Files
motif/src/synthesis/TestModelSynthesisEngine.ts
T
2025-12-20 13:02:23 +00:00

647 lines
22 KiB
TypeScript

import type { RoleAssignment, Role, SynthLayer, NoteEvent, ChordEvent } from '../types';
export type SynthModel = 'pre8bit' | 'nes_gb' | 'snes';
type SnesSampleDef = {
buffer: AudioBuffer;
baseMidi: number;
loop: boolean;
loopStart: number;
loopEnd: number;
pan: number;
};
type SnesSampleBank = {
lead: SnesSampleDef;
bass: SnesSampleDef;
pad: SnesSampleDef;
pluck: SnesSampleDef;
noise: SnesSampleDef;
};
/**
* TestModelSynthesisEngine
* -----------------------
* Used ONLY by /models to compare different synthesis models.
*
* IMPORTANT:
* - This is intentionally isolated from the main `SynthesisEngine`.
* - Do not import this into the main app.
*/
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;
// Simplified scheduling (fine for the lab page)
private lookaheadTime = 0.12;
private scheduleInterval = 25;
private fadeTime = 0.05;
// SNES-only sample bank (generated in-memory; no downloads)
private snesBank: SnesSampleBank | null = null;
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;
// Voice count: SNES = 8 voices. Pre-8bit = ~2. NES/GB = “few”, but keep 8 for fun.
this.maxVoices = model === 'pre8bit' ? 2 : model === 'snes' ? 8 : 8;
if (model === 'snes') {
this.snesBank = this.createSnesSampleBank();
}
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 {}
// Always connect master -> post, but for SNES we insert a stable “color” chain
// (bandlimit + gentle saturation + limiter) before post.
if (this.model !== 'snes') {
const dry = this.audioContext.createGain();
dry.gain.value = 1.0;
this.masterGain.connect(dry);
dry.connect(this.postGain);
return;
}
// Create a single color chain (stable, avoids per-note ScriptProcessor crackle).
const colorIn = this.audioContext.createGain();
const hp = this.audioContext.createBiquadFilter();
const lp = this.audioContext.createBiquadFilter();
const shaper = this.audioContext.createWaveShaper();
const limiter = this.audioContext.createDynamicsCompressor();
// Band-limit similar to “sample playback through DSP”
hp.type = 'highpass';
hp.frequency.value = 45;
hp.Q.value = 0.7;
lp.type = 'lowpass';
lp.frequency.value = 5200;
lp.Q.value = 0.7;
// Gentle saturation curve (keeps things from sounding like pure oscillators)
// Type cast avoids TS lib generic mismatch (runtime is correct).
shaper.curve = this.makeSoftClipCurve(0.75) as any;
shaper.oversample = '2x';
// Limiter to stop “mess” / clipping during dense passages
limiter.threshold.value = -14;
limiter.knee.value = 18;
limiter.ratio.value = 12;
limiter.attack.value = 0.003;
limiter.release.value = 0.12;
// Wire: master -> colorIn -> hp -> lp -> shaper -> limiter -> post
this.masterGain.connect(colorIn);
colorIn.connect(hp);
hp.connect(lp);
lp.connect(shaper);
shaper.connect(limiter);
limiter.connect(this.postGain);
// SNES-ish echo (single instance): feedback delay + lowpass in 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 = 0.22;
delay.delayTime.value = 0.165;
feedback.gain.value = 0.28;
fbFilter.type = 'lowpass';
fbFilter.frequency.value = 2200;
fbFilter.Q.value = 0.7;
// Tap echo from color chain output (post-filter) into delay, then back to post.
