Merge branch 'main' into glossing/lfo-anything
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commit
32924b3fcf
29 changed files with 1304 additions and 253 deletions
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@ -510,13 +510,14 @@ class SuperSawOscillatorProcessor extends AudioWorkletProcessor {
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];
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}
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process(_input, outputs, params) {
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if (currentTime <= params.begin[0]) {
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return true;
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}
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if (currentTime >= params.end[0]) {
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// this.port.postMessage({ type: 'onended' });
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// should terminate
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return false;
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}
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if (currentTime <= params.begin[0]) {
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// keep alive
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return true;
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}
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const output = outputs[0];
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const voices = params.voices[0]; // k-rate
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for (let i = 0; i < output[0].length; i++) {
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@ -534,7 +535,7 @@ class SuperSawOscillatorProcessor extends AudioWorkletProcessor {
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const freqVoice = applySemitoneDetuneToFrequency(freq, detuner(n));
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// We must wrap this here because it is passed into sawblep below which
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// has domain [0, 1]
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const dt = ffrac(freqVoice * INVSR);
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const dt = frac(freqVoice * INVSR);
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this.phase[n] = this.phase[n] ?? Math.random();
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const v = waveshapes.sawblep(this.phase[n], dt);
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@ -545,8 +546,9 @@ class SuperSawOscillatorProcessor extends AudioWorkletProcessor {
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if (pn >= 1.0) pn -= 1.0;
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this.phase[n] = pn;
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// invert right and left gain
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const tmp = gainL;
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gainL = gainR;
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gainR = gainL;
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gainR = tmp;
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}
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}
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return true;
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@ -1340,7 +1342,7 @@ class WavetableOscillatorProcessor extends AudioWorkletProcessor {
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const tablePos = clamp(pv(parameters.position, i), 0, 1);
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const idx = tablePos * (this.numFrames - 1);
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const fIdx = idx | 0;
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const frac = idx - fIdx;
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const interpT = idx - fIdx;
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const warpAmount = clamp(pv(parameters.warp, i), 0, 1);
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const warpMode = pv(parameters.warpMode, i);
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const phaseRand = clamp(pv(parameters.phaserand, i), 0, 1);
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@ -1370,13 +1372,13 @@ class WavetableOscillatorProcessor extends AudioWorkletProcessor {
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const ph = this._warpPhase(this.phase[n], warpAmount, warpMode);
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const s0 = this._sampleFrame(table[fIdx], ph);
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const s1 = this._sampleFrame(table[Math.min(this.numFrames - 1, fIdx + 1)], ph);
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let s = s0 + (s1 - s0) * frac;
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let s = lerp(s0, s1, interpT);
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if (warpMode === WarpMode.FLIP && this.phase[n] < warpAmount) {
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s = -s;
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}
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outL[i] += s * gainL * normalizer;
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outR[i] += s * gainR * normalizer;
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this.phase[n] = ffrac(this.phase[n] + dPhase);
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this.phase[n] = frac(this.phase[n] + dPhase);
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}
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}
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return true;
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