Isolate /models synth variants and revert main.
This commit is contained in:
+1
-10
@@ -84,12 +84,6 @@
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.topbar h1 {
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margin: 0;
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}
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.topbar-actions {
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margin-left: auto;
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display: inline-flex;
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align-items: center;
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gap: 8px;
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}
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.faq-link {
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background: transparent;
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border: 1px solid rgba(255,255,255,0.14);
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@@ -825,10 +819,7 @@
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<div class="container">
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<div class="topbar">
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<h1>🎵 MOTIF</h1>
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<div class="topbar-actions">
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<a class="faq-link" href="/models" style="text-decoration:none;" aria-label="Open test models page">Models</a>
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<button id="faqBtn" class="faq-link" type="button">FAQ</button>
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</div>
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<button id="faqBtn" class="faq-link" type="button">FAQ</button>
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</div>
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<p>Procedural Music Synthesis from MIDI Structure</p>
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@@ -1,4 +1,4 @@
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import type { NoteEvent, MotifConfig, SynthModel } from '../types';
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import type { NoteEvent, MotifConfig } from '../types';
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import { MIDIProcessor } from '../midi/MIDIProcessor';
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import { MIDIParser } from '../midi/MIDIParser';
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import { MIDIService } from '../services/MIDIService';
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@@ -27,17 +27,13 @@ export class MotifEngine {
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this.roleMapper = new RoleMapper();
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}
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async generateFromMIDI(
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events: NoteEvent[],
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transformMode: 'passthrough' | 'procedural' = 'passthrough',
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model: SynthModel = 'nes_gb'
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): Promise<void> {
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async generateFromMIDI(events: NoteEvent[], transformMode: 'passthrough' | 'procedural' = 'passthrough'): Promise<void> {
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// Initialize audio context using shared unlock (iOS compatibility)
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if (!this.audioContext) {
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this.audioContext = await unlockAudio();
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}
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this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config, model);
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this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config);
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if (transformMode === 'passthrough') {
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// Direct playback mode - play MIDI as-is without transformations
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@@ -111,7 +107,7 @@ export class MotifEngine {
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this.audioContext = await unlockAudio();
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}
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this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config, 'nes_gb');
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this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config);
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this.synthesisEngine.setupLayers(roleAssignments);
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}
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+25
-8
@@ -1,13 +1,19 @@
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import { MotifEngine } from './core/MotifEngine';
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import { MIDIService } from './services/MIDIService';
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import { MIDIParser } from './midi/MIDIParser';
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import { SoundfontMIDIPlayer } from './synthesis/SoundfontMIDIPlayer';
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import { getAudioContext, isAudioReady, unlockAudio } from './utils/audioUnlock';
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import type { NoteEvent, SynthModel } from './types';
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import { MIDIProcessor } from './midi/MIDIProcessor';
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import { RoleMapper } from './core/RoleMapper';
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import { TestModelSynthesisEngine } from './synthesis/TestModelSynthesisEngine';
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import type { NoteEvent } from './types';
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type SynthModel = 'pre8bit' | 'nes_gb' | 'snes_ish';
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class ModelsApp {
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private motifEngine: MotifEngine;
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private midiService: MIDIService;
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private midiProcessor: MIDIProcessor;
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private roleMapper: RoleMapper;
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private testEngine: TestModelSynthesisEngine | null = null;
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private soundfontPlayer: SoundfontMIDIPlayer | null = null;
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@@ -44,8 +50,9 @@ class ModelsApp {
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private currentMIDI: { events: NoteEvent[]; metadata: any } | null = null;
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constructor() {
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this.motifEngine = new MotifEngine();
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this.midiService = new MIDIService();
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this.midiProcessor = new MIDIProcessor();
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this.roleMapper = new RoleMapper();
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this.initializeUI();
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this.setupEventListeners();
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this.syncModelHint();
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@@ -106,7 +113,7 @@ class ModelsApp {
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this.motifStopBtn.addEventListener('click', () => this.handleMotifStop());
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this.motifVolumeSlider.addEventListener('input', (e) => {
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const volume = parseFloat((e.target as HTMLInputElement).value);
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this.motifEngine.setVolume(volume);
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this.testEngine?.setVolume(volume);
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});
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this.modelSelect.addEventListener('change', () => this.syncModelHint());
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@@ -350,8 +357,17 @@ class ModelsApp {
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this.updateStatus(`Generating Motif (${model})...`);
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this.motifBtn.disabled = true;
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await this.motifEngine.generateFromMIDI(this.currentMIDI.events, 'procedural', model);
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await this.motifEngine.play();
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// Ensure the previous model engine is stopped/cleared so each run is isolated.
