer.prototype.add = function(buffer) {
var length = this.length;
var numberOfChannels = buffer.numberOfChannels;
for (var i = 0; i < numberOfChannels; i++) {
var channel1 = this.getChannelData(i);
var channel2 = buffer.getChannelData(i);
for (var j = 0; j < length; j++) {
channel1[j] += channel2[j];
}
}
};
/**
* Add the data from a section of a second buffer to the data in this buffer
*
* @param {AudioletBuffer} buffer The buffer to add data from.
* @param {Number} length The number of samples to add.
* @param {Number} [inputOffset=0] An offset to read data from.
* @param {Number} [outputOffset=0] An offset to write data to.
*/
AudioletBuffer.prototype.addSection = function(buffer, length, inputOffset,
outputOffset) {
inputOffset = inputOffset || 0;
outputOffset = outputOffset || 0;
var numberOfChannels = buffer.numberOfChannels;
for (var i = 0; i < numberOfChannels; i++) {
var channel1 = this.getChannelData(i);
var channel2 = buffer.getChannelData(i);
for (var j = 0; j < length; j++) {
channel1[j + outputOffset] += channel2[j + inputOffset];
}
}
};
/**
* Resize the buffer. This operation can optionally be lazy, which is
* generally faster but doesn't necessarily result in an empty buffer.
*
* @param {Number} numberOfChannel The new number of channels.
* @param {Number} length The new length of each channel.
* @param {Boolean} [lazy=false] If true a resized buffer may not be empty.
* @param {Number} [offset=0] An offset to resize from.
*/
AudioletBuffer.prototype.resize = function(numberOfChannels, length, lazy,
offset) {
offset = offset || 0;
// Local variables
var channels = this.channels;
var unslicedChannels = this.unslicedChannels;
var oldLength = this.length;
var channelOffset = this.channelOffset + offset;
for (var i = 0; i < numberOfChannels; i++) {
// Get the current channels
var channel = channels[i];
var unslicedChannel = unslicedChannels[i];
if (length > oldLength) {
// We are increasing the size of the buffer
var oldChannel = channel;
if (!lazy ||
!unslicedChannel ||
unslicedChannel.length < length) {
// Unsliced channel is not empty when it needs to be,
// does not exist, or is not large enough, so needs to be
// (re)created
unslicedChannel = new Float32Array(length);
}
channel = unslicedChannel.subarray(0, length);
if (!lazy && oldChannel) {
channel.set(oldChannel, offset);
}
channelOffset = 0;
}
else {
// We are decreasing the size of the buffer
if (!unslicedChannel) {
// Unsliced channel does not exist
// We can assume that we always have at least one unsliced
// channel, so we can copy its length
var unslicedLength = unslicedChannels[0].length;
unslicedChannel = new Float32Array(unslicedLength);
}
// Begin subarray-of-subarray fix
offset = channelOffset;
channel = unslicedChannel.subarray(offset, offset + length);
// End subarray-of-subarray fix
// Uncomment the following lines when subarray-of-subarray is
// fixed.
// TODO: Write version where subarray-of-subarray is used
}
channels[i] = channel;
unslicedChannels[i] = unslicedChannel;
}
this.channels = channels.slice(0, numberOfChannels);
this.unslicedChannels = unslicedChannels.slice(0, numberOfChannels);
this.length = length;
this.numberOfChannels = numberOfChannels;
this.channelOffset = channelOffset;
};
/**
* Append the data from a second buffer to the end of the buffer
*
* @param {AudioletBuffer} buffer The buffer to append to this buffer.
*/
AudioletBuffer.prototype.push = function(buffer) {
var bufferLength = buffer.length;
this.resize(this.numberOfChannels, this.length + bufferLength);
this.setSection(buffer, bufferLength, 0, this.length - bufferLength);
};
/**
* Remove data from the end of the buffer, placing it in a second buffer.
*
* @param {AudioletBuffer} buffer The buffer to move data into.
*/
AudioletBuffer.prototype.pop = function(buffer) {
var bufferLength = buffer.length;
var offset = this.length - bufferLength;
buffer.setSection(this, bufferLength, offset, 0);
this.resize(this.numberOfChannels, offset);
};
/**
* Prepend data from a second buffer to the beginning of the buffer.
*
* @param {AudioletBuffer} buffer The buffer to prepend to this buffer.
