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player-worker.js
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player-worker.js
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/* -*- mode: javascript; tab-width: 2; indent-tabs-mode: nil; -*-
*
* Copyright (c) 2011-2013 Marcus Geelnard
*
* This file is part of SoundBox.
*
* SoundBox is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* SoundBox is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with SoundBox. If not, see <http://www.gnu.org/licenses/>.
*
*/
"use strict";
var CPlayerWorker = function() {
//----------------------------------------------------------------------------
// Private methods
//----------------------------------------------------------------------------
// Oscillators
var osc_sin = function (value) {
return Math.sin(value * 6.283184);
};
var osc_saw = function (value) {
return 2 * (value % 1) - 1;
};
var osc_square = function (value) {
return (value % 1) < 0.5 ? 1 : -1;
};
var osc_tri = function (value) {
var v2 = (value % 1) * 4;
if(v2 < 2) return v2 - 1;
return 3 - v2;
};
var getnotefreq = function (n) {
// 174.61.. / 44100 = 0.003959503758 (F)
return 0.003959503758 * Math.pow(2, (n-128)/12);
};
var createNote = function (instr, n, rowLen) {
var osc1 = mOscillators[instr.i[0]],
o1vol = instr.i[1],
o1xenv = instr.i[3]/32,
osc2 = mOscillators[instr.i[4]],
o2vol = instr.i[5],
o2xenv = instr.i[8]/32,
noiseVol = instr.i[9],
attack = instr.i[10] * instr.i[10] * 4,
sustain = instr.i[11] * instr.i[11] * 4,
release = instr.i[12] * instr.i[12] * 4,
releaseInv = 1 / release,
expDecay = -instr.i[13]/16,
arp = instr.i[14],
arpInterval = rowLen * Math.pow(2, 2 - instr.i[15]);
var noteBuf = new Int32Array(attack + sustain + release);
// Re-trig oscillators
var c1 = 0, c2 = 0;
// Local variables.
var j, j2, e, t, rsample, o1t, o2t;
// Generate one note (attack + sustain + release)
for (j = 0, j2 = 0; j < attack + sustain + release; j++, j2++) {
if (j2 >= 0) {
// Switch arpeggio note.
arp = (arp >> 8) | ((arp & 255) << 4);
j2 -= arpInterval;
// Calculate note frequencies for the oscillators
o1t = getnotefreq(n + (arp & 15) + instr.i[2] - 128);
o2t = getnotefreq(n + (arp & 15) + instr.i[6] - 128) * (1 + 0.0008 * instr.i[7]);
}
// Envelope
e = 1;
if (j < attack) {
e = j / attack;
} else if (j >= attack + sustain) {
e = (j - attack - sustain) * releaseInv;
e = (1 - e) * Math.pow(3, expDecay * e);
}
// Oscillator 1
c1 += o1t * Math.pow(e,o1xenv);
rsample = osc1(c1) * o1vol;
// Oscillator 2
c2 += o2t * Math.pow(e,o2xenv);
rsample += osc2(c2) * o2vol;
// Noise oscillator
if (noiseVol) {
rsample += (2 * Math.random() - 1) * noiseVol;
}
// Add to (mono) channel buffer
noteBuf[j] = (80 * rsample * e) | 0;
}
return noteBuf;
};
//--------------------------------------------------------------------------
// Private members
//--------------------------------------------------------------------------
// Array of oscillator functions
var mOscillators = [
osc_sin,
osc_square,
osc_saw,
osc_tri
];
//----------------------------------------------------------------------------
// Public methods
//----------------------------------------------------------------------------
// Initialize buffers etc.
this.init = function (song, opts) {
// Handle optional arguments
this.firstRow = 0;
this.lastRow = song.endPattern;
this.firstCol = 0;
this.lastCol = song.numChannels - 1;
if (opts) {
this.firstRow = opts.firstRow;
this.lastRow = opts.lastRow;
this.firstCol = opts.firstCol;
this.lastCol = opts.lastCol;
}
// Prepare song info
this.song = song;
this.numSamples = song.rowLen * song.patternLen * (this.lastRow - this.firstRow + 1);
this.numWords = this.numSamples * 2;
// Create work buffers (initially cleared)
this.mixBufWork = new Int32Array(this.numWords);
};
// Generate audio data for a single track
this.generate = function () {
// Local variables
var i, j, b, p, row, col, currentCol, n, cp,
k, t, lfor, e, x, rsample, rowStartSample, f, da;
for (currentCol = this.firstCol; currentCol <= this.lastCol; currentCol++) {
// Put performance critical items in local variables
var chnBuf = new Int32Array(this.numWords),
mixBuf = this.mixBufWork,
waveSamples = this.numSamples,
waveWords = this.numWords,
instr = this.song.songData[currentCol],
rowLen = this.song.rowLen,
patternLen = this.song.patternLen;
// Clear effect state
var low = 0, band = 0, high;
var lsample, filterActive = false;
// Clear note cache.
