/* * DSP.js - a comprehensive digital signal processing library for javascript * * Created by Corban Brook on 2010-01-01. * Copyright 2010 Corban Brook. All rights reserved. * * https://github.com/corbanbrook/dsp.js/ */ //////////////////////////////////////////////////////////////////////////////// // CONSTANTS // //////////////////////////////////////////////////////////////////////////////// /** * DSP is an object which contains general purpose utility functions and constants */ var DSP = { // Channels LEFT: 0, RIGHT: 1, MIX: 2, // Waveforms SINE: 1, TRIANGLE: 2, SAW: 3, SQUARE: 4, // Filters LOWPASS: 0, HIGHPASS: 1, BANDPASS: 2, NOTCH: 3, // Window functions BARTLETT: 1, BARTLETTHANN: 2, BLACKMAN: 3, COSINE: 4, GAUSS: 5, HAMMING: 6, HANN: 7, LANCZOS: 8, RECTANGULAR: 9, TRIANGULAR: 10, // Loop modes OFF: 0, FW: 1, BW: 2, FWBW: 3, // Math TWO_PI: 2*Math.PI }; // Setup arrays for platforms which do not support byte arrays function setupTypedArray(name, fallback) { // check if TypedArray exists // typeof on Minefield and Chrome return function, typeof on Webkit returns object. if (typeof this[name] !== "function" && typeof this[name] !== "object") { // nope.. check if WebGLArray exists if (typeof this[fallback] === "function" && typeof this[fallback] !== "object") { this[name] = this[fallback]; } else { // nope.. set as Native JS array this[name] = function(obj) { if (obj instanceof Array) { return obj; } else if (typeof obj === "number") { return new Array(obj); } }; } } } setupTypedArray("Float32Array", "WebGLFloatArray"); setupTypedArray("Int32Array", "WebGLIntArray"); setupTypedArray("Uint16Array", "WebGLUnsignedShortArray"); setupTypedArray("Uint8Array", "WebGLUnsignedByteArray"); //////////////////////////////////////////////////////////////////////////////// // DSP UTILITY FUNCTIONS // //////////////////////////////////////////////////////////////////////////////// /** * Inverts the phase of a signal * * @param {Array} buffer A sample buffer * * @returns The inverted sample buffer */ DSP.invert = function(buffer) { for (var i = 0, len = buffer.length; i < len; i++) { buffer[i] *= -1; } return buffer; }; /** * Converts split-stereo (dual mono) sample buffers into a stereo interleaved sample buffer * * @param {Array} left A sample buffer * @param {Array} right A sample buffer * * @returns The stereo interleaved buffer */ DSP.interleave = function(left, right) { if (left.length !== right.length) { throw "Can not interleave. Channel lengths differ."; } var stereoInterleaved = new Float32Array(left.length * 2); for (var i = 0, len = left.length; i < len; i++) { stereoInterleaved[2*i] = left[i]; stereoInterleaved[2*i+1] = right[i]; } return stereoInterleaved; }; /** * Converts a stereo-interleaved sample buffer into split-stereo (dual mono) sample buffers * * @param {Array} buffer A stereo-interleaved sample buffer * * @returns an Array containing left and right channels */ DSP.deinterleave = (function() { var left, right, mix, deinterleaveChannel = []; deinterleaveChannel[DSP.MIX] = function(buffer) { for (var i = 0, len = buffer.length/2; i < len; i++) { mix[i] = (buffer[2*i] + buffer[2*i+1]) / 2; } return mix; }; deinterleaveChannel[DSP.LEFT] = function(buffer) { for (var i = 0, len = buffer.length/2; i < len; i++) { left[i] = buffer[2*i]; } return left; }; deinterleaveChannel[DSP.RIGHT] = function(buffer) { for (var i = 0, len = buffer.length/2; i < len; i++) { right[i] = buffer[2*i+1]; } return right; }; return function(channel, buffer) { left = left || new Float32Array(buffer.length/2); right = right || new Float32Array(buffer.length/2); mix = mix || new Float32Array(buffer.length/2); if (buffer.length/2 !== left.length) { left = new Float32Array(buffer.length/2); right = new Float32Array(buffer.length/2); mix = new Float32Array(buffer.length/2); } return deinterleaveChannel[channel](buffer); }; }()); /** * Separates a channel from a stereo-interleaved sample buffer * * @param {Array} buffer A stereo-interleaved sample buffer * @param {Number} channel A channel constant (LEFT, RIGHT, MIX) * * @returns an Array containing a signal mono sample buffer */ DSP.getChannel = DSP.deinterleave; /** * Helper method (for Reverb) to mix two (interleaved) samplebuffers. It's possible * to negate the second buffer while mixing and to perform a volume correction * on the final signal. * * @param {Array} sampleBuffer1 Array containing Float values or a Float32Array * @param {Array} sampleBuffer2 