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/**
 * ------------------------------------------------	
 * Harmonic class.
 * ------------------------------------------------	
 */
var backgroundDots = [];
var Harmonic = function(indPm, controllerPm) {
	// my index number
	this.ind = indPm;
	this.m = controllerPm;
	// my harmonic series number
	this.series = this.ind + 1;
	// how many periods will I draw
	this.periods = (this.series / 2);
	// Stroke size.
	this.ratioStroke = 0.0;
	this.strokeMin = 2.8; this.strokeMax = 3.3;
	// width and height of the bounding box drawing area of each harmonic
	this.boxWidth; this.boxHeight;
	// my position
	this.xp; this.yp;
	// Amplitude range.
	this.amplitudeMin; this.amplitudeMax;
	// Current amplitude is stored as a ratio from 0 to 1 between min and max
	this.amplitudeRatio = 0;
	// Period size - length of a full sine wave cycle
	this.halfPeriodLength;
	// color range - r, g, b, a - stored as both current color and ratio 0 to 1
	var arrColorRange = [
		[190, 190, 190, 1.0], // Starting color: grey
		[255, 183, 41, 1.0]  // Ending color: when highlighted
	];
	this.colorMin = arrColorRange[0];
	this.colorMax = arrColorRange[1];
	this.colorCurr = this.colorMin;	
	// Current color is stored as a ratio in that range
	this.colorRatio = 0;
	// counter
	this.oscCt = 0 -this.ind * 0.6;
	// Am I currently playing?
	this.isPlaying = false;
	// My volume range (decibels, e.g. 0, -1, -2 etc.)
	this.volumeMax = -2; this.volumeMin = -2;
	this.volumeRatio = 1;
	// Easing ratio (0 to 1)
	this.easingRelease = 0.04;
	this.easingAttack = 0.2;
	this.easing = this.easingAttack;
	// My overall ratio of pressed amount from 0 to 1
	this.ratioTarget = 0.0;
	this.ratioCurr = 0.0;
	// store whether a touch event is currently touching me
	this.isATouchOverMe = false;	
	//
	this.init();
}

/**
 * ------------------------------------------------	
 * Initialize.
 * ------------------------------------------------	
 */
Harmonic.prototype.init = function() {
    // set the canvas I draw to
    this.cv = ctx;
	// create synth object
	this.synth = new Tone.Synth().toMaster();
	// What kind of waveform? "sine" "triangle" etc. Passed in via URL e.g. /?sound=sine 
	// If not passed in, it defaults to "sine"
	this.synth.oscillator.type = SOUND; // "triangle";
	this.synth.envelope.attack = 100;
	this.synth.envelope.decay = 4;
	this.synth.envelope.sustain = 0.9;
	this.synth.envelope.release = 10;
	// Add sub-octave synth setup
	this.subSynth = new Tone.Synth().toMaster();
	this.subSynth.oscillator.type = "sawtooth2";
	this.subSynth.envelope.attack = 4;
	this.subSynth.envelope.decay = 0.5;
	this.subSynth.envelope.sustain = 0.9;
	this.subSynth.envelope.release = 1.1;
	this.subSynth.volume.value = -10;
	this.setVolume(0);

}

/**
 * ------------------------------------------------	
 * Set volume.
 * ------------------------------------------------	
 */
Harmonic.prototype.setVolume = function(r) {
	this.volumeRatio = r;
	var harmonicStrength = 1 - (this.ind / this.m.harmonics);
	var mainVolume = lerp(this.volumeMin, this.volumeMax, this.volumeRatio) + harmonicStrength * 6;
	var subVolume = lerp(this.volumeMin, this.volumeMax - 10, this.volumeRatio) + harmonicStrength * 6;

	this.synth.volume.value = mainVolume;
	this.subSynth.volume.value = subVolume;
}

/**
 * ------------------------------------------------	
 * Update function.
 * ------------------------------------------------	
 */
Harmonic.prototype.upd = function() {
	this.oscCt += 0.9; // ensure background dots animate regardless of playback
	
	this.ratioCurr += (this.ratioTarget - this.ratioCurr) * this.easing;
	this.amplitudeRatio = this.colorRatio = this.strokeRatio = this.ratioCurr;	
	
