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// Psychedelic EDM Synth Engine — Comprehensive Hand-Distance Control
// Each finger's distance from palm is a continuous controller
// Synth hand: melodic/tonal, Drum hand: percussive/textural
export class MusicManager {
constructor() {
this.padSynths = new Map();
this.activePatterns = this.padSynths;
this.reverb = null;
this.delay = null;
this.chorus = null;
this.analyser = null;
this.isStarted = false;
this.handVolumes = new Map();
this.fingerCooldowns = new Map();
this.percCooldown = 0;
this.FINGER_COOLDOWN_MS = 120;
this.PERC_COOLDOWN_MS = 150;
this.HAND_VELOCITY_THRESHOLD = 0.15;
this.fingerIntervals = { index: 0, middle: 3, ring: 7, pinky: 10 };
this.scale = [
'C1','Eb1','G1','Bb1','C2','Eb2','F2','G2','Bb2',
'C3','Eb3','F3','G3','Bb3','C4','Eb4','F4','G4','Bb4','C5','Eb5','F5'
];
this.padPresets = [
{ name: 'Ambient Sub', oscillator: { type: 'sine' }, envelope: { attack: 0.8, decay: 0.6, sustain: 0.7, release: 1.0 } },
{ name: 'Dub Growl', oscillator: { type: 'sawtooth' }, envelope: { attack: 0.3, decay: 0.5, sustain: 0.5, release: 0.8 } },
{ name: 'Dream Wash', oscillator: { type: 'triangle' }, envelope: { attack: 1.0, decay: 0.8, sustain: 0.6, release: 1.2 } },
{ name: 'Detuned Saw', oscillator: { type: 'fatsawtooth', spread: 40, count: 3 }, envelope: { attack: 0.6, decay: 0.5, sustain: 0.7, release: 1.0 } },
{ name: 'Warm Square', oscillator: { type: 'fatsquare', spread: 20, count: 3 }, envelope: { attack: 0.5, decay: 0.4, sustain: 0.6, release: 0.8 } }
];
this.currentSynthIndex = 0;
this._prevExtensions = {};
this._prevDrumExtensions = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._drumFingerCooldowns = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._smoothDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._smoothDrumDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._SMOOTH_ALPHA = 0.3; // balanced: responsive but not jittery
this._frameCount = 0; // throttle heavy updates to every 3rd frame
}
// Resume AudioContext if browser suspended it (called on clicks + periodically)
async ensureAudioActive() {
if (Tone.context.state !== 'running') {
console.log('AudioContext suspended, resuming...');
await Tone.context.resume();
await Tone.start();
}
}
async start() {
if (this.isStarted) {
// Already started — just make sure context is alive
await this.ensureAudioActive();
return;
}
await Tone.start();
try {
// === MASTER EFFECTS CHAIN ===
this.limiter = new Tone.Limiter(-3).toDestination();
this.reverb = new Tone.Reverb({ decay: 8, preDelay: 0.05, wet: 0.45 }).connect(this.limiter);
this.delay = new Tone.PingPongDelay({ delayTime: '4n', feedback: 0.4, wet: 0.25 }).connect(this.reverb);
this.chorus = new Tone.Chorus({ frequency: 2, delayTime: 4, depth: 0.7 }).connect(this.reverb);
this.chorus.start();
this.filter = new Tone.Filter(16000, 'lowpass').connect(this.chorus);
this.analyser = new Tone.Analyser('waveform', 1024);
this.reverb.connect(this.analyser);
// =====================================================================
// SYNTH HAND — Psychedelic EDM soundboard voices
// Thumb+Index = volume (pinch). Middle/Ring/Pinky = the instruments.
// =====================================================================
this.fingerSynths = {};
// === MIDDLE (ROOT): 303 Acid Squelch ===
// Sawtooth + high-resonance filter sweep. THE psychedelic sound.
// Distance controls filter cutoff — close=dark, extended=screaming acid
this._acidFilter = new Tone.Filter({
frequency: 400, type: 'lowpass', Q: 12, rolloff: -24
}).connect(this.delay);
this.fingerSynths.middle = new Tone.MonoSynth({
oscillator: { type: 'sawtooth' },
filter: { Q: 12, type: 'lowpass', rolloff: -24 },
envelope: { attack: 0.005, decay: 0.2, sustain: 0.3, release: 0.3 },
filterEnvelope: {
attack: 0.001, decay: 0.2, sustain: 0.1, release: 0.3,
baseFrequency: 200, octaves: 4, exponent: 2
}
}).connect(this._acidFilter);
this.fingerSynths.middle.volume.value = -4;
// === RING (5th): Goa Pluck ===
// Square wave, fast decay, no sustain — futuristic harp.
// Drowned in ping-pong delay so a single tap echoes across stereo field.
this._shimmerReverb = new Tone.Reverb({ decay: 4, preDelay: 0.02, wet: 0.5 }).connect(this.limiter);
this._pluckDelay = new Tone.PingPongDelay({
delayTime: '16n', feedback: 0.45, wet: 0.4
}).connect(this._shimmerReverb);
this.fingerSynths.ring = new Tone.Synth({
oscillator: { type: 'square' },
envelope: { attack: 0.001, decay: 0.12, sustain: 0, release: 0.08 }
}).connect(this._pluckDelay);
this.fingerSynths.ring.volume.value = -6;
// === PINKY (m7): FM Laser Zap ===
// Sine + pitch envelope + FM for metallic "pew-pew" sci-fi laser.
