(post CGL101) metronome + score

by jmcjc5u

HTML

<div>
    <button id='play'>play</button>
</div>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src='https://jyunming-chen.github.io/WebAudio/js/shared.js'></script>

CSS

div {
    margin: 15px;
}
.mybutton {
    margin: 10px;
    display: block;
}

JavaScript

function playSound2(buffer, time, intensity) {
    var gainNode = context.createGain();
    var source = context.createBufferSource();
    source.buffer = buffer;

    // Connect source to a gain node
    source.connect(gainNode);
    // Connect gain node to destination
    gainNode.connect(context.destination);

    var gainval = intensity || 0.5;
    gainNode.gain.value = gainval;

    source[source.start ? 'start' : 'noteOn'](time);
    
    /////////////////////////////////
    // source.start (when, in seconds) 
    // The 'when' parameter defines when the play will start. 
    // If when represents a time in the past, the play will start immediately.
    // https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode/start
}

////////////////////////////////////////////////////////////////////////////
// note:
// preceding spaces of sound samples need to be trimmed clearly
// note that saving the trimmed sample DOES NOT work well
// for mp3 files (works ok for wav files)
// (metronome_click.mp3 has preceding spaces, no matter how I trimmed
//
//////////////////////////////////////////////////////////////////////////////
var RhythmSample = function () {
    loadSounds(this, {
        click: 'https://jyunming-chen.github.io/WebAudio/metronome_click.wav',
        kick: 'https://jyunming-chen.github.io/WebAudio/kick.wav',
        snare: 'https://jyunming-chen.github.io/WebAudio/snare.wav',
        hihat: 'https://jyunming-chen.github.io/WebAudio/hihat.wav'
    });
};

// play score of one bar
RhythmSample.prototype.playSequence = function (score) {
    var startTime = context.currentTime;  // in seconds, from webaudio
    var eighthNoteTime = 60/tempo/2;;

    for (var ii = 0; ii < score.length; ii++) {
        if (score[ii].instrument == 'k') 
            playSound2(this.kick, startTime + score[ii].time * eighthNoteTime, score[ii].intensity);
        if (score[ii].instrument == 's') 
            playSound2(this.snare, startTime + score[ii].time *...