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this.handleMotifStop();
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const audioContext = getAudioContext();
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const features = this.midiProcessor.extractFeatures(this.currentMIDI.events);
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const assignments = this.roleMapper.assignRoles(features, this.currentMIDI.events);
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this.testEngine = new TestModelSynthesisEngine(audioContext, model);
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this.testEngine.setupLayers(assignments);
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this.testEngine.setVolume(parseFloat(this.motifVolumeSlider.value));
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this.testEngine.start();
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this.motifStopBtn.disabled = false;
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this.updateStatus(`Playing Motif (${model})...`);
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@@ -362,7 +378,8 @@ class ModelsApp {
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}
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private handleMotifStop(): void {
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this.motifEngine.stop();
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this.testEngine?.stop();
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this.testEngine = null;
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this.motifBtn.disabled = false;
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this.motifStopBtn.disabled = true;
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}
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@@ -1,52 +1,31 @@
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import type { RoleAssignment, MotifConfig, SynthLayer, Role, NoteEvent, ChordEvent, SynthModel } from '../types';
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import type { RoleAssignment, MotifConfig, SynthLayer, Role, NoteEvent, ChordEvent } from '../types';
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export class SynthesisEngine {
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private audioContext: AudioContext;
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private config: MotifConfig;
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private masterGain: GainNode;
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private postGain: GainNode;
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private model: SynthModel;
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private layers: Map<Role, SynthLayer> = new Map();
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private roleAssignments: Map<Role, RoleAssignment> = new Map();
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private isPlaying = false;
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private schedulerIntervalId: number | null = null;
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private startTime = 0;
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private nextEventIndex = new Map<Role, number>();
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private activeVoiceCount = 0;
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private maxVoices: number;
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private effectCleanup: (() => void) | null = null;
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constructor(audioContext: AudioContext, config: MotifConfig, model: SynthModel = 'nes_gb') {
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constructor(audioContext: AudioContext, config: MotifConfig) {
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this.audioContext = audioContext;
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this.config = config;
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this.masterGain = audioContext.createGain();
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this.postGain = audioContext.createGain();
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this.postGain.connect(audioContext.destination);
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this.model = model;
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this.maxVoices = this.getMaxVoicesForModel(model, config.maxOscillators);
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// Default overall level
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this.masterGain.connect(audioContext.destination);
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this.masterGain.gain.value = 0.3;
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this.postGain.gain.value = 1.0;
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// Route + optional effects
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this.effectCleanup = this.configureMasterChain(model);
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}
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setupLayers(assignments: RoleAssignment[]): void {
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// Clean up existing layers
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this.cleanupLayers();
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// Reset voice budgeting per setup (important when switching models)
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this.activeVoiceCount = 0;
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// Apply model role filtering
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const filteredAssignments = this.filterAssignmentsForModel(assignments);
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// Find the earliest event time across all assignments
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let earliestTime = Infinity;
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for (const assignment of filteredAssignments) {
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for (const assignment of assignments) {
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if (assignment.events.length > 0) {
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earliestTime = Math.min(earliestTime, assignment.events[0].time);
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}
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@@ -58,7 +37,7 @@ export class SynthesisEngine {
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// If we found events, normalize times to start at 0
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if (earliestTime !== Infinity && earliestTime > 0) {
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console.log('Normalizing event times, earliest was:', earliestTime);
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for (const assignment of filteredAssignments) {
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for (const assignment of assignments) {
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// Normalize note events
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for (const event of assignment.events) {
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event.time -= earliestTime;
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@@ -71,7 +50,7 @@ export class SynthesisEngine {
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}
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// Store role assignments and create layers
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for (const assignment of filteredAssignments) {
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for (const assignment of assignments) {
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const layer = this.createSynthLayer(assignment.role);
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this.layers.set(assignment.role, layer);
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this.roleAssignments.set(assignment.role, assignment);
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@@ -196,62 +175,37 @@ export class SynthesisEngine {
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}
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private configureLayerForRole(gain: GainNode, filter: BiquadFilterNode, role: Role): void {
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// Default per-model filter shaping (keeps presets recognizable)
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if (this.model === 'pre8bit') {
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// Very bright, very simple
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filter.type = 'lowpass';
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filter.frequency.value = 6000;
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filter.Q.value = 0.8;
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} else if (this.model === 'snes_ish') {
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// Warmer, a little more body
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filter.type = 'lowpass';
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filter.frequency.value = 2400;
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filter.Q.value = 0.9;
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}
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switch (role) {
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case 'bass':
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gain.gain.value = this.model === 'pre8bit' ? 0.5 : 0.4;
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if (this.model !== 'pre8bit') {
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filter.type = 'lowpass';
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filter.frequency.value = this.model === 'snes_ish' ? 260 : 200;
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} else {
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filter.frequency.value = 350;
