import { seededRandom } from "zifferjs"; import { MidiConnection } from "./IO/MidiConnection"; import { tryEvaluate, evaluateOnce } from "./Evaluator"; import { DrunkWalk } from "./Utils/Drunk"; import { scale } from "./Scales"; import { Editor } from "./main"; import { SoundEvent } from "./classes/SoundEvent"; import { NoteEvent } from "./classes/MidiEvent"; import { LRUCache } from "lru-cache"; import { Player } from "./classes/ZPlayer"; import { samples, initAudioOnFirstClick, registerSynthSounds, soundMap, // @ts-ignore } from "superdough"; interface ControlChange { channel: number; control: number; value: number; } export async function loadSamples() { return Promise.all([ initAudioOnFirstClick(), samples("github:tidalcycles/Dirt-Samples/master").then(() => registerSynthSounds() ), samples("github:Bubobubobubobubo/Topos-Samples/main"), ]); } export class UserAPI { /** * The UserAPI class is the interface between the user's code and the backend. It provides * access to the AudioContext, to the MIDI Interface, to internal variables, mouse position, * useful functions, etc... This is the class that is exposed to the user's action and any * function destined to the user should be placed here. */ private variables: { [key: string]: any } = {}; public codeExamples: { [key: string]: string } = {}; private counters: { [key: string]: any } = {}; private _drunk: DrunkWalk = new DrunkWalk(-100, 100, false); public randomGen = Math.random; public currentSeed: string | undefined = undefined; public localSeeds = new Map(); public patternCache = new LRUCache({ max: 1000, ttl: 1000 * 60 * 5 }); private errorTimeoutID: number = 0; MidiConnection: MidiConnection = new MidiConnection(); load: samples; constructor(public app: Editor) {} _loadUniverseFromInterface = (universe: string) => { this.app.loadUniverse(universe as string); this.app.openBuffersModal(); } _deleteUniverseFromInterface = (universe: string) => { delete this.app.universes[universe]; this.app.settings.saveApplicationToLocalStorage( this.app.universes, this.app.settings ); this.app.openBuffersModal(); } _playDocExample = (code?: string) => { this.play(); console.log("Executing documentation example: " + this.app.selectedExample); this.app.universes[this.app.selected_universe as string].global.candidate = code ? code : (this.app.selectedExample as string); tryEvaluate( this.app, this.app.universes[this.app.selected_universe as string].global ); }; _playDocExampleOnce = (code?: string) => { this.play(); console.log("Executing documentation example: " + this.app.selectedExample); evaluateOnce(this.app, code as string); }; _all_samples = (): object => { return soundMap.get(); }; _reportError = (error: any): void => { console.log(error); clearTimeout(this.errorTimeoutID); this.app.error_line.innerHTML = error as string; this.app.error_line.classList.remove("hidden"); this.errorTimeoutID = setTimeout( () => this.app.error_line.classList.add("hidden"), 2000 ); }; // ============================================================= // Time functions // ============================================================= public time = (): number => { /** * @returns the current AudioContext time (wall clock) */ return this.app.audioContext.currentTime; }; public play = (): void => { this.app.setButtonHighlighting("play", true); this.app.clock.start(); }; public pause = (): void => { this.app.setButtonHighlighting("pause", true); this.app.clock.pause(); }; public stop = (): void => { this.app.setButtonHighlighting("stop", true); this.app.clock.stop(); }; silence = this.stop; hush = this.stop; // ============================================================= // Mouse functions // ============================================================= onmousemove = (e: MouseEvent) => { this.app._mouseX = e.clientX; this.app._mouseY = e.clientY; } public mouseX = (): number => { /** * @returns The current x position of the mouse */ return this.app._mouseX; }; public mouseY = (): number => { /** * @returns The current y position of the mouse */ return this.app._mouseY; }; public noteX = (): number => { /** * @returns The current x position scaled to 0-127 using screen width */ return Math.floor((this.app._mouseX / document.body.clientWidth) * 127); }; public noteY = (): number => { /** * @returns The current y position scaled to 0-127 using screen height */ return Math.floor((this.app._mouseY / document.body.clientHeight) * 127); }; // ============================================================= // Utility functions // ============================================================= script = (...args: number[]): void => { /** * Evaluates 1-n local script(s) * * @param args - The scripts to evaluate * @returns The result of the evaluation */ args.forEach((arg) => { tryEvaluate( this.app, this.app.universes[this.app.selected_universe].locals[arg] ); }); }; s = this.script; clear_script = (script: number): void => { /** * Clears a local script * * @param script - The script to clear */ this.app.universes[this.app.selected_universe].locals[script] = { candidate: "", committed: "", evaluations: 0, }; }; cs = this.clear_script; copy_script = (from: number, to: number): void => { /** * Copy from a local script to another local script * * @param from - The script to copy from * @param to - The script to copy to */ this.app.universes[this.app.selected_universe].locals[to] = this.app.universes[this.app.selected_universe].locals[from]; }; cps = this.copy_script; // ============================================================= // MIDI related functions // ============================================================= public midi_outputs = (): Array => { /** * Prints a list of available MIDI outputs in the console. * * @returns A list of available MIDI outputs */ console.log(this.MidiConnection.listMidiOutputs()); return this.MidiConnection.midiOutputs; }; public midi_output = (outputName: string): void => { /** * Switches the MIDI output to the specified output. * * @param outputName - The name of the MIDI output to switch to */ if (!outputName) { console.log(this.MidiConnection.getCurrentMidiPort()); } else { this.MidiConnection.switchMidiOutput(outputName); } }; public midi = ( value: number | object = 60, velocity?: number, channel?: number ): NoteEvent => { /** * Sends a MIDI note to the current MIDI output. * * @param note - the MIDI note number to send * @param options - an object containing options for that note * { channel: 0, velocity: 100, duration: 0.5 } */ if (velocity !== undefined) { // Check if value is of type number if (typeof value === "number") { value = { note: value }; } // @ts-ignore value["velocity"] = velocity; } if (channel !== undefined) { if (typeof value === "number") { value = { note: value }; } // @ts-ignore value["channel"] = channel; } return new NoteEvent(value, this.app); }; public sysex = (data: Array): void => { /** * Sends a MIDI sysex message to the current MIDI output. * * @param data - The sysex data to send */ this.MidiConnection.sendSysExMessage(data); }; public pitch_bend = (value: number, channel: number): void => { /** * Sends a MIDI pitch bend to the current MIDI output. * * @param value - The value of the pitch bend * @param channel - The MIDI channel to send the pitch bend on * * @returns The value of the pitch bend */ this.MidiConnection.sendPitchBend(value, channel); }; public program_change = (program: number, channel: number): void => { /** * Sends a MIDI program change to the current MIDI output. * * @param program - The MIDI program to send * @param channel - The MIDI channel to send the program change on */ this.MidiConnection.sendProgramChange(program, channel); }; public midi_clock = (): void => { /** * Sends a MIDI clock to the current MIDI output. */ this.MidiConnection.sendMidiClock(); }; public control_change = ({ control = 20, value = 0, channel = 0, }: ControlChange): void => { /** * Sends a MIDI control change to the current MIDI output. * * @param control - The MIDI control to send * @param value - The value of the control */ this.MidiConnection.sendMidiControlChange(control, value, channel); }; public midi_panic = (): void => { /** * Sends a MIDI panic message to the current MIDI output. */ this.MidiConnection.panic(); }; // ============================================================= // Ziffers related functions // ============================================================= public z = ( input: string, options: { [key: string]: string | number } = {} ) => { const generateCacheKey = (...args: any[]): string => { return args.map((arg) => JSON.stringify(arg)).join(","); }; const key = generateCacheKey(input, options); let player; if (this.app.api.patternCache.has(key)) { player = this.app.api.patternCache.get(key) as Player; } else { player = new Player(input, options, this.app); this.app.api.patternCache.set(key, player); } if (player) player.updateLastCallTime(); return player; }; // ============================================================= // Counter and iteration // ============================================================= public counter = ( name: string | number, limit?: number, step?: number ): number => { /** * Returns the current value of a counter, and increments it by the step value. * * @param name - The name of the counter * @param limit - The upper limit of the counter * @param step - The step value of the counter * @returns The current value of the counter */ if (!