Regenerate softer orchestral bgm
This commit is contained in:
@@ -15,7 +15,7 @@ Build a small complete tactical RPG loop:
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- Vite, TypeScript, and Phaser project foundation
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- Cinematic title scene with an original Taoyuan Oath background, subtle motion, menu UI, and first-input audio
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- Cinematic prologue pages with high-resolution story backgrounds, character portraits, non-black scene transitions, and scenario data
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- File-based original orchestral BGM loops for title, prologue, oath, militia, and battle-prep scenes
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- File-based original soft stereo orchestral BGM loops for title, prologue, oath, militia, and battle-prep scenes
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- First battle scene with a high-resolution battlefield background, large 12x12 tactical grid, high-detail pixel-style unit sprites, movement range preview, click-to-move unit movement, cursor-adjacent post-move command popup, right-click move cancel, and grayscale acted-unit feedback
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- Flow verification script from title to first battle
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@@ -1,7 +1,8 @@
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import { mkdirSync, writeFileSync } from 'node:fs';
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import { join } from 'node:path';
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const sampleRate = 32000;
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const sampleRate = 44100;
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const channels = 2;
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const outputDir = 'src/assets/audio/bgm';
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mkdirSync(outputDir, { recursive: true });
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@@ -10,84 +11,88 @@ const tracks = [
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{
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name: 'title-theme',
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root: 50,
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tempo: 64,
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tempo: 74,
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bars: 12,
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mood: 'open',
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progression: [
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[0, 5, 9],
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[0, 7, 12],
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[5, 9, 14],
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[2, 7, 11],
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[-3, 2, 7],
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[0, 5, 12]
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[-3, 4, 9]
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],
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melody: [12, 14, 16, 19, 21, 19, 16, 14],
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warmth: 1,
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motion: 0.45
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melody: [12, 16, 19, 21, 19, 16, 14, 12],
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harp: [0, 7, 12, 19, 12, 7, 5, 12]
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},
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{
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name: 'story-dark',
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root: 45,
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tempo: 56,
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tempo: 62,
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bars: 10,
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mood: 'quiet',
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progression: [
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[0, 3, 7],
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[-5, 0, 5],
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[-2, 2, 7],
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[-7, 0, 3]
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[0, 7, 10],
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[-5, 2, 7],
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[-3, 4, 9],
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[-7, 0, 7]
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],
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melody: [10, 7, 5, 3, 5, 7],
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warmth: 0.72,
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motion: 0.18
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harp: [0, 7, 10, 14, 10, 7]
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},
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{
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name: 'oath-theme',
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root: 52,
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tempo: 60,
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tempo: 68,
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bars: 12,
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mood: 'warm',
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progression: [
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[0, 5, 9],
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[4, 9, 12],
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[5, 9, 14],
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[2, 7, 11]
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[0, 7, 12],
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[4, 9, 16],
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[5, 12, 17],
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[2, 9, 14]
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],
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melody: [12, 16, 19, 21, 24, 21, 19, 16],
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warmth: 1,
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motion: 0.32
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harp: [0, 7, 12, 16, 19, 16, 12, 7]
