-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathsynth.js
More file actions
374 lines (349 loc) · 14.5 KB
/
Copy pathsynth.js
File metadata and controls
374 lines (349 loc) · 14.5 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
/**
* Musical synthesis generators for beat-detection testing and demo.
* Pure functions, no dependencies — works in Node.js and browser.
*
* @module beat-detection/synth
*/
const PI2 = Math.PI * 2
// ── primitives ────────────────────────────
/** Kick drum: short pitch sweep + thump body. vel 0–1 */
export function fmKick(pos, sr = 44100, vel = 1) {
let len = Math.floor(sr * 0.18)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr
let freq = 150 * Math.exp(-t * 40) + 50
let body = Math.sin(PI2 * freq * t)
let click = i < Math.floor(sr * 0.004) ? Math.exp(-i / (sr * 0.0008)) * (Math.random() * 2 - 1) * 0.4 : 0
let env = Math.exp(-t * 12)
d[i] = (body * 0.7 + click) * env * vel
}
return { d, pos, len }
}
/** Snare drum: body tone + noise rattle. vel 0–1 */
export function fmSnare(pos, sr = 44100, vel = 1) {
let len = Math.floor(sr * 0.12)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr
let body = Math.sin(PI2 * 185 * t) * Math.exp(-t * 25) * 0.35
let rattle = (Math.random() * 2 - 1) * Math.exp(-t * 20) * 0.45
let click = Math.sin(PI2 * 400 * t) * Math.exp(-t * 50) * 0.15
d[i] = (body + rattle + click) * vel
}
return { d, pos, len }
}
/** Hi-hat: filtered noise burst with bandpass character. vel 0–1 */
export function fmHihat(pos, open = false, sr = 44100, vel = 1) {
let len = Math.floor(sr * (open ? 0.12 : 0.03))
let d = new Float32Array(len)
let decay = open ? 18 : 120
for (let i = 0; i < len; i++) {
let t = i / sr, env = Math.exp(-t * decay) * vel
// bandpass-ish noise: sum a few tight harmonics for metallic tone
let tone = Math.sin(PI2 * 6500 * t) * 0.08 + Math.sin(PI2 * 8200 * t) * 0.06
d[i] = env * ((Math.random() * 2 - 1) * 0.18 + tone)
}
return { d, pos, len }
}
/** Bass note: sub-bass with tanh overdrive */
export function bassNote(freq, pos, duration = 0.3, sr = 44100) {
let len = Math.floor(sr * duration)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr
let env = Math.min(1, t * 40) * Math.exp(-t / duration)
d[i] = env * Math.tanh(Math.sin(PI2 * freq * t) * 1.5) * 0.6
}
return { d, pos, len }
}
/** Mix multiple drum hits { d, pos, len } into a single buffer */
export function mixHits(hits, duration, sr = 44100) {
let n = Math.floor(duration * sr)
let d = new Float32Array(n)
for (let h of hits)
for (let i = 0; i < h.len && h.pos + i < n; i++)
d[h.pos + i] += h.d[i]
return d
}
// ── style patterns ────────────────────────
/** 4-on-the-floor EDM: kick every beat, hats, sub-bass */
export function edm(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
for (let i = 0; i < 4; i++) hits.push(fmKick(base + i * beat, sr))
for (let i = 0; i < 8; i++) hits.push(fmHihat(base + Math.floor(beat * i / 2), false, sr))
for (let i = 0; i < 4; i++) hits.push(fmHihat(base + Math.floor(beat * (i + 0.5)), true, sr))
hits.push(bassNote(55, base, 0.4, sr))
}
return mixHits(hits, dur, sr)
}
/** Boom-bap hip-hop: kick-snare with swing */
export function hiphop(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let swing = Math.floor(beat * 0.33)
