@codexo/exojs 0.12.0 → 0.14.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (759) hide show
  1. package/CHANGELOG.md +258 -6
  2. package/README.md +80 -63
  3. package/dist/esm/animation/Tween.js +1 -1
  4. package/dist/esm/animation/Tween.js.map +1 -1
  5. package/dist/esm/animation/TweenManager.d.ts +9 -5
  6. package/dist/esm/animation/TweenManager.d.ts.map +1 -1
  7. package/dist/esm/animation/TweenManager.js +14 -8
  8. package/dist/esm/animation/TweenManager.js.map +1 -1
  9. package/dist/esm/animation/index.d.ts +6 -4
  10. package/dist/esm/animation/index.d.ts.map +1 -1
  11. package/dist/esm/audio/AudioBus.d.ts +12 -12
  12. package/dist/esm/audio/AudioBus.js +29 -29
  13. package/dist/esm/audio/AudioEffect.d.ts +18 -0
  14. package/dist/esm/audio/AudioEffect.d.ts.map +1 -0
  15. package/dist/esm/audio/AudioEffect.js +16 -0
  16. package/dist/esm/audio/AudioEffect.js.map +1 -0
  17. package/dist/esm/audio/AudioGenerator.d.ts +91 -0
  18. package/dist/esm/audio/AudioGenerator.d.ts.map +1 -0
  19. package/dist/esm/audio/AudioGenerator.js +165 -0
  20. package/dist/esm/audio/AudioGenerator.js.map +1 -0
  21. package/dist/esm/audio/AudioGeneratorVoice.d.ts +52 -0
  22. package/dist/esm/audio/AudioGeneratorVoice.d.ts.map +1 -0
  23. package/dist/esm/audio/AudioGeneratorVoice.js +141 -0
  24. package/dist/esm/audio/AudioGeneratorVoice.js.map +1 -0
  25. package/dist/esm/audio/AudioInput.d.ts +39 -0
  26. package/dist/esm/audio/AudioInput.d.ts.map +1 -0
  27. package/dist/esm/audio/AudioInput.js +53 -0
  28. package/dist/esm/audio/AudioInput.js.map +1 -0
  29. package/dist/esm/audio/AudioManager.d.ts +72 -34
  30. package/dist/esm/audio/AudioManager.d.ts.map +1 -1
  31. package/dist/esm/audio/AudioManager.js +97 -51
  32. package/dist/esm/audio/AudioManager.js.map +1 -1
  33. package/dist/esm/audio/AudioStream.d.ts +49 -0
  34. package/dist/esm/audio/AudioStream.d.ts.map +1 -0
  35. package/dist/esm/audio/AudioStream.js +109 -0
  36. package/dist/esm/audio/AudioStream.js.map +1 -0
  37. package/dist/esm/audio/AudioStreamVoice.d.ts +61 -0
  38. package/dist/esm/audio/AudioStreamVoice.d.ts.map +1 -0
  39. package/dist/esm/audio/AudioStreamVoice.js +137 -0
  40. package/dist/esm/audio/AudioStreamVoice.js.map +1 -0
  41. package/dist/esm/audio/BaseVoice.d.ts +111 -0
  42. package/dist/esm/audio/BaseVoice.d.ts.map +1 -0
  43. package/dist/esm/audio/BaseVoice.js +298 -0
  44. package/dist/esm/audio/BaseVoice.js.map +1 -0
  45. package/dist/esm/audio/BiquadEffect.d.ts +53 -0
  46. package/dist/esm/audio/BiquadEffect.d.ts.map +1 -0
  47. package/dist/esm/audio/BiquadEffect.js +110 -0
  48. package/dist/esm/audio/BiquadEffect.js.map +1 -0
  49. package/dist/esm/audio/InputVoice.d.ts +41 -0
  50. package/dist/esm/audio/InputVoice.d.ts.map +1 -0
  51. package/dist/esm/audio/InputVoice.js +85 -0
  52. package/dist/esm/audio/InputVoice.js.map +1 -0
  53. package/dist/esm/audio/NoopVoice.d.ts +29 -0
  54. package/dist/esm/audio/NoopVoice.d.ts.map +1 -0
  55. package/dist/esm/audio/NoopVoice.js +52 -0
  56. package/dist/esm/audio/NoopVoice.js.map +1 -0
  57. package/dist/esm/audio/Playable.d.ts +135 -0
  58. package/dist/esm/audio/Playable.d.ts.map +1 -0
  59. package/dist/esm/audio/Sound.d.ts +64 -69
  60. package/dist/esm/audio/Sound.d.ts.map +1 -1
  61. package/dist/esm/audio/Sound.js +176 -377
  62. package/dist/esm/audio/Sound.js.map +1 -1
  63. package/dist/esm/audio/SoundVoice.d.ts +63 -0
  64. package/dist/esm/audio/SoundVoice.d.ts.map +1 -0
  65. package/dist/esm/audio/SoundVoice.js +168 -0
  66. package/dist/esm/audio/SoundVoice.js.map +1 -0
  67. package/dist/esm/audio/{filters/WorkletFilter.d.ts → WorkletEffect.d.ts} +3 -3
  68. package/dist/esm/audio/WorkletEffect.d.ts.map +1 -0
  69. package/dist/esm/audio/{filters/WorkletFilter.js → WorkletEffect.js} +6 -6
  70. package/dist/esm/audio/WorkletEffect.js.map +1 -0
