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var bufferSize = 4096; // 65536 / 2;
var sampleRate = 44100;
var latency = 1000 * bufferSize / sampleRate;
var audioletReady = false;
var samples = [
'KickDrum0001.wav',
'Clap.wav',
'Closed Hihat0001.wav',
'Open Hihat0001.wav',
'SnareDrum0001.wav',
'Clav.wav',
'Mid Tom0001.wav',
'Rimshot.wav',
];
function Sampler (audiolet, url) {
var base = this;
this.audiolet = audiolet;
// first get the sample and load it into a buffer
this.buffer = new AudioletBuffer(1, 0);
this.buffer.load(url, true, function(){
// connect the buffer to a player and set up the objects we need
// TriggerControl: [initial trigger state = 0]
base.trigger = new TriggerControl(base.audiolet, 0);
// BufferPlayer: [buffer] [playbackRate = 1] [startPosition = 0] [loop = 0] [onComplete]
base.player = new BufferPlayer(base.audiolet, base.buffer, 1, 0, 0);
base.player.playing = false;
base.gain = new Gain(base.audiolet, 0.5);
// trigger -> player -> gain -> OUTPUT
base.gain.connect(base.audiolet.output, 0);
base.player.connect(base.gain, 0);
base.trigger.connect(base.player, 0, 1);
});
this.mute = function(){
base.gain.setValue(0);
}
this.unmute = function(){
base.gain.setValue(0.5);
}
}
function Sequencer (audiolet, instrument) {
var base = this;
this.audiolet = audiolet;
this.instrument = instrument;
this.pattern = [0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0];
// building a sequencer ...
// this makes each note a sixteenth note, and sets up an empty bar
var durations = new PSequence([0.30, 0.20], Infinity);
var sequence = new PSequence(this.pattern, Infinity);
this.audiolet.scheduler.play([sequence], durations, function (note, duration) {
if (note == 1) {
base.instrument.player.playing = true;
base.instrument.trigger.trigger.setValue(1);
}
});
}
function AudioletApp () {
this.audiolet = new Audiolet(sampleRate, 2, bufferSize);
this.audiolet.scheduler.setTempo(90);
this.sequencers = [];
for (var i in samples) {
var sample = "/wav/" + samples[i];
var sampler = new Sampler(this.audiolet, sample);
var sequencer = new Sequencer(this.audiolet, sampler);
sequencer.sample = sample;
this.sequencers.push(sequencer);
}
}
var Audio = new AudioletApp();
function Grid (app){
var base = this;
function setNote (data) {
Audio.sequencers[data.channel].pattern[data.step] = data.state;
drawNote(data.step, data.channel);
};
base.setBeat = function(beatId) {
beat = beatId;
};
base.toggle = toggle;
var playing = false;
var playingInterval = false;
var tick;
var tempo = 125;
setTempo(tempo);
var activecoloron = 'rgb(255,255,255)';
var activecoloroff = 'rgb(202,202,202)';
var inactivecoloron = 'rgb(52,52,54)';
var inactivecoloroff = 'rgb(28,28,38)';
var gridSize = Math.floor(600/16);
var lastStep = 16;
var channelCount = 8;
var beat = lastStep-1;
var inset = 5;
var canvas = document.getElementById('canvas'); //.offset();
var ctx = canvas.getContext('2d');
init();
function init(){
bind();
makeGrid();
}
// Bind events
function bind(){
// Server events
app.receive("event-grid", loadGrid);
app.receive("event-note", setNote);
// UI events
$('#start').click(start);
$('#stop').click(stop);
$('#tempo').change(function() {
setTempo( $('#tempo').val() )
});
// Clicking the canvas
$('#canvas').click(canvasClick);
}
// Click a square on the canvas to toggle it.