// Distance controls FM depth — close=subtle, extended=full laser
this.distortion = new Tone.Distortion({ distortion: 0, wet: 0 }).connect(this.limiter);
this.fingerSynths.pinky = new Tone.FMSynth({
harmonicity: 8, modulationIndex: 20,
oscillator: { type: 'sine' },
envelope: { attack: 0.001, decay: 0.15, sustain: 0, release: 0.1 },
modulation: { type: 'square' },
modulationEnvelope: { attack: 0.001, decay: 0.1, sustain: 0, release: 0.05 }
}).connect(this.distortion);
this.fingerSynths.pinky.volume.value = -2;
// === CONTINUOUS: Acid squelch drone (always-on, distance = filter) ===
this.middleContinuous = new Tone.Synth({
oscillator: { type: 'sawtooth' },
envelope: { attack: 0.4, decay: 0, sustain: 1, release: 0.6 }
}).connect(this._acidFilter);
this.middleContinuous.volume.value = -24;
// === CONTINUOUS: Ring pluck shimmer drone ===
this.ringContinuous = new Tone.Synth({
oscillator: { type: 'triangle' },
envelope: { attack: 0.8, decay: 0, sustain: 1, release: 1.0 }
}).connect(this._shimmerReverb);
this.ringContinuous.volume.value = -30;
// === CONTINUOUS: Pinky sub-wobble drone ===
this.pinkyContinuous = new Tone.Synth({
oscillator: { type: 'sine' },
envelope: { attack: 0.5, decay: 0, sustain: 1, release: 0.8 }
}).connect(this.distortion);
this.pinkyContinuous.volume.value = -30;
// =====================================================================
// DRUM HAND — Real drum samples, finger distance = repeat rate
// =====================================================================
this.drumFingerSynths = {};
// Drum sample players — kick, hihat, clap
this.drumPlayers = new Tone.Players({
urls: {
kick: 'assets/kick.wav',
hihat: 'assets/hihat.wav',
clap: 'assets/clap.wav'
},
onload: () => {
console.log('Drum samples loaded');
this._drumPlayersLoaded = true;
this.drumPlayers.player('kick').volume.value = 0;
this.drumPlayers.player('hihat').volume.value = -2;
this.drumPlayers.player('clap').volume.value = 0;
}
}).connect(this.limiter);
this._drumPlayersLoaded = false;
// THUMB: Glitch zap trigger
this.drumThumbSynth = new Tone.FMSynth({
harmonicity: 6, modulationIndex: 15,
oscillator: { type: 'square' },
envelope: { attack: 0.001, decay: 0.05, sustain: 0, release: 0.03 },
modulation: { type: 'sawtooth' },
modulationEnvelope: { attack: 0.001, decay: 0.03, sustain: 0, release: 0.02 }
}).connect(this.delay);
this.drumThumbSynth.volume.value = -8;
// Beat timers
this._drumBeatTimers = { kick: 0, hihat: 0, clap: 0 };
// === DEDICATED TRIGGER SYNTHS (loud, immediate, per-finger) ===
// These fire on open/close transitions — separate from the BPM sample loop
// Kick trigger: punchy membrane, louder than sample
this._triggerKick = new Tone.MembraneSynth({
pitchDecay: 0.06, octaves: 6,
oscillator: { type: 'sine' },
envelope: { attack: 0.001, decay: 0.3, sustain: 0, release: 0.2 }
}).connect(this.limiter);
this._triggerKick.volume.value = 2;
// Hihat trigger: bright noise burst
this._triggerHat = new Tone.NoiseSynth({
noise: { type: 'white' },
envelope: { attack: 0.001, decay: 0.05, sustain: 0, release: 0.03 }
}).connect(this.limiter);
this._triggerHat.volume.value = -2;
// Clap trigger: layered noise with bandpass
this._clapFilter = new Tone.Filter({ frequency: 1500, type: 'bandpass', Q: 2 }).connect(this.reverb);
this._triggerClap = new Tone.NoiseSynth({
noise: { type: 'pink' },
envelope: { attack: 0.001, decay: 0.1, sustain: 0, release: 0.06 }
}).connect(this._clapFilter);
this._triggerClap.volume.value = 0;
// Legacy references
this.kickSynth = new Tone.MembraneSynth({
pitchDecay: 0.08, octaves: 8,
oscillator: { type: 'sine' },
envelope: { attack: 0.001, decay: 0.4, sustain: 0, release: 0.3 }
}).connect(this.limiter);
this.kickSynth.volume.value = -4;
this.hatSynth = new Tone.NoiseSynth({
noise: { type: 'white' },
envelope: { attack: 0.001, decay: 0.06, sustain: 0, release: 0.02 }
}).connect(this.limiter);
this.hatSynth.volume.value = -8;
this.pluckSynth = { releaseAll: () => {} };
// === SUB-BASS ===
this.subBass = new Tone.Synth({
oscillator: { type: 'sine' },
envelope: { attack: 0.3, decay: 0, sustain: 1, release: 0.8 }
}).connect(this.limiter);
this.subBass.volume.value = -18;
this.wobbleLFO = new Tone.LFO({ frequency: 0.3, min: -22, max: -12 });
