Merge remote-tracking branch 'origin/HEAD' into feedbackdelay
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commit
5c99b72e2f
10 changed files with 11442 additions and 11080 deletions
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@ -1136,24 +1136,67 @@ export class Pattern {
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return this.stutWith(times, time, (pat, i) => pat.velocity(Math.pow(feedback, i)));
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}
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// these might change with: https://github.com/tidalcycles/Tidal/issues/902
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/**
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* Superimpose and offset multiple times, applying the given function each time.
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* @name echoWith
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* @memberof Pattern
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* @returns Pattern
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* @param {number} times how many times to repeat
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* @param {number} time cycle offset between iterations
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* @param {function} func function to apply, given the pattern and the iteration index
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* @example
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* "<0 [2 4]>"
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* .echoWith(4, 1/8, (p,n) => p.add(n*2))
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* .scale('C minor').note().legato(.2).out()
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*/
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_echoWith(times, time, func) {
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return stack(...listRange(0, times - 1).map((i) => func(this.late(Fraction(time).mul(i)), i)));
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}
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/**
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* Superimpose and offset multiple times, gradually decreasing the velocity
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* @name echo
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* @memberof Pattern
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* @returns Pattern
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* @example
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* s("bd sd").echo(3, 1/6, .8).out()
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*/
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_echo(times, time, feedback) {
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return this._echoWith(times, time, (pat, i) => pat.velocity(Math.pow(feedback, i)));
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}
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/**
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* Divides a pattern into a given number of subdivisions, plays the subdivisions in order, but increments the starting subdivision each cycle. The pattern wraps to the first subdivision after the last subdivision is played.
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* @name iter
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* @memberof Pattern
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* @returns Pattern
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* @example
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* note("0 1 2 3".scale('A minor')).iter(4).out()
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*/
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iter(times, back = false) {
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return slowcat(...listRange(0, times - 1).map((i) => (back ? this.late(i / times) : this.early(i / times))));
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}
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// known as iter' in tidalcycles
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/**
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* Like `iter`, but plays the subdivisions in reverse order. Known as iter' in tidalcycles
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* @name iterBack
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* @memberof Pattern
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* @returns Pattern
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* @example
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* note("0 1 2 3".scale('A minor')).iterBack(4).out()
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*/
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iterBack(times) {
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return this.iter(times, true);
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}
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/**
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* Divides a pattern into a given number of parts, then cycles through those parts in turn, applying the given function to each part in turn (one part per cycle).
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* @name chunk
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* @memberof Pattern
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* @returns Pattern
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* @example
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* "0 1 2 3".chunk(4, x=>x.add(7)).scale('A minor').note().out()
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*/
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_chunk(n, func, back = false) {
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const binary = Array(n - 1).fill(false);
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binary.unshift(true);
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@ -1161,6 +1204,14 @@ export class Pattern {
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return this.when(binary_pat, func);
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}
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/**
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* Like `chunk`, but cycles through the parts in reverse order. Known as chunk' in tidalcycles
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* @name chunkBack
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* @memberof Pattern
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* @returns Pattern
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* @example
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* "0 1 2 3".chunkBack(4, x=>x.add(7)).scale('A minor').note().out()
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*/
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_chunkBack(n, func) {
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return this._chunk(n, func, true);
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}
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@ -170,6 +170,7 @@ function gainNode(value) {
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node.gain.value = value;
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return node;
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}
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const cutGroups = [];
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Pattern.prototype.out = function () {
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return this.onTrigger(async (t, hap, ct, cps) => {
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@ -198,8 +199,8 @@ Pattern.prototype.out = function () {
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shape,
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pan,
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attack = 0.001,
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decay = 0.05,
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sustain = 0.5,
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decay = 0.001,
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sustain = 1,
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release = 0.001,
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speed = 1, // sample playback speed
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begin = 0,
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@ -208,6 +209,10 @@ Pattern.prototype.out = function () {
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delay = 0,
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delayfeedback = 0,
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delaytime = 0,
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unit,
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nudge = 0, // TODO: is this in seconds?
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cut,
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loop,
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} = hap.value;
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const { velocity = 1 } = hap.context;
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gain *= velocity; // legacy fix for velocity
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@ -273,28 +278,33 @@ Pattern.prototype.out = function () {
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return;
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}
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bufferSource.playbackRate.value = Math.abs(speed) * bufferSource.playbackRate.value;
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// TODO: nudge, unit, cut, loop
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let duration = soundfont || clip ? hapDuration : bufferSource.buffer.duration;
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// let duration = bufferSource.buffer.duration;
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const offset = begin * duration;
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duration = ((end - begin) * duration) / Math.abs(speed);
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if (soundfont || clip) {
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bufferSource.start(t, offset); // duration does not work here for some reason
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} else {
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bufferSource.start(t, offset, duration);
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if (unit === 'c') {
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// are there other units?
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bufferSource.playbackRate.value = bufferSource.playbackRate.value * bufferSource.buffer.duration;
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}
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let duration = soundfont || clip ? hapDuration : bufferSource.buffer.duration / bufferSource.playbackRate.value;
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// "The computation of the offset into the sound is performed using the sound buffer's natural sample rate,
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// rather than the current playback rate, so even if the sound is playing at twice its normal speed,
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// the midway point through a 10-second audio buffer is still 5."
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const offset = begin * duration * bufferSource.playbackRate.value;
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duration = (end - begin) * duration;
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if (loop) {
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bufferSource.loop = true;
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bufferSource.loopStart = offset;
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bufferSource.loopEnd = offset + duration;
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duration = loop * duration;
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}
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t += nudge;
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bufferSource.start(t, offset);
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if (cut !== undefined) {
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cutGroups[cut]?.stop(t); // fade out?
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cutGroups[cut] = bufferSource;
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}
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chain.push(bufferSource);
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if (soundfont || clip) {
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const releaseLength = 0.1;
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const env = gainNode(0.6);
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env.gain.setValueAtTime(env.gain.value, t + duration);
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env.gain.linearRampToValueAtTime(0, t + duration + releaseLength);
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// env.gain.linearRampToValueAtTime(0, t + duration + releaseLength);
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chain.push(env);
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bufferSource.stop(t + duration + releaseLength);
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} else {
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bufferSource.stop(t + duration);
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}
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bufferSource.stop(t + duration + release);
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const adsr = getADSR(attack, decay, sustain, release, 1, t, t + duration);
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chain.push(adsr);
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}
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// level down before effects
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chain.push(gainNode(gain));
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