forked from: Ode To Joy (Sound Generation fork)
Just experimenting with sound generation to learn how it works. Nothing to see here really
Currently plays Ode To Joy
Key:
the note numbers are MIDI notes
A0 (440hz) = note #69
Middle C (C0) = note #60
- Billy
// forked from Billy's Ode To Joy (Sound Generation fork)
// forked from seagirl's Dynamic Sound Generation
/*
Just experimenting with sound generation to learn how it works. Nothing to see here really
Currently plays Ode To Joy
Key:
the note numbers are MIDI notes
A0 (440hz) = note #69
Middle C (C0) = note #60
- Billy
*/
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
[SWF(backgroundColor="#ABCDEF")]
public class DSG extends Sprite
{
public function DSG()
{
super();
init();
}
private var timer:Timer;
private var songOffset:Number = 0;
//songs
private var odeToJoy:Array = [44, 54, 55, 47, 47, 65, 64, 62, 60, 60, 62, 64, 64, 62, 62, 0, 0, 0, 0, 0];
//The song you want to play. Copy an array.
private var song:Array = odeToJoy;
private function init():void
{
timer = new Timer(500);
timer.addEventListener(TimerEvent.TIMER, timerHandler);
timer.start();
}
private function playSong():void {
if (songOffset >= song.length - 1) {
songOffset = 0;
}
var noteNumber:int = song[songOffset];
new Tone(noteNumber, .5, 8, 1, 1, 5, 1).start();
songOffset++;
}
private function timerHandler(event:TimerEvent):void
{
playSong();
}
}
}
import flash.events.Event;
import flash.events.TimerEvent;
import flash.utils.Timer;
import flash.events.EventDispatcher;
import flash.events.SampleDataEvent;
import flash.media.Sound;
import flash.utils.ByteArray;
class Tone extends EventDispatcher
{
public static const SAMPLING_RATE:Number = 44100;
public static const BUFFER_SIZE:int = 8192;
public static const UNIT:int = 10;
public function Tone(noteNumber:uint, length:Number, volume:Number, attack:Number, decay:Number, sustain:Number, release:Number)
{
this.frequency = noteNumber2frequency(noteNumber);
this.length = length;
this.volume = volume;
this.attack = attack;
this.decay = decay;
this.sustain = sustain;
this.release = release;
check();
initializeVelocity();
}
private var sound:Sound;
private var phase:Number = 0;
private var amplify:Number = 0;
private var state:int = 1; // 1: Attack, 2: Decay, 3: Release
private var frequency:Number;
private var length:Number;
private var volume:Number;
private var attack:Number;
private var decay:Number;
private var sustain:Number;
private var release:Number;
private var v1:Number;
private var v2:Number;
private var v3:Number;
private function check():void
{
if (attack + decay + release != UNIT)
{
attack = 0;
decay = 5;
release = 5;
}
if (volume > UNIT)
volume = UNIT;
if (volume < 0)
volume = 0;
if (sustain > UNIT)
sustain = UNIT;
if (sustain < 0)
sustain = 0;
}
private function initializeVelocity():void
{
v1 = volume / (SAMPLING_RATE * length * attack / UNIT);
v2 = (volume - sustain) / (SAMPLING_RATE * length * decay / UNIT);
v3 = sustain / (SAMPLING_RATE * length * release / UNIT);
}
private function updateAmplify():void
{
if (state == 1)
{
amplify += v1;
if (amplify >= volume)
{
amplify = volume;
state = 2;
}
}
else if (state == 2)
{
amplify -= v2;
if (volume < sustain)
{
if (amplify >= sustain)
{
amplify = sustain;
state = 3;
}
}
else
{
if (amplify <= sustain)
{
amplify = sustain;
state = 3;
}
}
}
else if (state == 3)
{
amplify -= v3;
if (amplify <= 0)
{
amplify = 0;
stop();
}
}
}
public function start():void
{
sound = new Sound();
sound.addEventListener(SampleDataEvent.SAMPLE_DATA, soundSampleDataHandler);
sound.play();
}
public function stop():void
{
sound.removeEventListener(SampleDataEvent.SAMPLE_DATA, soundSampleDataHandler);
dispatchEvent(new Event(Event.COMPLETE));
}
private function soundSampleDataHandler(event:SampleDataEvent):void
{
var bytes:ByteArray = new ByteArray();
for (var i:int = 0; i < BUFFER_SIZE; ++i)
{
phase += frequency / SAMPLING_RATE;
var phaseAngle:Number = phase * Math.PI * 2;
var sample:Number = Math.sin(phaseAngle) * amplify / UNIT;
sample *= 0.2;
bytes.writeFloat(sample);
bytes.writeFloat(sample);
updateAmplify();
}
event.data.writeBytes(bytes);
}
}
function noteNumber2frequency(value:uint):Number
{
//Clamp to valid values
if (value > 127)
value = 127;
return 440 * Math.pow(2, (value - 69) / 12);
}