this.wobbleLFO.connect(this.subBass.volume);
this.wobbleLFO.start();
this._continuousActive = false;
// === SHAPE BASS — epic deep bass tied to the white quadrilateral ===
// Z-depth modulates lowpass filter + distortion (closer = darker/heavier)
this._shapeBassFilter = new Tone.Filter({
frequency: 800, type: 'lowpass', Q: 2, rolloff: -24
}).connect(this.limiter);
this._shapeBassDistortion = new Tone.Distortion({
distortion: 0, wet: 0
}).connect(this._shapeBassFilter);
this._shapeBass = new Tone.Synth({
oscillator: { type: 'fatsawtooth', spread: 15, count: 3 },
envelope: { attack: 0.3, decay: 0, sustain: 1, release: 1.5 }
}).connect(this._shapeBassDistortion);
this._shapeBass.volume.value = -10;
this._shapeBassActive = false;
this._shapeSubBass = new Tone.Synth({
oscillator: { type: 'sine' },
envelope: { attack: 0.5, decay: 0, sustain: 1, release: 1.0 }
}).connect(this.limiter);
this._shapeSubBass.volume.value = -8;
// Pre-allocate touch synths (no dynamic allocation = no memory leak)
this._initTouchSynths();
} catch(e) {
console.error('MusicManager start() error:', e);
}
this.isStarted = true;
console.log('Psychedelic EDM engine v2 ready — distance-from-palm control');
}
_smooth(target, key, raw) {
target[key] += (raw - target[key]) * this._SMOOTH_ALPHA;
return target[key];
}
// --- Pad Management ---
startArpeggio(handId, rootNote, playerIndex) {
if (!this.isStarted || this.padSynths.has(handId) || this._panicMuted) return;
// Per-player preset: player 2 uses a different timbre
const pIdx = playerIndex || 0;
const presetIdx = (this.currentSynthIndex + pIdx * 2) % this.padPresets.length;
const preset = this.padPresets[presetIdx];
// Per-player key offset: player 2 transposed up a perfect 4th (5 semitones)
const keyOffset = (pIdx === 0) ? 1 : Math.pow(2, 5/12); // P4 for player 2
// Auto-chord: root + minor 3rd + perfect 5th
const makePad = (volDb) => {
const s = new Tone.Synth({
oscillator: { ...preset.oscillator },
envelope: { ...preset.envelope }
});
s.connect(this.filter);
s.volume.value = volDb;
return s;
};
const rootPad = makePad(-10);
const thirdPad = makePad(-14); // minor 3rd, slightly quieter
const fifthPad = makePad(-13); // perfect 5th
const freq = Tone.Frequency(rootNote).toFrequency() * keyOffset;
rootPad.triggerAttack(freq, Tone.now());
thirdPad.triggerAttack(freq * Math.pow(2, 3/12), Tone.now()); // minor 3rd
fifthPad.triggerAttack(freq * Math.pow(2, 7/12), Tone.now()); // perfect 5th
if (this.subBass) this.subBass.triggerAttack(freq / 2, Tone.now());
this.padSynths.set(handId, {
synth: rootPad, thirdSynth: thirdPad, fifthSynth: fifthPad,
currentRoot: rootNote, keyOffset, playerIndex: pIdx
});
this.handVolumes.set(handId, 0.2);
this.fingerCooldowns.set(handId, { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 });
// Start continuous synths
if (!this._continuousActive) {
this._continuousActive = true;
try {
this.middleContinuous.triggerAttack(freq * 1.498, Tone.now());
this.ringContinuous.triggerAttack(freq * 2, Tone.now());
this.pinkyContinuous.triggerAttack(freq / 2, Tone.now());
} catch(e) {}
}
}
updateArpeggio(handId, newRootNote) {
const padData = this.padSynths.get(handId);
if (!padData || padData.currentRoot === newRootNote) return;
const keyOffset = padData.keyOffset || 1;
const freq = Tone.Frequency(newRootNote).toFrequency() * keyOffset;
padData.synth.frequency.rampTo(freq, 0.15);
if (padData.thirdSynth) padData.thirdSynth.frequency.rampTo(freq * Math.pow(2, 3/12), 0.15);
if (padData.fifthSynth) padData.fifthSynth.frequency.rampTo(freq * Math.pow(2, 7/12), 0.15);
if (this.subBass) this.subBass.frequency.rampTo(freq / 2, 0.2);
try {
if (this.middleContinuous) this.middleContinuous.frequency.rampTo(freq * Math.pow(2, 3/12), 0.2);
if (this.ringContinuous) this.ringContinuous.frequency.rampTo(freq * 2, 0.2);
if (this.pinkyContinuous) this.pinkyContinuous.frequency.rampTo(freq / 2, 0.2);
} catch(e) {}
padData.currentRoot = newRootNote;
}
updateArpeggioVolume(handId, velocity) {
const padData = this.padSynths.get(handId);
if (!padData) return;
const clamped = Math.max(0, Math.min(1, velocity));
this.handVolumes.set(handId, clamped);
const db = -30 + clamped * 26;
padData.synth.volume.rampTo(db, 0.03);
