diff --git a/src/components/SequencerLoop.tsx b/src/components/SequencerLoop.tsx index 8b732e60..e847a036 100644 --- a/src/components/SequencerLoop.tsx +++ b/src/components/SequencerLoop.tsx @@ -65,11 +65,12 @@ export function SequencerLoop() { // 1. Drums (Euclidean - using cached patterns) const patterns = drumPatternsRef.current - if (patterns.kick[step % patterns.kick.length]) drumMachine.triggerDrum('kick', time) - if (patterns.snare[step % patterns.snare.length]) drumMachine.triggerDrum('snare', time) - if (patterns.hihat[step % patterns.hihat.length]) drumMachine.triggerDrum('hihat', time) - if (patterns.hihatOpen[step % patterns.hihatOpen.length]) drumMachine.triggerDrum('hihatOpen', time) - if (patterns.clap[step % patterns.clap.length]) drumMachine.triggerDrum('clap', time) + const velocity = 0.8 // Default velocity for Euclidean steps + if (patterns.kick[step % patterns.kick.length]) drumMachine.triggerDrum('kick', time, velocity) + if (patterns.snare[step % patterns.snare.length]) drumMachine.triggerDrum('snare', time, velocity) + if (patterns.hihat[step % patterns.hihat.length]) drumMachine.triggerDrum('hihat', time, velocity) + if (patterns.hihatOpen[step % patterns.hihatOpen.length]) drumMachine.triggerDrum('hihatOpen', time, velocity) + if (patterns.clap[step % patterns.clap.length]) drumMachine.triggerDrum('clap', time, velocity) // 2. Bass (Sting logic) const bassStep = currentBass.pattern[step] diff --git a/src/logic/DrumMachine.ts b/src/logic/DrumMachine.ts index e7cef13a..503c0cb3 100644 --- a/src/logic/DrumMachine.ts +++ b/src/logic/DrumMachine.ts @@ -40,7 +40,8 @@ export class DrumMachine { constructor() { this.comp = new Tone.Compressor(-24, 4) - this.shaper = new Tone.WaveShaper(this.makeDistortionCurve(15)) + this.shaper = new Tone.WaveShaper(this.makeDistortionCurve(20)) + this.shaper.oversample = '4x' this.output = new Tone.Gain(1) this.outputKick = new Tone.Gain(1) this.outputSnare = new Tone.Gain(1) @@ -48,28 +49,27 @@ export class DrumMachine { this.outputOpenHat = new Tone.Gain(1) this.outputClap = new Tone.Gain(1) + // Master Chain: Comp -> Shaper -> Output -> Destination this.comp.chain(this.shaper, this.output, Tone.Destination) - // Let's bypass compression for individual drum channels for now, - // to simplify routing and allow strict analog synth modeling. - // We'll route them directly to destination or output - this.outputKick.connect(Tone.Destination) - this.outputSnare.connect(Tone.Destination) - this.outputHihat.connect(Tone.Destination) - this.outputOpenHat.connect(Tone.Destination) - this.outputClap.connect(Tone.Destination) + // Route all instruments to the compressor for "glue" effect + this.outputKick.connect(this.comp) + this.outputSnare.connect(this.comp) + this.outputHihat.connect(this.comp) + this.outputOpenHat.connect(this.comp) + this.outputClap.connect(this.comp) this.kit808 = { kick: new TR808Kick(this.outputKick), snare: new TR808Snare(this.outputSnare), - hihat: new TR808HiHat(this.outputHihat), + hihat: new TR808HiHat(this.outputHihat, this.outputOpenHat), clap: new TR808Clap(this.outputClap) } this.kit909 = { kick: new TR909Kick(this.outputKick), snare: new TR909Snare(this.outputSnare), - hihat: new TR808HiHat(this.outputHihat), // Shared hihat synthesis for now + hihat: new TR808HiHat(this.outputHihat, this.outputOpenHat), clap: new TR808Clap(this.outputClap) } } @@ -101,26 +101,19 @@ export class DrumMachine { if (this.currentKit === '808') { switch (drum) { - case 'kick': kit808.kick.trigger(time, p.pitch, p.decay); break - case 'snare': kit808.snare.trigger(time, p.pitch, p.decay); break - case 'hihat': kit808.hihat.trigger(time, false, p.pitch, p.decay); break - case 'hihatOpen': kit808.hihat.trigger(time, true, p.pitch, p.decay); break - case 'clap': kit808.clap.trigger(time, p.pitch, p.decay); break + case 'kick': kit808.kick.trigger(time, p.pitch, p.decay, velocity); break + case 'snare': kit808.snare.trigger(time, p.pitch, p.decay, velocity); break + case 'hihat': kit808.hihat.trigger(time, false, p.pitch, p.decay, velocity); break + case 'hihatOpen': kit808.hihat.trigger(time, true, p.pitch, p.decay, velocity); break + case 'clap': kit808.clap.trigger(time, p.pitch, p.decay, velocity); break } } else { switch (drum) { - case 'kick': kit909.kick.trigger(time, p.pitch, p.decay); break - case 'snare': kit909.snare.trigger(time, p.pitch, p.decay); break - case 'hihat': kit909.hihat.trigger(time, false, p.pitch, p.decay); break - case 'hihatOpen': - // Reuse hihat logic but specify it's open - // Note: technically TR909 uses samples for open hats, but we'll use our analog emulation for now - kit909.hihat.trigger(time, true, p.pitch, p.decay); - // However, we need to route it to the right output if possible. Our TR808HiHat - // currently has one destination baked in at constructor. To mix them separately, - // we will need an architectural tweak or just use the same channel. Let's just trigger it. - break - case 'clap': kit909.clap.trigger(time, p.pitch, p.decay); break + case 'kick': kit909.kick.trigger(time, p.pitch, p.decay, velocity); break + case 'snare': kit909.snare.trigger(time, p.pitch, p.decay, velocity); break + case 'hihat': kit909.hihat.trigger(time, false, p.pitch, p.decay, velocity); break + case 'hihatOpen': kit909.hihat.trigger(time, true, p.pitch, p.decay, velocity); break + case 'clap': kit909.clap.trigger(time, p.pitch, p.decay, velocity); break } } } diff --git a/src/logic/drums/TR808Clap.ts b/src/logic/drums/TR808Clap.ts index ebdaa83e..d11bc0da 100644 --- a/src/logic/drums/TR808Clap.ts +++ b/src/logic/drums/TR808Clap.ts @@ -10,9 +10,12 @@ export class TR808Clap { for (let i = 0; i < data.length; i++) data[i] = Math.random() * 2 - 1; } - trigger(time: number, pitch: number, decay: number) { + trigger(time: number, pitch: number, decay: number, velocity: number = 0.8) { const noiseSrc = new Tone.BufferSource(this.noiseBuffer); - const bpf = new Tone.Filter(1000 + pitch * 1000, "bandpass"); + + // Micro-randomization: Filter Cutoff Variance (+/- 2%) + const bpfCutoff = (1000 + pitch * 1000) * (1 + (Math.random() * 0.04 - 0.02)); + const bpf = new Tone.Filter(bpfCutoff, "bandpass"); const gain = new Tone.Gain(0).connect(this.destination); noiseSrc.connect(bpf); @@ -20,17 +23,19 @@ export class TR808Clap { // Triple attack "snaps" const snapCount = 3; - const snapInterval = 0.01; + // Micro-randomization: Snap Intervals +/- 2% + const snapInterval = 0.01 * (1 + (Math.random() * 0.04 - 0.02)); for (let i = 0; i < snapCount; i++) { const snapTime = time + i * snapInterval; - gain.gain.setValueAtTime(1, snapTime); - gain.gain.exponentialRampToValueAtTime(0.1, snapTime + snapInterval * 0.8); + gain.gain.setValueAtTime(velocity, snapTime); + gain.gain.exponentialRampToValueAtTime(0.1 * velocity, snapTime + snapInterval * 0.8); } - // Final decay + // Final decay with +/- 2% variance const finalDecayStart = time + snapCount * snapInterval; - const decayTime = 0.1 + decay * 0.5; - gain.gain.setValueAtTime(1, finalDecayStart); + const decayVariance = 1 + (Math.random() * 0.04 - 0.02); + const decayTime = (0.1 + decay * 0.5) * decayVariance; + gain.gain.setValueAtTime(velocity, finalDecayStart); gain.gain.exponentialRampToValueAtTime(0.001, finalDecayStart + decayTime); noiseSrc.start(time).stop(finalDecayStart + decayTime); diff --git