func Main(ctx sound.Context, channels ...chan float64) { flag.Parse() runtime.GOMAXPROCS(NumThreads) // Make a copy of the argument array before we modify it. channels2 := make([]chan float64, len(channels)) copy(channels2, channels) channels = channels2 // Measure the duration of the first channel var durationStream chan float64 channels[0], durationStream = ctx.Fork2(channels[0]) durationChan := make(chan time.Duration, 1) go func() { durationChan <- ctx.Duration(durationStream) }() so := getOutput(ctx) // Write the output startTime := time.Now() err := so.Write(ctx.SampleRate, channels) endTime := time.Now() if err != nil { fmt.Printf("Error: %s\n", err.Error()) } outSecs := float64(<-durationChan) / float64(time.Second) realSecs := float64(endTime.Sub(startTime)) / float64(time.Second) fmt.Printf("Generated %.3f seconds of audio in %.3f seconds (ratio %.3f).\n", outSecs, realSecs, outSecs/realSecs) }
func SequenceBass(ctx sound.Context) (seq *sound.Sequencer) { melody := GenerateBassMelody() seq = sound.NewSequencer(ctx) var pos time.Duration for i := 0; i < NumBars; i++ { if rand.Float64() < 0.05 { freqInput := ctx.Const((<-melody).Frequency()) note := PlayBassNote(ctx, freqInput, NoteDuration*3) seq.Add(pos, note) } else if rand.Float64() < 0.05 { freqInput1, freqInput2 := ctx.Fork2(ctx.Const((<-melody).Frequency())) note1 := PlayBassNote(ctx, freqInput1, NoteDuration) note2 := PlayBassNote(ctx, freqInput2, NoteDuration) seq.Add(pos, note1) seq.Add(pos+NoteDuration*2, note2) } else { freqInput := ctx.Const((<-melody).Frequency()) note := PlayBassNote(ctx, freqInput, NoteDuration) seq.Add(pos, note) } pos += NoteDuration * 3 } return seq }
func Generate(ctx sound.Context) (left, right chan float64) { treble := SequenceTreble(ctx).Play() bass := SequenceBass(ctx).Play() trebleLeft, trebleRight := ctx.Fork2(treble) bassLeft, bassRight := ctx.Fork2(bass) left = ctx.TakeDuration( ctx.Add( ctx.Mul(trebleLeft, ctx.Const(0.3)), ctx.Mul(bassLeft, ctx.Const(0.4)), ), NoteDuration*NumBars*3+time.Second*2, true, ) right = ctx.TakeDuration( ctx.Add( ctx.Mul(trebleRight, ctx.Const(0.4)), ctx.Mul(bassRight, ctx.Const(0.3)), ), NoteDuration*NumBars*3+time.Second*2, true, ) return left, right }
func FilterFormant(ctx sound.Context, input chan float64, centre, q, gain float64) (output chan float64) { lowerCutoff := (centre - (centre / q)) / 0.772 upperCutoff := (centre + (centre / q)) / 1.29 input, formant := ctx.Fork2(input) formant = filter.Chebyshev(ctx, formant, filter.HighPass, lowerCutoff, 0.5, 2) formant = filter.Chebyshev(ctx, formant, filter.LowPass, upperCutoff, 0.5, 2) formant = ctx.Mul(formant, ctx.Const(gain-1.0)) return ctx.Add(input, formant) }
func Generate(ctx sound.Context) (left, right chan float64) { stream := ctx.TakeDuration( ctx.Mul( ctx.Sine( FrequencyEnvelope(ctx), ), ctx.Const(0.7), ), NoteDuration*8, true, // Wait for a zero crossing ) return ctx.Fork2(stream) }
func playMelodySynth(ctx sound.Context, freqInput chan float64) (stream chan float64) { freqInput1, freqInput2 := ctx.Fork2(freqInput) return ctx.Add( ctx.Mul( ctx.Square( freqInput1, ctx.Const(0.5), ), ctx.Const(0.75), ), ctx.Mul( ctx.Saw( ctx.Mul(freqInput2, ctx.Const(2)), ), ctx.Const(0.25), ), ) }
func PlayTrebleNote(ctx sound.Context, freqInput chan float64, duration time.Duration) (stream chan float64) { freqInput1, freqInput2 := ctx.Fork2(freqInput) return ctx.TakeDuration( ctx.Add( ctx.Mul( ctx.Square( freqInput1, ctx.Const(0.5), ), ctx.Const(0.75), ), ctx.Mul( ctx.Saw( ctx.Mul(freqInput2, ctx.Const(2)), ), ctx.Const(0.25), ), ), duration, true, ) }
// input should be finite and preferably short (e.g. one cycle of a triangle wave) func KarplusStrong(ctx sound.Context, input chan float64, delaySamples uint, cutoff float64, decay float64) (output chan float64) { feedback := make(chan float64, ctx.StreamBufferSize) // Mix the input with the feedback. output = ctx.Add(input, feedback) // Fork off a copy of the output. output, outputCopy := ctx.Fork2(output) // The copy is first passed through a delay line... outputCopy = delay(ctx, outputCopy, delaySamples) // ...then filtered... //outputCopy = filter.Chebyshev(ctx, outputCopy, filter.LowPass, cutoff, 0.5, 2) outputCopy = filter.RC(ctx, outputCopy, filter.LowPass, cutoff) // ...and finally attenuated slightly. outputCopy = ctx.Mul(outputCopy, ctx.Const(decay)) // The filtered output copy is fed back into the system. go pipe(outputCopy, feedback) return output }
func Generate(ctx sound.Context) (left, right chan float64) { rand.Seed(time.Now().UnixNano()) melodyParts := make(chan chan float64) bassParts := make(chan chan float64) go func() { for { var octave int x := rand.Float64() if x < 0.3 { octave = 4 } else { octave = 5 } root := music.MakeNote(music.D, octave) scale := music.Scale{Root: root, Intervals: music.HarmonicMinor} var n int x = rand.Float64() if x < 0.2 { n = 3 } else if x < 0.4 { n = 6 } else if x < 0.6 { n = 12 } else if x < 0.8 { n = 18 } else { n = 24 } melodyParts <- genMelodyArpeggio(ctx, scale, n) } }() go func() { for { var octave int x := rand.Float64() if x < 0.3 { octave = 3 } else { octave = 2 } root := music.MakeNote(music.D, octave) scale := music.Scale{Root: root, Intervals: music.HarmonicMinor} var n int x = rand.Float64() if x < 0.2 { n = 3 } else if x < 0.4 { n = 6 } else if x < 0.6 { n = 9 } else if x < 0.8 { n = 12 } else { n = 18 } bassParts <- genBassArpeggio(ctx, scale, n) } }() melody := playMelodySynth(ctx, ctx.AppendStream(melodyParts)) bass := playBassSynth(ctx, ctx.AppendStream(bassParts)) melodyLeft, melodyRight := ctx.Fork2(melody) bassLeft, bassRight := ctx.Fork2(bass) left = ctx.TakeDuration( ctx.Add( ctx.Mul(melodyLeft, ctx.Const(0.4)), ctx.Mul(bassLeft, ctx.Const(0.6)), ), time.Second*300, true, ) right = ctx.TakeDuration( ctx.Add( ctx.Mul(melodyRight, ctx.Const(0.6)), ctx.Mul(bassRight, ctx.Const(0.4)), ), time.Second*300, true, ) return left, right }