import { getAudioContext } from './audioContext.mjs';
// https://github.com/KilledByAPixel/ZzFX/blob/master/ZzFX.js#L85C5-L180C6
// changes: replaced this.volume with 1 + using sampleRate from getAudioContext()
export function buildSamples(
volume = 1,
randomness = 0.05,
frequency = 220,
attack = 0,
sustain = 0,
release = 0.1,
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 = getAudioContext().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 *
1 * // 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 < length - delay ? 1 : (length - i) / delay) * // release delay
b[(i - delay) | 0]) /
2)
: s; // sample delay
}
f =
(frequency += slide += deltaSlide) * // frequency
Math.cos(modulation * tm++); // modulation
t += f - f * noise * (1 - (((Math.sin(i) + 1) * 1e9) % 2)); // noise
if (j && ++j > 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;
}