*/
AudioletBuffer.prototype.unshift = function(buffer) {
var bufferLength = buffer.length;
this.resize(this.numberOfChannels, this.length + bufferLength, false,
bufferLength);
this.setSection(buffer, bufferLength, 0, 0);
};
/**
* Remove data from the beginning of the buffer, placing it in a second buffer.
*
* @param {AudioletBuffer} buffer The buffer to move data into.
*/
AudioletBuffer.prototype.shift = function(buffer) {
var bufferLength = buffer.length;
buffer.setSection(this, bufferLength, 0, 0);
this.resize(this.numberOfChannels, this.length - bufferLength,
false, bufferLength);
};
/**
* Make all values in the buffer 0
*/
AudioletBuffer.prototype.zero = function() {
var numberOfChannels = this.numberOfChannels;
for (var i = 0; i < numberOfChannels; i++) {
var channel = this.getChannelData(i);
var length = this.length;
for (var j = 0; j < length; j++) {
channel[j] = 0;
}
}
};
/**
* Copy the buffer into a single Float32Array, with each channel appended to
* the end of the previous one.
*
* @return {Float32Array} The combined array of data.
*/
AudioletBuffer.prototype.combined = function() {
var channels = this.channels;
var numberOfChannels = this.numberOfChannels;
var length = this.length;
var combined = new Float32Array(numberOfChannels * length);
for (var i = 0; i < numberOfChannels; i++) {
combined.set(channels[i], i * length);
}
return combined;
};
/**
* Copy the buffer into a single Float32Array, with the channels interleaved.
*
* @return {Float32Array} The interleaved array of data.
*/
AudioletBuffer.prototype.interleaved = function() {
var channels = this.channels;
var numberOfChannels = this.numberOfChannels;
var length = this.length;
var interleaved = new Float32Array(numberOfChannels * length);
for (var i = 0; i < length; i++) {
for (var j = 0; j < numberOfChannels; j++) {
interleaved[numberOfChannels * i + j] = channels[j][i];
}
}
return interleaved;
};
/**
* Return a new copy of the buffer.
*
* @return {AudioletBuffer} The copy of the buffer.
*/
AudioletBuffer.prototype.copy = function() {
var buffer = new AudioletBuffer(this.numberOfChannels, this.length);
buffer.set(this);
return buffer;
};
/**
* Load a .wav or .aiff file into the buffer using audiofile.js
*
* @param {String} path The path to the file.
* @param {Boolean} [async=true] Whether to load the file asynchronously.
* @param {Function} [callback] Function called if the file loaded sucessfully.
*/
AudioletBuffer.prototype.load = function(path, async, callback) {
var request = new AudioFileRequest(path, async);
request.onSuccess = function(decoded) {
this.length = decoded.length;
this.numberOfChannels = decoded.channels.length;
this.unslicedChannels = decoded.channels;
this.channels = decoded.channels;
this.channelOffset = 0;
if (callback) {
callback();
}
}.bind(this);
request.onFailure = function() {
console.error('Could not load', path);
}.bind(this);
request.send();
};
/**
* A container for collections of connected AudioletNodes. Groups make it
* possible to create multiple copies of predefined networks of nodes,
* without having to manually create and connect up each individual node.
*
* From the outside groups look and behave exactly the same as nodes.
* Internally you can connect nodes directly to the group's inputs and
* outputs, allowing connection to nodes outside of the group.
*
* @constructor
* @param {Audiolet} audiolet The audiolet object.
* @param {Number} numberOfInputs The number of inputs.
* @param {Number} numberOfOutputs The number of outputs.
*/
var AudioletGroup = function(audiolet, numberOfInputs, numberOfOutputs) {
this.audiolet = audiolet;
this.inputs = [];
for (var i = 0; i < numberOfInputs; i++) {
this.inputs.push(new PassThroughNode(this.audiolet, 1, 1));
}
this.outputs = [];
for (var i = 0; i < numberOfOutputs; i++) {
this.outputs.push(new PassThroughNode(this.audiolet, 1, 1));
}
};
/**
* Connect the group to another node or group
*
* @param {AudioletNode|AudioletGroup} node The node to connect to.
* @param {Number} [output=0] The index of the output to connect from.
* @param {Number} [input=0] The index of the input to connect to.
*/
AudioletGroup.prototype.connect = function(node, output, input) {
this.outputs[output || 0].connect(node, 0, input);
};
/**
* Disconnect the group from another node or group
*
* @param {AudioletNode|AudioletGroup} node The node to disconnect from.