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},
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{
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name: 'militia-theme',
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root: 48,
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tempo: 72,
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tempo: 84,
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bars: 12,
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mood: 'march',
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progression: [
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[0, 5, 9],
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[5, 9, 12],
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[7, 11, 14],
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[2, 7, 11]
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[0, 7, 12],
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[5, 12, 17],
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[7, 14, 19],
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[2, 9, 14]
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],
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melody: [12, 14, 16, 19, 16, 14, 12, 14],
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warmth: 0.9,
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motion: 0.5
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harp: [0, 7, 12, 7, 5, 12, 7, 12]
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},
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{
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name: 'battle-prep',
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root: 43,
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tempo: 68,
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tempo: 78,
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bars: 12,
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mood: 'tense',
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progression: [
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[0, 3, 7],
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[2, 7, 10],
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[-2, 3, 7],
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[-5, 0, 5]
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[0, 7, 10],
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[2, 9, 14],
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[-2, 5, 10],
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[-5, 2, 7]
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],
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melody: [12, 15, 17, 19, 17, 15, 12, 10],
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warmth: 0.82,
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motion: 0.42
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harp: [0, 7, 10, 15, 10, 7, 2, 10]
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}
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];
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for (const track of tracks) {
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const buffer = buildTrack(track);
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normalize(buffer, 0.48);
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removeLowRumble(buffer, 72);
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applySmallRoom(buffer);
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normalize(buffer, 0.34);
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applySoftLimiter(buffer);
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smoothEdges(buffer, Math.floor(sampleRate * 1.6));
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const fileName = join(outputDir, `${track.name}.wav`);
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writeFileSync(fileName, encodeWav(buffer));
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console.log(`Generated ${fileName}`);
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@@ -97,113 +102,264 @@ function buildTrack(track) {
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const beat = 60 / track.tempo;
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const bar = beat * 4;
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const duration = bar * track.bars;
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const buffer = new Float32Array(Math.ceil(duration * sampleRate));
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const buffer = createBuffer(duration);
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for (let barIndex = 0; barIndex < track.bars; barIndex += 1) {
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const start = barIndex * bar;
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const chord = track.progression[barIndex % track.progression.length];
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const lift = 0.82 + Math.sin((barIndex / track.bars) * Math.PI) * 0.18;
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const bass = track.root + chord[0] - 12;
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const lift = 0.86 + Math.sin((barIndex / Math.max(1, track.bars - 1)) * Math.PI) * 0.14;
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chord.forEach((step, index) => {
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const midi = track.root + step + 12;
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addPad(buffer, start + index * 0.04, bar * 1.08, midiToFrequency(midi), 0.07 * track.warmth * lift);
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addPad(buffer, start + 0.06 + index * 0.03, bar * 1.02, midiToFrequency(midi + 12), 0.025 * track.warmth * lift);
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});
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addStringBed(buffer, start, bar * 0.96, track.root, chord, lift, track.mood);
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addCelloPulse(buffer, start, beat, track.root + chord[0], track.mood);
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addHarpFigure(buffer, start, beat, track.root, chord, track.harp, track.mood);
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addLowPad(buffer, start, bar * 1.04, midiToFrequency(bass), 0.055 * lift);
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addLowPad(buffer, start + beat * 2, bar * 0.54, midiToFrequency(bass + 7), 0.035 * lift);
