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index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width">
<title>synth</title>
<link href="style.css" rel="stylesheet" type="text/css" />
</head>
<style>
#pad {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
background: #0000FF;
display: flex;
justify-content: center;
align-items: center;
}
#label {
font: 40px Arial;
color: white;
/* This makes the label text non-selectable */
user-select: none;
}
</style>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/tone/13.3.11/Tone.min.js"></script>
<div id="pad">
<div id="label">Woohoo</div>
</div>
</body>
<script>
// I copied this synth setup from https://github.com/Tonejs/Tone.js/blob/master/examples/jump.html
var synth = new Tone.Synth({
"oscillator" : {
"type" : "fatsawtooth",
"count" : 3,
"spread" : 30
},
"envelope": {
"attack": 0.01,
"decay": 0.1,
"sustain": 0.5,
"release": 0.4,
"attackCurve" : "exponential"
},
}).toMaster();
var pad = document.getElementById("pad");
var label = document.getElementById("label");
var dragging = false;
function getFrequency(x){
// Far left of the screen means fraction=0, far right means fraction=1
let fraction = x/window.innerWidth;
// Our maximum frequency is 1000Hz
return fraction*1000;
}
function getBackgroundColor(x){
if (dragging) {
let fraction = x/window.innerWidth;
// Create a "Hue/Saturation/Lightness" (hsl) color for the background
// On left side of screen, hue=0 (red)
// On right side of screen, hue=360 (also red)
return "hsl("+(fraction*360)+", 100%, 50%)";
}
else return "#0000FF";
}
function getLabelColor(x){
if (dragging) {
let fraction = x/window.innerWidth;
// Create a "Hue/Saturation/Lightness" (hsl) color for the label
// This one is the opposite of the background; the hue is offset by +180
return "hsl("+(fraction*360+180)+", 100%, 50%)";
}
else return "white";
}
function getLabel(x){
if (dragging) {
var frequency = getFrequency(x);
return Math.round(frequency)+"Hz";
}
else return "Woohoo";
}
function down(event) {
// This is a little workaround for a problem with audio in Chrome;
// Chrome disables any noisy sound things by default until you have clicked/touched something on the page, at which point we are allowed to turn sound back on.
// That's what this little snippet does: It turns sound back on if it's disabled.
if (Tone.context.state !== 'running') {
Tone.context.resume();
}
dragging = true;
var x = event.pageX;
synth.triggerAttack(getFrequency(x));
label.innerHTML = getLabel(x);
label.style.color = getLabelColor(x);
pad.style.background = getBackgroundColor(x);
}
function up(event) {
dragging = false;
synth.triggerRelease();
label.innerHTML = getLabel();
label.style.color = getLabelColor();
pad.style.background = getBackgroundColor();
}
function move(event) {
if (dragging) {
var x = event.pageX;
synth.setNote(getFrequency(x));
label.innerHTML = getLabel(x);
label.style.color = getLabelColor(x);
pad.style.background = getBackgroundColor(x);
}
}
pad.addEventListener("mousedown", down);
pad.addEventListener("mouseup", up);
pad.addEventListener("mousemove", move);
pad.addEventListener("touchstart", event => {
event.preventDefault();
down(event.changedTouches[0]);
});
pad.addEventListener("touchend", event => {
event.preventDefault();
up(event.changedTouches[0]);
});
pad.addEventListener("touchmove", event => {
event.preventDefault();
move(event.changedTouches[0]);
});
</script>
</html>