* @param {Number} [output=0] The index of the output to disconnect.
* @param {Number} [input=0] The index of the input to disconnect.
*/
AudioletGroup.prototype.disconnect = function(node, output, input) {
this.outputs[output || 0].disconnect(node, 0, input);
};
/**
* Remove the group completely from the processing graph, disconnecting all
* of its inputs and outputs
*/
AudioletGroup.prototype.remove = function() {
var numberOfInputs = this.inputs.length;
for (var i = 0; i < numberOfInputs; i++) {
this.inputs[i].remove();
}
var numberOfOutputs = this.outputs.length;
for (var i = 0; i < numberOfOutputs; i++) {
this.outputs[i].remove();
}
};
/*!
* @depends AudioletGroup.js
*/
/**
* Group containing all of the components for the Audiolet output chain. The
* chain consists of:
*
* Input => Scheduler => UpMixer => Output
*
* **Inputs**
*
* - Audio
*
* @constructor
* @extends AudioletGroup
* @param {Audiolet} audiolet The audiolet object.
* @param {Number} [sampleRate=44100] The sample rate to run at.
* @param {Number} [numberOfChannels=2] The number of output channels.
* @param {Number} [bufferSize=8192] A fixed buffer size to use.
*/
var AudioletDestination = function(audiolet, sampleRate, numberOfChannels,
bufferSize) {
AudioletGroup.call(this, audiolet, 1, 0);
this.device = new AudioletDevice(audiolet, sampleRate,
numberOfChannels, bufferSize);
audiolet.device = this.device; // Shortcut
this.scheduler = new Scheduler(audiolet);
audiolet.scheduler = this.scheduler; // Shortcut
this.upMixer = new UpMixer(audiolet, this.device.numberOfChannels);
this.inputs[0].connect(this.scheduler);
this.scheduler.connect(this.upMixer);
this.upMixer.connect(this.device);
};
extend(AudioletDestination, AudioletGroup);
/**
* toString
*
* @return {String} String representation.
*/
AudioletDestination.prototype.toString = function() {
return 'Destination';
};
/**
* The basic building block of Audiolet applications. Nodes are connected
* together to create a processing graph which governs the flow of audio data.
* AudioletNodes can contain any number of inputs and outputs which send and
* receive one or more channels of audio data. Audio data is created and
* processed using the generate function, which is called whenever new data is
* needed.
*
* @constructor
* @param {Audiolet} audiolet The audiolet object.
* @param {Number} numberOfInputs The number of inputs.
* @param {Number} numberOfOutputs The number of outputs.
* @param {Function} [generate] A replacement for the generate function.
*/
var AudioletNode = function(audiolet, numberOfInputs, numberOfOutputs,
generate) {
this.audiolet = audiolet;
this.inputs = [];
for (var i = 0; i < numberOfInputs; i++) {
this.inputs.push(new AudioletInput(this, i));
}
this.outputs = [];
for (var i = 0; i < numberOfOutputs; i++) {
this.outputs.push(new AudioletOutput(this, i));
}
if (generate) {
this.generate = generate;
}
};
/**
* Connect the node to another node or group.
*
* @param {AudioletNode|AudioletGroup} node The node to connect to.
* @param {Number} [output=0] The index of the output to connect from.
* @param {Number} [input=0] The index of the input to connect to.
*/
AudioletNode.prototype.connect = function(node, output, input) {
if (node instanceof AudioletGroup) {
// Connect to the pass-through node rather than the group
node = node.inputs[input || 0];
input = 0;
}
var outputPin = this.outputs[output || 0];
var inputPin = node.inputs[input || 0];
outputPin.connect(inputPin);
inputPin.connect(outputPin);
this.audiolet.device.needTraverse = true;
};
/**
* Disconnect the node from another node or group
*
* @param {AudioletNode|AudioletGroup} node The node to disconnect from.
* @param {Number} [output=0] The index of the output to disconnect.
* @param {Number} [input=0] The index of the input to disconnect.
*/
AudioletNode.prototype.disconnect = function(node, output, input) {
if (node instanceof AudioletGroup) {
node = node.inputs[input || 0];
input = 0;
}
var outputPin = this.outputs[output || 0];
var inputPin = node.inputs[input || 0];
inputPin.disconnect(outputPin);
outputPin.disconnect(inputPin);
this.audiolet.device.needTraverse = true;
};
/**
* Force an output to contain a fixed number of channels.