(name in this.counters)) { // Create new counter with default step of 1 this.counters[name] = { value: 0, step: step ?? 1, limit, }; } else { // Check if limit has changed if (this.counters[name].limit !== limit) { // Reset value to 0 and update limit this.counters[name].value = 0; this.counters[name].limit = limit; } // Check if step has changed if (this.counters[name].step !== step) { // Update step this.counters[name].step = step ?? this.counters[name].step; } // Increment existing iterator by step value this.counters[name].value += this.counters[name].step; // Check for limit overshoot if ( this.counters[name].limit !== undefined && this.counters[name].value > this.counters[name].limit ) { this.counters[name].value = 0; } } // Return current iterator value return this.counters[name].value; }; $ = this.counter; // ============================================================= // Iterator functions (for loops, with evaluation count, etc...) // ============================================================= i = (n?: number) => { /** * Returns the current iteration of global file. * * @returns The current iteration of global file */ if (n !== undefined) { this.app.universes[this.app.selected_universe].global.evaluations = n; return this.app.universes[this.app.selected_universe]; } return this.app.universes[this.app.selected_universe].global .evaluations as number; }; // ============================================================= // Drunk mechanism // ============================================================= public drunk = (n?: number) => { /** * * This function sets or returns the current drunk * mechanism's value. * * @param n - [optional] The value to set the drunk mechanism to * @returns The current value of the drunk mechanism */ if (n !== undefined) { this._drunk.position = n; return this._drunk.getPosition(); } this._drunk.step(); return this._drunk.getPosition(); }; public drunk_max = (max: number) => { /** * Sets the maximum value of the drunk mechanism. * * @param max - The maximum value of the drunk mechanism */ this._drunk.max = max; }; public drunk_min = (min: number) => { /** * Sets the minimum value of the drunk mechanism. * * @param min - The minimum value of the drunk mechanism */ this._drunk.min = min; }; public drunk_wrap = (wrap: boolean) => { /** * Sets whether the drunk mechanism should wrap around * * @param wrap - Whether the drunk mechanism should wrap around */ this._drunk.toggleWrap(wrap); }; // ============================================================= // Variable related functions // ============================================================= public variable = (a: number | string, b?: any): any => { /** * Sets or returns the value of a variable internal to API. * * @param a - The name of the variable * @param b - [optional] The value to set the variable to * @returns The value of the variable */ if (typeof a === "string" && b === undefined) { return this.variables[a]; } else { this.variables[a] = b; return this.variables[a]; } }; v = this.variable; public delete_variable = (name: string): void => { /** * Deletes a variable internal to API. * * @param name - The name of the variable to delete */ delete this.variables[name]; }; dv = this.delete_variable; public clear_variables = (): void => { /** * Clears all variables internal to API. * * @remarks * This function will delete all variables without warning. * Use with caution. */ this.variables = {}; }; cv = this.clear_variables; // ============================================================= // Randomness functions // ============================================================= randI = (min: number, max: number): number => { /** * Returns a random integer between min and max. * * @param min - The minimum value of the random number * @param max - The maximum value of the random number * @returns A random integer between min and max */ return Math.floor(this.randomGen() * (max - min + 1)) + min; }; rand = (min: number, max: number): number => { /** * Returns a random float between min and max. * * @param min - The minimum value of the random number * @param max - The maximum value of the random number * @returns A random float between min and max */ return this.randomGen() * (max - min) + min; }; irand = this.randI; rI = this.randI; r = this.rand; ir = this.randI; seed = (seed: string | number): void => { /** * Seed the random numbers globally in UserAPI. * @param seed - The seed to use */ if (typeof seed === "number") seed = seed.toString(); if (this.currentSeed !