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https://github.com/scratchfoundation/scratch-audio.git
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add robotic effect, aka vocoder
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1 changed files with 10 additions and 3 deletions
13
src/index.js
13
src/index.js
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@ -1,6 +1,7 @@
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var log = require('./log');
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var Tone = require('tone');
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var Soundfont = require('soundfont-player');
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var Vocoder = require('./vocoder');
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function AudioEngine (sounds) {
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@ -16,12 +17,13 @@ function AudioEngine (sounds) {
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this.reverb = new Tone.Freeverb();
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this.distortion = new Tone.Distortion(1);
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this.pitchEffectValue;
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this.vocoder = new Vocoder();
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// the effects are chained to an effects node for this clone, then to the master output
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// so audio is sent from each player or instrument, through the effects in order, then out
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// note that the pitch effect works differently - it sets the playback rate for each player
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this.effectsNode = new Tone.Gain();
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this.effectsNode.chain(this.distortion, this.delay, this.panner, this.reverb, Tone.Master);
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this.effectsNode.chain(this.vocoder, this.distortion, this.delay, this.panner, this.reverb, Tone.Master);
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// reset effects to their default parameters
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this.clearEffects();
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@ -179,7 +181,7 @@ AudioEngine.prototype.setEffect = function (effect, value) {
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this.distortion.wet.value = value / 100;
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break;
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case 'ROBOTIC' :
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// vocoder effect?
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this.vocoder.wet.value = value / 100;
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break;
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}
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};
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@ -206,7 +208,8 @@ AudioEngine.prototype.changeEffect = function (effect, value) {
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this.distortion.wet.value = this._clamp(this.distortion.wet.value, 0, 1);
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break;
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case 'ROBOTIC' :
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// vocoder effect?
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this.vocoder.wet.value += value / 100;
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this.vocoder.wet.value = this._clamp(this.vocoder.wet.value, 0, 1);
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break;
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}
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@ -225,6 +228,9 @@ AudioEngine.prototype._setPitchShift = function (value) {
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s.playbackRate.value = ratio;
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}
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}
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var freq = this._getPitchRatio() * Tone.Frequency('C3').eval();
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this.vocoder.setCarrierOscFrequency(freq);
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};
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AudioEngine.prototype._getPitchRatio = function () {
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@ -246,6 +252,7 @@ AudioEngine.prototype.clearEffects = function () {
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this.panner.pan.value = 0;
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this.reverb.wet.value = 0;
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this.distortion.wet.value = 0;
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this.vocoder.wet.value = 0;
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this.effectsNode.gain.value = 1;
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};
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