*
* @param {Number} output The index of the output.
* @param {Number} numberOfChannels The number of channels.
*/
AudioletNode.prototype.setNumberOfOutputChannels = function(output,
numberOfChannels) {
this.outputs[output].numberOfChannels = numberOfChannels;
};
/**
* Link an output to an input, forcing the output to always contain the
* same number of channels as the input.
*
* @param {Number} output The index of the output.
* @param {Number} input The index of the input.
*/
AudioletNode.prototype.linkNumberOfOutputChannels = function(output, input) {
this.outputs[output].linkNumberOfChannels(this.inputs[input]);
};
/**
* Process samples a from each channel. This function should not be called
* manually by users, who should instead rely on automatic ticking from
* connections to the AudioletDevice.
*/
AudioletNode.prototype.tick = function() {
this.createInputSamples();
this.createOutputSamples();
this.generate();
};
/**
* Traverse the audio graph, adding this and any parent nodes to the nodes
* array.
*
* @param {AudioletNode[]} nodes Array to add nodes to.
*/
AudioletNode.prototype.traverse = function(nodes) {
if (nodes.indexOf(this) == -1) {
nodes.push(this);
nodes = this.traverseParents(nodes);
}
return nodes;
};
/**
* Call the traverse function on nodes which are connected to the inputs.
*/
AudioletNode.prototype.traverseParents = function(nodes) {
var numberOfInputs = this.inputs.length;
for (var i = 0; i < numberOfInputs; i++) {
var input = this.inputs[i];
var numberOfStreams = input.connectedFrom.length;
for (var j = 0; j < numberOfStreams; j++) {
nodes = input.connectedFrom[j].node.traverse(nodes);
}
}
return nodes;
};
/**
* Process a sample for each channel, reading from the inputs and putting new
* values into the outputs. Override me!
*/
AudioletNode.prototype.generate = function() {
};
/**
* Create the input samples by grabbing data from the outputs of connected
* nodes and summing it. If no nodes are connected to an input, then
* give an empty array
*/
AudioletNode.prototype.createInputSamples = function() {
var numberOfInputs = this.inputs.length;
for (var i = 0; i < numberOfInputs; i++) {
var input = this.inputs[i];
var numberOfInputChannels = 0;
for (var j = 0; j < input.connectedFrom.length; j++) {
var output = input.connectedFrom[j];
for (var k = 0; k < output.samples.length; k++) {
var sample = output.samples[k];
if (k < numberOfInputChannels) {
input.samples[k] += sample;
}
else {
input.samples[k] = sample;
numberOfInputChannels += 1;
}
}
}
if (input.samples.length > numberOfInputChannels) {
input.samples = input.samples.slice(0, numberOfInputChannels);
}
}
};
/**
* Create output samples for each channel.
*/
AudioletNode.prototype.createOutputSamples = function() {
var numberOfOutputs = this.outputs.length;
for (var i = 0; i < numberOfOutputs; i++) {
var output = this.outputs[i];
var numberOfChannels = output.getNumberOfChannels();
if (output.samples.length == numberOfChannels) {
continue;
}
else if (output.samples.length > numberOfChannels) {
output.samples = output.samples.slice(0, numberOfChannels);
continue;
}
for (var j = output.samples.length; j < numberOfChannels; j++) {
output.samples[j] = 0;
}
}
};
/**
* Remove the node completely from the processing graph, disconnecting all
* of its inputs and outputs.
*/
AudioletNode.prototype.remove = function() {
// Disconnect inputs
var numberOfInputs = this.inputs.length;
for (var i = 0; i < numberOfInputs; i++) {
var input = this.inputs[i];
var numberOfStreams = input.connectedFrom.length;
for (var j = 0; j < numberOfStreams; j++) {
var outputPin = input.connectedFrom[j];
var output = outputPin.node;
output.disconnect(this, outputPin.index, i);
}
}
// Disconnect outputs
var numberOfOutputs = this.outputs.length;
for (var i = 0; i < numberOfOutputs; i++) {
var output = this.outputs[i];
var numberOfStreams = output.connectedTo.length;
for (var j = 0; j < numberOfStreams; j++) {
var inputPin = output.connectedTo[j];
var input = inputPin.node;
this.disconnect(input, i, inputPin.index);
}
}
};
/*!
* @depends AudioletNode.js
*/
/**