Array containing Float values or a Float32Array * @param {Boolean} negate When true inverts/flips the audio signal * @param {Number} volumeCorrection When you add multiple sample buffers, use this to tame your signal ;) * * @returns A new Float32Array interleaved buffer. */ DSP.mixSampleBuffers = function(sampleBuffer1, sampleBuffer2, negate, volumeCorrection){ var outputSamples = new Float32Array(sampleBuffer1); for(var i = 0; i peak) ? Math.abs(buffer[i]) : peak; } return peak; }; // Fourier Transform Module used by DFT, FFT, RFFT function FourierTransform(_bufferSize, _sampleRate) { this._bufferSize = _bufferSize; this._sampleRate = _sampleRate; this.bandwidth = 2 / _bufferSize * _sampleRate / 2; this.spectrum = new Float32Array(_bufferSize/2); this.real = new Float32Array(_bufferSize); this.imag = new Float32Array(_bufferSize); this.peakBand = 0; this.peak = 0; /** * Calculates the *middle* _frequency of an FFT band. * * @param {Number} index The index of the FFT band. * * @returns The middle _frequency in Hz. */ this.getBandFrequency = function(index) { return this.bandwidth * index + this.bandwidth / 2; }; this.calculateSpectrum = function() { var spectrum = this.spectrum, real = this.real, imag = this.imag, bSi = 2 / this._bufferSize, sqrt = Math.sqrt, rval, ival, mag; for (var i = 0, N = _bufferSize/2; i < N; i++) { rval = real[i]; ival = imag[i]; mag = bSi * sqrt(rval * rval + ival * ival); if (mag > this.peak) { this.peakBand = i; this.peak = mag; } spectrum[i] = mag; } }; } /** * DFT is a class for calculating the Discrete Fourier Transform of a signal. * * @param {Number} _bufferSize The size of the sample buffer to be computed * @param {Number} _sampleRate The _sampleRate of the buffer (eg. 44100) * * @constructor */ DFT = function(_bufferSize, _sampleRate) { FourierTransform.call(this, _bufferSize, _sampleRate); var N = _bufferSize/2 * _bufferSize; var TWO_PI = 2 * Math.PI; this.sinTable = new Float32Array(N); this.cosTable = new Float32Array(N); for (var i = 0; i < N; i++) { this.sinTable[i] = Math.sin(i * TWO_PI / _bufferSize); this.cosTable[i] = Math.cos(i * TWO_PI / _bufferSize); } } /** * Performs a forward transform on the sample buffer. * Converts a time domain signal to _frequency domain spectra. * * @param {Array} buffer The sample buffer * * @returns The _frequency spectrum array */ DFT.prototype.forward = function(buffer) { var real = this.real, imag = this.imag, rval, ival; for (var k = 0; k < this._bufferSize/2; k++) { rval = 0.0; ival = 0.0; for (var n = 0; n < buffer.length; n++) { rval += this.cosTable[k*n] * buffer[n]; ival += this.sinTable[k*n] * buffer[n]; } real[k] = rval; imag[k] = ival; } return this.calculateSpectrum(); }; /** * FFT is a class for calculating the Discrete Fourier Transform of a signal * with the Fast Fourier Transform algorithm. * * @param {Number} _bufferSize The size of the sample buffer to be computed. Must be power of 2 * @param {Number} _sampleRate The _sampleRate of the buffer (eg. 44100) * * @constructor */ function FFT(_bufferSize, _sampleRate) { FourierTransform.call(this, _bufferSize, _sampleRate); this.reverseTable = new Uint32Array(_bufferSize); var limit = 1; var bit = _bufferSize >> 1; var i; while (limit < _bufferSize) { for (i = 0; i < limit; i++) { this.reverseTable[i + limit] = this.reverseTable[i] + bit; } limit = limit << 1; bit = bit >> 1; } this.sinTable = new Float32Array(_bufferSize); this.cosTable = new Float32Array(_bufferSize); for (i = 0; i < _bufferSize; i++) { this.sinTable[i] = Math.sin(-Math.PI/i); this.cosTable[i] = Math.cos(-Math.PI/i); } } /** * Performs a forward transform on the sample buffer. * Converts a time domain signal to _frequency domain spectra. * * @param {Array} buffer The sample buffer. Buffer Length must be power of 2 * * @returns The _frequency spectrum array */ FFT.prototype.forward = function(buffer) { // Locally scope variables for speed up var _bufferSize = this._bufferSize, cosTable = this.cosTable, sinTable = this.sinTable, reverseTable = this.reverseTable, real = this.real, imag = this.imag, spectrum = this.spectrum; var k = Math.floor(Math.log(_bufferSize) / Math.LN2); if (Math.pow(2, k) !== _bufferSize) { throw "Invalid buffer size, must be a power of 2."; } if (_bufferSize !