	// Sin goes from -1 to 1. Normalize to a 0 to 1 range
	var ct = (1 + Math.sin(this.oscCt)) / 2;
	// make it quiver
	if (this.isPlaying) {
		this.amplitudeRatio += ct * 0.15;
	}
	

	// Calculate current color and size
	this.colorCurr = lerpColor(this.colorMin, this.colorMax, this.colorRatio);
	var strokeBase = lerp(this.strokeMin, this.strokeMax, this.strokeRatio);
	var strokeCurr = strokeBase;
	if (this.isPlaying) {
		strokeCurr = strokeBase + Math.sin(this.oscCt * 2) * 1.2; // sine wave modulated stroke
	}
	var amplitudeCurr = lerp(this.amplitudeMin, this.amplitudeMax, this.amplitudeRatio);

	
	// Arrange circles in concentric layout
	var centerX = width / 2;
	var centerY = height / 2;
	var baseRadius = 30;
	var stepRadius = 15;

	var radius = 3 * (baseRadius + (this.m.harmonics - this.ind - 1) * stepRadius + (amplitudeCurr * 0.5));
	var x = centerX;
	var y = centerY;


	var transparentColor = [this.colorCurr[0], this.colorCurr[1], this.colorCurr[2], 0.1];
		if (this.isPlaying) {
			// Draw sine wave
			var wavelength = 440;
			var amplitude = radius * 0.05;
			var segments = 1000;
		this.cv.beginPath();
		for (let i = 0; i <= segments; i++) {
			var angle = (i / segments) * Math.PI * 2;
			var r = radius + Math.sin(angle * this.series + this.oscCt * 0.05) * amplitude;
			var px = centerX + Math.cos(angle) * r;
			var py = centerY + Math.sin(angle) * r;
			if (i === 0) {
				this.cv.moveTo(px, py);
			} else {
				this.cv.lineTo(px, py);
			}
		}
		this.cv.closePath();
		this.cv.save();
		this.cv.shadowColor = getColor(this.colorCurr);
		this.cv.shadowBlur = 20;
		this.cv.fillStyle = getColor(transparentColor);
		this.cv.fill();
		this.cv.lineWidth = strokeCurr;
		this.cv.strokeStyle = getColor(this.colorCurr);
		this.cv.stroke();
		this.cv.restore();
	} else {
		// Draw a filled circle
		this.cv.save();
		this.cv.shadowColor = getColor(this.colorCurr);
		this.cv.shadowBlur = 20;
		this.cv.beginPath();
		this.cv.arc(x, y, radius, 0, Math.PI * 2);
		this.cv.fillStyle = getColor(transparentColor);
		this.cv.fill();
		this.cv.lineWidth = strokeCurr;
		this.cv.strokeStyle = getColor(this.colorCurr);
		this.cv.stroke();
		this.cv.closePath();
		this.cv.restore();
	}

	if (this.isPlaying) {
		var dotSpacing = 5;
		var dotSize = 3.5;
		var segments = 300;
		var freq = this.series;
		var amp = amplitudeCurr * 30;
		for (let i = 0; i <= segments; i++) {
			let angle = (i / segments) * Math.PI * 2;
			let sineOffset = Math.sin(angle * freq + this.oscCt * 0.05) * amp;
			let r = radius + sineOffset;
			let px = centerX + Math.cos(angle) * r;
			let py = centerY + Math.sin(angle) * r;

			this.cv.beginPath();
			this.cv.arc(px, py, dotSize, 0, Math.PI * 2);
			this.cv.fillStyle = getColor([255, 255, 255, 1.0]);
			this.cv.fill();
		}
	}
}

