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| | 1 | +// Web Audio API sound synthesis for dougk |
| | 2 | + |
| | 3 | +let audioContext = null |
| | 4 | + |
| | 5 | +function getContext() { |
| | 6 | + if (!audioContext) { |
| | 7 | + audioContext = new (window.AudioContext || window.webkitAudioContext)() |
| | 8 | + } |
| | 9 | + return audioContext |
| | 10 | +} |
| | 11 | + |
| | 12 | +// Damp crunch sound - wet bread being chomped |
| | 13 | +export function playMonch() { |
| | 14 | + const ctx = getContext() |
| | 15 | + const now = ctx.currentTime |
| | 16 | + |
| | 17 | + // Resume context if suspended (browser autoplay policy) |
| | 18 | + if (ctx.state === 'suspended') { |
| | 19 | + ctx.resume() |
| | 20 | + } |
| | 21 | + |
| | 22 | + // Create noise buffer for the crunch texture |
| | 23 | + const noiseLength = 0.15 |
| | 24 | + const bufferSize = ctx.sampleRate * noiseLength |
| | 25 | + const noiseBuffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate) |
| | 26 | + const noiseData = noiseBuffer.getChannelData(0) |
| | 27 | + |
| | 28 | + // Fill with noise |
| | 29 | + for (let i = 0; i < bufferSize; i++) { |
| | 30 | + noiseData[i] = Math.random() * 2 - 1 |
| | 31 | + } |
| | 32 | + |
| | 33 | + // Noise source |
| | 34 | + const noise = ctx.createBufferSource() |
| | 35 | + noise.buffer = noiseBuffer |
| | 36 | + |
| | 37 | + // Low-pass filter for the "damp" wet quality |
| | 38 | + const dampFilter = ctx.createBiquadFilter() |
| | 39 | + dampFilter.type = 'lowpass' |
| | 40 | + dampFilter.frequency.setValueAtTime(800, now) |
| | 41 | + dampFilter.frequency.exponentialRampToValueAtTime(300, now + 0.08) |
| | 42 | + dampFilter.Q.value = 2 |
| | 43 | + |
| | 44 | + // Bandpass for crunch character |
| | 45 | + const crunchFilter = ctx.createBiquadFilter() |
| | 46 | + crunchFilter.type = 'bandpass' |
| | 47 | + crunchFilter.frequency.value = 400 |
| | 48 | + crunchFilter.Q.value = 1.5 |
| | 49 | + |
| | 50 | + // Envelope for the noise burst |
| | 51 | + const noiseGain = ctx.createGain() |
| | 52 | + noiseGain.gain.setValueAtTime(0, now) |
| | 53 | + noiseGain.gain.linearRampToValueAtTime(0.4, now + 0.01) // Quick attack |
| | 54 | + noiseGain.gain.exponentialRampToValueAtTime(0.15, now + 0.04) // Initial drop |
| | 55 | + noiseGain.gain.exponentialRampToValueAtTime(0.01, now + 0.12) // Tail off |
| | 56 | + |
| | 57 | + // Low thump for the bite impact |
| | 58 | + const thump = ctx.createOscillator() |
| | 59 | + thump.type = 'sine' |
| | 60 | + thump.frequency.setValueAtTime(120, now) |
| | 61 | + thump.frequency.exponentialRampToValueAtTime(50, now + 0.06) |
| | 62 | + |
| | 63 | + const thumpGain = ctx.createGain() |
| | 64 | + thumpGain.gain.setValueAtTime(0, now) |
| | 65 | + thumpGain.gain.linearRampToValueAtTime(0.3, now + 0.005) |
| | 66 | + thumpGain.gain.exponentialRampToValueAtTime(0.01, now + 0.08) |
| | 67 | + |
| | 68 | + // Secondary squelch - adds wetness |
| | 69 | + const squelch = ctx.createOscillator() |
| | 70 | + squelch.type = 'triangle' |
| | 71 | + squelch.frequency.setValueAtTime(200, now) |
| | 72 | + squelch.frequency.exponentialRampToValueAtTime(80, now + 0.05) |
| | 73 | + |
| | 74 | + const squelchGain = ctx.createGain() |
| | 75 | + squelchGain.gain.setValueAtTime(0, now + 0.01) |
| | 76 | + squelchGain.gain.linearRampToValueAtTime(0.15, now + 0.02) |
| | 77 | + squelchGain.gain.exponentialRampToValueAtTime(0.01, now + 0.07) |
| | 78 | + |
| | 79 | + // Master output with slight compression feel |
| | 80 | + const master = ctx.createGain() |
| | 81 | + master.gain.value = 0.6 |
| | 82 | + |
| | 83 | + // Connect noise chain |
| | 84 | + noise.connect(dampFilter) |
| | 85 | + dampFilter.connect(crunchFilter) |
| | 86 | + crunchFilter.connect(noiseGain) |
| | 87 | + noiseGain.connect(master) |
| | 88 | + |
| | 89 | + // Connect thump |
| | 90 | + thump.connect(thumpGain) |
| | 91 | + thumpGain.connect(master) |
| | 92 | + |
| | 93 | + // Connect squelch |
| | 94 | + squelch.connect(squelchGain) |
| | 95 | + squelchGain.connect(master) |
| | 96 | + |
| | 97 | + // Output |
| | 98 | + master.connect(ctx.destination) |
| | 99 | + |
| | 100 | + // Play |
| | 101 | + noise.start(now) |
| | 102 | + noise.stop(now + noiseLength) |
| | 103 | + thump.start(now) |
| | 104 | + thump.stop(now + 0.1) |
| | 105 | + squelch.start(now) |
| | 106 | + squelch.stop(now + 0.08) |
| | 107 | +} |