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if (track.motion > 0.25) {
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addGentlePulse(buffer, start, beat, track.root, chord, track.motion * 0.026);
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if (track.mood === 'march' || track.mood === 'tense') {
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addSoftDrum(buffer, start, beat, track.mood);
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}
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}
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addSoftMelody(buffer, track, beat, bar);
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smoothEdges(buffer, Math.floor(sampleRate * 1.2));
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addLeadLine(buffer, track, beat, bar);
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return buffer;
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}
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function addSoftMelody(buffer, track, beat, bar) {
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for (let i = 0; i < track.bars * 2; i += 1) {
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const barIndex = Math.floor(i / 2);
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const start = barIndex * bar + (i % 2 === 0 ? beat * 0.38 : beat * 2.38);
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function createBuffer(duration) {
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const length = Math.ceil(duration * sampleRate);
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return {
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left: new Float32Array(length),
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right: new Float32Array(length)
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};
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}
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function addStringBed(buffer, start, duration, root, chord, lift, mood) {
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const baseGain = mood === 'quiet' ? 0.019 : mood === 'tense' ? 0.021 : 0.026;
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const notes = [
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{ midi: root + chord[0] + 12, pan: -0.22, gain: baseGain * 0.72 },
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{ midi: root + chord[1] + 12, pan: 0.24, gain: baseGain * 0.64 },
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{ midi: root + chord[2] + 12, pan: -0.04, gain: baseGain * 0.56 },
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{ midi: root + chord[1] + 24, pan: 0.18, gain: baseGain * 0.28 }
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];
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notes.forEach((note, index) => {
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addTone(buffer, {
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start: start + index * 0.045,
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duration,
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frequency: midiToFrequency(note.midi),
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gain: note.gain * lift,
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pan: note.pan,
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attack: mood === 'tense' ? 1.1 : 1.45,
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release: 1.25,
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wave: softStringWave
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});
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});
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}
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function addCelloPulse(buffer, start, beat, midi, mood) {
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const pulses = mood === 'quiet' ? [0] : [0, 2];
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const gain = mood === 'tense' ? 0.024 : mood === 'march' ? 0.026 : 0.018;
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pulses.forEach((beatOffset) => {
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addTone(buffer, {
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start: start + beat * beatOffset,
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duration: beat * 1.35,
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frequency: midiToFrequency(Math.max(43, midi + 12)),
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gain,
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pan: -0.08,
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attack: 0.08,
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release: 0.55,
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wave: mellowCelloWave
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});
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});
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}
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function addHarpFigure(buffer, start, beat, root, chord, pattern, mood) {
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const gain = mood === 'quiet' ? 0.011 : mood === 'tense' ? 0.014 : 0.016;
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const stepDuration = beat * 0.46;
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const stepGap = mood === 'quiet' ? beat : beat * 0.5;
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const steps = mood === 'quiet' ? 4 : 8;
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for (let i = 0; i < steps; i += 1) {
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const offset = pattern[i % pattern.length];
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const chordTone = chord[i % chord.length];
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addPluck(buffer, {
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start: start + i * stepGap + beat * 0.08,
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duration: stepDuration,
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frequency: midiToFrequency(root + offset + 12 + (i % 2 === 0 ? 0 : chordTone % 5)),
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gain,
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pan: i % 2 === 0 ? -0.32 : 0.32
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});
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}