if (padData.thirdSynth) padData.thirdSynth.volume.rampTo(db - 4, 0.03);
if (padData.fifthSynth) padData.fifthSynth.volume.rampTo(db - 3, 0.03);
}
stopArpeggio(handId) {
const padData = this.padSynths.get(handId);
if (padData) {
padData.synth.triggerRelease(Tone.now());
if (padData.thirdSynth) padData.thirdSynth.triggerRelease(Tone.now());
if (padData.fifthSynth) padData.fifthSynth.triggerRelease(Tone.now());
if (this.padSynths.size <= 1 && this.subBass) {
this.subBass.triggerRelease(Tone.now());
}
if (this.padSynths.size <= 1) {
this._continuousActive = false;
try { this.middleContinuous.triggerRelease(Tone.now()); } catch(e) {}
try { this.ringContinuous.triggerRelease(Tone.now()); } catch(e) {}
try { this.pinkyContinuous.triggerRelease(Tone.now()); } catch(e) {}
}
if (!this._pendingDisposals) this._pendingDisposals = new Set();
const synths = [padData.synth, padData.thirdSynth, padData.fifthSynth].filter(Boolean);
// Force-dispose oldest if too many pending (prevents memory leak on hand flicker)
if (this._pendingDisposals.size > 8) {
const oldest = this._pendingDisposals.values().next().value;
try { oldest.dispose(); } catch(e) {}
this._pendingDisposals.delete(oldest);
}
for (const synth of synths) {
if (!this._pendingDisposals.has(synth)) {
this._pendingDisposals.add(synth);
// Disconnect immediately to stop audio, dispose after release tail
try { synth.disconnect(); } catch(e) {}
setTimeout(() => {
try { synth.dispose(); } catch(e) {}
this._pendingDisposals.delete(synth);
}, 1000);
}
}
this.padSynths.delete(handId);
this.handVolumes.delete(handId);
this.fingerCooldowns.delete(handId);
}
}
// =====================================================================
// SYNTH HAND (hand 0)
// Thumb+Index = volume only. Middle/Ring/Pinky = continuous + triggers
// Each finger sounds RADICALLY different via separate signal chains
// =====================================================================
updateGesture(handId, gestureData) {
if (!this.isStarted || this._panicMuted) return;
const { fingerStates, handVelocity, rootNote } = gestureData;
const now = performance.now();
const cooldowns = this.fingerCooldowns.get(handId);
if (!cooldowns) return;
if (!this._prevExtensions[handId]) {
this._prevExtensions[handId] = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
}
const prevExt = this._prevExtensions[handId];
const dist = gestureData.fingerDistances || gestureData.fingerExtensions || {
thumb: 0.1, index: 0.1, middle: 0.1, ring: 0.1, pinky: 0.1
};
const d = {};
for (const f of ['thumb', 'index', 'middle', 'ring', 'pinky']) {
d[f] = this._smooth(this._smoothDist, f, dist[f] || 0);
}
const rootFreq = Tone.Frequency(rootNote).toFrequency();
// INDEX: No effect (square/volume finger — fully independent)
const doHeavyUpdate = true; // no throttling — responsiveness > CPU savings
// === MIDDLE (ROOT): 303 Acid Squelch ===
// Distance = filter cutoff. Close=dark rumble, extended=screaming acid.
if (this._acidFilter && doHeavyUpdate) {
this._acidFilter.frequency.value = 200 + Math.pow(d.middle, 2) * 10000;
this._acidFilter.Q.value = 6 + d.middle * 12;
}
if (this.fingerSynths.middle) {
if (prevExt.middle < 0.2 && d.middle > 0.35 && (now - cooldowns.middle) > this.FINGER_COOLDOWN_MS) {
cooldowns.middle = now;
this.fingerSynths.middle.triggerAttackRelease(
Tone.Frequency(rootFreq).toNote(), '4n', Tone.now(), 0.9
);
}
}
if (this.middleContinuous && doHeavyUpdate) {
this.middleContinuous.volume.rampTo(d.middle < 0.1 ? -Infinity : -36 + d.middle * 22, 0.03);
}
// === RING (5th): Goa Pluck ===
// Distance = delay feedback + reverb wet. Close=dry tap, extended=echoing cascade
if (this.fingerSynths.ring) {
if (prevExt.ring < 0.2 && d.ring > 0.35 && (now - cooldowns.ring) > this.FINGER_COOLDOWN_MS) {
cooldowns.ring = now;
const pluckFreq = rootFreq * Math.pow(2, 7/12); // perfect 5th
this.fingerSynths.ring.triggerAttackRelease(
Tone.Frequency(pluckFreq).toNote(), '16n', Tone.now(), 0.7 + d.ring * 0.3
);
}
}
if (doHeavyUpdate) {
if (this._pluckDelay) {
this._pluckDelay.feedback.value = 0.2 + d.ring * 0.45;
this._pluckDelay.wet.value = 0.1 + d.ring * 0.5;
}
if (this._shimmerReverb) {
this._shimmerReverb.wet.value = 0.2 + d.ring * 0.6;
}