a/src/logic/drums/TR808HiHat.ts b/src/logic/drums/TR808HiHat.ts index 2208b50a..a307e9a6 100644 --- a/src/logic/drums/TR808HiHat.ts +++ b/src/logic/drums/TR808HiHat.ts @@ -3,15 +3,24 @@ import * as Tone from 'tone' export class TR808HiHat { private frequencies = [205.3, 304.4, 369.6, 522.7, 800, 540]; - constructor(private destination: Tone.ToneAudioNode) { } + constructor(private closedDestination: Tone.ToneAudioNode, private openDestination: Tone.ToneAudioNode) { } + + trigger(time: number, isOpen: boolean, pitch: number, decay: number, velocity: number = 0.8) { + // Choose destination + const destination = isOpen ? this.openDestination : this.closedDestination; - trigger(time: number, isOpen: boolean, pitch: number, decay: number) { // Create nodes const mixGain = new Tone.Gain(0.15); - const bpf1 = new Tone.Filter(3440, "bandpass"); - const bpf2 = new Tone.Filter(7100, "bandpass"); + + // Micro-randomization: Filter Cutoff Variance (+/- 2%) + const bpf1Cutoff = 3440 * (1 + (Math.random() * 0.04 - 0.02)); + const bpf2Cutoff = 7100 * (1 + (Math.random() * 0.04 - 0.02)); + const hpfCutoff = 7000 * (1 + (Math.random() * 0.04 - 0.02)); + + const bpf1 = new Tone.Filter(bpf1Cutoff, "bandpass"); + const bpf2 = new Tone.Filter(bpf2Cutoff, "bandpass"); const envGain = new Tone.Gain(0); - const hpf = new Tone.Filter(7000, "highpass"); + const hpf = new Tone.Filter(hpfCutoff, "highpass"); // Pitch Multiplier (0.8x to 1.2x) const pitchMultiplier = 0.8 + pitch * 0.4; @@ -20,6 +29,7 @@ export class TR808HiHat { const oscillators = this.frequencies.map(freq => { const drift = (Math.random() - 0.5) * 4; // Analog drift const osc = new Tone.Oscillator(freq * pitchMultiplier + drift, "square"); + osc.phase = Math.random() * 360; // Random phase osc.connect(mixGain); return osc; }); @@ -31,17 +41,18 @@ export class TR808HiHat { bpf1.connect(envGain); bpf2.connect(envGain); envGain.connect(hpf); - hpf.connect(this.destination); + hpf.connect(destination); // Filter Q values bpf1.Q.value = 1.5; bpf2.Q.value = 1.5; - // Decay: Closed Hat (40-60ms), Open Hat (300-500ms) - const decayTime = isOpen ? (0.3 + decay * 0.2) : (0.04 + decay * 0.02); + // Decay: Closed Hat (40-60ms), Open Hat (300-500ms) with +/- 2% variance + const decayVariance = 1 + (Math.random() * 0.04 - 0.02); + const decayTime = (isOpen ? (0.3 + decay * 0.2) : (0.04 + decay * 0.02)) * decayVariance; - // VCA Envelope - envGain.gain.setValueAtTime(1, time); + // VCA Envelope with velocity scaling + envGain.gain.setValueAtTime(velocity, time); envGain.gain.exponentialRampToValueAtTime(0.001, time + decayTime); // Scheduling diff --git a/src/logic/drums/TR808Kick.ts b/src/logic/drums/TR808Kick.ts index f477d531..adba6e8e 100644 --- a/src/logic/drums/TR808Kick.ts +++ b/src/logic/drums/TR808Kick.ts @@ -3,16 +3,20 @@ import * as Tone from 'tone' export class TR808Kick { constructor(private destination: Tone.ToneAudioNode) { } - trigger(time: number, pitch: number, decay: number) { + trigger(time: number, pitch: number, decay: number, velocity: number = 0.8) { // pitch: 0.5 -> 52.5Hz, maps to 45-60Hz range const tune = 45 + pitch * 15; // decay: 0.5 -> 1.7s, maps to 0.4-3.0s range - const decayTime = 0.4 + decay * 2.6; + // Add +/- 2% decay variance + const decayVariance = 1 + (Math.random() * 0.04 - 0.02); + const decayTime = (0.4 + decay * 2.6) * decayVariance; // 808 Kick Core: Bridged-T Network emulation const osc = new Tone.Oscillator(tune, "sine"); osc.phase = Math.random() * 360; // Analog phase randomization - const masterGain = new Tone.Gain(0); + + // Velocity scaling + const masterGain = new Tone.Gain(velocity); osc.connect(masterGain); masterGain.connect(this.destination); @@ -29,7 +33,7 @@ export class TR808Kick { osc.frequency.exponentialRampToValueAtTime(endFreq, time + pitchDropTime); // VCA Amp Envelope: Instant attack, adjustable exponential decay - masterGain.gain.setValueAtTime(1, time); + masterGain.gain.setValueAtTime(velocity, time); masterGain.gain.exponentialRampToValueAtTime(0.001, time + decayTime); osc.start(time).stop(time + decayTime); diff --git a/src/logic/drums/TR808Snare.ts b/src/logic/drums/TR808Snare.ts index df3804a1..54ae716b 100644 --- a/src/logic/drums/TR808Snare.ts +++ b/src/logic/drums/TR808Snare.ts @@ -13,13 +13,20 @@ export class TR808Snare { } } - trigger(time: number, pitch: number, snappy: number) { + trigger(time: number, pitch: number, snappy: number, velocity: number = 0.8) { // pitch maps to tone balance here (balance between low and high modes) const toneBalance = pitch; + // Micro-randomization: Pitch Drift (+/- 1Hz) + const drift = (Math.random() * 2 - 1); + // 808 Membrane modes: fixed at ~238Hz and ~476Hz according to research - const oscLow = new Tone.Oscillator(238, "sine"); - const oscHigh = new Tone.Oscillator(476, "sine"); + const oscLow = new Tone.Oscillator(238 + drift, "sine"); + const oscHigh = new Tone.Oscillator(476 + drift, "sine"); + + oscLow.phase = Math.random() * 360; // Random phase + oscHigh.phase = Math.random() * 360; + const gainLow = new Tone.Gain(1 - toneBalance); const gainHigh = new Tone.Gain(toneBalance); const masterTonalGain = new Tone.Gain(0); @@ -30,39 +37,42 @@ export class TR808Snare { gainHigh.connect(masterTonalGain); masterTonalGain.connect(this.destination); - masterTonalGain.gain.setValueAtTime(1, time); - // Tonal body decay is short (~200ms) - masterTonalGain.gain.exponentialRampToValueAtTime(0.001, time + 0.2); + // Velocity scaled amplitude + masterTonalGain.gain.setValueAtTime(velocity, time); + // Tonal body decay is short (~200ms) with +/- 2% variance + const tonalDecay = 0.2 * (1 + (Math.random() * 0.04 - 0.02)); + masterTonalGain.gain.exponentialRampToValueAtTime(0.001, time + tonalDecay); // Snappy Layer const noiseSrc = new Tone.BufferSource(this.noiseBuffer); - // High-pass filter (>1800Hz) to prevent phase trap with tonal body - const noiseFilter = new Tone.Filter(1800, "highpass"); + + // Micro-randomization: High-pass filter (>1800Hz) +/- 2% cutoff variance + const hpfCutoff = 1800 * (1 + (Math.random() * 0.04 - 0.02)); + const noiseFilter = new Tone.Filter(hpfCutoff, "highpass"); + const snappyGain = new Tone.Gain(0); noiseSrc.connect(noiseFilter); noiseFilter.connect(snappyGain); snappyGain.connect(this.destination); - // Snappy decay range: 0.25s to 0.4s - const snappyDecay = 0.25 + snappy * 0.15; + // Snappy decay range: 0.25s to 0.4s with +/- 2% variance + const snappyDecay = (0.25 + snappy * 0.15) * (1 + (Math.random() * 0.04 - 0.02)); - snappyGain.gain.setValueAtTime(0.8, time); + snappyGain.gain.setValueAtTime(0.8 * velocity, time); snappyGain.gain.exponentialRampToValueAtTime(0.001, time + snappyDecay); - oscLow.start(time).stop(time + 0.2); - oscHigh.start(time).stop(time + 0.2); + oscLow.start(time).stop(time + tonalDecay); + oscHigh.start(time).stop(time + tonalDecay); noiseSrc.start(time).stop(time + snappyDecay + 0.1); - // Cleanup - oscLow.onstop = () => { + // Cleanup: Use the longest-running node (noiseSource) to trigger disposal + noiseSrc.onended = () => { oscLow.dispose(); oscHigh.dispose(); gainLow.dispose(); gainHigh.dispose(); masterTonalGain.dispose(); - }; - noiseSrc.onended = () => { noiseSrc.dispose(); noiseFilter.dispose(); snappyGain.dispose(); diff --git a/src/logic/drums/TR909Kick.ts b/src/logic/drums/TR909Kick.ts index