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
hits.push(fmKick(base, sr))
if (b % 2 === 0) hits.push(fmKick(base + beat * 2, sr))
hits.push(fmSnare(base + beat + (b % 2 ? swing : 0), sr))
hits.push(fmSnare(base + beat * 3 + (b % 2 ? 0 : swing), sr))
for (let i = 0; i < 8; i++) {
let off = (i % 2) ? swing : 0
hits.push(fmHihat(base + Math.floor(beat * i / 2) + off, false, sr))
}
hits.push(bassNote(65, base, 0.3, sr))
}
return mixHits(hits, dur, sr)
}
/** Disco/funk: syncopated bass + 16th-note hi-hat */
export function disco(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar, s16 = Math.floor(beat / 4)
hits.push(fmKick(base, sr))
hits.push(fmKick(base + beat * 2, sr))
hits.push(fmSnare(base + beat, sr))
hits.push(fmSnare(base + beat * 3, sr))
for (let i = 0; i < 16; i++) hits.push(fmHihat(base + Math.floor(beat * i / 4), false, sr))
hits.push(bassNote(73, base, 0.2, sr))
hits.push(bassNote(73, base + s16, 0.15, sr))
hits.push(bassNote(65, base + s16 * 3, 0.15, sr))
hits.push(bassNote(73, base + beat * 2, 0.2, sr))
}
return mixHits(hits, dur, sr)
}
/** Jazz swing: ride cymbal triplets + walking bass */
export function jazz(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let trip = Math.floor(beat / 3)
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
for (let p of [0, 3, 5, 6, 8, 11, 13, 14]) {
let pos = base + p * trip, len = Math.floor(sr * 0.12)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr, env = Math.exp(-t * 20)
d[i] = env * (Math.sin(PI2 * 5000 * t) * 0.15 + (Math.random() * 2 - 1) * 0.1)
}
hits.push({ d, pos, len })
}
if (b % 2 === 0) hits.push(fmKick(base, sr))
if (b % 2 === 1) hits.push(fmSnare(base + trip * 20, sr))
let f = [98, 110, 117, 131][b % 4]
for (let i = 0; i < 4; i++) hits.push(bassNote(f + i * 2, base + i * beat, 0.35, sr))
}
return mixHits(hits, dur, sr)
}
/** Reggae one-drop: kick on 3, rimshot, offbeat skank */
export function reggae(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
hits.push(fmKick(base + beat * 2, sr))
let rimLen = Math.floor(sr * 0.05), rimD = new Float32Array(rimLen)
for (let i = 0; i < rimLen; i++) {
let t = i / sr
rimD[i] = Math.exp(-t * 50) * (Math.sin(PI2 * 1800 * t) * 0.5 + (Math.random() * 2 - 1) * 0.3)
}
hits.push({ d: rimD, pos: base + beat * 2, len: rimLen })
for (let i = 0; i < 4; i++) {
let pos = base + Math.floor(beat * (i + 0.5)), skLen = Math.floor(sr * 0.06)
let skD = new Float32Array(skLen)
for (let j = 0; j < skLen; j++) {
let t = j / sr, env = Math.exp(-t * 40), val = 0
for (let f of [330, 415, 494, 660]) val += Math.sin(PI2 * f * t)
skD[j] = env * val * 0.15
}
hits.push({ d: skD, pos, len: skLen })
}
hits.push(bassNote(82, base, 0.3, sr))
if (b % 2) hits.push(bassNote(98, base + beat * 2, 0.25, sr))
}
return mixHits(hits, dur, sr)
}
// ── humanized helpers ─────────────────────
/** Tiny timing jitter ±maxSamples */
const jit = (pos, range) => pos + Math.floor((Math.random() * 2 - 1) * range)
/** Velocity with slight random variation */
const v = (base, spread = 0.15) => Math.max(0.1, Math.min(1, base + (Math.random() * 2 - 1) * spread))
/** Ride cymbal hit — sustained shimmer */
function rideHit(pos, sr, vel = 1) {
let len = Math.floor(sr * 0.2)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr, env = Math.exp(-t * 10) * vel