lp.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();
if (this.model === 'snes') {
filterNode.type = 'lowpass';
filterNode.frequency.value = 2600;
filterNode.Q.value = 0.9;
} else {
filterNode.type = 'lowpass';
filterNode.frequency.value = 5200;
filterNode.Q.value = 0.8;
}
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 {
switch (role) {
case 'bass':
gain.gain.value = this.model === 'pre8bit' ? 0.55 : 0.4;
filter.type = 'lowpass';
filter.frequency.value = this.model === 'snes' ? 260 : 220;
break;
case 'drone':
gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.2;
filter.type = 'bandpass';
filter.frequency.value = this.model === 'snes' ? 520 : 400;
break;
case 'ostinato':
gain.gain.value = this.model === 'pre8bit' ? 0.25 : 0.3;
filter.type = 'highpass';
filter.frequency.value = this.model === 'snes' ? 220 : 300;
break;
case 'texture':
gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.1;
filter.type = 'bandpass';
filter.frequency.value = this.model === 'snes' ? 900 : 800;
break;
case 'accents':
gain.gain.value = this.model === 'pre8bit' ? 0.35 : 0.5;
filter.type = 'peaking';
filter.frequency.value = this.model === 'snes' ? 1200 : 1000;
break;
case 'melody':
gain.gain.value = this.model === 'pre8bit' ? 0.42 : 0.35;
filter.type = 'lowpass';
filter.frequency.value = this.model === 'snes' ? 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 (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 envelope = this.audioContext.createGain();
if (this.model === 'pre8bit') {
const osc = this.audioContext.createOscillator();
osc.frequency.value = this.midiToFrequency(pitch);
osc.type = role === 'bass' ? 'triangle' : 'square';
osc.connect(envelope);
osc.start(when);
osc.stop(when + duration + 0.5);
} else if (this.model === 'snes') {
const sample = this.getSnesSampleForRole(role);
if (!sample || !sample.buffer) return;
const src = this.audioContext.createBufferSource();
src.buffer = sample.buffer;
src.loop = sample.loop;
if (sample.loop) {
src.loopStart = sample.loopStart;
src.loopEnd = sample.loopEnd;
}
const base = sample.baseMidi;
const rate = Math.pow(2, (pitch - base) / 12);
src.playbackRate.setValueAtTime(rate, when);
src.detune.value = (Math.random() - 0.5) * 6; // small “sample pitch” drift
// Optional stereo panning (SNES output was stereo)
const pan = this.audioContext.createStereoPanner();
pan.pan.value = sample.pan;
src.connect(pan);
pan.connect(envelope);
// Start and stop; for looped samples, stop after note + release tail
src.start(when);
src.stop(when + duration + 0.5);
} else {
const osc = this.audioContext.createOscillator();
osc.frequency.value = this.midiToFrequency(pitch);
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);
osc.start(when);
osc.stop(when + duration + 0.5);
}
envelope.connect(layer.filterNode);
const gainValue = velocity * 0.5;
const attackBase = this.model === 'pre8bit' ? 0.003 : this.model === 'snes' ? 0.008 : 0.005;
const releaseBase = this.model === 'pre8bit' ? 0.008 : this.model === 'snes' ? 0.18 : 0.01;
const sustainLevel = this.model === 'snes' ? 0.65 : 1.0;
const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes' ? 0.28 : 0.12, duration * 0.3));
const decayTime = this.model === 'snes' ? Math.max(0.01, Math.min(0.12, duration * 0.15)) : 0.02;
envelope.gain.setValueAtTime(0, when);
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
envelope.gain.linearRampToValueAtTime(gainValue * sustainLevel, when + attackTime + decayTime);
envelope.gain.setValueAtTime(gainValue * sustainLevel, when + Math.max(attackTime + decayTime, duration - releaseTime));
envelope.gain.exponentialRampToValueAtTime(0.001, when + duration + releaseTime);
this.activeVoiceCount++;
setTimeout(() => {
try {
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' ? pitches.slice(0, 4) : pitches.slice(0, 3);
for (const pitch of chordPitches) {
if (this.activeVoiceCount >= this.maxVoices) break;
const envelope = this.audioContext.createGain();
if (this.model === 'snes') {
const sample = this.getSnesSampleForRole(role);
if (!sample || !sample.buffer) continue;
const src = this.audioContext.createBufferSource();
src.buffer = sample.buffer;
src.loop = sample.loop;
if (sample.loop) {
src.loopStart = sample.loopStart;
src.loopEnd = sample.loopEnd;
}
const base = sample.baseMidi;
const rate = Math.pow(2, (pitch - base) / 12);
src.playbackRate.setValueAtTime(rate, when);
src.detune.value = (Math.random() - 0.5) * 6;
const pan = this.audioContext.createStereoPanner();
pan.pan.value = sample.pan;
src.connect(pan);
pan.connect(envelope);
src.start(when);
src.stop(when + duration + 0.5);
} else {
const osc = this.audioContext.createOscillator();
osc.frequency.value = this.midiToFrequency(pitch);
osc.type = role === 'bass' ? 'square' : role === 'drone' ? 'sawtooth' : 'triangle';
osc.connect(envelope);
osc.start(when);
osc.stop(when + duration + 0.5);
}
envelope.connect(layer.filterNode);
const gainValue = (velocity * 0.3) / Math.max(chordPitches.length * 0.5, 1);
const attackBase = this.model === 'snes' ? 0.01 : 0.005;
const releaseBase = this.model === 'snes' ? 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' ? 0.24 : 0.12, duration * 0.3));
const sustainLevel = this.model === 'snes' ? 0.65 : 1.0;
const decayTime = this.model === 'snes' ? Math.max(0.01, Math.min(0.12, duration * 0.15)) : 0.02;
envelope.gain.setValueAtTime(0, when);
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
envelope.gain.linearRampToValueAtTime(gainValue * sustainLevel, when + attackTime + decayTime);
envelope.gain.setValueAtTime(gainValue * sustainLevel, when + Math.max(attackTime + decayTime, duration - releaseTime));
envelope.gain.exponentialRampToValueAtTime(0.001, when + duration + releaseTime);
this.activeVoiceCount++;
setTimeout(() => {
try {
envelope.disconnect();
} catch {}
this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
}, (duration + releaseTime + 0.1) * 1000);
}
}
private getSnesSampleForRole(role: Role): SnesSampleDef | null {
if (!this.snesBank) return null;
switch (role) {
case 'bass': return this.snesBank.bass;
case 'melody': return this.snesBank.lead;
case 'drone': return this.snesBank.pad;
case 'ostinato': return this.snesBank.pluck;
case 'texture': return this.snesBank.pad;
case 'accents': return this.snesBank.noise;
default: return this.snesBank.lead;
}
}
private createSnesSampleBank(): SnesSampleBank {
// Generate small “instrument” buffers that loop cleanly.
