"seconds": The seconds from the beginning of the tune.
This can be called either when the animation is currently running or when it is paused. "percent": The percent passed in is a number between 0 and 1. If the second parameter is not present, then units equals "percent". It can be called whether the sound is currently playing or not. # pause() and resume()Īfter start() has been called, pause and resume can be called to control the playback. This will happen fast and doesn't have any latency, so you can call this right as you are timing other things to be in sync with the audio. # ExampleĬall this after prime() has returned its promise. It might require user intervention to resolve this. On iOS, though, it can sometimes be either "suspended" or "interrupted". Note that normally the status will be "running". This is the number of milliseconds that the program should be offset. Some voices have a ramp up time so that the beginning of the sound isn't the beat. If you find that either the volume is too low or the output is clipped, you can experiment with this number. This is the amount to multiply all the volumes to compensate for different volume soundfonts.
This can be replaced if the new sound font follows the same format. If it isn't present, then the sound fonts come from the github repo. This is the public URL for the sound font. In addition to the following option, you can also set the options described in audioParams below. Some options for the sound creation (see list below). This will be called with various extra info at different times in the process. If this is present, then the tempo specified in the ABC string is ignored. It is built using the SynthSequence object. This is a manually-created set of instructions for creating the audio. Either this must be supplied, or sequence must be supplied. This variable is just one element in that array. Important: renderAbc() returns an array, since an ABC string can contain more than one tune. This value is cached for the length of the browser session. But if you don't pass one in then abcjs will create it. It also MUST be creating in the handler of a user action. It should be passed in instead of created because the calling program might be managing and reusing this. All implementations of audio playback will need a CreateSynth. # CreateSynthĬreates the object that caches and buffers the audio to be played. Since there are a number of ways to use the synthesized sound: with or without a visual depiction of the tune, with or without a user-facing audio control, and with or without various timing callbacks, there are a number of different entry points.
MAP MIDI NOTE NUMBER TO PITCH C++ FULL
See Full Synth open in new window for an example that incorporates a bouncing-ball type animation and an audio control. See Basic Synth open in new window for the simplest possible way of making sound. (There is a function to create a MIDI file for download.) MIDI is not normally produced, but it is MIDI-like. The instrument numbers and the pitch numbers come from the MIDI spec. The sounds themselves come from a "sound font": that is, each individual note on each instrument is a separate sound file that is combined into the audio buffer. This creates an audio buffer that is similar to a WAV file and contains the entire piece to play. Music of a few minutes long with a variety of notes in a few different instruments work with no problem on all devices that have been tested. The two things that take resources are each unique note in each instrument and the overall length of the music. It is theoretically possible to create complex enough pieces to bog down your browser or eat up memory. The default sound fonts come from this github repo open in new window. You can supply your own sound fonts, so if you want to deliver them locally you can get by without the network. This requires an internet connection for the "sound fonts". That does NOT include IE, but this will work on any other "modern" browser that is at least the following version: Firefox 40, Safari 9.1, Edge 13, and Chrome 43. This works in any browser that supports AudioContext, AudioContext.resume, and Promises. # Synthesized Sound # Browser Compatibility and Requirements playEvent(pitches, gracenotes, millisecondsPerMeasure).play(), pause(), toggleLoop(), restart(), setProgress(ev).setTune(visualObj, userAction, audioParams).load(selector, cursorControl, visualOptions).