== seed) { this.currentSeed = seed; this.randomGen = seededRandom(seed); } }; localSeededRandom = (seed: string | number): Function => { if (typeof seed === "number") seed = seed.toString(); if (this.localSeeds.has(seed)) return this.localSeeds.get(seed) as Function; const newSeededRandom = seededRandom(seed); this.localSeeds.set(seed, newSeededRandom); return newSeededRandom; }; clearLocalSeed = (seed: string | number | undefined = undefined): void => { if (seed) this.localSeeds.delete(seed.toString()); this.localSeeds.clear(); }; // ============================================================= // Quantification functions // ============================================================= public quantize = (value: number, quantization: number[]): number => { /** * Returns the closest value in an array to a given value. * * @param value - The value to quantize * @param quantization - The array of values to quantize to * @returns The closest value in the array to the given value */ if (quantization.length === 0) { return value; } let closest = quantization[0]; quantization.forEach((q) => { if (Math.abs(q - value) < Math.abs(closest - value)) { closest = q; } }); return closest; }; quant = this.quantize; public clamp = (value: number, min: number, max: number): number => { /** * Returns a value clamped between min and max. * * @param value - The value to clamp * @param min - The minimum value of the clamped value * @param max - The maximum value of the clamped value * @returns A value clamped between min and max */ return Math.min(Math.max(value, min), max); }; cmp = this.clamp; // ============================================================= // Transport functions // ============================================================= public bpm = (n?: number): number => { /** * Sets or returns the current bpm. * * @param bpm - [optional] The bpm to set * @returns The current bpm */ if (n === undefined) return this.app.clock.bpm; if (n < 1 || n > 500) console.log(`Setting bpm to ${n}`); this.app.clock.bpm = n; return n; }; tempo = this.bpm; public bpb = (n?: number): number => { /** * Sets or returns the number of beats per bar. * * @param bpb - [optional] The number of beats per bar to set * @returns The current bpb */ if (n === undefined) return this.app.clock.time_signature[0]; if (n < 1) console.log(`Setting bpb to ${n}`); this.app.clock.time_signature[0] = n; return n; }; public ppqn = (n?: number) => { /** * Sets or returns the number of pulses per quarter note. */ if (n === undefined) return this.app.clock.ppqn; if (n < 1) console.log(`Setting ppqn to ${n}`); this.app.clock.ppqn = n; return n; }; public time_signature = (numerator: number, denominator: number): void => { /** * Sets the time signature. * * @param numerator - The numerator of the time signature * @param denominator - The denominator of the time signature * @returns The current time signature */ this.app.clock.time_signature = [numerator, denominator]; }; // ============================================================= // Probability functions // ============================================================= public prob = (p: number): boolean => { /** * Returns true p% of the time. * * @param p - The probability of returning true * @returns True p% of the time */ return this.randomGen() * 100 < p; }; public toss = (): boolean => { /** * Returns true 50% of the time. * * @returns True 50% of the time * @see sometimes * @see rarely * @see often * @see almostAlways * @see almostNever */ return this.randomGen() > 0.5; }; public odds = (n: number, sec: number = 15): boolean => { /** * Returns true n% of the time. * * @param n - The probability of returning true. 1/4 = 25% = 0.25, 80/127 = 62.9% = 0.6299212598425197, etc... * @param sec - The time frame in seconds * @returns True n% of the time */ return this.randomGen() < (n * this.ppqn()) / (this.ppqn() * sec); }; public almostNever = (sec: number = 15): boolean => { /** * Returns true 2.5% of the time in given time frame. * * @param sec - The time frame in seconds * @returns True 2.5% of the time */ return this.randomGen() < (0.025 * this.ppqn()) / (this.ppqn() * sec); }; public rarely = (sec: number = 15): boolean => { /** * Returns true 10% of the time. * * @param sec - The time frame in seconds * @returns True 10% of the time. */ return this.randomGen() < (0.1 * this.ppqn()) / (this.ppqn() * sec); }; public scarcely = (sec: number = 15): boolean => { /** * Returns true 25% of the time. * * @param sec - The time frame in seconds * @returns True 25% of the time */ return this.randomGen() < (0.25 * this.ppqn()) / (this.ppqn() * sec); }; public sometimes = (sec: number = 15): boolean => { /** * Returns true 50% of the time. * * @param sec - The time frame in seconds * @returns True 50% of the time */ return this.randomGen() < (0.5 * this.ppqn()) / (this.ppqn() * sec); }; public often = (sec: number = 15): boolean => { /** * Returns true 75% of the time. * * @param sec - The time frame in seconds * @returns True 75% of the time */ return this.randomGen() < (0.75 * this.ppqn()) / (this.ppqn() * sec); }; public frequently = (sec: number = 15): boolean => { /** * Returns true 90% of the time. * * @param sec - The time frame in seconds * @returns True 90% of the time */ return this.randomGen() < (0.9 * this.ppqn()) / (this.ppqn() * sec); }; public almostAlways = (sec: number = 15): boolean => { /** * Returns true 98.5% of the time. * * @param sec - The time frame in seconds * @returns True 98.5% of the time */ return this.randomGen() < (0.985 * this.ppqn()) / (this.ppqn() * sec); }; public dice = (sides: number): number => { /** * Returns the value of a dice roll with n sides. * * @param sides - The number of sides on the dice * @returns The value of a dice roll with n sides */ return Math.floor(this.randomGen() * sides) + 1; }; // ============================================================= // Time markers // ============================================================= bar = (): number => { /** * Returns the current bar number * * @returns The current bar number */ return this.app.clock.time_position.bar; }; tick = (): number => { /** * Returns the current tick number * * @returns The current tick number */ return this.app.clock.tick; }; pulse = (): number => { /** * Returns the current pulse number * * @returns The current pulse number */ return this.app.clock.time_position.pulse; }; beat = (): number => { /** * Returns the current beat number * * @returns The current beat number */ return this.app.clock.time_position.beat; }; ebeat = (): number => { /** * Returns the current beat number since the origin of time */ return this.app.clock.beats_since_origin; }; epulse = (): number => { /** * Returns the current number of pulses elapsed since origin of time */ return this.app.clock.pulses_since_origin; }; // ============================================================= // Time Filters // ============================================================= public mod = (...n: number[]): boolean => { const results: boolean[] = n.map( (value) => this.epulse() % Math.floor(value * this.ppqn()) === 0 ); return results.some((value) => value === true); }; public modpulse = (...n: number[]): boolean => { const results: boolean[] = n.map((value) => this.epulse() % value === 0); return results.some((value) => value === true); }; pmod = this.modpulse; public modbar = (...n: number[]): boolean => { const results: boolean[] = n.map( (value) => this.bar() % Math.floor(value * this.ppqn()) === 0 ); return results.some((value) => value === true); }; bmod = this.modbar; public div = (chunk: number): boolean => { const time_pos = this.epulse(); const current_chunk = Math.floor( time_pos / Math.floor(chunk * this.ppqn()) ); return current_chunk % 2 === 0; }; public divbar = (chunk: number): boolean => { const time_pos = this.bar() - 1; const current_chunk = Math.floor(time_pos / chunk); return current_chunk % 2 === 0; }; onbar = (n: number, ...bar: number[]): boolean => { // n is acting as a modulo on the bar number const bar_list = [...Array(n).keys()].map((i) => i + 1); console.log(bar.some((b) => bar_list.includes(b % n))); return bar.some((b) => bar_list.includes(b % n)); }; onbeat = (...beat: number[]): boolean => { /** * Returns true if the current beat is in the given list of beats. * * @remarks * This function can also operate with decimal beats! * * @param beat - The beats to check * @returns True if the current beat is in the given list of beats */ let final_pulses: boolean[] = []; beat.forEach((b) => { const _mod = b % this.app.clock.time_signature[0]; b = _mod === 0 ? b : _mod; let integral_part = Math.floor(b); let decimal_part = b - integral_part; final_pulses.push( integral_part === this.app.clock.time_position.beat && this.app.clock.time_position.pulse === decimal_part * this.app.clock.ppqn ); }); return final_pulses.some((p) => p == true); }; // ====================================================================== // Delay