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}
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function addLeadLine(buffer, track, beat, bar) {
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const noteEvery = track.mood === 'quiet' ? 2 : 1;
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const gain = track.mood === 'tense' ? 0.018 : track.mood === 'quiet' ? 0.016 : 0.021;
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for (let i = 0; i < track.bars * noteEvery; i += 1) {
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const barIndex = Math.floor(i / noteEvery);
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const offsetInBar = noteEvery === 1 ? beat * 1.42 : beat * 1.85;
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const start = barIndex * bar + offsetInBar + (i % noteEvery) * beat * 1.34;
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const midi = track.root + track.melody[i % track.melody.length] + 12;
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addWoodwind(buffer, start, beat * 1.12, midiToFrequency(midi), 0.034);
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addTone(buffer, {
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start,
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duration: beat * 1.05,
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frequency: midiToFrequency(midi),
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gain,
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pan: 0.12,
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attack: 0.13,
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release: 0.5,
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wave: woodwindWave
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});
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}
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}
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function addGentlePulse(buffer, start, beat, root, chord, gain) {
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const pattern = [0, 1, 2, 1, 0, 2, 1, 2];
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function addSoftDrum(buffer, start, beat, mood) {
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const accents = mood === 'tense' ? [0, 2] : [0, 1.5, 2.5];
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const gain = mood === 'tense' ? 0.034 : 0.026;
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for (let i = 0; i < pattern.length; i += 1) {
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const midi = root + chord[pattern[i] % chord.length] + 12;
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addPluckedString(buffer, start + i * beat * 0.5, beat * 0.42, midiToFrequency(midi), gain);
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}
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accents.forEach((beatOffset, index) => {
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addTone(buffer, {
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start: start + beat * beatOffset,
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duration: beat * 0.5,
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frequency: index === 0 ? 92 : 122,
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gain: gain * (index === 0 ? 1 : 0.62),
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pan: 0,
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attack: 0.006,
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release: 0.16,
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wave: drumWave,
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pluck: true,
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decay: 8.5
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});
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});
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}
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function addPad(buffer, start, duration, frequency, gain) {
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addInstrument(buffer, start, duration, frequency, gain, (phase, t) => {
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const slow = Math.sin(2 * Math.PI * 0.18 * t) * 0.03;
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return (
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Math.sin(phase + slow) * 0.72 +
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Math.sin(phase * 2.001) * 0.12 +
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Math.sin(phase * 0.5) * 0.08
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);
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}, 0.78, 1.05);
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}
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function addLowPad(buffer, start, duration, frequency, gain) {
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addInstrument(buffer, start, duration, frequency, gain, (phase) => {
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return Math.sin(phase) * 0.84 + Math.sin(phase * 2) * 0.1;
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}, 0.46, 0.9);
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}
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function addWoodwind(buffer, start, duration, frequency, gain) {
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addInstrument(buffer, start, duration, frequency, gain, (phase, t) => {
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const vibrato = Math.sin(2 * Math.PI * 4.6 * t) * 0.012;
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return Math.sin(phase + vibrato) * 0.82 + Math.sin(phase * 2) * 0.06;
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}, 0.12, 0.42);
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}
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function addPluckedString(buffer, start, duration, frequency, gain) {
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addInstrument(buffer, start, duration, frequency, gain, (phase) => {
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return Math.sin(phase) * 0.75 + Math.sin(phase * 2) * 0.1;
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}, 0.02, 0.18, true);
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}
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function addInstrument(buffer, start, duration, frequency, gain, wave, attack, release, pluck = false) {