== buffer.length) { throw "Supplied buffer is not the same size as defined FFT. FFT Size: " + _bufferSize + " Buffer Size: " + buffer.length; } var halfSize = 1, phaseShiftStepReal, phaseShiftStepImag, currentPhaseShiftReal, currentPhaseShiftImag, off, tr, ti, tmpReal, i; for (i = 0; i < _bufferSize; i++) { real[i] = buffer[reverseTable[i]]; imag[i] = 0; } while (halfSize < _bufferSize) { //phaseShiftStepReal = Math.cos(-Math.PI/halfSize); //phaseShiftStepImag = Math.sin(-Math.PI/halfSize); phaseShiftStepReal = cosTable[halfSize]; phaseShiftStepImag = sinTable[halfSize]; currentPhaseShiftReal = 1; currentPhaseShiftImag = 0; for (var fftStep = 0; fftStep < halfSize; fftStep++) { i = fftStep; while (i < _bufferSize) { off = i + halfSize; tr = (currentPhaseShiftReal * real[off]) - (currentPhaseShiftImag * imag[off]); ti = (currentPhaseShiftReal * imag[off]) + (currentPhaseShiftImag * real[off]); real[off] = real[i] - tr; imag[off] = imag[i] - ti; real[i] += tr; imag[i] += ti; i += halfSize << 1; } tmpReal = currentPhaseShiftReal; currentPhaseShiftReal = (tmpReal * phaseShiftStepReal) - (currentPhaseShiftImag * phaseShiftStepImag); currentPhaseShiftImag = (tmpReal * phaseShiftStepImag) + (currentPhaseShiftImag * phaseShiftStepReal); } halfSize = halfSize << 1; } return this.calculateSpectrum(); }; FFT.prototype.inverse = function(real, imag) { // Locally scope variables for speed up var _bufferSize = this._bufferSize, cosTable = this.cosTable, sinTable = this.sinTable, reverseTable = this.reverseTable, spectrum = this.spectrum; real = real || this.real; imag = imag || this.imag; var halfSize = 1, phaseShiftStepReal, phaseShiftStepImag, currentPhaseShiftReal, currentPhaseShiftImag, off, tr, ti, tmpReal, i; for (i = 0; i < _bufferSize; i++) { imag[i] *= -1; } var revReal = new Float32Array(_bufferSize); var revImag = new Float32Array(_bufferSize); for (i = 0; i < real.length; i++) { revReal[i] = real[reverseTable[i]]; revImag[i] = imag[reverseTable[i]]; } real = revReal; imag = revImag; while (halfSize < _bufferSize) { phaseShiftStepReal = cosTable[halfSize]; phaseShiftStepImag = sinTable[halfSize]; currentPhaseShiftReal = 1; currentPhaseShiftImag = 0; for (var fftStep = 0; fftStep < halfSize; fftStep++) { i = fftStep; while (i < _bufferSize) { off = i + halfSize; tr = (currentPhaseShiftReal * real[off]) - (currentPhaseShiftImag * imag[off]); ti = (currentPhaseShiftReal * imag[off]) + (currentPhaseShiftImag * real[off]); real[off] = real[i] - tr; imag[off] = imag[i] - ti; real[i] += tr; imag[i] += ti; i += halfSize << 1; } tmpReal = currentPhaseShiftReal; currentPhaseShiftReal = (tmpReal * phaseShiftStepReal) - (currentPhaseShiftImag * phaseShiftStepImag); currentPhaseShiftImag = (tmpReal * phaseShiftStepImag) + (currentPhaseShiftImag * phaseShiftStepReal); } halfSize = halfSize << 1; } var buffer = new Float32Array(_bufferSize); // this should be reused instead for (i = 0; i < _bufferSize; i++) { buffer[i] = real[i] / _bufferSize; } return buffer; }; /** * RFFT is a class for calculating the Discrete Fourier Transform of a signal * with the Fast Fourier Transform algorithm. * * This method currently only contains a forward transform but is highly optimized. * * @param {Number} _bufferSize The size of the sample buffer to be computed. Must be power of 2 * @param {Number} _sampleRate The _sampleRate of the buffer (eg. 44100) * * @constructor */ // lookup tables don't really gain us any speed, but they do increase // cache footprint, so don't use them in here // also we don't use sepearate arrays for real/imaginary parts // this one a little more than twice as fast as the one in FFT // however I only did the forward transform // the rest of this was translated from C, see http://www.jjj.de/fxt/ // this is the real split radix FFT function RFFT(_bufferSize, _sampleRate) { FourierTransform.call(this, _bufferSize, _sampleRate); this.trans = new Float32Array(_bufferSize); this.reverseTable = new Uint32Array(_bufferSize); // don't use a lookup table to do the permute, use this instead this.reverseBinPermute = function (dest, source) { var _bufferSize = this._bufferSize, halfSize = _bufferSize >>> 1, nm1 = _bufferSize - 1, i = 1, r = 0, h; dest[0] = source[0]; do { r += halfSize; dest[i] = source[r]; dest[r] = source[i]; i++; h = halfSize << 1; while (h = h >> 1, !((r ^= h) & h)); if (r >= i) { dest[i] = source[r]; dest[r] = source[i]; dest[nm1-i] = source[nm1-r]; dest[nm1-r] = source[nm1-i]; } i++; } while (i < halfSize); dest[nm1] = source[nm1]; }; this.generateReverseTable = function () { var _bufferSize = this._bufferSize, halfSize = _bufferSize >>> 1, nm1 = _bufferSize - 1, i = 1, r = 0, h; this.reverseTable[0] = 0; do { r += halfSize; this.reverseTable[i] = r; this.reverseTable[r] = i; i++; h = halfSize << 1; while (h = h >> 1, !