Integrate with the new impulse generation functionality
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13cb32903a
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4 changed files with 86 additions and 84 deletions
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@ -114,32 +114,29 @@ function getDelay(orbit, delaytime, delayfeedback, t) {
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let reverbs = {};
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function getReverb(orbit, duration = 2, fade, revlp, revdim, imp) {
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function getReverb(orbit, duration = 2, fade, lp, dim, ir) {
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if (!reverbs[orbit]) {
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const ac = getAudioContext();
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const reverb = ac.createReverb(getAudioContext(), duration, fade, revlp, revdim, imp);
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const reverb = ac.createReverb(duration, fade, lp, dim, ir);
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reverb.connect(getDestination());
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reverbs[orbit] = reverb;
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}
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const reverbOrbit = reverbs[orbit];
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if (
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reverbs[orbit].duration !== duration ||
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reverbs[orbit].fade !== fade ||
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reverbs[orbit].revlp !== revlp ||
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reverbs[orbit].revdim !== revdim
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reverbs[orbit].ir !== lp ||
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reverbs[orbit].dim !== dim ||
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reverbs[orbit].ir !== ir
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) {
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reverbs[orbit].setDuration(duration, fade, revlp, revdim);
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reverbs[orbit].duration = duration;
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reverbs[orbit].fade = fade;
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reverbs[orbit].revlp = revlp;
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reverbs[orbit].revdim = revdim;
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reverbs[orbit].generate(duration, fade, lp, dim, ir);
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}
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if (reverbs[orbit].ir !== imp) {
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reverbs[orbit] = reverbs[orbit].setIR(duration, fade, revlp, revdim, imp);
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reverbs[orbit].ir = imp;
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if (reverbs[orbit].ir !== ir) {
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reverbs[orbit] = reverbs[orbit].setIR(duration, fade, lp, dim, ir);
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reverbs[orbit].ir = ir;
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}
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return reverbs[orbit];
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}
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@ -238,10 +235,10 @@ export const superdough = async (value, deadline, hapDuration) => {
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delaytime = 0.25,
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orbit = 1,
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room,
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fade = 0.1,
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revlp = 15000,
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revdim = 1000,
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size = 2,
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roomfade = 0.1,
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roomlp = 15000,
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roomdim = 1000,
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roomsize = 2,
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ir,
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i = 0,
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velocity = 1,
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@ -393,8 +390,8 @@ export const superdough = async (value, deadline, hapDuration) => {
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buffer = await loadBuffer(url, ac, ir, 0);
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}
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let reverbSend;
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if (room > 0 && size > 0) {
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const reverbNode = getReverb(orbit, size, fade, revlp, revdim, buffer);
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if (room > 0 && roomsize > 0) {
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const reverbNode = getReverb(orbit, roomsize, roomfade, roomlp, roomdim, buffer);
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reverbSend = effectSend(post, reverbNode, room);
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}
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