var noteCache = [];
// Patterns
for (p = this.firstRow; p <= this.lastRow; ++p) {
cp = instr.p[p];
// Pattern rows
for (row = 0; row < patternLen; ++row) {
// Execute effect command.
var cmdNo = cp ? instr.c[cp - 1].f[row] : 0;
if (cmdNo) {
instr.i[cmdNo - 1] = instr.c[cp - 1].f[row + patternLen] || 0;
// Clear the note cache since the instrument has changed.
if (cmdNo < 17) {
noteCache = [];
}
}
// Put performance critical instrument properties in local variables
var oscLFO = mOscillators[instr.i[16]],
lfoAmt = instr.i[17] / 512,
lfoFreq = Math.pow(2, instr.i[18] - 9) / rowLen,
fxLFO = instr.i[19],
fxFilter = instr.i[20],
fxFreq = instr.i[21] * 43.23529 * 3.141592 / 44100,
q = 1 - instr.i[22] / 255,
dist = instr.i[23] * 1e-5,
drive = instr.i[24] / 32,
panAmt = instr.i[25] / 512,
panFreq = 6.283184 * Math.pow(2, instr.i[26] - 9) / rowLen,
dlyAmt = instr.i[27] / 255,
dly = instr.i[28] * rowLen & ~1; // Must be an even number
// Calculate start sample number for this row in the pattern
rowStartSample = ((p - this.firstRow) * patternLen + row) * rowLen;
// Generate notes for this pattern row
for (col = 0; col < 4; ++col) {
n = cp ? instr.c[cp - 1].n[row + col * patternLen] : 0;
if (n) {
if (!noteCache[n]) {
noteCache[n] = createNote(instr, n, rowLen);
}
// Copy note from the note cache
var noteBuf = noteCache[n];
for (j = 0, i = rowStartSample * 2; j < noteBuf.length; j++, i += 2) {
chnBuf[i] += noteBuf[j];
}
}
}
// Perform effects for this pattern row
for (j = 0; j < rowLen; j++) {
// Dry mono-sample
k = (rowStartSample + j) * 2;
rsample = chnBuf[k];
// We only do effects if we have some sound input
if (rsample || filterActive) {
// State variable filter
f = fxFreq;
if (fxLFO) {
f *= oscLFO(lfoFreq * k) * lfoAmt + 0.5;
}
f = 1.5 * Math.sin(f);
low += f * band;
high = q * (rsample - band) - low;
band += f * high;
rsample = fxFilter == 3 ? band : fxFilter == 1 ? high : low;
// Distortion
if (dist) {
rsample *= dist;
rsample = rsample < 1 ? rsample > -1 ? osc_sin(rsample*.25) : -1 : 1;
rsample /= dist;
}
// Drive
rsample *= drive;
// Is the filter active (i.e. still audiable)?
filterActive = rsample * rsample > 1e-5;
// Panning
t = Math.sin(panFreq * k) * panAmt + 0.5;
lsample = rsample * (1 - t);
rsample *= t;
} else {
lsample = 0;
}
// Delay is always done, since it does not need sound input
if (k >= dly) {
// Left channel = left + right[-p] * t
lsample += chnBuf[k-dly+1] * dlyAmt;
// Right channel = right + left[-p] * t
rsample += chnBuf[k-dly] * dlyAmt;
}
// Store in stereo channel buffer (needed for the delay effect)
chnBuf[k] = lsample | 0;
chnBuf[k+1] = rsample | 0;
// ...and add to stereo mix buffer
mixBuf[k] += lsample | 0;
mixBuf[k+1] += rsample | 0;
}
}
// Post progress to the main thread...
var progress = (currentCol - this.firstCol + (p - this.firstRow) /
(this.lastRow - this.firstRow + 1)) /
(this.lastCol - this.firstCol + 1);
postMessage({
cmd: "progress",
progress: progress,
buffer: null
});
}
}
};
// Get the final buffer (as generated by the generate() method).
this.getBuf = function () {
// We no longer need the channel working buffer
this.chnBufWork = null;
return this.mixBufWork;
};
};
var gPlayerWorker = new CPlayerWorker();
onmessage = function (event) {
if (event.data.cmd === "generate") {
// Generate the sound data.
gPlayerWorker.init(event.data.song, event.data.opts);
gPlayerWorker.generate();
// Signal that we are done, and send the resulting buffer over to the main
// thread.
postMessage({
cmd: "progress",
progress: 1,
buffer: gPlayerWorker.getBuf()
});
}
};