if (this.ringContinuous) {
this.ringContinuous.volume.rampTo(d.ring < 0.1 ? -Infinity : -40 + d.ring * 22, 0.03);
}
}
// === PINKY (m7): FM Laser Zap ===
// Distance = FM depth + distortion. Close=subtle ping, extended=full laser blast
if (this.fingerSynths.pinky && doHeavyUpdate) {
try {
this.fingerSynths.pinky.modulationIndex.value = 2 + Math.pow(d.pinky, 1.5) * 35;
this.fingerSynths.pinky.harmonicity.value = 4 + d.pinky * 8;
} catch(e) {}
if (prevExt.pinky < 0.2 && d.pinky > 0.35 && (now - cooldowns.pinky) > this.FINGER_COOLDOWN_MS) {
cooldowns.pinky = now;
const zapFreq = rootFreq * Math.pow(2, 10/12); // minor 7th
this.fingerSynths.pinky.triggerAttackRelease(
Tone.Frequency(zapFreq).toNote(), '8n', Tone.now(), 0.9
);
}
}
if (doHeavyUpdate) {
if (this.distortion) {
this.distortion.distortion = Math.pow(d.pinky, 1.5) * 0.6;
this.distortion.wet.value = d.pinky * 0.5;
}
if (this.pinkyContinuous) {
this.pinkyContinuous.volume.rampTo(d.pinky < 0.1 ? -Infinity : -40 + d.pinky * 22, 0.03);
}
}
// === WRIST ANGLE: Massive tonal modulation ===
{
// -1 = tilted left, 0 = straight up, +1 = tilted right
// Controls: master filter cutoff, pad detune, delay time, chorus speed
const wristAngle = gestureData.wristAngle || 0;
const absAngle = Math.abs(wristAngle);
// Master filter: straight up = bright (16kHz), tilted = dark (200Hz)
if (this.filter) {
const filterCutoff = 16000 * Math.pow(0.02, absAngle); // 16kHz → ~300Hz
this.filter.frequency.rampTo(filterCutoff, 0.03);
}
// Pad detune: tilted = detuned/dissonant, up to ±100 cents
this.padSynths.forEach(padData => {
padData.synth.detune.rampTo(wristAngle * 100, 0.03);
if (padData.thirdSynth) padData.thirdSynth.detune.rampTo(-wristAngle * 60, 0.03);
if (padData.fifthSynth) padData.fifthSynth.detune.rampTo(wristAngle * 40, 0.03);
});
// Delay time shift: tilted right = longer delay, left = shorter
if (this.delay) {
const baseDelay = 0.2; // ~8th note
const delayShift = baseDelay + wristAngle * 0.15; // 0.05 → 0.35
try { this.delay.delayTime.rampTo(Math.max(0.01, delayShift), 0.03); } catch(e) {}
}
// Chorus speed: more tilt = faster chorus wobble
if (this.chorus) {
this.chorus.frequency.value = 1 + absAngle * 8; // 1→9 Hz
}
// Wobble LFO speed: angle adds to wobble
if (this.wobbleLFO) {
this.wobbleLFO.frequency.value = 0.3 + absAngle * 6;
}
// FM continuous: wrist angle adds extra modulation depth
if (this.middleContinuous) {
try {
const angleModBoost = absAngle * 10;
this.middleContinuous.harmonicity.value = 2 + absAngle * 4;
} catch(e) {}
}
// === Hand spread → chorus depth (additive with wrist angle) ===
const spread = gestureData.handSpread || 0;
if (this.chorus) {
this.chorus.depth = 0.3 + spread * 0.7;
}
// === DELAY: Controlled by ring (shimmer) ===
if (this.delay) {
this.delay.feedback.value = 0.1 + d.ring * 0.55;
this.delay.wet.value = 0.05 + d.ring * 0.4;
}
// === REVERB: Controlled by combined ring+pinky ===
if (this.reverb) {
this.reverb.wet.value = 0.15 + Math.max(d.ring, d.pinky) * 0.5;
}
} // end doHeavyUpdate wrist angle block
// Store for next frame
for (const f of ['thumb', 'index', 'middle', 'ring', 'pinky']) {
prevExt[f] = d[f];
}
// Percussive hits on sharp hand movement
if ((now - this.percCooldown) > this.PERC_COOLDOWN_MS) {
const vx = handVelocity?.x || 0;
const vy = handVelocity?.y || 0;
const magnitude = Math.sqrt(vx * vx + vy * vy);
if (magnitude > this.HAND_VELOCITY_THRESHOLD) {
this.percCooldown = now;
if (vy > this.HAND_VELOCITY_THRESHOLD) {
this.kickSynth.triggerAttackRelease('C1', '8n', Tone.now(), Math.min(1, vy * 3));
} else if (Math.abs(vx) > this.HAND_VELOCITY_THRESHOLD) {
this.hatSynth.triggerAttackRelease('16n', Tone.now(), Math.min(1, Math.abs(vx) * 3));
}
}
}
}
// =====================================================================
// DRUM HAND (hand 1)
// Fingers held up = drum pattern active (via DrumManager labels)
// PLUS: continuous distance-based synth percussion from MusicManager
// Key fix: drum middle is now always-on when extended (not just triggers)
// =====================================================================
updateDrumGesture(gestureData) {
if (!this.isStarted || this._panicMuted) return;
const now = performance.now();
