update interface button styles
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118
node_modules/zzfx/ZzFXMicro.js
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vendored
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118
node_modules/zzfx/ZzFXMicro.js
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// ZzFX - Zuper Zmall Zound Zynth - Micro Edition
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// MIT License - Copyright 2019 Frank Force
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// https://github.com/KilledByAPixel/ZzFX
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// This is a minified build of zzfx for use in size coding projects.
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// You can use zzfxV to set volume.
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// Feel free to minify it further for your own needs!
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'use strict';
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///////////////////////////////////////////////////////////////////////////////
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// ZzFXMicro - Zuper Zmall Zound Zynth - v1.2.0 by Frank Force
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// ==ClosureCompiler==
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// @compilation_level ADVANCED_OPTIMIZATIONS
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// @output_file_name ZzFXMicro.min.js
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// @js_externs zzfx, zzfxG, zzfxP, zzfxV, zzfxX
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// @language_out ECMASCRIPT_2019
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// ==/ClosureCompiler==
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const zzfx = (...z)=> zzfxP(zzfxG(...z)); // generate and play sound
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const zzfxV = .3; // volume
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const zzfxR = 44100; // sample rate
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const zzfxX = new AudioContext; // audio context
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const zzfxP = (...samples)=> // play samples
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{
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// create buffer and source
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let buffer = zzfxX.createBuffer(samples.length, samples[0].length, zzfxR),
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source = zzfxX.createBufferSource();
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// copy samples to buffer and play
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samples.map((d,i)=> buffer.getChannelData(i).set(d));
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source.buffer = buffer;
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source.connect(zzfxX.destination);
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source.start();
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return source;
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}
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const zzfxG = // generate samples
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(
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// parameters
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volume = 1, randomness = .05, frequency = 220, attack = 0, sustain = 0,
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release = .1, shape = 0, shapeCurve = 1, slide = 0, deltaSlide = 0,
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pitchJump = 0, pitchJumpTime = 0, repeatTime = 0, noise = 0, modulation = 0,
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bitCrush = 0, delay = 0, sustainVolume = 1, decay = 0, tremolo = 0
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)=>
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{
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// init parameters
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let PI2 = Math.PI*2, sign = v => v>0?1:-1, startSlide = slide *= 500 * PI2 / zzfxR / zzfxR,
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startFrequency = frequency *= (1 + randomness*2*Math.random() - randomness) * PI2 / zzfxR,
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b=[], t=0, tm=0, i=0, j=1, r=0, c=0, s=0, f, length;
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// scale by sample rate
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attack = attack * zzfxR + 9; // minimum attack to prevent pop
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decay *= zzfxR;
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sustain *= zzfxR;
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release *= zzfxR;
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delay *= zzfxR;
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deltaSlide *= 500 * PI2 / zzfxR**3;
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modulation *= PI2 / zzfxR;
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pitchJump *= PI2 / zzfxR;
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pitchJumpTime *= zzfxR;
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repeatTime = repeatTime * zzfxR | 0;
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// generate waveform
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for(length = attack + decay + sustain + release + delay | 0;
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i < length; b[i++] = s)
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{
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if (!(++c%(bitCrush*100|0))) // bit crush
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{
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s = shape? shape>1? shape>2? shape>3? // wave shape
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Math.sin((t%PI2)**3) : // 4 noise
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Math.max(Math.min(Math.tan(t),1),-1): // 3 tan
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1-(2*t/PI2%2+2)%2: // 2 saw
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1-4*Math.abs(Math.round(t/PI2)-t/PI2): // 1 triangle
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Math.sin(t); // 0 sin
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s = (repeatTime ?
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1 - tremolo + tremolo*Math.sin(PI2*i/repeatTime) // tremolo
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: 1) *
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sign(s)*(Math.abs(s)**shapeCurve) * // curve 0=square, 2=pointy
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volume * zzfxV * ( // envelope
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i < attack ? i/attack : // attack
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i < attack + decay ? // decay
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1-((i-attack)/decay)*(1-sustainVolume) : // decay falloff
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i < attack + decay + sustain ? // sustain
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sustainVolume : // sustain volume
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i < length - delay ? // release
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(length - i - delay)/release * // release falloff
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sustainVolume : // release volume
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0); // post release
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s = delay ? s/2 + (delay > i ? 0 : // delay
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(i<length-delay? 1 : (length-i)/delay) * // release delay
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b[i-delay|0]/2) : s; // sample delay
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}
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f = (frequency += slide += deltaSlide) * // frequency
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Math.cos(modulation*tm++); // modulation
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t += f - f*noise*(1 - (Math.sin(i)+1)*1e9%2); // noise
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if (j && ++j > pitchJumpTime) // pitch jump
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{
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frequency += pitchJump; // apply pitch jump
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startFrequency += pitchJump; // also apply to start
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j = 0; // reset pitch jump time
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}
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if (repeatTime && !(++r % repeatTime)) // repeat
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{
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frequency = startFrequency; // reset frequency
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slide = startSlide; // reset slide
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j ||= 1; // reset pitch jump time
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}
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}
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return b;
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}
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