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}
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gain.gain.value = 0.4;
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filter.type = 'lowpass';
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filter.frequency.value = 200;
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break;
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case 'drone':
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gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.2;
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if (this.model !== 'pre8bit') {
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filter.type = 'bandpass';
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filter.frequency.value = this.model === 'snes_ish' ? 520 : 400;
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}
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gain.gain.value = 0.2;
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filter.type = 'bandpass';
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filter.frequency.value = 400;
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break;
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case 'ostinato':
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gain.gain.value = this.model === 'pre8bit' ? 0.25 : 0.3;
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if (this.model !== 'pre8bit') {
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filter.type = 'highpass';
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filter.frequency.value = this.model === 'snes_ish' ? 220 : 300;
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}
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gain.gain.value = 0.3;
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filter.type = 'highpass';
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filter.frequency.value = 300;
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break;
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case 'texture':
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gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.1;
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if (this.model !== 'pre8bit') {
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filter.type = 'bandpass';
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filter.frequency.value = this.model === 'snes_ish' ? 900 : 800;
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}
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gain.gain.value = 0.1;
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filter.type = 'bandpass';
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filter.frequency.value = 800;
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break;
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case 'accents':
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gain.gain.value = this.model === 'pre8bit' ? 0.35 : 0.5;
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if (this.model !== 'pre8bit') {
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filter.type = 'peaking';
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filter.frequency.value = this.model === 'snes_ish' ? 1200 : 1000;
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}
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gain.gain.value = 0.5;
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filter.type = 'peaking';
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filter.frequency.value = 1000;
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break;
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case 'melody':
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// Passthrough mode - balanced sound for all notes
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gain.gain.value = this.model === 'pre8bit' ? 0.4 : 0.35;
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gain.gain.value = 0.35;
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filter.type = 'lowpass';
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filter.frequency.value = this.model === 'snes_ish' ? 3200 : 4000; // Brighter for chip, warmer for SNES-ish
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filter.frequency.value = 4000; // Brighter sound for full range
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break;
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}
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}
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@@ -264,13 +218,6 @@ export class SynthesisEngine {
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const layer = this.layers.get(role);
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if (!layer) return;
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// Model gating: pre8bit runs intentionally sparse
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if (this.model === 'pre8bit') {
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if (role !== 'bass' && role !== 'melody') return;
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}
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if (this.activeVoiceCount >= this.maxVoices) return;
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const osc = this.audioContext.createOscillator();
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const envelope = this.audioContext.createGain();
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@@ -278,50 +225,33 @@ export class SynthesisEngine {
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const frequency = this.midiToFrequency(pitch);
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osc.frequency.value = frequency;
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// Choose oscillator type based on model + role
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if (this.model === 'pre8bit') {
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osc.type = role === 'bass' ? 'triangle' : 'square';
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} else if (this.model === 'snes_ish') {
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// Warmer “sample-ish” feel: richer waveforms + filtering + echo on master
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if (role === 'bass') osc.type = 'triangle';
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else if (role === 'drone') osc.type = 'sawtooth';
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else if (role === 'ostinato') osc.type = 'triangle';
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else if (role === 'melody') osc.type = 'sawtooth';
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else osc.type = 'sine';
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// Subtle detune (feels less “pure chip”)
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osc.detune.value = (Math.random() - 0.5) * 8; // ±4 cents
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} else {
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// nes_gb (current default)
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switch (role) {
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case 'bass':
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osc.type = 'square';
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break;
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case 'drone':
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osc.type = 'sawtooth';
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break;
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case 'ostinato':
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osc.type = 'triangle';
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break;
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case 'melody':
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osc.type = 'triangle';
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break;
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case 'texture':
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case 'accents':
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osc.type = 'sine';
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break;
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}
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// Choose oscillator type based on role
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switch (role) {
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case 'bass':
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osc.type = 'square';
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break;
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case 'drone':
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osc.type = 'sawtooth';
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break;
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case 'ostinato':
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osc.type = 'triangle';
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break;
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case 'melody':
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osc.type = 'triangle';
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break;
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case 'texture':
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case 'accents':
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osc.type = 'sine';
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break;
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}
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osc.connect(envelope);
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envelope.connect(layer.filterNode);
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// Envelope tuned per model (still with minimum times to prevent clicks)