const prevExt = this._prevDrumExtensions;
const cooldowns = this._drumFingerCooldowns;
const dist = gestureData.fingerDistances || gestureData.fingerExtensions || {
thumb: 0.1, index: 0.1, middle: 0.1, ring: 0.1, pinky: 0.1
};
const d = {};
for (const f of ['thumb', 'index', 'middle', 'ring', 'pinky']) {
d[f] = this._smooth(this._smoothDrumDist, f, dist[f] || 0);
}
// =====================================================================
// IMMEDIATE TRIGGERS — loud distinct sound on every finger open/close
// Synth hits (not just samples) so each finger is unmistakable
// =====================================================================
const OPEN_THRESH = 0.22;
const CLOSE_THRESH = 0.12;
// MIDDLE: Deep boom on open, short thud on close
if (prevExt.middle < OPEN_THRESH && d.middle >= OPEN_THRESH) {
try {
this._triggerKick.triggerAttackRelease('C1', '8n', Tone.now(), 1.0);
if (this._drumPlayersLoaded) this.drumPlayers.player('kick').start(Tone.now());
} catch(e) {}
} else if (prevExt.middle >= OPEN_THRESH && d.middle < CLOSE_THRESH) {
try { this._triggerKick.triggerAttackRelease('G1', '32n', Tone.now(), 0.5); } catch(e) {}
}
// RING: Bright tick on open, soft click on close
if (prevExt.ring < OPEN_THRESH && d.ring >= OPEN_THRESH) {
try {
this._triggerHat.triggerAttackRelease('16n', Tone.now(), 1.0);
if (this._drumPlayersLoaded) this.drumPlayers.player('hihat').start(Tone.now());
} catch(e) {}
} else if (prevExt.ring >= OPEN_THRESH && d.ring < CLOSE_THRESH) {
try { this._triggerHat.triggerAttackRelease('64n', Tone.now(), 0.4); } catch(e) {}
}
// PINKY: Sharp clap on open, soft snap on close
if (prevExt.pinky < OPEN_THRESH && d.pinky >= OPEN_THRESH) {
try {
this._triggerClap.triggerAttackRelease('8n', Tone.now(), 1.0);
if (this._drumPlayersLoaded) this.drumPlayers.player('clap').start(Tone.now());
} catch(e) {}
} else if (prevExt.pinky >= OPEN_THRESH && d.pinky < CLOSE_THRESH) {
try { this._triggerClap.triggerAttackRelease('32n', Tone.now(), 0.4); } catch(e) {}
}
// THUMB: Zap on open, reverse zap on close
if (prevExt.thumb < OPEN_THRESH && d.thumb >= OPEN_THRESH) {
const zapNote = ['C4','Eb4','G4','Bb4'][Math.floor(Math.random() * 4)];
try { this.drumThumbSynth.triggerAttackRelease(zapNote, '32n', Tone.now(), 0.9); } catch(e) {}
} else if (prevExt.thumb >= OPEN_THRESH && d.thumb < CLOSE_THRESH) {
try { this.drumThumbSynth.triggerAttackRelease('C3', '64n', Tone.now(), 0.5); } catch(e) {}
}
// =====================================================================
// BPM LOOP — plays while finger is held open (secondary layer)
// Middle=KICK, Ring=HIHAT, Pinky=CLAP
// =====================================================================
const DEAD_ZONE = 0.25; // higher than trigger thresh so loop starts after open
const MIN_BPM = 20; // very slow ambient pulse
const MAX_BPM = 100; // chill downtempo cap
const distToInterval = (dist) => {
if (dist < DEAD_ZONE) return Infinity;
const t = (dist - DEAD_ZONE) / (1 - DEAD_ZONE);
const bpm = MIN_BPM + Math.pow(t, 1.3) * (MAX_BPM - MIN_BPM);
return 60000 / bpm;
};
if (this._drumPlayersLoaded) {
// --- MIDDLE: KICK ---
const kickInterval = distToInterval(d.middle);
if (kickInterval < Infinity && (now - this._drumBeatTimers.kick) > kickInterval) {
this._drumBeatTimers.kick = now;
try { this.drumPlayers.player('kick').start(Tone.now()); } catch(e) {}
}
// --- RING: HIHAT ---
const hihatInterval = distToInterval(d.ring);
if (hihatInterval < Infinity && (now - this._drumBeatTimers.hihat) > hihatInterval) {
this._drumBeatTimers.hihat = now;
try { this.drumPlayers.player('hihat').start(Tone.now()); } catch(e) {}
}
// --- PINKY: CLAP ---
const clapInterval = distToInterval(d.pinky);
if (clapInterval < Infinity && (now - this._drumBeatTimers.clap) > clapInterval) {
this._drumBeatTimers.clap = now;
try { this.drumPlayers.player('clap').start(Tone.now()); } catch(e) {}
}
}
// (thumb trigger handled above in immediate triggers section)
// === WRIST ANGLE: boosts drum volume when tilted ===
const drumWristAngle = gestureData.wristAngle || 0;
const drumAbsAngle = Math.abs(drumWristAngle);
if (this._drumPlayersLoaded) {
try {
this.drumPlayers.player('kick').volume.value = 0 + drumAbsAngle * 4;
