/* ZzFX - Zuper Zmall Zound Zynth v1.2.0 by Frank Force https://github.com/KilledByAPixel/ZzFX ZzFX Features - Tiny synth engine with 20 controllable parameters. - Play sounds via code, no need for sound assed files! - Compatible with most modern web browsers. - Small code footprint, the micro version is under 1 kilobyte. - Can produce a huge variety of sound effect types. - Sounds can be played with a short call. zzfx(...[,,,,.1,,,,9]) - A small bit of randomness appied to sounds when played. - Use ZZFX.GetNote to get frequencies on a standard diatonic scale. - Sounds can be saved out as wav files for offline playback. - No additional libraries or dependencies are required. */ /* ZzFX MIT License Copyright (c) 2019 - Frank Force Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 'use strict'; // play a zzfx sound export function zzfx(...parameters) { return ZZFX.play(...parameters) } // zzfx object with some extra functionalty export const ZZFX = { // master volume scale volume: .3, // sample rate for audio sampleRate: 44100, // create shared audio context x: new AudioContext, // play a sound from zzfx paramerters play: function(...parameters) { // build samples and start sound return this.playSamples(this.buildSamples(...parameters)); }, // play an array of samples playSamples: function(...samples) { // create buffer and source const buffer = this.x.createBuffer(samples.length, samples[0].length, this.sampleRate), source = this.x.createBufferSource(); samples.map((d,i)=> buffer.getChannelData(i).set(d)); source.buffer = buffer; source.connect(this.x.destination); source.start(); return source; }, // build an array of samples buildSamples: function ( volume = 1, randomness = .05, frequency = 220, attack = 0, sustain = 0, release = .1, shape = 0, shapeCurve = 1, slide = 0, deltaSlide = 0, pitchJump = 0, pitchJumpTime = 0, repeatTime = 0, noise = 0, modulation = 0, bitCrush = 0, delay = 0, sustainVolume = 1, decay = 0, tremolo = 0 ) { // init parameters let PI2 = Math.PI*2, sampleRate = this.sampleRate, sign = v => v>0?1:-1, startSlide = slide *= 500 * PI2 / sampleRate / sampleRate, startFrequency = frequency *= (1 + randomness*2*Math.random() - randomness) * PI2 / sampleRate, b=[], t=0, tm=0, i=0, j=1, r=0, c=0, s=0, f, length; // scale by sample rate attack = attack * sampleRate + 9; // minimum attack to prevent pop decay *= sampleRate; sustain *= sampleRate; release *= sampleRate; delay *= sampleRate; deltaSlide *= 500 * PI2 / sampleRate**3; modulation *= PI2 / sampleRate; pitchJump *= PI2 / sampleRate; pitchJumpTime *= sampleRate; repeatTime = repeatTime * sampleRate | 0; // generate waveform for(length = attack + decay + sustain + release + delay | 0; i < length; b[i++] = s) { if (!(++c%(bitCrush*100|0))) // bit crush { s = shape? shape>1? shape>2? shape>3? // wave shape Math.sin((t%PI2)**3) : // 4 noise Math.max(Math.min(Math.tan(t),1),-1): // 3 tan 1-(2*t/PI2%2+2)%2: // 2 saw 1-4*Math.abs(Math.round(t/PI2)-t/PI2): // 1 triangle Math.sin(t); // 0 sin s = (repeatTime ? 1 - tremolo + tremolo*Math.sin(PI2*i/repeatTime) // tremolo : 1) * sign(s)*(Math.abs(s)**shapeCurve) * // curve 0=square, 2=pointy volume * this.volume * ( // envelope i < attack ? i/attack : // attack i < attack + decay ? // decay 1-((i-attack)/decay)*(1-sustainVolume) : // decay falloff i < attack + decay + sustain ? // sustain sustainVolume : // sustain volume i < length - delay ? // release (length - i - delay)/release * // release falloff sustainVolume : // release volume 0); // post release s = delay ? s/2 + (delay > i ? 0 : // delay (i pitchJumpTime) // pitch jump { frequency += pitchJump; // apply pitch jump startFrequency += pitchJump; // also apply to start j = 0; // stop pitch jump time } if (repeatTime && !(++r % repeatTime)) // repeat { frequency = startFrequency; // reset frequency slide = startSlide; // reset slide j ||= 1; // reset pitch jump time } } return b; }, // get frequency of a musical note on a diatonic scale getNote: function(semitoneOffset=0, rootNoteFrequency=440) { return rootNoteFrequency * 2**(semitoneOffset/12); } } // ZZFX