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function addTone(buffer, options) {
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const {
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start,
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duration,
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frequency,
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gain,
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pan,
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attack,
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release,
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wave,
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pluck = false,
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decay = 5
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} = options;
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const startIndex = Math.max(0, Math.floor(start * sampleRate));
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const count = Math.max(1, Math.floor(duration * sampleRate));
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const leftGain = Math.cos((pan + 1) * Math.PI * 0.25);
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const rightGain = Math.sin((pan + 1) * Math.PI * 0.25);
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for (let i = 0; i < count; i += 1) {
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const index = startIndex + i;
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if (index >= buffer.length) {
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if (index >= buffer.left.length) {
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break;
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}
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const t = i / sampleRate;
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const env = pluck
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? Math.exp(-t * 5.8) * Math.min(1, t / attack)
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? Math.exp(-t * decay) * Math.min(1, t / Math.max(0.001, attack))
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: envelope(t, duration, attack, release);
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const phase = 2 * Math.PI * frequency * t;
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buffer[index] += wave(phase, t) * gain * env;
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const sample = wave(phase, t) * gain * env;
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buffer.left[index] += sample * leftGain;
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buffer.right[index] += sample * rightGain;
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}
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}
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function addPluck(buffer, options) {
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addTone(buffer, {
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...options,
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attack: 0.01,
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release: 0.22,
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wave: harpWave,
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pluck: true,
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decay: 4.6
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});
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}
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function softStringWave(phase, t) {
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const bow = 1 + Math.sin(2 * Math.PI * 0.7 * t) * 0.018;
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return (
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Math.sin(phase * bow) * 0.7 +
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Math.sin(phase * 2) * 0.13 +
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Math.sin(phase * 3) * 0.045
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);
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}
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function mellowCelloWave(phase) {
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return Math.sin(phase) * 0.78 + Math.sin(phase * 2) * 0.09 + Math.sin(phase * 0.5) * 0.04;
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}
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function woodwindWave(phase, t) {
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const vibrato = Math.sin(2 * Math.PI * 4.2 * t) * 0.006;
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return Math.sin(phase + vibrato) * 0.86 + Math.sin(phase * 2) * 0.045;
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}
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function harpWave(phase) {
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return Math.sin(phase) * 0.82 + Math.sin(phase * 2) * 0.12 + Math.sin(phase * 3) * 0.035;
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}
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function drumWave(phase, t) {
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const drop = 1 - Math.min(1, t * 5.2) * 0.42;
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return Math.sin(phase * drop) * 0.92 + Math.sin(phase * 2.02) * 0.06;
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}
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function envelope(t, duration, attack, release) {
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const attackLevel = Math.min(1, t / attack);
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const releaseLevel = Math.min(1, (duration - t) / release);
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const curved = Math.sin(Math.min(1, attackLevel) * Math.PI * 0.5);
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return Math.max(0, Math.min(curved, releaseLevel));
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const attackLevel = Math.min(1, t / Math.max(0.001, attack));
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const releaseLevel = Math.min(1, (duration - t) / Math.max(0.001, release));
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const attackCurve = Math.sin(attackLevel * Math.PI * 0.5);
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return Math.max(0, Math.min(attackCurve, releaseLevel));