this.drumPlayers.player('hihat').volume.value = -2 + drumAbsAngle * 4;
this.drumPlayers.player('clap').volume.value = 0 + drumAbsAngle * 4;
} catch(e) {}
}
for (const f of ['thumb', 'index', 'middle', 'ring', 'pinky']) {
prevExt[f] = d[f];
}
}
// --- Finger Expression ---
updateFingerExpression(params) {
// Wrist angle now handles most modulation in updateGesture
}
// --- Shape Bass (white quadrilateral = epic bass) ---
updateShapeAudio(data) {
if (!this.isStarted || this._panicMuted) return;
const { type, depth, area, anchorCount } = data;
const hasShape = (type !== 'none' && anchorCount >= 2);
// Start/stop the shape bass drone
if (hasShape && !this._shapeBassActive) {
this._shapeBassActive = true;
// Bass note follows the pad root if available, else C2
let bassNote = 'C2';
this.padSynths.forEach(pd => {
if (pd.currentRoot) {
const freq = Tone.Frequency(pd.currentRoot).toFrequency();
bassNote = Tone.Frequency(freq / 2).toNote(); // one octave below pad
}
});
try {
this._shapeBass.triggerAttack(bassNote, Tone.now());
this._shapeSubBass.triggerAttack(Tone.Frequency(bassNote).toFrequency() / 2, Tone.now());
} catch(e) {}
} else if (!hasShape && this._shapeBassActive) {
this._shapeBassActive = false;
try {
this._shapeBass.triggerRelease(Tone.now());
this._shapeSubBass.triggerRelease(Tone.now());
} catch(e) {}
}
if (!hasShape) return;
// === Z-DEPTH MODULATION ===
// depth is typically -0.2 (close) to 0 (far)
// Map to 0 (far/bright) → 1 (close/dark)
const proximity = Math.max(0, Math.min(1, (-depth - 0) / 0.15));
// Filter: far = open (2000Hz), close = dark (100Hz)
if (this._shapeBassFilter) {
this._shapeBassFilter.frequency.value = 2000 - proximity * 1800;
this._shapeBassFilter.Q.value = 1 + proximity * 6;
}
// Distortion: more when close
if (this._shapeBassDistortion) {
this._shapeBassDistortion.distortion = proximity * 0.6;
this._shapeBassDistortion.wet.value = proximity * 0.5;
}
// Volume scales with shape area (bigger shape = louder bass)
const vol = -18 + area * 14;
try {
this._shapeBass.volume.rampTo(vol, 0.03);
this._shapeSubBass.volume.rampTo(vol - 4, 0.03);
} catch(e) {}
// === BASS BEAT PULSE — controlled by synth hand ring finger distance ===
// Ring finger distance sets beat rate of the shape bass (0=off, 1=fast pulse)
const ringDist = this._smoothDist.ring || 0;
if (ringDist > 0.15 && this._shapeBassActive) {
const beatBPM = 15 + ringDist * 85; // 15-100 BPM, ambient throb
const beatMs = 60000 / beatBPM;
if (!this._shapeBeatTimer) this._shapeBeatTimer = 0;
const now = performance.now();
if (now - this._shapeBeatTimer > beatMs) {
this._shapeBeatTimer = now;
// Pulse the bass volume for rhythmic throb
try {
this._shapeBass.volume.rampTo(vol + 6, 0.01);
this._shapeBass.volume.rampTo(vol, 0.08);
this._shapeSubBass.volume.rampTo(vol, 0.01);
this._shapeSubBass.volume.rampTo(vol - 4, 0.08);
} catch(e) {}
}
}
// Track pad root for bass note following
if (this._shapeBassActive) {
this.padSynths.forEach(pd => {
if (pd.currentRoot) {
const freq = Tone.Frequency(pd.currentRoot).toFrequency();
try {
this._shapeBass.frequency.rampTo(freq / 2, 0.1);
this._shapeSubBass.frequency.rampTo(freq / 4, 0.1);
} catch(e) {}
}
});
}
}
// --- Finger Touch Sounds ---
// Unique sound per finger, triggered when any two fingertips meet
// Pre-allocate touch synths (called once during start)
_initTouchSynths() {
// Pre-allocated melodic pluck synths — each plays a different pentatonic note
// Routed through delay for lush echo cascade (Goa pluck style)
this._touchSynths = {};
const touchDest = this._pluckDelay || this.delay || this.limiter;
// All 5 fingers get the same pluck voice but play different notes
const makePluck = (vol) => {
const s = new Tone.Synth({
oscillator: { type: 'triangle' },
envelope: { attack: 0.001, decay: 0.15, sustain: 0, release: 0.12 }
}).connect(touchDest);
s.volume.value = vol;
return s;
};
this._touchSynths.thumb = makePluck(-4);
this._touchSynths.index = makePluck(-4);
this._touchSynths.middle = makePluck(-2);
this._touchSynths.ring = makePluck(-2);
this._touchSynths.pinky = makePluck(-4);
// Pentatonic note per finger (C minor pentatonic, different octaves)
this._touchNotes = {
thumb: ['C5', 'Eb5', 'G5'],
index: ['Bb4', 'C5', 'Eb5'],