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// Envelope based on velocity and duration with minimum times to prevent clicks
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const gainValue = velocity * 0.5; // Scale velocity
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const attackBase = this.model === 'pre8bit' ? 0.003 : this.model === 'snes_ish' ? 0.01 : 0.005;
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const releaseBase = this.model === 'pre8bit' ? 0.008 : this.model === 'snes_ish' ? 0.14 : 0.01;
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const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
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const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.22 : 0.12, duration * 0.3));
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const attackTime = Math.max(0.005, Math.min(0.05, duration * 0.1)); // Min 5ms attack
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const releaseTime = Math.max(0.01, Math.min(0.1, duration * 0.3)); // Min 10ms release
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envelope.gain.setValueAtTime(0, when);
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envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
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@@ -331,8 +261,6 @@ export class SynthesisEngine {
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osc.start(when);
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osc.stop(when + duration + releaseTime + 0.01); // Stop after envelope completes
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this.activeVoiceCount++;
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// Clean up after note ends
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setTimeout(() => {
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try {
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@@ -341,7 +269,6 @@ export class SynthesisEngine {
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} catch (e) {
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// Already disconnected
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}
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this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
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}, (duration + releaseTime + 0.1) * 1000);
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}
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@@ -363,12 +290,6 @@ export class SynthesisEngine {
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if (!events.length && !chords.length) return;
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// pre8bit is intentionally simple: no chord scheduling
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if (this.model === 'pre8bit') {
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this.scheduleSingleEvents(role, events, scheduleUntil);
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return;
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}
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// For roles that support polyphony (drone, texture), prefer chords
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if ((role === 'drone' || role === 'texture') && chords.length > 0) {
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this.scheduleChordEvents(role, chords, scheduleUntil);
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@@ -472,12 +393,8 @@ export class SynthesisEngine {
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const layer = this.layers.get(role);
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if (!layer) return;
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if (this.activeVoiceCount >= this.maxVoices) return;
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// Create oscillator for each pitch in the chord (unless constrained)
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const chordPitches = this.model === 'snes_ish' ? pitches.slice(0, 4) : pitches.slice(0, 3);
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for (const pitch of chordPitches) {
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if (this.activeVoiceCount >= this.maxVoices) break;
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// Create oscillator for each pitch in the chord
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for (const pitch of pitches) {
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const osc = this.audioContext.createOscillator();
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const envelope = this.audioContext.createGain();
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@@ -485,46 +402,35 @@ export class SynthesisEngine {
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const frequency = this.midiToFrequency(pitch);
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osc.frequency.value = frequency;
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// Choose oscillator type based on model + role (same as note path)
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if (this.model === 'snes_ish') {
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if (role === 'bass') osc.type = 'triangle';
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else if (role === 'drone') osc.type = 'sawtooth';
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else if (role === 'ostinato') osc.type = 'triangle';
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else if (role === 'melody') osc.type = 'sawtooth';
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else osc.type = 'sine';
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osc.detune.value = (Math.random() - 0.5) * 8;
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} else {
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switch (role) {
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case 'bass':
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osc.type = 'square';
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break;
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case 'drone':
|
||||
osc.type = 'sawtooth';
|
||||
break;
|
||||
case 'ostinato':
|
||||
osc.type = 'triangle';
|
||||
break;
|
||||
case 'texture':
|
||||
osc.type = 'sine';
|
||||
break;
|
||||
case 'melody':
|
||||
osc.type = 'triangle';
|
||||
break;
|
||||
case 'accents':
|
||||
osc.type = 'sine';
|
||||
break;
|
||||
}
|
||||
// Choose oscillator type based on role
|
||||
switch (role) {
|
||||
case 'bass':
|
||||
osc.type = 'square';
|
||||
break;
|
||||
case 'drone':
|
||||
osc.type = 'sawtooth';
|
||||
break;
|
||||
case 'ostinato':
|
||||
osc.type = 'triangle';
|
||||
break;
|
||||
case 'texture':
|
||||
osc.type = 'sine';
|
||||
break;
|
||||
case 'melody':
|
||||
osc.type = 'triangle';
|
||||
break;
|
||||
case 'accents':
|
||||
osc.type = 'sine';
|
||||
break;
|
||||
}
|
||||
|
||||
osc.connect(envelope);
|
||||
envelope.connect(layer.filterNode);
|
||||
|
||||
// Envelope based on velocity and duration, scaled for chords with minimum times to prevent clicks
|
||||
const gainValue = (velocity * 0.3) / Math.max(chordPitches.length * 0.5, 1); // Scale down for chords
|
||||
const attackBase = this.model === 'snes_ish' ? 0.01 : 0.005;
|
||||
const releaseBase = this.model === 'snes_ish' ? 0.16 : 0.01;
|
||||
const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
|
||||
const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.24 : 0.12, duration * 0.3));
|
||||
const gainValue = (velocity * 0.3) / Math.max(pitches.length * 0.5, 1); // Scale down for chords
|
||||
const attackTime = Math.max(0.005, Math.min(0.05, duration * 0.1)); // Min 5ms attack
|
||||
const releaseTime = Math.max(0.01, Math.min(0.1, duration * 0.3)); // Min 10ms release
|
||||
|
||||
envelope.gain.setValueAtTime(0, when);
|
||||
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
|
||||
@@ -534,8 +440,6 @@ export class SynthesisEngine {
|
||||
osc.start(when);
|
||||
osc.stop(when + duration + releaseTime + 0.01); // Stop after envelope completes
|
||||
|
||||
this.activeVoiceCount++;
|
||||
|
||||
// Clean up after note ends
|
||||
setTimeout(() => {
|
||||
try {
|
||||
@@ -544,7 +448,6 @@ export class SynthesisEngine {
|
||||
} catch (e) {
|
||||
// Already disconnected
|
||||
}
|
||||
this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
|
||||
}, (duration + releaseTime + 0.1) * 1000);
|
||||
}
|
||||
}
|
||||
@@ -564,76 +467,4 @@ export class SynthesisEngine {
|
||||
}
|
||||
this.layers.clear();
|
||||
}
|
||||
|
||||
private getMaxVoicesForModel(model: SynthModel, defaultMax: number): number {
|
||||
if (model === 'pre8bit') return Math.min(2, defaultMax);
|
||||
if (model === 'snes_ish') return Math.max(12, defaultMax);
|
||||
return defaultMax;
|
||||
}
|
||||
|
||||
private filterAssignmentsForModel(assignments: RoleAssignment[]): RoleAssignment[] {
|
||||
if (this.model === 'pre8bit') {
|
||||
// Keep it intentionally simple and sparse.
|
||||
const keep: Role[] = ['melody', 'bass'];
|
||||
const kept = assignments.filter(a => keep.includes(a.role));
|
||||
// If role mapper didn’t produce those roles, fall back to first available assignment.
|
||||
if (kept.length > 0) return kept.slice(0, 2);
|
||||
return assignments.slice(0, 1);
|
||||
}
|
||||
return assignments;
|
||||
}
|
||||
|
||||
private configureMasterChain(model: SynthModel): () => void {
|
||||
// Disconnect any previous chain
|
||||
try { this.masterGain.disconnect(); } catch {}
|
||||
if (this.effectCleanup) {
|
||||
try { this.effectCleanup(); } catch {}
|
||||
}
|
||||
|
||||
// Default: dry only
|
||||
if (model !== 'snes_ish') {
|
||||
this.masterGain.connect(this.postGain);
|
||||
return () => {
|
||||
try { this.masterGain.disconnect(); } catch {}
|
||||
};
|
||||
}
|
||||
|
||||
// SNES-ish: add a simple echo/reverb-like feedback delay with filtering.