// This approximates SNES sample playback without shipping any assets.
const sr = this.audioContext.sampleRate;
const lead = this.makeHarmonicSample({ seconds: 0.7, sr, baseMidi: 69, harmonics: [1, 0.55, 0.28, 0.14], attack: 0.008, decay: 0.12, sustain: 0.55, release: 0.22, loopStart: 0.10, loopEnd: 0.62 });
const bass = this.makeHarmonicSample({ seconds: 0.8, sr, baseMidi: 45, harmonics: [1, 0.35, 0.12], attack: 0.010, decay: 0.14, sustain: 0.60, release: 0.28, loopStart: 0.12, loopEnd: 0.70 });
const pad = this.makeHarmonicSample({ seconds: 1.2, sr, baseMidi: 60, harmonics: [1, 0.75, 0.45, 0.22, 0.12], attack: 0.04, decay: 0.30, sustain: 0.75, release: 0.45, loopStart: 0.20, loopEnd: 1.05 });
const pluck = this.makeHarmonicSample({ seconds: 0.6, sr, baseMidi: 72, harmonics: [1, 0.4, 0.2], attack: 0.003, decay: 0.18, sustain: 0.0, release: 0.12, loopStart: 0, loopEnd: 0 });
const noise = this.makeNoiseHit({ seconds: 0.22, sr, baseMidi: 60 });
return {
lead: { ...lead, pan: 0.15 },
bass: { ...bass, pan: -0.08 },
pad: { ...pad, pan: -0.18 },
pluck:{ ...pluck,pan: 0.22 },
noise:{ ...noise,pan: 0.0 },
};
}
private makeHarmonicSample(args: {
seconds: number;
sr: number;
baseMidi: number;
harmonics: number[];
attack: number;
decay: number;
sustain: number;
release: number;
loopStart: number;
loopEnd: number;
}): SnesSampleDef {
const length = Math.max(1, Math.floor(args.seconds * args.sr));
const buf = this.audioContext.createBuffer(1, length, args.sr);
const data = buf.getChannelData(0);
// Base frequency for buffer generation
const f0 = this.midiToFrequency(args.baseMidi);
const twoPi = Math.PI * 2;
for (let i = 0; i < length; i++) {
const t = i / args.sr;
let s = 0;
for (let h = 0; h < args.harmonics.length; h++) {
const amp = args.harmonics[h];
const n = h + 1;
s += amp * Math.sin(twoPi * f0 * n * t);
}
// Simple “sample-like” smoothing + slight nonlinearity
s = Math.tanh(s * 1.2);
// Apply baked-in amp envelope so the raw sample already feels “instrumental”
const env = this.adsrAt(t, args.attack, args.decay, args.sustain, args.release, args.seconds);
data[i] = s * env * 0.9;
}
// Loop region
const loop = args.loopEnd > args.loopStart && args.loopEnd > 0;
return {
buffer: buf,
baseMidi: args.baseMidi,
loop,
loopStart: loop ? args.loopStart : 0,
loopEnd: loop ? args.loopEnd : 0,
pan: 0,
};
}
private makeNoiseHit(args: { seconds: number; sr: number; baseMidi: number }): SnesSampleDef {
const length = Math.max(1, Math.floor(args.seconds * args.sr));
const buf = this.audioContext.createBuffer(1, length, args.sr);
const data = buf.getChannelData(0);
for (let i = 0; i < length; i++) {
const t = i / args.sr;
// White noise with fast decay
const n = (Math.random() * 2 - 1);
const env = Math.exp(-t * 18);
data[i] = n * env * 0.8;
}
return { buffer: buf, baseMidi: args.baseMidi, loop: false, loopStart: 0, loopEnd: 0, pan: 0 };
}
private adsrAt(t: number, a: number, d: number, s: number, r: number, total: number): number {
const endSustain = Math.max(0, total - r);
if (t < 0) return 0;
if (t < a) return a > 0 ? (t / a) : 1;
if (t < a + d) {
const u = (t - a) / Math.max(d, 1e-6);
return 1 + (s - 1) * u;
}
if (t < endSustain) return s;
const u = (t - endSustain) / Math.max(r, 1e-6);
return s * Math.max(0, 1 - u);
}
private makeSoftClipCurve(amount: number): Float32Array {
// amount: 0..1 (higher = more distortion)
const k = 1 + amount * 30;
const n = 2048;
const curve = new Float32Array(n);
for (let i = 0; i < n; i++) {
const x = (i * 2) / (n - 1) - 1;
curve[i] = Math.tanh(k * x) / Math.tanh(k);
}
return curve as unknown as Float32Array;
}
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();
}
}