middle: ['G4', 'Bb4', 'C5'],
ring: ['Eb5', 'G5', 'Bb5'],
pinky: ['C6', 'Eb6', 'G6']
};
this._touchCooldown = 0;
}
triggerFingerTouch(finger1, finger2) {
if (!this.isStarted || this._panicMuted || !this._touchSynths) return;
const now = performance.now();
if ((now - this._touchCooldown) < 100) return; // debounce
this._touchCooldown = now;
const fingerPriority = ['pinky', 'ring', 'middle', 'index', 'thumb'];
const primary = fingerPriority.indexOf(finger1) < fingerPriority.indexOf(finger2) ? finger1 : finger2;
try {
const notes = this._touchNotes[primary];
if (notes && this._touchSynths[primary]) {
const note = notes[Math.floor(Math.random() * notes.length)];
this._touchSynths[primary].triggerAttackRelease(note, '16n', Tone.now(), 0.8);
}
} catch(e) {}
}
// --- Timbre Cycling ---
cycleSynth() {
if (!this.isStarted) return;
const activePads = [];
this.padSynths.forEach((padData, handId) => {
activePads.push({ handId, root: padData.currentRoot });
padData.synth.triggerRelease(Tone.now());
if (padData.thirdSynth) padData.thirdSynth.triggerRelease(Tone.now());
if (padData.fifthSynth) padData.fifthSynth.triggerRelease(Tone.now());
for (const s of [padData.synth, padData.thirdSynth, padData.fifthSynth].filter(Boolean)) {
try { s.disconnect(); } catch(e) {}
setTimeout(() => { try { s.dispose(); } catch(e) {} }, 1000);
}
});
this.padSynths.clear();
this.currentSynthIndex = (this.currentSynthIndex + 1) % this.padPresets.length;
const preset = this.padPresets[this.currentSynthIndex];
console.log(`Switched to pad preset ${this.currentSynthIndex}: ${preset.name}`);
setTimeout(() => {
activePads.forEach(({ handId, root }) => {
this.startArpeggio(handId, root);
});
}, 100);
}
// --- Proximity Filter ---
setProximityFilter(value) {
if (this.filter) {
const cutoff = 16000 * Math.pow(0.075, value);
this.filter.frequency.rampTo(cutoff, 0.2);
}
}
// --- PANIC ---
panic() {
this._panicMuted = true;
setTimeout(() => { this._panicMuted = false; }, 1000);
this.padSynths.forEach((padData) => {
try { padData.synth.triggerRelease(Tone.now()); } catch(e) {}
try { if (padData.harmonySynth) padData.harmonySynth.triggerRelease(Tone.now()); } catch(e) {}
setTimeout(() => {
try { padData.synth.dispose(); } catch(e) {}
try { if (padData.harmonySynth) padData.harmonySynth.dispose(); } catch(e) {}
}, 500);
});
this.padSynths.clear();
this.handVolumes.clear();
this.fingerCooldowns.clear();
if (this.subBass) try { this.subBass.triggerRelease(Tone.now()); } catch(e) {}
try { this.middleContinuous.triggerRelease(Tone.now()); } catch(e) {}
try { this.ringContinuous.triggerRelease(Tone.now()); } catch(e) {}
try { this.pinkyContinuous.triggerRelease(Tone.now()); } catch(e) {}
this._continuousActive = false;
// Reset glitch beat timers
this._drumBeatTimers = { kick: 0, hihat: 0, clap: 0 };
this._shapeBeatTimer = 0;
// Stop shape bass
this._shapeBassActive = false;
try { this._shapeBass.triggerRelease(Tone.now()); } catch(e) {}
try { this._shapeSubBass.triggerRelease(Tone.now()); } catch(e) {}
if (this._shapeBassFilter) this._shapeBassFilter.frequency.value = 800;
if (this._shapeBassDistortion) { this._shapeBassDistortion.distortion = 0; this._shapeBassDistortion.wet.value = 0; }
if (this.fingerSynths) {
for (const finger of ['index', 'middle', 'ring', 'pinky']) {
try { this.fingerSynths[finger].triggerRelease(Tone.now()); } catch(e) {}
}
}
if (this.wobbleLFO) {
this.wobbleLFO.stop();
setTimeout(() => { try { this.wobbleLFO.start(); } catch(e) {} }, 1000);
}
if (this.filter) this.filter.frequency.value = 16000;
if (this.reverb) this.reverb.wet.value = 0.35;
if (this.delay) { this.delay.wet.value = 0.2; this.delay.feedback.value = 0.35; }
if (this.chorus) this.chorus.depth = 0.6;
if (this.distortion) { this.distortion.distortion = 0; this.distortion.wet.value = 0; }
this._prevDrumExtensions = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._drumFingerCooldowns = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._smoothDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
this._smoothDrumDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
console.log('PANIC — all sound killed');
}
getAnalyser() {
return this.analyser;
}
}
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