|
||||
const dry = this.audioContext.createGain();
|
||||
const wet = this.audioContext.createGain();
|
||||
const delay = this.audioContext.createDelay(1.0);
|
||||
const feedback = this.audioContext.createGain();
|
||||
const fbFilter = this.audioContext.createBiquadFilter();
|
||||
|
||||
dry.gain.value = 0.85;
|
||||
wet.gain.value = 0.28;
|
||||
delay.delayTime.value = 0.165; // ~165ms echo
|
||||
feedback.gain.value = 0.32;
|
||||
fbFilter.type = 'lowpass';
|
||||
fbFilter.frequency.value = 1800;
|
||||
fbFilter.Q.value = 0.7;
|
||||
|
||||
// master -> dry -> post
|
||||
this.masterGain.connect(dry);
|
||||
dry.connect(this.postGain);
|
||||
|
||||
// master -> delay -> wet -> post
|
||||
this.masterGain.connect(delay);
|
||||
delay.connect(wet);
|
||||
wet.connect(this.postGain);
|
||||
|
||||
// feedback loop: delay -> filter -> feedback -> delay
|
||||
delay.connect(fbFilter);
|
||||
fbFilter.connect(feedback);
|
||||
feedback.connect(delay);
|
||||
|
||||
return () => {
|
||||
try { this.masterGain.disconnect(); } catch {}
|
||||
try { dry.disconnect(); } catch {}
|
||||
try { wet.disconnect(); } catch {}
|
||||
try { delay.disconnect(); } catch {}
|
||||
try { feedback.disconnect(); } catch {}
|
||||
try { fbFilter.disconnect(); } catch {}
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,431 @@
|
||||
import type { RoleAssignment, Role, SynthLayer, NoteEvent, ChordEvent } from '../types';
|
||||
|
||||
export type SynthModel = 'pre8bit' | 'nes_gb' | 'snes_ish';
|
||||
|
||||
/**
|
||||
* TestModelSynthesisEngine
|
||||
* -----------------------
|
||||
* Used ONLY by /models to compare different synthesis “models”.
|
||||
* This is intentionally isolated from the main `SynthesisEngine` so the main app stays stable.
|
||||
*/
|
||||
export class TestModelSynthesisEngine {
|
||||
private audioContext: AudioContext;
|
||||
private model: SynthModel;
|
||||
|
||||
private masterGain: GainNode;
|
||||
private postGain: GainNode;
|
||||
|
||||
private layers: Map<Role, SynthLayer> = new Map();
|
||||
private roleAssignments: Map<Role, RoleAssignment> = new Map();
|
||||
|
||||
private isPlaying = false;
|
||||
private schedulerIntervalId: number | null = null;
|
||||
private startTime = 0;
|
||||
private nextEventIndex = new Map<Role, number>();
|
||||
|
||||
private activeVoiceCount = 0;
|
||||
private maxVoices: number;
|
||||
|
||||
// scheduling config (kept simple for /models)
|
||||
private lookaheadTime = 0.12;
|
||||
private scheduleInterval = 25;
|
||||
private fadeTime = 0.05;
|
||||
|
||||
constructor(audioContext: AudioContext, model: SynthModel) {
|
||||
this.audioContext = audioContext;
|
||||
this.model = model;
|
||||
|
||||
this.masterGain = audioContext.createGain();
|
||||
this.postGain = audioContext.createGain();
|
||||
this.postGain.connect(audioContext.destination);
|
||||
|
||||
this.masterGain.gain.value = 0.3;
|
||||
this.postGain.gain.value = 1.0;
|
||||
|
||||
this.maxVoices = this.model === 'pre8bit' ? 2 : this.model === 'snes_ish' ? 14 : 8;
|
||||
|
||||
this.configureMasterChain();
|
||||
}
|
||||
|
||||
setVolume(volume: number): void {
|
||||
this.masterGain.gain.value = Math.max(0, Math.min(1, volume));
|
||||
}
|
||||
|
||||
setupLayers(assignments: RoleAssignment[]): void {
|
||||
this.cleanupLayers();
|
||||
this.activeVoiceCount = 0;
|
||||
|
||||
const filtered = this.filterAssignments(assignments);
|
||||
|
||||
let earliestTime = Infinity;
|
||||
for (const assignment of filtered) {
|
||||
if (assignment.events.length > 0) earliestTime = Math.min(earliestTime, assignment.events[0].time);
|
||||
if (assignment.chords.length > 0) earliestTime = Math.min(earliestTime, assignment.chords[0].time);
|
||||
}
|
||||
|
||||
if (earliestTime !== Infinity && earliestTime > 0) {
|
||||
for (const assignment of filtered) {
|
||||
for (const e of assignment.events) e.time -= earliestTime;
|
||||
for (const c of assignment.chords) c.time -= earliestTime;
|
||||
}
|
||||
}
|
||||
|
||||
for (const assignment of filtered) {
|
||||
const layer = this.createSynthLayer(assignment.role);
|
||||
this.layers.set(assignment.role, layer);
|
||||
this.roleAssignments.set(assignment.role, assignment);
|
||||
this.nextEventIndex.set(assignment.role, 0);
|
||||
}
|
||||
}
|
||||
|
||||
start(): void {
|
||||
if (this.isPlaying) return;
|
||||
this.isPlaying = true;
|
||||
this.startTime = this.audioContext.currentTime;
|
||||
|
||||
for (const role of this.roleAssignments.keys()) {
|
||||
this.nextEventIndex.set(role, 0);
|
||||
}
|
||||
|
||||
this.schedulerIntervalId = window.setInterval(() => this.scheduleEvents(), this.scheduleInterval);
|
||||
}
|
||||
|
||||
stop(): void {
|
||||
if (!this.isPlaying) return;
|
||||
this.isPlaying = false;
|
||||
|
||||
if (this.schedulerIntervalId) {
|
||||
clearInterval(this.schedulerIntervalId);
|
||||
this.schedulerIntervalId = null;
|
||||
}
|
||||
|
||||
this.fadeOutAllLayers();
|
||||
}
|
||||
|
||||
private configureMasterChain(): void {
|
||||
try { this.masterGain.disconnect(); } catch {}
|
||||
|
||||
// dry always
|
||||
const dry = this.audioContext.createGain();
|
||||
dry.gain.value = 1.0;
|
||||
this.masterGain.connect(dry);
|
||||
dry.connect(this.postGain);
|
||||
|
||||
if (this.model !== 'snes_ish') return;
|
||||
|
||||
// SNES-ish echo: feedback delay with a lowpass in the loop.