((r ^= h) & h)); if (r >= i) { this.reverseTable[i] = r; this.reverseTable[r] = i; this.reverseTable[nm1-i] = nm1-r; this.reverseTable[nm1-r] = nm1-i; } i++; } while (i < halfSize); this.reverseTable[nm1] = nm1; }; this.generateReverseTable(); } // Ordering of output: // // trans[0] = re[0] (==zero _frequency, purely real) // trans[1] = re[1] // ... // trans[n/2-1] = re[n/2-1] // trans[n/2] = re[n/2] (==nyquist _frequency, purely real) // // trans[n/2+1] = im[n/2-1] // trans[n/2+2] = im[n/2-2] // ... // trans[n-1] = im[1] RFFT.prototype.forward = function(buffer) { var n = this._bufferSize, spectrum = this.spectrum, x = this.trans, TWO_PI = 2*Math.PI, sqrt = Math.sqrt, i = n >>> 1, bSi = 2 / n, n2, n4, n8, nn, t1, t2, t3, t4, i1, i2, i3, i4, i5, i6, i7, i8, st1, cc1, ss1, cc3, ss3, e, a, rval, ival, mag; this.reverseBinPermute(x, buffer); /* var reverseTable = this.reverseTable; for (var k = 0, len = reverseTable.length; k < len; k++) { x[k] = buffer[reverseTable[k]]; } */ for (var ix = 0, id = 4; ix < n; id *= 4) { for (var i0 = ix; i0 < n; i0 += id) { //sumdiff(x[i0], x[i0+1]); // {a, b} <--| {a+b, a-b} st1 = x[i0] - x[i0+1]; x[i0] += x[i0+1]; x[i0+1] = st1; } ix = 2*(id-1); } n2 = 2; nn = n >>> 1; while((nn = nn >>> 1)) { ix = 0; n2 = n2 << 1; id = n2 << 1; n4 = n2 >>> 2; n8 = n2 >>> 3; do { if (n4 !== 1) { for(i0 = ix; i0 < n; i0 += id) { i1 = i0; i2 = i1 + n4; i3 = i2 + n4; i4 = i3 + n4; //diffsum3_r(x[i3], x[i4], t1); // {a, b, s} <--| {a, b-a, a+b} t1 = x[i3] + x[i4]; x[i4] -= x[i3]; //sumdiff3(x[i1], t1, x[i3]); // {a, b, d} <--| {a+b, b, a-b} x[i3] = x[i1] - t1; x[i1] += t1; i1 += n8; i2 += n8; i3 += n8; i4 += n8; //sumdiff(x[i3], x[i4], t1, t2); // {s, d} <--| {a+b, a-b} t1 = x[i3] + x[i4]; t2 = x[i3] - x[i4]; t1 = -t1 * Math.SQRT1_2; t2 *= Math.SQRT1_2; // sumdiff(t1, x[i2], x[i4], x[i3]); // {s, d} <--| {a+b, a-b} st1 = x[i2]; x[i4] = t1 + st1; x[i3] = t1 - st1; //sumdiff3(x[i1], t2, x[i2]); // {a, b, d} <--| {a+b, b, a-b} x[i2] = x[i1] - t2; x[i1] += t2; } } else { for(i0 = ix; i0 < n; i0 += id) { i1 = i0; i2 = i1 + n4; i3 = i2 + n4; i4 = i3 + n4; //diffsum3_r(x[i3], x[i4], t1); // {a, b, s} <--| {a, b-a, a+b} t1 = x[i3] + x[i4]; x[i4] -= x[i3]; //sumdiff3(x[i1], t1, x[i3]); // {a, b, d} <--| {a+b, b, a-b} x[i3] = x[i1] - t1; x[i1] += t1; } } ix = (id << 1) - n2; id = id << 2; } while (ix < n); e = TWO_PI / n2; for (var j = 1; j < n8; j++) { a = j * e; ss1 = Math.sin(a); cc1 = Math.cos(a); //ss3 = sin(3*a); cc3 = cos(3*a); cc3 = 4*cc1*(cc1*cc1-0.75); ss3 = 4*ss1*(0.75-ss1*ss1); ix = 0; id = n2 << 1; do { for (i0 = ix; i0 < n; i0 += id) { i1 = i0 + j; i2 = i1 + n4; i3 = i2 + n4; i4 = i3 + n4; i5 = i0 + n4 - j; i6 = i5 + n4; i7 = i6 + n4; i8 = i7 + n4; //cmult(c, s, x, y, &u, &v) //cmult(cc1, ss1, x[i7], x[i3], t2, t1); // {u,v} <--| {x*c-y*s, x*s+y*c} t2 = x[i7]*cc1 - x[i3]*ss1; t1 = x[i7]*ss1 + x[i3]*cc1; //cmult(cc3, ss3, x[i8], x[i4], t4, t3); t4 = x[i8]*cc3 - x[i4]*ss3; t3 = x[i8]*ss3 + x[i4]*cc3; //sumdiff(t2, t4); // {a, b} <--| {a+b, a-b} st1 = t2 - t4; t2 += t4; t4 = st1; //sumdiff(t2, x[i6], x[i8], x[i3]); // {s, d} <--| {a+b, a-b} //st1 = x[i6]; x[i8] = t2 + st1; x[i3] = t2 - st1; x[i8] = t2 + x[i6]; x[i3] = t2 - x[i6]; //sumdiff_r(t1, t3); // {a, b} <--| {a+b, b-a} st1 = t3 - t1; t1 += t3; t3 = st1; //sumdiff(t3, x[i2], x[i4], x[i7]); // {s, d} <--| {a+b, a-b} //st1 = x[i2]; x[i4] = t3 + st1; x[i7] = t3 - st1; x[i4] = t3 + x[i2]; x[i7] = t3 - x[i2]; //sumdiff3(x[i1], t1, x[i6]); // {a, b, d} <--| {a+b, b, a-b} x[i6] = x[i1] - t1; x[i1] += t1; //diffsum3_r(t4, x[i5], x[i2]); // {a, b, s} <--| {a, b-a, a+b} x[i2] = t4 + x[i5]; x[i5] -= t4; } ix = (id << 1) - n2; id = id << 2; } while (ix < n); } } while (--i) { rval = x[i]; ival = x[n-i-1]; mag = bSi * sqrt(rval * rval + ival * ival); if (mag > this.peak) { this.peakBand = i; this.peak = mag; } spectrum[i] = mag; } spectrum[0] = bSi * x[0]; return spectrum; }; function WindowFunction(type, alpha) { this.alpha = alpha; switch(type) { case DSP.BARTLETT: this.func = WindowFunction.Bartlett; break; case DSP.BARTLETTHANN: this.func = WindowFunction.BartlettHann; break; case DSP.BLACKMAN: this.func = WindowFunction.Blackman; this.alpha = this.alpha || 0.16; break; case DSP.COSINE: this.func = WindowFunction.Cosine; break; case DSP.GAUSS: this.func = WindowFunction.Gauss; this.alpha = this.alpha || 0.25; break; case DSP.HAMMING: this.func = WindowFunction.Hamming; break; case DSP.HANN: this.func = WindowFunction.Hann; break; case DSP.LANCZOS: this.func = WindowFunction.Lanczoz; break; case DSP.RECTANGULAR: this.func = WindowFunction.Rectangular; break; case DSP.TRIANGULAR: this.func = WindowFunction.Triangular; break; } } WindowFunction.prototype.process = function(buffer) { var length = buffer.length; for ( var i = 0; i < length; i++ ) { buffer[i] *= this.func(length, i, this.alpha); } return buffer; }; WindowFunction.Bartlett = function(length, index) { return 2 / (length - 1) * ((length - 1) / 2 - Math.abs(index - (length - 1) / 2)); }; WindowFunction.BartlettHann = function(length, index) { return 0.62 - 0.48 * Math.abs(index / (length - 1) - 0.5) - 0.38 * Math.cos(DSP.TWO_PI * index / (length - 1)); }; WindowFunction.Blackman = function(length, index, alpha) { var a0 = (1 - alpha) / 2; var a1 = 0.5; var a2 = alpha / 2; return a0 - a1 * Math.cos(DSP.TWO_PI * index / (length - 1)) + a2 * Math.cos(4 * Math.PI * index / (length - 1)); }; WindowFunction.Cosine = function(length, index) { return Math.cos(Math.PI * index / (length - 1) - Math.PI / 2); }; WindowFunction.Gauss = function(length, index, alpha) { return Math.pow(Math.E, -0.5 * Math.pow((index - (length - 1) / 2) / (alpha * (length - 1) / 2), 2)); }; WindowFunction.Hamming = function(length, index) { return 0.54 - 0.46 * Math.cos(DSP.TWO_PI * index / (length - 1)); }; WindowFunction.Hann = function(length, index) { return 0.5 * (1 - Math.cos(DSP.TWO_PI * index / (length - 1))); }; WindowFunction.Lanczos = function(length, index) { var x = 2 * index / (length - 1) - 1; return Math.sin(Math.PI * x) / (Math.PI * x); }; WindowFunction.Rectangular = function(length, index) { return 1; }; WindowFunction.Triangular = function(length, index) { return 2 / length * (length / 2 - Math.abs(index - (length - 1) / 2)); }; function sinh (arg) { // Returns the hyperbolic sine of the number, defined as (exp(number) - exp(-number))/2 // // version: 1004.2314 // discuss at: http://phpjs.org/functions/sinh // + original by: Onno Marsman // * example 1: sinh(-0.9834330348825909); // * returns 1: -1.1497971402636502 return (Math.exp(arg) - Math.exp(-arg))/2; } /* * Biquad filter * * Created by Ricard Marxer on 2010-05-23. * Copyright 2010 Ricard Marxer. All rights reserved. * */ // Implementation based on: // http://www.musicdsp.org/files/Audio-EQ-Cookbook.txt function Biquad(type, _sampleRate) { this.Fs = _sampleRate; this.type = type; // type of the filter this.parameterType = DSP.Q; // type of the parameter this.x_1_l = 0; this.x_2_l = 0; this.y_1_l = 0; this.y_2_l = 0; this.x_1_r = 0; this.x_2_r = 0; this.y_1_r = 0; this.y_2_r = 0; this.b0 = 1; this.a0 = 1; this.b1 = 0; this.a1 = 0; this.b2 = 0; this.a2 = 0; this.b0a0 = this.b0 / this.a0; this.b1a0 = this.b1 / this.a0; this.b2a0 = this.b2 / this.a0; this.a1a0 = this.a1 / this.a0; this.a2a0 = this.a2 / this.a0; this.f0 = 3000; // "wherever it's happenin', man." Center Frequency or // Corner Frequency, or shelf midpoint _frequency, depending // on which filter type. The "significant _frequency". this.dBgain = 12; // used only for peaking and shelving filters this.Q = 1; // the EE kind of definition, except for peakingEQ in which A*Q is // the classic EE Q. That adjustment in definition was made so that // a boost of N dB followed by a cut of N dB for identical Q and // f0/Fs results in a precisely flat unity gain filter or "wire". this.BW = -3; // the bandwidth in octaves (between -3 dB frequencies for BPF // and notch or between midpoint (dBgain/2) gain frequencies for // peaking EQ this.S = 1; // a "shelf slope" parameter (for shelving EQ only). When S = 1, // the shelf slope is as steep as it can be and remain monotonically // increasing or decreasing gain with _frequency. The shelf slope, in // dB/octave, remains proportional to S for all other values for a // fixed f0/Fs and dBgain. this.coefficients = function() { var b = [this.b0, this.b1, this.b2]; var a = [this.a0, this.a1, this.a2]; return {b: b, a:a}; }; this.setFilterType = function(type) { this.type = type; this.recalculateCoefficients(); }; this.setSampleRate = function(rate) { this.Fs = rate; this.recalculateCoefficients(); }; this.setQ = function(q) { this.parameterType = DSP.Q; this.Q = Math.max(Math.min(q, 115.0), 0.001); this.recalculateCoefficients(); }; this.setBW = function(bw) { this.parameterType = DSP.BW; this.BW = bw; this.recalculateCoefficients(); }; this.setS = function(s) { this.parameterType = DSP.S; this.S = Math.max(Math.min(s, 5.0), 0.0001); this.recalculateCoefficients(); }; this.setF0 = function(freq) { this.f0 = freq; this.recalculateCoefficients(); }; this.setDbGain = function(g) { this.dBgain = g; this.recalculateCoefficients(); }; this.recalculateCoefficients = function() { var A; if (type === DSP.PEAKING_EQ || type === DSP.LOW_SHELF || type === DSP.HIGH_SHELF ) { A = Math.pow(10, (this.dBgain/40)); // for peaking and shelving EQ filters only } else { A = Math.sqrt( Math.pow(10, (this.dBgain/20)) ); } var w0 = DSP.TWO_PI * this.f0 / this.Fs; var cosw0 = Math.cos(w0); var sinw0 = Math.sin(w0); var alpha = 0; switch (this.parameterType) { case DSP.Q: alpha = sinw0/(2*this.Q); break; case DSP.BW: alpha = sinw0 * sinh( Math.LN2/2 * this.BW * w0/sinw0 ); break; case DSP.S: alpha = sinw0/2 * Math.sqrt( (A + 1/A)*(1/this.S - 1) + 2 ); break; } /** FYI: The relationship between bandwidth and Q is 1/Q = 2*sinh(ln(2)/2*BW*w0/sin(w0)) (digital filter w BLT) or 1/Q = 2*sinh(ln(2)/2*BW) (analog filter prototype) The relationship between shelf slope and Q is 1/Q = sqrt((A + 1/A)*(1/S - 1) + 2) */ var coeff; switch (this.type) { case DSP.LPF: // H(s) = 1 / (s^2 + s/Q + 1) this.b0 = (1 - cosw0)/2; this.b1 = 1 - cosw0; this.b2 = (1 - cosw0)/2; this.a0 = 1 + alpha; this.a1 = -2 * cosw0; this.a2 = 1 - alpha; break; case DSP.HPF: // H(s) = s^2 / (s^2 + s/Q + 1) this.b0 = (1 + cosw0)/2; this.b1 = -(1 + cosw0); this.b2 = (1 + cosw0)/2; this.a0 = 1 + alpha; this.a1 = -2 * cosw0; this.a2 = 1 - alpha; break; case DSP.BPF_CONSTANT_SKIRT: // H(s) = s / (s^2 + s/Q + 1) (constant skirt gain, peak gain = Q) this.b0 = sinw0/2; this.b1 = 0; this.b2 = -sinw0/2; this.a0 = 1 + alpha; this.a1 = -2*cosw0; this.a2 = 1 - alpha; break; case DSP.BPF_CONSTANT_PEAK: // H(s) = (s/Q) / (s^2 + s/Q + 1) (constant 0 dB peak gain) this.b0 = alpha; this.b1 = 0; this.b2 = -alpha; this.a0 = 1 + alpha; this.a1 = -2*cosw0; this.a2 = 1 - alpha; break; case DSP.NOTCH: // H(s) = (s^2 + 1) / (s^2 + s/Q + 1) this.b0 = 1; this.b1 = -2*cosw0; this.b2 = 1; this.a0 = 1 + alpha; this.a1 = -2*cosw0; this.a2 = 1 - alpha; break; case DSP.APF: // H(s) = (s^2 - s/Q + 1) / (s^2 + s/Q + 1) this.b0 = 1 - alpha; this.b1 = -2*cosw0; this.b2 = 1 + alpha; this.a0 = 1 + alpha; this.a1 = -2*cosw0; this.a2 = 1 - alpha; break; case DSP.PEAKING_EQ: // H(s) = (s^2 + s*(A/Q) + 1) / (s^2 + s/(A*Q) + 1) this.b0 = 1 + alpha*A; this.b1 = -2*cosw0; this.b2 = 1 - alpha*A; this.a0 = 1 + alpha/A; this.a1 = -2*cosw0; this.a2 = 1 - alpha/A; break; case DSP.LOW_SHELF: // H(s) = A * (s^2 + (sqrt(A)/Q)*s + A)/(A*s^2 + (sqrt(A)/Q)*s + 1) coeff = sinw0 * Math.sqrt( (A^2 + 1)*(1/this.S - 1) + 2*A ); this.b0 = A*((A+1) - (A-1)*cosw0 + coeff); this.b1 = 2*A*((A-1) - (A+1)*cosw0); this.b2 = A*((A+1) - (A-1)*cosw0 - coeff); this.a0 = (A+1) + (A-1)*cosw0 + coeff; this.a1 = -2*((A-1) + (A+1)*cosw0); this.a2 = (A+1) + (A-1)*cosw0 - coeff; break; case DSP.HIGH_SHELF: // H(s) = A * (A*s^2 + (sqrt(A)/Q)*s + 1)/(s^2 + (sqrt(A)/Q)*s + A) coeff = sinw0 * Math.sqrt( (A^2 + 1)*(1/this.S - 1) + 2*A ); this.b0 = A*((A+1) + (A-1)*cosw0 + coeff); this.b1 = -2*A*((A-1) + (A+1)*cosw0); this.b2 = A*((A+1) + (A-1)*cosw0 - coeff); this.a0 = (A+1) - (A-1)*cosw0 + coeff; this.a1 = 2*((A-1) - (A+1)*cosw0); this.a2 = (A+1) - (A-1)*cosw0 - coeff; break; } this.b0a0 = this.b0/this.a0; this.b1a0 = this.b1/this.a0; this.b2a0 = this.b2/this.a0; this.a1a0 = this.a1/this.a0; this.a2a0 = this.a2/this.a0; }; this.process = function(buffer) { //y[n] = (b0/a0)*x[n] + (b1/a0)*x[n-1] + (b2/a0)*x[n-2] // - (a1/a0)*y[n-1] - (a2/a0)*y[n-2] var len = buffer.length; var output = new Float32Array(len); for ( var i=0; i on 2010-05-23. * Copyright 2010 Ricard Marxer. All rights reserved. * * @buffer array of magnitudes to convert to decibels * * @returns the array in decibels * */ DSP.mag2db = function(buffer) { var minDb = -120; var minMag = Math.pow(10.0, minDb / 20.0); var log = Math.log; var max = Math.max; var result = Float32Array(buffer.length); for (var i=0; i on 2010-05-23. * Copyright 2010 Ricard Marxer. All rights reserved. * * Calculates the _frequency response at the given points. * * @b b coefficients of the filter * @a a coefficients of the filter * @w w points (normally between -PI and PI) where to calculate the _frequency response * * @returns the _frequency response in magnitude * */ DSP.freqz = function(b, a, w) { var i, j; if (!w) { w = Float32Array(200); for (i=0;i on 2010-05-23. * Copyright 2010 Ricard Marxer. All rights reserved. * */ function GraphicalEq(_sampleRate) { this.FS = _sampleRate; this.minFreq = 40.0; this.maxFreq = 16000.0; this.bandsPerOctave = 1.0; this.filters = []; this.freqzs = []; this.calculateFreqzs = true; this.recalculateFilters = function() { var bandCount = Math.round(Math.log(this.maxFreq/this.minFreq) * this.bandsPerOctave/ Math.LN2); this.filters = []; for (var i=0; i (this.filters.length-1)) { throw "The band index of the graphical equalizer is out of bounds."; } if (!gain) { throw "A gain must be passed."; } this.filters[bandIndex].setDbGain(gain); this.recalculateFreqz(bandIndex); }; this.recalculateFreqz = function(bandIndex) { if (!this.calculateFreqzs) { return; } if (bandIndex < 0 || bandIndex > (this.filters.length-1)) { throw "The band index of the graphical equalizer is out of bounds. " + bandIndex + " is out of [" + 0 + ", " + this.filters.length-1 + "]"; } if (!this.w) { this.w = Float32Array(400); for (var i=0; i1.0 (amplify) * @param {Number} delayVolume Initial feedback delay volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) * * @constructor */ function MultiDelay(maxDelayInSamplesSize, delayInSamples, masterVolume, delayVolume) { this.delayBufferSamples = new Float32Array(maxDelayInSamplesSize); // The maximum size of delay this.delayRotationPointer = delayInSamples; this.delayOutputPointer = 0; this.delayInSamples = delayInSamples; this.masterVolume = masterVolume; this.delayVolume = delayVolume; } /** * Change the delay time in samples. * * @param {Number} delayInSamples Delay in samples */ MultiDelay.prototype.setDelayInSamples = function (delayInSamples) { this.delayInSamples = delayInSamples; this.delayRotationPointer = this.delayOutputPointer + delayInSamples; if (this.delayRotationPointer >= this.delayBufferSamples.length-1) { this.delayRotationPointer = this.delayRotationPointer - this.delayBufferSamples.length; } }; /** * Change the master volume. * * @param {Number} masterVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) */ MultiDelay.prototype.setMasterVolume = function(masterVolume) { this.masterVolume = masterVolume; }; /** * Change the delay feedback volume. * * @param {Number} delayVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) */ MultiDelay.prototype.setDelayVolume = function(delayVolume) { this.delayVolume = delayVolume; }; /** * Process a given interleaved or mono non-interleaved float value Array and adds the delayed audio. * * @param {Array} samples Array containing Float values or a Float32Array * * @returns A new Float32Array interleaved or mono non-interleaved as was fed to this function. */ MultiDelay.prototype.process = function(samples) { // NB. Make a copy to put in the output samples to return. var outputSamples = new Float32Array(samples.length); for (var i=0; i= this.delayBufferSamples.length-1) { this.delayRotationPointer = 0; } this.delayOutputPointer++; if (this.delayOutputPointer >= this.delayBufferSamples.length-1) { this.delayOutputPointer = 0; } } return outputSamples; }; /** * SingleDelay effect by Almer Thie (http://code.almeros.com). * Copyright 2010 Almer Thie. All rights reserved. * Example: See usage in Reverb class * * This is a delay that does NOT feeds it's own delayed signal back into its * circular buffer, neither does it return the original signal. Also known as * an AllPassFilter(?). * * Compatible with interleaved stereo (or more channel) buffers and * non-interleaved mono buffers. * * @param {Number} maxDelayInSamplesSize Maximum possible delay in samples (size of circular buffer) * @param {Number} delayInSamples Initial delay in samples * @param {Number} delayVolume Initial feedback delay volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) * * @constructor */ function SingleDelay(maxDelayInSamplesSize, delayInSamples, delayVolume) { this.delayBufferSamples = new Float32Array(maxDelayInSamplesSize); // The maximum size of delay this.delayRotationPointer = delayInSamples; this.delayOutputPointer = 0; this.delayInSamples = delayInSamples; this.delayVolume = delayVolume; } /** * Change the delay time in samples. * * @param {Number} delayInSamples Delay in samples */ SingleDelay.prototype.setDelayInSamples = function(delayInSamples) { this.delayInSamples = delayInSamples; this.delayRotationPointer = this.delayOutputPointer + delayInSamples; if (this.delayRotationPointer >= this.delayBufferSamples.length-1) { this.delayRotationPointer = this.delayRotationPointer - this.delayBufferSamples.length; } }; /** * Change the return signal volume. * * @param {Number} delayVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) */ SingleDelay.prototype.setDelayVolume = function(delayVolume) { this.delayVolume = delayVolume; }; /** * Process a given interleaved or mono non-interleaved float value Array and * returns the delayed audio. * * @param {Array} samples Array containing Float values or a Float32Array * * @returns A new Float32Array interleaved or mono non-interleaved as was fed to this function. */ SingleDelay.prototype.process = function(samples) { // NB. Make a copy to put in the output samples to return. var outputSamples = new Float32Array(samples.length); for (var i=0; i= this.delayBufferSamples.length-1) { this.delayRotationPointer = 0; } this.delayOutputPointer++; if (this.delayOutputPointer >= this.delayBufferSamples.length-1) { this.delayOutputPointer = 0; } } return outputSamples; }; /** * Reverb effect by Almer Thie (http://code.almeros.com). * Copyright 2010 Almer Thie. All rights reserved. * Example: http://code.almeros.com/code-examples/reverb-firefox-audio-api/ * * This reverb consists of 6 SingleDelays, 6 MultiDelays and an IIRFilter2 * for each of the two stereo channels. * * Compatible with interleaved stereo buffers only! * * @param {Number} maxDelayInSamplesSize Maximum possible delay in samples (size of circular buffers) * @param {Number} delayInSamples Initial delay in samples for internal (Single/Multi)delays * @param {Number} masterVolume Initial master volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) * @param {Number} mixVolume Initial reverb signal mix volume. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) * @param {Number} delayVolume Initial feedback delay volume for internal (Single/Multi)delays. Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) * @param {Number} dampFrequency Initial low pass filter _frequency. 0 to 44100 (depending on your maximum sampling _frequency) * * @constructor */ function Reverb(maxDelayInSamplesSize, delayInSamples, masterVolume, mixVolume, delayVolume, dampFrequency) { this.delayInSamples = delayInSamples; this.masterVolume = masterVolume; this.mixVolume = mixVolume; this.delayVolume = delayVolume; this.dampFrequency = dampFrequency; this.NR_OF_MULTIDELAYS = 6; this.NR_OF_SINGLEDELAYS = 6; this.LOWPASSL = new IIRFilter2(DSP.LOWPASS, dampFrequency, 0, 44100); this.LOWPASSR = new IIRFilter2(DSP.LOWPASS, dampFrequency, 0, 44100); this.singleDelays = []; var i, delayMultiply; for (i = 0; i < this.NR_OF_SINGLEDELAYS; i++) { delayMultiply = 1.0 + (i/7.0); // 1.0, 1.1, 1.2... this.singleDelays[i] = new SingleDelay(maxDelayInSamplesSize, Math.round(this.delayInSamples * delayMultiply), this.delayVolume); } this.multiDelays = []; for (i = 0; i < this.NR_OF_MULTIDELAYS; i++) { delayMultiply = 1.0 + (i/10.0); // 1.0, 1.1, 1.2... this.multiDelays[i] = new MultiDelay(maxDelayInSamplesSize, Math.round(this.delayInSamples * delayMultiply), this.masterVolume, this.delayVolume); } } /** * Change the delay time in samples as a base for all delays. * * @param {Number} delayInSamples Delay in samples */ Reverb.prototype.setDelayInSamples = function (delayInSamples){ this.delayInSamples = delayInSamples; var i, delayMultiply; for (i = 0; i < this.NR_OF_SINGLEDELAYS; i++) { delayMultiply = 1.0 + (i/7.0); // 1.0, 1.1, 1.2... this.singleDelays[i].setDelayInSamples( Math.round(this.delayInSamples * delayMultiply) ); } for (i = 0; i < this.NR_OF_MULTIDELAYS; i++) { delayMultiply = 1.0 + (i/10.0); // 1.0, 1.1, 1.2... this.multiDelays[i].setDelayInSamples( Math.round(this.delayInSamples * delayMultiply) ); } }; /** * Change the master volume. * * @param {Number} masterVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) */ Reverb.prototype.setMasterVolume = function (masterVolume){ this.masterVolume = masterVolume; }; /** * Change the reverb signal mix level. * * @param {Number} mixVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) */ Reverb.prototype.setMixVolume = function (mixVolume){ this.mixVolume = mixVolume; }; /** * Change all delays feedback volume. * * @param {Number} delayVolume Float value: 0.0 (silence), 1.0 (normal), >1.0 (amplify) */ Reverb.prototype.setDelayVolume = function (delayVolume){ this.delayVolume = delayVolume; var i; for (i = 0; i