/**
 * ------------------------------------------------	
 * Update the size.
 * ------------------------------------------------	
 */
Harmonic.prototype.updateSizeAndPosition = function() {
	// 
	var drawAreaWidth = (width - leftMargin - rightMargin);
	var drawAreaHeight = (height - topMargin - bottomMargin);
	// What's the aspect ratio? Width / height, e.g. 2:1 = 2.0.
	var aspectRatio = drawAreaWidth / drawAreaHeight;
	// Don't let it get too wide
	var aspectRatioMax = TOP_ASPECT_RATIO_MAX;
	var aspectRatioMin = TOP_ASPECT_RATIO_MIN;
	if (aspectRatio > aspectRatioMax) {
		drawAreaWidth = drawAreaHeight * aspectRatioMax;
	} else if (aspectRatio < aspectRatioMin) {
		drawAreaHeight = drawAreaWidth / aspectRatioMin;
	}
	// where is the upper left corner of this
	var xLeft = (width - drawAreaWidth) / 2;
	var yTop = topMargin;
	// set length of the harmonic to the window height
    this.boxHeight = drawAreaHeight;
	this.boxWidth = (drawAreaWidth / this.m.harmonics);
	// Size of the half-period - how many px for a single crest to go up and down
	this.periodLength = (this.boxHeight / this.series) * 2;
	this.halfPeriodLength = (this.boxHeight / this.series);
	// set max amplitude size. Just make it almost fill up the box.
	this.amplitudeMax = (this.boxHeight * 0.04) / 2;
	// Don't let them get bigger than the box width though
	var maxLimit = this.boxWidth * 0.5;
	var minLimit = this.boxWidth * 0.2;
	if (this.amplitudeMax > maxLimit) {
		this.amplitudeMax = maxLimit;
	} else if (this.amplitudeMax < minLimit) {
		this.amplitudeMax = minLimit;
	}
	//this.amplitudeMax = this.boxWidth * 0.5;
	// Set the minimum amplitude to a little bit smaller than the max.
	this.amplitudeMin = this.amplitudeMax * 0.75;
	// Set my position
	this.xp = xLeft + this.boxWidth * this.ind;
	this.yp = yTop;
}

/**
 * ------------------------------------------------	
 * Check if given x,y value intersects with this one (radial detection)
 * ------------------------------------------------	
 */
Harmonic.prototype.checkIfATouchIsOverMe = function(x, y) {
    var centerX = width / 2;
    var centerY = height / 2;
    var baseRadius = 30;
    var stepRadius = 15;
    var radius = 2 * (baseRadius + (this.m.harmonics - this.ind - 1) * stepRadius);
    var dx = x - centerX;
    var dy = y - centerY;
    var distance = Math.sqrt(dx * dx + dy * dy);
    if (distance <= radius) {
        this.isATouchOverMe = true;
        if (!this.isPlaying) {
            this.startPlaying();
        }
    } else {
        this.isATouchOverMe = false;
        if (this.isPlaying) {
            this.stopPlaying();
        }
    }
}

/**
 * ------------------------------------------------	
 * Check if given x,y value intersects with this one
 * ------------------------------------------------	
 */
Harmonic.prototype.checkIfIShouldBePlaying = function() {
	if (this.isATouchOverMe) {
		if (!this.isPlaying) {
			this.startPlaying();
		}
	} else {
		if (this.isPlaying) {
			this.stopPlaying();
		}
	}
}

/**
 * ------------------------------------------------	
 * Start playing
 * ------------------------------------------------	
 */
Harmonic.prototype.startPlaying = function() {
	this.isPlaying = true;
	var baseFreq = 136.10;
	var freq = baseFreq * (this.ind + 1);
	this.synth.triggerAttack(freq);
	this.subSynth.triggerAttack(freq / 4);
	this.easing = this.easingAttack;
	this.ratioTarget = 1.0;
}

/**
 * ------------------------------------------------	
 * Stop playing
 * ------------------------------------------------	
 */
Harmonic.prototype.stopPlaying = function() {
	this.isPlaying = false;
	if (audioContext.state == "running") this.synth.triggerRelease();
	this.subSynth.triggerRelease();
	this.easing = this.easingRelease;	
	this.ratioTarget = 0.0;
}