|
||||
const wet = this.audioContext.createGain();
|
||||
const delay = this.audioContext.createDelay(1.0);
|
||||
const feedback = this.audioContext.createGain();
|
||||
const fbFilter = this.audioContext.createBiquadFilter();
|
||||
|
||||
wet.gain.value = 0.26;
|
||||
delay.delayTime.value = 0.165;
|
||||
feedback.gain.value = 0.32;
|
||||
fbFilter.type = 'lowpass';
|
||||
fbFilter.frequency.value = 1800;
|
||||
fbFilter.Q.value = 0.7;
|
||||
|
||||
this.masterGain.connect(delay);
|
||||
delay.connect(wet);
|
||||
wet.connect(this.postGain);
|
||||
|
||||
delay.connect(fbFilter);
|
||||
fbFilter.connect(feedback);
|
||||
feedback.connect(delay);
|
||||
}
|
||||
|
||||
private filterAssignments(assignments: RoleAssignment[]): RoleAssignment[] {
|
||||
if (this.model !== 'pre8bit') return assignments;
|
||||
const keep: Role[] = ['melody', 'bass'];
|
||||
const kept = assignments.filter(a => keep.includes(a.role));
|
||||
if (kept.length > 0) return kept.slice(0, 2);
|
||||
return assignments.slice(0, 1);
|
||||
}
|
||||
|
||||
private createSynthLayer(role: Role): SynthLayer {
|
||||
const gainNode = this.audioContext.createGain();
|
||||
const filterNode = this.audioContext.createBiquadFilter();
|
||||
|
||||
filterNode.connect(gainNode);
|
||||
gainNode.connect(this.masterGain);
|
||||
|
||||
this.configureLayerForRole(gainNode, filterNode, role);
|
||||
|
||||
return { role, oscillators: [], gainNode, filterNode };
|
||||
}
|
||||
|
||||
private configureLayerForRole(gain: GainNode, filter: BiquadFilterNode, role: Role): void {
|
||||
// Base curve per model
|
||||
if (this.model === 'pre8bit') {
|
||||
filter.type = 'lowpass';
|
||||
filter.frequency.value = 6500;
|
||||
filter.Q.value = 0.8;
|
||||
} else if (this.model === 'snes_ish') {
|
||||
filter.type = 'lowpass';
|
||||
filter.frequency.value = 2600;
|
||||
filter.Q.value = 0.9;
|
||||
}
|
||||
|
||||
switch (role) {
|
||||
case 'bass':
|
||||
gain.gain.value = this.model === 'pre8bit' ? 0.55 : 0.4;
|
||||
if (this.model !== 'pre8bit') {
|
||||
filter.type = 'lowpass';
|
||||
filter.frequency.value = this.model === 'snes_ish' ? 260 : 200;
|
||||
} else {
|
||||
filter.frequency.value = 420;
|
||||
}
|
||||
break;
|
||||
case 'drone':
|
||||
gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.2;
|
||||
if (this.model !== 'pre8bit') {
|
||||
filter.type = 'bandpass';
|
||||
filter.frequency.value = this.model === 'snes_ish' ? 520 : 400;
|
||||
}
|
||||
break;
|
||||
case 'ostinato':
|
||||
gain.gain.value = this.model === 'pre8bit' ? 0.25 : 0.3;
|
||||
if (this.model !== 'pre8bit') {
|
||||
filter.type = 'highpass';
|
||||
filter.frequency.value = this.model === 'snes_ish' ? 220 : 300;
|
||||
}
|
||||
break;
|
||||
case 'texture':
|
||||
gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.1;
|
||||
if (this.model !== 'pre8bit') {
|
||||
filter.type = 'bandpass';
|
||||
filter.frequency.value = this.model === 'snes_ish' ? 900 : 800;
|
||||
}
|
||||
break;
|
||||
case 'accents':
|
||||
gain.gain.value = this.model === 'pre8bit' ? 0.35 : 0.5;
|
||||
if (this.model !== 'pre8bit') {
|
||||
filter.type = 'peaking';
|
||||
filter.frequency.value = this.model === 'snes_ish' ? 1200 : 1000;
|
||||
}
|
||||
break;
|
||||
case 'melody':
|
||||
gain.gain.value = this.model === 'pre8bit' ? 0.42 : 0.35;
|
||||
filter.type = 'lowpass';
|
||||
filter.frequency.value = this.model === 'snes_ish' ? 3200 : 4200;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private midiToFrequency(midiNote: number): number {
|
||||
return 440 * Math.pow(2, (midiNote - 69) / 12);
|
||||
}
|
||||
|
||||
private scheduleEvents(): void {
|
||||
if (!this.isPlaying) return;
|
||||
const currentTime = this.audioContext.currentTime;
|
||||
const scheduleUntil = currentTime + this.lookaheadTime;
|
||||
|
||||
for (const [role, assignment] of this.roleAssignments) {
|
||||
this.scheduleRoleEvents(role, assignment, scheduleUntil);
|
||||
}
|
||||
}
|
||||
|
||||
private scheduleRoleEvents(role: Role, assignment: RoleAssignment, scheduleUntil: number): void {
|
||||
const events = assignment.events;
|
||||
const chords = assignment.chords;
|
||||
if (!events.length && !chords.length) return;