related functions // ====================================================================== delay = (ms: number, func: Function): void => { /** * Delays the execution of a function by a given number of milliseconds. * * @param ms - The number of milliseconds to delay the function by * @param func - The function to execute * @returns The current time signature */ setTimeout(func, ms); }; delayr = (ms: number, nb: number, func: Function): void => { /** * Delays the execution of a function by a given number of milliseconds, repeated a given number of times. * * @param ms - The number of milliseconds to delay the function by * @param nb - The number of times to repeat the delay * @param func - The function to execute * @returns The current time signature */ const list = [...Array(nb).keys()].map((i) => ms * i); list.forEach((ms, _) => { setTimeout(func, ms); }); }; // ============================================================= // Rythmic generators // ============================================================= public euclid = ( iterator: number, pulses: number, length: number, rotate: number = 0 ): boolean => { /** * Returns a euclidean cycle of size length, with n pulses, rotated or not. * * @param iterator - Iteration number in the euclidian cycle * @param pulses - The number of pulses in the cycle * @param length - The length of the cycle * @param rotate - Rotation of the euclidian sequence * @returns boolean value based on the euclidian sequence */ return this._euclidean_cycle(pulses, length, rotate)[iterator % length]; }; ec: Function = this.euclid; public rhythm = ( div: number, pulses: number, length: number, rotate: number = 0 ): boolean => { return this.mod(div) && this._euclidean_cycle(pulses, length, rotate).div(div); } _euclidean_cycle( pulses: number, length: number, rotate: number = 0 ): boolean[] { if (pulses == length) return Array.from({ length }, () => true); function startsDescent(list: number[], i: number): boolean { const length = list.length; const nextIndex = (i + 1) % length; return list[i] > list[nextIndex] ? true : false; } if (pulses >= length) return [true]; const resList = Array.from( { length }, (_, i) => (((pulses * (i - 1)) % length) + length) % length ); let cycle = resList.map((_, i) => startsDescent(resList, i)); if (rotate != 0) { cycle = cycle.slice(rotate).concat(cycle.slice(0, rotate)); } return cycle; } bin = (iterator: number, n: number): boolean => { /** * Returns a binary cycle of size n. * * @param iterator - Iteration number in the binary cycle * @param n - The number to convert to binary * @returns boolean value based on the binary sequence */ let convert: string = n.toString(2); let tobin: boolean[] = convert.split("").map((x: string) => x === "1"); return tobin[iterator % tobin.length]; }; // ============================================================= // Low Frequency Oscillators // ============================================================= line = (start: number, end: number, step: number = 1): number[] => { /** * Returns an array of values between start and end, with a given step. * * @param start - The start value of the array * @param end - The end value of the array * @param step - The step value of the array * @returns An array of values between start and end, with a given step */ const result: number[] = []; if ((end > start && step > 0) || (end < start && step < 0)) { for (let value = start; value <= end; value += step) { result.push(value); } } else { console.error("Invalid range or step provided."); } return result; }; sine = (freq: number = 1, offset: number = 0): number => { /** * Returns a sine wave between -1 and 1. * * @param freq - The frequency of the sine wave * @param offset - The offset of the sine wave * @returns A sine wave between -1 and 1 */ return ( Math.sin(this.app.clock.ctx.currentTime * Math.PI * 2 * freq) + offset ); }; usine = (freq: number = 1, offset: number = 0): number => { /** * Returns a sine wave between 0 and 1. * * @param freq - The frequency of the sine wave * @param offset - The offset of the sine wave * @returns A sine wave between 0 and 1 * @see sine */ return (this.sine(freq, offset) + 1) / 2; }; saw = (freq: number = 1, offset: number = 0): number => { /** * Returns a saw wave between -1 and 1. * * @param freq - The frequency of the saw wave * @param offset - The offset of the saw wave * @returns A saw wave between -1 and 1 * @see triangle * @see square * @see sine * @see noise */ return ((this.app.clock.ctx.currentTime * freq) % 1) * 2 - 1 + offset; }; usaw = (freq: number = 1, offset: number = 0): number => { /** * Returns a saw wave between 0 and 1. * * @param freq - The frequency of the saw wave * @param offset - The offset of the saw wave * @returns A saw wave between 0 and 1 * @see saw */ return (this.saw(freq, offset) + 1) / 2; }; triangle = (freq: number = 1, offset: number = 0): number => { /** * Returns a triangle wave between -1 and 1. * * @returns A triangle wave between -1 and 1 * @see saw * @see square * @see sine * @see noise */ return Math.abs(this.saw(freq, offset)) * 2 - 1; }; utriangle = (freq: number = 1, offset: number = 0): number => { /** * Returns a triangle wave between 0 and 1. * * @param freq - The frequency of the triangle wave * @param offset - The offset of the triangle wave * @returns A triangle wave between 0 and 1 * @see triangle */ return (this.triangle(freq, offset) + 1) / 2; }; square = ( freq: number = 1, offset: number = 0, duty: number = 0.5 ): number => { /** * Returns a square wave with a specified duty cycle between -1 and 1. * * @returns A square wave with a specified duty cycle between -1 and 1 * @see saw * @see triangle * @see sine * @see noise */ const period = 1 / freq; const t = (Date.now() / 1000 + offset) % period; return t / period < duty ? 1 : -1; }; usquare = ( freq: number = 1, offset: number = 0, duty: number = 0.5 ): number => { /** * Returns a square wave between 0 and 1. * * @param freq - The frequency of the square wave * @param offset - The offset of the square wave * @returns A square wave between 0 and 1 * @see square */ return (this.square(freq, offset, duty) + 1) / 2; }; noise = (): number => { /** * Returns a random value between -1 and 1. * * @returns A random value between -1 and 1 * @see saw * @see triangle * @see square * @see sine * @see noise */ return this.randomGen() * 2 - 1; }; // ============================================================= // Math functions // ============================================================= public min = (...values: number[]): number => { /** * Returns the minimum value of a list of numbers. * * @param values - The list of numbers * @returns The minimum value of the list of numbers */ return Math.min(...values); }; public max = (...values: number[]): number => { /** * Returns the maximum value of a list of numbers. * * @param values - The list of numbers * @returns The maximum value of the list of numbers */ return Math.max(...values); }; public mean = (...values: number[]): number => { /** * Returns the mean of a list of numbers. * * @param values - The list of numbers * @returns The mean value of the list of numbers */ const sum = values.reduce( (accumulator, currentValue) => accumulator + currentValue, 0 ); return sum / values.length; }; limit = (value: number, min: number, max: number): number => { /** * Limits a value between a minimum and a maximum. * * @param value - The value to limit * @param min - The minimum value * @param max - The maximum value * @returns The limited value */ return Math.min(Math.max(value, min), max); }; abs = Math.abs; // ============================================================= // Trivial functions // ============================================================= sound = (sound: string | object) => { return new SoundEvent(sound, this.app); }; snd = this.sound; samples = samples; log = console.log; scale = scale; rate = (rate: number): void => { rate = rate; // TODO: Implement this. This function should change the rate at which the global script // is evaluated. This is useful for slowing down the script, or speeding it up. The default // would be 1.0, which is the current rate (very speedy). }; // ============================================================= // Legacy functions // ============================================================= public divseq = (...args: any): any => { const chunk_size = args[0]; // Get the first argument (chunk size) const elements = args.slice(1); // Get the rest of the arguments as an array const timepos = this.epulse(); const slice_count = Math.floor( timepos / Math.floor(chunk_size * this.ppqn()) ); return elements[slice_count % elements.length]; }; public seqbeat = (...array: T[]): T => { /** * Returns an element from an array based on the current beat. * * @param array - The array of values to pick from */ return array[this.ebeat() % array.length]; }; public seqbar = (...array: T[]): T => { /** * Returns an element from an array based on the current bar. * * @param array - The array of values to pick from */ return array[(this.app.clock.time_position.bar + 1) % array.length]; }; }