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}
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function removeLowRumble(buffer, cutoff) {
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highPass(buffer.left, cutoff);
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highPass(buffer.right, cutoff);
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}
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function highPass(samples, cutoff) {
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const rc = 1 / (2 * Math.PI * cutoff);
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const dt = 1 / sampleRate;
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const alpha = rc / (rc + dt);
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let previousOutput = 0;
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let previousInput = samples[0] ?? 0;
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for (let i = 0; i < samples.length; i += 1) {
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const input = samples[i];
|
||||
const output = alpha * (previousOutput + input - previousInput);
|
||||
samples[i] = output;
|
||||
previousOutput = output;
|
||||
previousInput = input;
|
||||
}
|
||||
}
|
||||
|
||||
function applySmallRoom(buffer) {
|
||||
const originalLeft = Float32Array.from(buffer.left);
|
||||
const originalRight = Float32Array.from(buffer.right);
|
||||
const delays = [
|
||||
{ samples: Math.floor(sampleRate * 0.075), gain: 0.09 },
|
||||
{ samples: Math.floor(sampleRate * 0.132), gain: 0.055 }
|
||||
];
|
||||
|
||||
delays.forEach(({ samples, gain }) => {
|
||||
for (let i = samples; i < buffer.left.length; i += 1) {
|
||||
buffer.left[i] += originalRight[i - samples] * gain;
|
||||
buffer.right[i] += originalLeft[i - samples] * gain;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function smoothEdges(buffer, samples) {
|
||||
for (let i = 0; i < Math.min(samples, buffer.length); i += 1) {
|
||||
const fadeIn = Math.sin((i / samples) * Math.PI * 0.5);
|
||||
const fadeOut = Math.sin((i / samples) * Math.PI * 0.5);
|
||||
buffer[i] *= fadeIn;
|
||||
buffer[buffer.length - 1 - i] *= fadeOut;
|
||||
const limit = Math.min(samples, buffer.left.length);
|
||||
|
||||
for (let i = 0; i < limit; i += 1) {
|
||||
const fadeIn = Math.sin((i / limit) * Math.PI * 0.5);
|
||||
const fadeOut = Math.sin((i / limit) * Math.PI * 0.5);
|
||||
buffer.left[i] *= fadeIn;
|
||||
buffer.right[i] *= fadeIn;
|
||||
buffer.left[buffer.left.length - 1 - i] *= fadeOut;
|
||||
buffer.right[buffer.right.length - 1 - i] *= fadeOut;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -213,8 +369,8 @@ function midiToFrequency(midi) {
|
||||
|
||||
function normalize(buffer, target) {
|
||||
let peak = 0;
|
||||
for (const value of buffer) {
|
||||
peak = Math.max(peak, Math.abs(value));
|
||||
for (let i = 0; i < buffer.left.length; i += 1) {
|
||||
peak = Math.max(peak, Math.abs(buffer.left[i]), Math.abs(buffer.right[i]));
|
||||
}
|
||||
|
||||
if (peak === 0) {
|
||||
@@ -222,20 +378,23 @@ function normalize(buffer, target) {
|
||||
}
|
||||
|
||||
const scale = target / peak;
|
||||
for (let i = 0; i < buffer.length; i += 1) {
|
||||
buffer[i] *= scale;
|
||||
for (let i = 0; i < buffer.left.length; i += 1) {
|
||||
buffer.left[i] *= scale;
|
||||
buffer.right[i] *= scale;
|
||||
}
|
||||
}
|
||||
|
||||
function applySoftLimiter(buffer) {
|
||||
for (let i = 0; i < buffer.length; i += 1) {
|
||||
buffer[i] = Math.tanh(buffer[i] * 1.15) / Math.tanh(1.15);
|
||||
for (let i = 0; i < buffer.left.length; i += 1) {
|
||||
buffer.left[i] = Math.tanh(buffer.left[i] * 1.08) / Math.tanh(1.08);
|
||||
buffer.right[i] = Math.tanh(buffer.right[i] * 1.08) / Math.tanh(1.08);
|
||||
}
|
||||
}
|
||||
|
||||
function encodeWav(buffer) {
|
||||
const bytesPerSample = 2;
|
||||
const dataSize = buffer.length * bytesPerSample;
|
||||
const frameCount = buffer.left.length;
|
||||
const dataSize = frameCount * channels * bytesPerSample;
|
||||
const wav = Buffer.alloc(44 + dataSize);
|
||||
|
||||
wav.write('RIFF', 0);
|
||||
@@ -244,17 +403,20 @@ function encodeWav(buffer) {
|
||||
wav.write('fmt ', 12);
|
||||
wav.writeUInt32LE(16, 16);
|
||||
wav.writeUInt16LE(1, 20);
|
||||
wav.writeUInt16LE(1, 22);
|
||||
wav.writeUInt16LE(channels, 22);
|
||||
wav.writeUInt32LE(sampleRate, 24);
|
||||
wav.writeUInt32LE(sampleRate * bytesPerSample, 28);
|
||||
wav.writeUInt16LE(bytesPerSample, 32);
|
||||
wav.writeUInt32LE(sampleRate * channels * bytesPerSample, 28);
|
||||
wav.writeUInt16LE(channels * bytesPerSample, 32);
|
||||
wav.writeUInt16LE(16, 34);
|
||||
wav.write('data', 36);
|
||||
wav.writeUInt32LE(dataSize, 40);
|
||||
|
||||
for (let i = 0; i < buffer.length; i += 1) {
|
||||
const value = Math.max(-1, Math.min(1, buffer[i]));
|
||||
wav.writeInt16LE(Math.round(value * 32767), 44 + i * bytesPerSample);
|
||||
for (let i = 0; i < frameCount; i += 1) {
|
||||
const left = Math.max(-1, Math.min(1, buffer.left[i]));
|
||||
const right = Math.max(-1, Math.min(1, buffer.right[i]));
|
||||
const offset = 44 + i * channels * bytesPerSample;
|
||||
wav.writeInt16LE(Math.round(left * 32767), offset);
|
||||
wav.writeInt16LE(Math.round(right * 32767), offset + bytesPerSample);
|
||||
}
|
||||
|
||||
return wav;
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -10,7 +10,7 @@ class SoundDirector {
|
||||
private currentMusicKey?: string;
|
||||
private pendingMusicKey?: string;
|
||||
private musicFadeTimer?: number;
|
||||
private readonly musicVolume = 0.2;
|
||||
private readonly musicVolume = 0.14;
|
||||
|
||||
registerMusicTracks(tracks: AudioTrackMap) {
|
||||
this.musicTracks = tracks;
|
||||
@@ -29,7 +29,7 @@ class SoundDirector {
|
||||
if (AudioContextCtor) {
|
||||
this.context = new AudioContextCtor();
|
||||
this.master = this.context.createGain();
|
||||
this.master.gain.value = this.muted ? 0 : 0.34;
|
||||
this.master.gain.value = this.muted ? 0 : 0.3;
|
||||
this.master.connect(this.context.destination);
|
||||
}
|
||||
|
||||
@@ -58,7 +58,7 @@ class SoundDirector {
|
||||
}
|
||||
|
||||
this.master.gain.cancelScheduledValues(this.context.currentTime);
|
||||
this.master.gain.linearRampToValueAtTime(muted ? 0 : 0.34, this.context.currentTime + 0.18);
|
||||
this.master.gain.linearRampToValueAtTime(muted ? 0 : 0.3, this.context.currentTime + 0.18);
|
||||
}
|
||||
|
||||
isMuted() {
|
||||
|
||||
Reference in New Issue
Block a user