|
||||
|
||||
if (this.model === 'pre8bit') {
|
||||
this.scheduleSingleEvents(role, events, scheduleUntil);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((role === 'drone' || role === 'texture') && chords.length > 0) {
|
||||
this.scheduleChordEvents(role, chords, scheduleUntil);
|
||||
} else {
|
||||
this.scheduleSingleEvents(role, events, scheduleUntil);
|
||||
}
|
||||
}
|
||||
|
||||
private scheduleChordEvents(role: Role, chords: ChordEvent[], scheduleUntil: number): void {
|
||||
let chordIndex = this.nextEventIndex.get(role) || 0;
|
||||
|
||||
while (chordIndex < chords.length) {
|
||||
const chord = chords[chordIndex];
|
||||
const eventTime = this.startTime + chord.time;
|
||||
if (eventTime > scheduleUntil) break;
|
||||
|
||||
if (eventTime >= this.audioContext.currentTime) {
|
||||
this.scheduleChord(role, chord.pitches, Math.max(0.05, chord.duration), chord.velocity, eventTime);
|
||||
}
|
||||
chordIndex++;
|
||||
}
|
||||
|
||||
this.nextEventIndex.set(role, chordIndex);
|
||||
if (chordIndex >= chords.length) this.loopIfEnded(chords.length);
|
||||
}
|
||||
|
||||
private scheduleSingleEvents(role: Role, events: NoteEvent[], scheduleUntil: number): void {
|
||||
let eventIndex = this.nextEventIndex.get(role) || 0;
|
||||
|
||||
while (eventIndex < events.length) {
|
||||
const event = events[eventIndex];
|
||||
const eventTime = this.startTime + event.time;
|
||||
if (eventTime > scheduleUntil) break;
|
||||
|
||||
if (eventTime >= this.audioContext.currentTime) {
|
||||
this.scheduleNote(role, event.pitch, Math.max(0.05, event.duration), event.velocity, eventTime);
|
||||
}
|
||||
eventIndex++;
|
||||
}
|
||||
|
||||
this.nextEventIndex.set(role, eventIndex);
|
||||
if (eventIndex >= events.length) this.loopIfEnded(events.length);
|
||||
}
|
||||
|
||||
private loopIfEnded(length: number): void {
|
||||
if (length <= 0) return;
|
||||
// If all roles looped, reset startTime.
|
||||
if (Array.from(this.nextEventIndex.values()).every(idx => idx === 0 || idx >= length)) {
|
||||
for (const role of this.nextEventIndex.keys()) this.nextEventIndex.set(role, 0);
|
||||
this.startTime = this.audioContext.currentTime;
|
||||
}
|
||||
}
|
||||
|
||||
private scheduleNote(role: Role, pitch: number, duration: number, velocity: number, when: number): void {
|
||||
const layer = this.layers.get(role);
|
||||
if (!layer) return;
|
||||
|
||||
if (this.model === 'pre8bit') {
|
||||
if (role !== 'bass' && role !== 'melody') return;
|
||||
}
|
||||
|
||||
if (this.activeVoiceCount >= this.maxVoices) return;
|
||||
|
||||
const osc = this.audioContext.createOscillator();
|
||||
const envelope = this.audioContext.createGain();
|
||||
osc.frequency.value = this.midiToFrequency(pitch);
|
||||
|
||||
// Model-specific voice
|
||||
if (this.model === 'pre8bit') {
|
||||
osc.type = role === 'bass' ? 'triangle' : 'square';
|
||||
} else if (this.model === 'snes_ish') {
|
||||
if (role === 'bass') osc.type = 'triangle';
|
||||
else if (role === 'melody') osc.type = 'sawtooth';
|
||||
else if (role === 'drone') osc.type = 'sawtooth';
|
||||
else if (role === 'ostinato') osc.type = 'triangle';
|
||||
else osc.type = 'sine';
|
||||
osc.detune.value = (Math.random() - 0.5) * 8;
|
||||
} else {
|
||||
// nes_gb
|
||||
if (role === 'bass') osc.type = 'square';
|
||||
else if (role === 'drone') osc.type = 'sawtooth';
|
||||
else if (role === 'ostinato') osc.type = 'triangle';
|
||||
else if (role === 'melody') osc.type = 'triangle';
|
||||
else osc.type = 'sine';
|
||||
}
|
||||
|
||||
osc.connect(envelope);
|
||||
envelope.connect(layer.filterNode);
|
||||
|
||||
const gainValue = velocity * 0.5;
|
||||
const attackBase = this.model === 'pre8bit' ? 0.003 : this.model === 'snes_ish' ? 0.01 : 0.005;
|
||||
const releaseBase = this.model === 'pre8bit' ? 0.008 : this.model === 'snes_ish' ? 0.14 : 0.01;
|
||||
const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
|
||||
const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.22 : 0.12, duration * 0.3));
|
||||
|
||||
envelope.gain.setValueAtTime(0, when);
|
||||
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
|
||||