let tone = Math.sin(PI2 * 5500 * t) * 0.1 + Math.sin(PI2 * 8000 * t) * 0.04
d[i] = env * ((Math.random() * 2 - 1) * 0.1 + tone)
}
return { d, pos, len }
}
/** Tom hit — resonant body with pitch drop */
function tomHit(pos, freq, sr, vel = 1) {
let len = Math.floor(sr * 0.15)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr
let f = freq * Math.exp(-t * 6) + freq * 0.6
let env = Math.exp(-t * 12) * vel
let click = i < Math.floor(sr * 0.003) ? Math.exp(-i / (sr * 0.001)) * (Math.random() * 2 - 1) * 0.25 * vel : 0
d[i] = env * Math.sin(PI2 * f * t) * 0.55 + click
}
return { d, pos, len }
}
/** Crash cymbal — noise wash with quick attack */
function crashHit(pos, sr, vel = 1) {
let len = Math.floor(sr * 0.5)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr, env = Math.exp(-t * 4) * vel
let tone = Math.sin(PI2 * 3200 * t) * 0.06 + Math.sin(PI2 * 4800 * t) * 0.04
d[i] = env * ((Math.random() * 2 - 1) * 0.14 + tone)
}
return { d, pos, len }
}
/** Conga-style drum hit */
function congaHit(pos, freq, sr, vel = 1) {
let len = Math.floor(sr * 0.12)
let d = new Float32Array(len)
for (let i = 0; i < len; i++) {
let t = i / sr
let f = freq * Math.exp(-t * 15) + freq * 0.7
let env = Math.exp(-t * 12) * vel
d[i] = env * (Math.sin(PI2 * f * t) * 0.5 + (Math.random() * 2 - 1) * Math.exp(-t * 30) * 0.2)
}
return { d, pos, len }
}
// ── humanized patterns ────────────────────
/** Rock beat with ghost snare, velocity variation, 4-bar fills */
export function rock(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let eighth = Math.floor(beat / 2), jRange = Math.floor(sr * 0.005)
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
// kick pattern varies per bar
let kickPattern = b % 4 === 3 ? [0, 2, 2.5, 3] : [0, 2] // fill on bar 4
for (let k of kickPattern) hits.push(fmKick(jit(base + Math.floor(k * beat), jRange), sr, v(0.85)))
// snare on 2 and 4
hits.push(fmSnare(jit(base + beat, jRange), sr, v(0.9)))
hits.push(fmSnare(jit(base + beat * 3, jRange), sr, v(0.9)))
// ghost snare on occasional 'and' of 1
if (b % 2 === 1) hits.push(fmSnare(jit(base + eighth, jRange), sr, v(0.3, 0.1)))
// 8th note hats with accent on beat
for (let i = 0; i < 8; i++) {
let vel = i % 2 === 0 ? v(0.6, 0.1) : v(0.4, 0.1)
hits.push(fmHihat(jit(base + Math.floor(eighth * i), jRange), false, sr, vel))
}
// crash on bar 1
if (b === 0) hits.push(crashHit(base, sr, 0.5))
// fill: toms on last bar
if (b % 4 === 3) {
hits.push(tomHit(jit(base + beat * 3 + eighth, jRange), 200, sr, v(0.7)))
hits.push(tomHit(jit(base + beat * 3 + eighth * 2, jRange), 160, sr, v(0.75)))
hits.push(tomHit(jit(base + beat * 3 + eighth * 3, jRange), 120, sr, v(0.8)))
}
}
return mixHits(hits, dur, sr)
}
/** Funk: syncopated ghost notes, 16th-note hats, varied kick */
export function funk(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let s16 = Math.floor(beat / 4), jRange = Math.floor(sr * 0.004)
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
// syncopated kick: different each bar
let kicks = b % 2 === 0 ? [0, 2 + 0.5, 3] : [0, 0.75, 2]
for (let k of kicks) hits.push(fmKick(jit(base + Math.floor(k * beat), jRange), sr, v(0.8)))
// snare on 2, ghost notes scattered