da99d9f1..aa35e0d5 100644 --- a/src/logic/drums/TR909Kick.ts +++ b/src/logic/drums/TR909Kick.ts @@ -13,33 +13,44 @@ export class TR909Kick { } } - trigger(time: number, pitch: number, decay: number) { + trigger(time: number, pitch: number, decay: number, velocity: number = 0.8) { // pitch: 0.5 -> 50Hz, maps to 45-55Hz const tune = 45 + pitch * 10; // decay: 0.5 -> 0.45s, maps to 0.3-0.6s - const decayTime = 0.3 + decay * 0.3; + // Add +/- 2% decay variance + const decayVariance = 1 + (Math.random() * 0.04 - 0.02); + const decayTime = (0.3 + decay * 0.3) * decayVariance; + + // Micro-randomization: Pitch Drift (+/- 0.5Hz) + const drift = (Math.random() * 2 - 1) * 0.5; // 909 Kick Body: Triangle Oscillator - const bodyOsc = new Tone.Oscillator(tune * 4.7, "triangle"); + const bodyOsc = new Tone.Oscillator(tune * 4.7 + drift, "triangle"); + bodyOsc.phase = Math.random() * 360; // Random phase + const bodyGain = new Tone.Gain(0); bodyOsc.connect(bodyGain); bodyGain.connect(this.destination); // Aggressive Pitch Envelope: Start at Tune * 4.7 (~235Hz) and drop over 100ms - const startFreq = tune * 4.7; - const endFreq = tune; + const startFreq = (tune * 4.7) + drift; + const endFreq = tune + drift; bodyOsc.frequency.setValueAtTime(startFreq, time); bodyOsc.frequency.exponentialRampToValueAtTime(endFreq, time + 0.1); - // VCA Envelope - bodyGain.gain.setValueAtTime(1, time); + // VCA Envelope with velocity scaling + bodyGain.gain.setValueAtTime(velocity, time); bodyGain.gain.exponentialRampToValueAtTime(0.001, time + decayTime); // Click Layer (Noise) const noiseSrc = new Tone.BufferSource(this.noiseBuffer); - const noiseFilter = new Tone.Filter(1000, "highpass"); // HPF > 1kHz to avoid phase trap + + // Micro-randomization: Filter Cutoff Variance (+/- 2%) + const filterCutoff = 1000 * (1 + (Math.random() * 0.04 - 0.02)); + const noiseFilter = new Tone.Filter(filterCutoff, "highpass"); + const noiseGain = new Tone.Gain(0); noiseSrc.connect(noiseFilter); @@ -47,18 +58,19 @@ export class TR909Kick { noiseGain.connect(this.destination); // Ultra short envelope (10-20ms) for the click - const clickDecay = 0.02; - noiseGain.gain.setValueAtTime(0.7, time); + // Also add +/- 2% click decay variance + const clickDecay = 0.02 * (1 + (Math.random() * 0.04 - 0.02)); + noiseGain.gain.setValueAtTime(0.7 * velocity, time); noiseGain.gain.exponentialRampToValueAtTime(0.001, time + clickDecay); bodyOsc.start(time).stop(time + decayTime); noiseSrc.start(time).stop(time + clickDecay); + // disposal logic: noiseSrc.onended is only reliable if it's the longest + // but here bodyOsc is definitely longer (decayTime > 0.3s) bodyOsc.onstop = () => { bodyOsc.dispose(); bodyGain.dispose(); - }; - noiseSrc.onended = () => { noiseSrc.dispose(); noiseFilter.dispose(); noiseGain.dispose(); diff --git a/src/logic/drums/TR909Snare.ts b/src/logic/drums/TR909Snare.ts index 080bd03e..513240d6 100644 --- a/src/logic/drums/TR909Snare.ts +++ b/src/logic/drums/TR909Snare.ts @@ -14,33 +14,49 @@ export class TR909Snare { } } - trigger(time: number, pitch: number, snappy: number) { + trigger(time: number, pitch: number, snappy: number, velocity: number = 0.8) { // 909 Snare Body: 2 triangle oscillators fixed at ~160Hz and ~220Hz const freq1 = 160; const freq2 = 220; - const osc1 = new Tone.Oscillator(freq1 * 2, "triangle"); - const osc2 = new Tone.Oscillator(freq2 * 2, "triangle"); + // Micro-randomization: Pitch Drift (+/- 1Hz) + const drift = (Math.random() * 2 - 1); + + const osc1 = new Tone.Oscillator(freq1 * 2 + drift, "triangle"); + const osc2 = new Tone.Oscillator(freq2 * 2 + drift, "triangle"); + + osc1.phase = Math.random() * 360; // Random phase + osc2.phase = Math.random() * 360; + const tonalGain = new Tone.Gain(0); osc1.connect(tonalGain); osc2.connect(tonalGain); tonalGain.connect(this.destination); - // 2x Pitch Sweep over 50ms - osc1.frequency.setValueAtTime(freq1 * 2, time); - osc1.frequency.exponentialRampToValueAtTime(freq1, time + 0.05); - osc2.frequency.setValueAtTime(freq2 * 2, time); - osc2.frequency.exponentialRampToValueAtTime(freq2, time + 0.05); + // 2x Pitch Sweep over 30ms with +/- 2% sweep time variance + const pitchSweepTime = 0.03 * (1 + (Math.random() * 0.04 - 0.02)); + osc1.frequency.setValueAtTime(freq1 * 2 + drift, time); + osc1.frequency.exponentialRampToValueAtTime(freq1 + drift, time + pitchSweepTime); + osc2.frequency.setValueAtTime(freq2 * 2 + drift, time); + osc2.frequency.exponentialRampToValueAtTime(freq2 + drift, time + pitchSweepTime); - tonalGain.gain.setValueAtTime(1, time); - tonalGain.gain.exponentialRampToValueAtTime(0.001, time + 0.2); + // Tonal decay +/- 2% variance + const tonalDecay = 0.2 * (1 + (Math.random() * 0.04 - 0.02)); + tonalGain.gain.setValueAtTime(velocity, time); + tonalGain.gain.exponentialRampToValueAtTime(0.001, time + tonalDecay); // Snappy Layer const noiseSrc = new Tone.BufferSource(this.noiseBuffer); - const hpf = new Tone.Filter(1000, "highpass"); // HPF to protect fundamental + + // Micro-randomization: Filter Cutoff Variance (+/- 2%) + const hpfCutoff = 1000 * (1 + (Math.random() * 0.04 - 0.02)); + const lpfCutoff = (4000 + pitch * 4000) * (1 + (Math.random() * 0.04 - 0.02)); + + const hpf = new Tone.Filter(hpfCutoff, "highpass"); // HPF to protect fundamental // LPF controlled by 'Tone' (pitch parameter here), range 4kHz to 8kHz - const lpf = new Tone.Filter(4000 + pitch * 4000, "lowpass"); + const lpf = new Tone.Filter(lpfCutoff, "lowpass"); + const noiseGain = new Tone.Gain(0); noiseSrc.connect(hpf); @@ -48,21 +64,21 @@ export class TR909Snare { lpf.connect(noiseGain); noiseGain.connect(this.destination); - const snappyDecay = 0.1 + snappy * 0.4; + // Snappy decay +/- 2% variance + const snappyDecay = (0.1 + snappy * 0.4) * (1 + (Math.random() * 0.04 - 0.02)); - noiseGain.gain.setValueAtTime(0.7, time); + noiseGain.gain.setValueAtTime(0.7 * velocity, time); noiseGain.gain.exponentialRampToValueAtTime(0.001, time + snappyDecay); - osc1.start(time).stop(time + 0.2); - osc2.start(time).stop(time + 0.2); + osc1.start(time).stop(time + tonalDecay); + osc2.start(time).stop(time + tonalDecay); noiseSrc.start(time).stop(time + snappyDecay + 0.1); - osc1.onstop = () => { + // Cleanup anchored to the longest component (the noise decay tail) + noiseSrc.onended = () => { osc1.dispose(); osc2.dispose(); tonalGain.dispose(); - }; - noiseSrc.onended = () => { noiseSrc.dispose(); hpf.dispose(); lpf.dispose(); diff --git a/src/store/audioStore.ts b/src/store/audioStore.ts index 9e51b8bb..d9ee951c 100644 --- a/src/store/audioStore.ts +++ b/src/store/audioStore.ts @@ -93,10 +93,7 @@ export const useAudioStore = create((set, get) => ({ if (channel === 'kick') drumMachine.outputKick.gain.value = value if (channel === 'snare') drumMachine.outputSnare.gain.value = value if (channel === 'hihat') drumMachine.outputHihat.gain.value = value - // We use hihat output for both open and closed for now in TR808HiHat as it shares a node, - // but we can scale the volume parameter independently here if we had separate synths. - // For now, we'll map openHat to hihat channel, and clap to clap. - if (channel === 'hihatOpen') drumMachine.outputHihat.gain.value = value // Shared + if (channel === 'hihatOpen') drumMachine.outputOpenHat.gain.value = value if (channel === 'clap') drumMachine.outputClap.gain.value = value }