ditty.bpm = 142;
const osc = synth.def( (phase, env, tick, options) => ((phase%2. - 1.) * Math.sin(phase * 2 * Math.PI)) * env.value );
// Reverb by srtuss
class Delayline {
constructor(n) {
this.n = ~~n;
this.p = 0;
this.lastOut = 0;
this.data = new Float32Array(n);
}
clock(input) {
this.lastOut = this.data[this.p];
this.data[this.p] = input;
if(++this.p >= this.n) {
this.p = 0;
}
}
tap(offset) {
var x = this.p - offset - 1;
x %= this.n;
if(x < 0) {
x += this.n;
}
return this.data[x];
}
}
function allpass(delayline, x, k) {
var delayin = x - delayline.lastOut * k;
var y = delayline.lastOut + k * delayin;
delayline.clock(delayin);
return y;
}
const reverb = filter.def(class {
constructor(options) {
this.lastReturn = 0;
this.krt = 0.7;
this.delaylines = [];
// Create several delay lines with random lengths
for(var i = 0; i < 12; ++i) {
this.delaylines.push(new Delayline(10 + Math.floor(Math.random() * 5000)));
}
}
process(input, options) {
var inv = input[0] + input[1];
var v = this.lastReturn;
// Let the signal pass through the loop of delay lines. Inject input signal at multiple locations.
v = allpass(this.delaylines[0], v + inv, .5);
v = allpass(this.delaylines[1], v, .5);
this.delaylines[2].clock(v);
v = this.delaylines[2].lastOut * this.krt;
v = allpass(this.delaylines[3], v + inv, .5);
v = allpass(this.delaylines[4], v, .5);
this.delaylines[5].clock(v);
v = this.delaylines[5].lastOut * this.krt;
v = allpass(this.delaylines[6], v + inv, .5);
v = allpass(this.delaylines[7], v, .5);
this.delaylines[8].clock(v);
v = this.delaylines[8].lastOut * this.krt;
v = allpass(this.delaylines[9], v + inv, .5);
v = allpass(this.delaylines[10], v, .5);
this.delaylines[11].clock(v);
v = this.delaylines[11].lastOut * this.krt;
this.lastReturn = v;
// Tap the delay lines at randomized locations and accumulate the output signal.
var ret = [0, 0];
ret[0] += this.delaylines[2].tap(111);
ret[1] += this.delaylines[2].tap(2250);
ret[0] += this.delaylines[5].tap(311);
ret[1] += this.delaylines[5].tap(1150);
ret[0] += this.delaylines[8].tap(511);
ret[1] += this.delaylines[8].tap(50);
ret[0] += this.delaylines[11].tap(4411);
ret[1] += this.delaylines[11].tap(540);
// Mix wet + dry signal.
ret[0] = ret[0] * .2 + input[0];
ret[1] = ret[1] * .2 + input[1];
// // Slight stereo widening:
var m = (ret[0] + ret[1]) * .5;
var s = (ret[1] - ret[0]) * .5;
ret[0] = m + s * 1.5;
ret[1] = m - s * 1.5;
return ret;
}
});
var x = 0.5;
var y = 0.5;
loop( (loopCount) => {
var r = Math.random();
if(r<0.33){
x = x*0.5;
y = y*0.5;
}
else if(r<0.66){
x = (x+1)*0.5;
y = y*0.5;
}
else{
x = y*0.5;
y = (x+1)*0.5;
}
debug.log ("x", x);
debug.log ("y", y);
osc.play(48 + x*48, { attack: 0.01, release: 0.25, duration: 0.1, pan: x*2. - 1., amp: 0.88 });
sleep(0.25 + y);
}, { name: 'Sierpinski' }).connect(reverb.create());