hits.push(fmSnare(jit(base + beat, jRange), sr, v(0.85)))
hits.push(fmSnare(jit(base + beat * 3, jRange), sr, v(0.85)))
// ghost snares on 'e' of 1 and 'a' of 3
hits.push(fmSnare(jit(base + s16, jRange), sr, v(0.25, 0.08)))
hits.push(fmSnare(jit(base + beat * 3 + s16 * 3, jRange), sr, v(0.2, 0.08)))
if (b % 2) hits.push(fmSnare(jit(base + beat * 2 + s16, jRange), sr, v(0.22, 0.08)))
// 16th note hats with dynamics
for (let i = 0; i < 16; i++) {
let vel = (i % 4 === 0) ? v(0.55) : (i % 2 === 0) ? v(0.4) : v(0.3, 0.08)
hits.push(fmHihat(jit(base + s16 * i, jRange), false, sr, vel))
}
// open hat on 'and' of 4
if (b % 2 === 1) hits.push(fmHihat(jit(base + beat * 3 + s16 * 2, jRange), true, sr, v(0.45)))
}
return mixHits(hits, dur, sr)
}
/** Ballad: slow 6/8 feel, ride, cross-stick, gentle fills */
export function ballad(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let trip = Math.floor(beat / 3), jRange = Math.floor(sr * 0.006)
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
// kick on 1, sometimes on 3
hits.push(fmKick(jit(base, jRange), sr, v(0.75)))
if (b % 2 === 0) hits.push(fmKick(jit(base + beat * 2, jRange), sr, v(0.65)))
// cross-stick (rim click) on 2 and 4
let rimLen = Math.floor(sr * 0.04)
for (let s of [beat, beat * 3]) {
let rimD = new Float32Array(rimLen)
let pos = jit(base + s, jRange)
for (let i = 0; i < rimLen; i++) {
let t = i / sr
rimD[i] = Math.exp(-t * 60) * (Math.sin(PI2 * 1200 * t) * 0.4 + (Math.random() * 2 - 1) * 0.15) * v(0.8)
}
hits.push({ d: rimD, pos, len: rimLen })
}
// ride pattern in swung 8ths
for (let i = 0; i < 12; i++) {
let pos = base + Math.floor(trip * i * 2)
hits.push(rideHit(jit(pos, jRange), sr, v(i % 3 === 0 ? 0.5 : 0.35, 0.08)))
}
// gentle tom fill every 4 bars
if (b % 4 === 3) {
for (let i = 0; i < 3; i++)
hits.push(tomHit(jit(base + beat * 3 + trip * 2 * (i + 1), jRange), 180 - i * 30, sr, v(0.5)))
}
}
return mixHits(hits, dur, sr)
}
/** Breakbeat: chopped funky drummer pattern with congas */
export function breakbeat(bpm, bars = 4, sr = 44100) {
let beat = Math.floor(sr * 60 / bpm), bar = beat * 4
let s16 = Math.floor(beat / 4), jRange = Math.floor(sr * 0.006)
let dur = bars * bar / sr + 0.5, hits = []
for (let b = 0; b < bars; b++) {
let base = b * bar
// asymmetric kick — the breakbeat signature
let kicks = [
[0, 2.5, 3],
[0, 1.75, 2.5, 3.5],
[0, 2, 3.25],
[0.5, 2, 3, 3.5],
][b % 4]
for (let k of kicks) hits.push(fmKick(jit(base + Math.floor(k * beat), jRange), sr, v(0.8)))
// snare pattern — displaced
let snares = b % 2 === 0 ? [1, 3] : [1, 2.75]
for (let s of snares) hits.push(fmSnare(jit(base + Math.floor(s * beat), jRange), sr, v(0.85)))
// ghost snare
if (b % 4 >= 2) hits.push(fmSnare(jit(base + s16 * 3, jRange), sr, v(0.25, 0.08)))
// conga pattern
let congaPattern = [0, 2, 4, 6, 8, 10, 12, 14]
for (let i = 0; i < congaPattern.length; i++) {
let freq = i % 4 < 2 ? 300 : 220
hits.push(congaHit(jit(base + s16 * congaPattern[i], jRange), freq, sr, v(i % 2 === 0 ? 0.4 : 0.25, 0.08)))
}
// hats with varying openness
for (let i = 0; i < 16; i++) {
let open = (b % 2 === 0 && i === 14) || (b % 2 === 1 && i === 10)
hits.push(fmHihat(jit(base + s16 * i, jRange), open, sr, v(i % 4 === 0 ? 0.5 : 0.35, 0.08)))
}
}
return mixHits(hits, dur, sr)
}