envelope.gain.setValueAtTime(gainValue, when + Math.max(attackTime, duration - releaseTime));
|
||||
envelope.gain.exponentialRampToValueAtTime(0.001, when + duration + releaseTime);
|
||||
|
||||
osc.start(when);
|
||||
osc.stop(when + duration + releaseTime + 0.01);
|
||||
this.activeVoiceCount++;
|
||||
|
||||
setTimeout(() => {
|
||||
try {
|
||||
osc.disconnect();
|
||||
envelope.disconnect();
|
||||
} catch {}
|
||||
this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
|
||||
}, (duration + releaseTime + 0.1) * 1000);
|
||||
}
|
||||
|
||||
private scheduleChord(role: Role, pitches: number[], duration: number, velocity: number, when: number): void {
|
||||
const layer = this.layers.get(role);
|
||||
if (!layer) return;
|
||||
if (this.activeVoiceCount >= this.maxVoices) return;
|
||||
|
||||
const chordPitches = this.model === 'snes_ish' ? pitches.slice(0, 4) : pitches.slice(0, 3);
|
||||
for (const pitch of chordPitches) {
|
||||
if (this.activeVoiceCount >= this.maxVoices) break;
|
||||
const osc = this.audioContext.createOscillator();
|
||||
const envelope = this.audioContext.createGain();
|
||||
osc.frequency.value = this.midiToFrequency(pitch);
|
||||
|
||||
if (this.model === 'snes_ish') {
|
||||
if (role === 'bass') osc.type = 'triangle';
|
||||
else if (role === 'melody') osc.type = 'sawtooth';
|
||||
else if (role === 'drone') osc.type = 'sawtooth';
|
||||
else if (role === 'ostinato') osc.type = 'triangle';
|
||||
else osc.type = 'sine';
|
||||
osc.detune.value = (Math.random() - 0.5) * 8;
|
||||
} else {
|
||||
if (role === 'bass') osc.type = 'square';
|
||||
else if (role === 'drone') osc.type = 'sawtooth';
|
||||
else if (role === 'ostinato') osc.type = 'triangle';
|
||||
else if (role === 'melody') osc.type = 'triangle';
|
||||
else osc.type = 'sine';
|
||||
}
|
||||
|
||||
osc.connect(envelope);
|
||||
envelope.connect(layer.filterNode);
|
||||
|
||||
const gainValue = (velocity * 0.3) / Math.max(chordPitches.length * 0.5, 1);
|
||||
const attackBase = this.model === 'snes_ish' ? 0.01 : 0.005;
|
||||
const releaseBase = this.model === 'snes_ish' ? 0.16 : 0.01;
|
||||
const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
|
||||
const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.24 : 0.12, duration * 0.3));
|
||||
|
||||
envelope.gain.setValueAtTime(0, when);
|
||||
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
|
||||
envelope.gain.setValueAtTime(gainValue, when + Math.max(attackTime, duration - releaseTime));
|
||||
envelope.gain.exponentialRampToValueAtTime(0.001, when + duration + releaseTime);
|
||||
|
||||
osc.start(when);
|
||||
osc.stop(when + duration + releaseTime + 0.01);
|
||||
this.activeVoiceCount++;
|
||||
|
||||
setTimeout(() => {
|
||||
try {
|
||||
osc.disconnect();
|
||||
envelope.disconnect();
|
||||
} catch {}
|
||||
this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
|
||||
}, (duration + releaseTime + 0.1) * 1000);
|
||||
}
|
||||
}
|
||||
|
||||
private fadeOutAllLayers(): void {
|
||||
const when = this.audioContext.currentTime;
|
||||
for (const layer of this.layers.values()) {
|
||||
layer.gainNode.gain.linearRampToValueAtTime(0, when + this.fadeTime);
|
||||
}
|
||||
setTimeout(() => this.cleanupLayers(), this.fadeTime * 1000 + 100);
|
||||
}
|
||||
|
||||
private cleanupLayers(): void {
|
||||
for (const layer of this.layers.values()) {
|
||||
for (const osc of layer.oscillators) {
|
||||
try {
|
||||
osc.stop();
|
||||
osc.disconnect();
|
||||
} catch {}
|
||||
}
|
||||
try { layer.gainNode.disconnect(); } catch {}
|
||||
try { layer.filterNode.disconnect(); } catch {}
|
||||
}
|
||||
this.layers.clear();
|
||||
this.roleAssignments.clear();
|
||||
this.nextEventIndex.clear();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -38,9 +38,6 @@ export interface StructuralFeatures {
|
||||
|
||||
export type Role = 'bass' | 'drone' | 'ostinato' | 'texture' | 'accents' | 'melody';
|
||||
|
||||
// Procedural synth model presets (test page uses these)
|
||||
export type SynthModel = 'pre8bit' | 'nes_gb' | 'snes_ish';
|
||||
|
||||
export interface RoleAssignment {
|
||||
role: Role;
|
||||
sourceTrack: number;
|
||||
|
||||
Reference in New Issue
Block a user