function canvasClick (e){
var x = e.pageX-canvas.offsetLeft-10;
var y = e.pageY-canvas.offsetTop-10;
var step = Math.floor(x / gridSize);
var channel = Math.floor(y / gridSize);
toggleNote(channel, step);
// Let the other clients know the new state
app.send("event-note", {
'step': step,
'channel': channel,
'state': Audio.sequencers[channel].pattern[step]
});
}
// Load the pattern from the server
function loadGrid(data){
for (var channel = 0; channel < channelCount; channel++) {
for (var step = 0; step < lastStep; step++) {
Audio.sequencers[channel].pattern[step] = data.pattern[channel][step];
}
}
tempo = data.tempo;
stop();
start();
}
// Toggle on/off
function toggle(){
playing ? stop() : start();
}
// Start playing
function start() {
reset();
playing = true;
makeGrid();
document.body.bgColor = "#000000";
playingInterval = setInterval(make, tick);
}
// Stop playing
function stop() {
reset();
playing = false;
document.body.bgColor = "#444444";
}
// Clear the canvas, reset everything to zero, stop the event loop
function reset() {
clearInterval(playingInterval);
ctx.clearRect(0,0, canvas.width, canvas.height);
beat = lastStep-1;
}
// Change the tempo
function setTempo(tempo) {
tempo = parseInt(tempo);
if (tempo <= 30 || tempo >= 300) {
tempo = 120;
}
Audio.audiolet.scheduler.setTempo(tempo);
tick = (1000 / (tempo / 60)) / 4;
$("#alertDisp").html( "Set tempo to " + tempo );
if (playing) {
clearInterval(playingInterval);
playingInterval = setInterval(make, tick);
}
}
// Paint the current step that's playing, and reset the previous stamp
// This is the old event loop
function make() {
beat += 1;
if (beat == lastStep) {
makeColumn(beat-1, activecoloroff, inactivecoloroff, false);
makeColumn(0, activecoloron, inactivecoloron, true);
beat = 0;
}
else {
makeColumn(beat, activecoloron, inactivecoloron, true);
makeColumn(beat-1, activecoloroff, inactivecoloroff, false);
}
}
// Paint the rectangles in a column, if any of them are playing.
function makeColumn(step, active, inactive, playing) {
for (var channel = 0; channel < channelCount; channel += 1) {
if (Audio.sequencers[channel].pattern[step] == 1) {
if (playing === true) {
ctx.fillStyle = random_color();
}
else {
ctx.fillStyle = active;
}
ctx.fillRect( (step*gridSize) + inset, (channel*gridSize) + inset,
gridSize - 2*inset, gridSize - 2*inset );
}
}
}
// Paint all the squares on the grid
function makeGrid() {
for (var step = 0; step < lastStep; step += 1) {
for (var channel = 0; channel < channelCount; channel += 1) {
if (Audio.sequencers[channel].pattern[step] == 1) {
ctx.fillStyle = activecoloroff;
}
else {
ctx.fillStyle = step % 4 ? inactivecoloroff : inactivecoloron;
}
ctx.fillRect((step*gridSize) + inset, (channel*gridSize) + inset, gridSize - 2*inset, gridSize - 2*inset);
}
}
}
// Repaint a square to toggle it
function drawNote(channel, step) {
if (Audio.sequencers[channel].pattern[step] == 1) {
ctx.fillStyle = activecoloroff;
} else {
ctx.fillStyle = step % 4 ? inactivecoloroff : inactivecoloron;
}
ctx.fillRect((step*gridSize) + inset, (channel*gridSize) + inset, gridSize - 2*inset, gridSize - 2*inset);
}
// Actually toggle a note, and then redraw it
function toggleNote(channel, step) {
if (Audio.sequencers[channel].pattern[step] == 1) {
Audio.sequencers[channel].pattern[step] = 0;
}
else {
Audio.sequencers[channel].pattern[step] = 1;
}
drawNote(channel, step);
}
// Generate a random color
function random_color() {
var rint = Math.round(0xffffff * Math.random());
return 'rgb(' + (rint >> 16) + ',' + (rint >> 8 & 255) + ',' + (rint & 255) + ')';
}
};
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