  71. package/dist/esm/audio/audio-context.js +1 -1
  72. package/dist/esm/audio/audio-context.js.map +1 -1
  73. package/dist/esm/audio/crossFade.d.ts +22 -13
  74. package/dist/esm/audio/crossFade.d.ts.map +1 -1
  75. package/dist/esm/audio/crossFade.js +21 -13
  76. package/dist/esm/audio/crossFade.js.map +1 -1
  77. package/dist/esm/audio/filters/HighpassFilter.d.ts +2 -2
  78. package/dist/esm/audio/filters/HighpassFilter.js +2 -2
  79. package/dist/esm/audio/filters/LowpassFilter.d.ts +2 -2
  80. package/dist/esm/audio/filters/LowpassFilter.js +2 -2
  81. package/dist/esm/audio/filters/index.d.ts +0 -10
  82. package/dist/esm/audio/filters/index.d.ts.map +1 -1
  83. package/dist/esm/audio/index.d.ts +13 -15
  84. package/dist/esm/audio/index.d.ts.map +1 -1
  85. package/dist/esm/core/Application.d.ts +127 -10
  86. package/dist/esm/core/Application.d.ts.map +1 -1
  87. package/dist/esm/core/Application.js +226 -25
  88. package/dist/esm/core/Application.js.map +1 -1
  89. package/dist/esm/core/BuildInfo.js +2 -2
  90. package/dist/esm/core/Color.d.ts +6 -4
  91. package/dist/esm/core/Color.d.ts.map +1 -1
  92. package/dist/esm/core/Color.js +19 -15
  93. package/dist/esm/core/Color.js.map +1 -1
  94. package/dist/esm/core/DisposalScope.d.ts +50 -0
  95. package/dist/esm/core/DisposalScope.d.ts.map +1 -0
  96. package/dist/esm/core/DisposalScope.js +86 -0
  97. package/dist/esm/core/DisposalScope.js.map +1 -0
  98. package/dist/esm/core/Perf.d.ts +10 -22
  99. package/dist/esm/core/Perf.d.ts.map +1 -1
  100. package/dist/esm/core/Perf.js +15 -8
  101. package/dist/esm/core/Perf.js.map +1 -1
  102. package/dist/esm/core/Registry.d.ts +64 -0
  103. package/dist/esm/core/Registry.d.ts.map +1 -0
  104. package/dist/esm/core/Registry.js +79 -0
  105. package/dist/esm/core/Registry.js.map +1 -0
  106. package/dist/esm/core/Scene.d.ts +69 -21
  107. package/dist/esm/core/Scene.d.ts.map +1 -1
  108. package/dist/esm/core/Scene.js +109 -16
  109. package/dist/esm/core/Scene.js.map +1 -1
  110. package/dist/esm/core/SceneManager.d.ts +22 -60
  111. package/dist/esm/core/SceneManager.d.ts.map +1 -1
  112. package/dist/esm/core/SceneManager.js +68 -153
  113. package/dist/esm/core/SceneManager.js.map +1 -1
  114. package/dist/esm/core/SceneNode.d.ts +43 -2
  115. package/dist/esm/core/SceneNode.d.ts.map +1 -1
  116. package/dist/esm/core/SceneNode.js +101 -12
  117. package/dist/esm/core/SceneNode.js.map +1 -1
  118. package/dist/esm/core/Signal.js.map +1 -1
  119. package/dist/esm/core/Stage.d.ts +42 -0
  120. package/dist/esm/core/Stage.d.ts.map +1 -0
  121. package/dist/esm/core/System.d.ts +22 -0
  122. package/dist/esm/core/System.d.ts.map +1 -0
  123. package/dist/esm/core/SystemRegistry.d.ts +35 -0
  124. package/dist/esm/core/SystemRegistry.d.ts.map +1 -0
  125. package/dist/esm/core/SystemRegistry.js +104 -0
  126. package/dist/esm/core/SystemRegistry.js.map +1 -0
  127. package/dist/esm/core/Time.d.ts +15 -0
  128. package/dist/esm/core/Time.d.ts.map +1 -1
  129. package/dist/esm/core/Time.js +25 -0
  130. package/dist/esm/core/Time.js.map +1 -1
  131. package/dist/esm/core/dev.d.ts +9 -4
  132. package/dist/esm/core/dev.d.ts.map +1 -1
  133. package/dist/esm/core/dev.js +5 -0
  134. package/dist/esm/core/dev.js.map +1 -1
  135. package/dist/esm/core/index.d.ts +26 -15
  136. package/dist/esm/core/index.d.ts.map +1 -1
  137. package/dist/esm/core/letterbox.d.ts +25 -0
  138. package/dist/esm/core/letterbox.d.ts.map +1 -0
  139. package/dist/esm/core/letterbox.js +26 -0
  140. package/dist/esm/core/letterbox.js.map +1 -0
  141. package/dist/esm/core/serialization/NodeSerializer.d.ts +71 -0
  142. package/dist/esm/core/serialization/NodeSerializer.d.ts.map +1 -0
  143. package/dist/esm/core/serialization/Prefab.d.ts +49 -0
  144. package/dist/esm/core/serialization/Prefab.d.ts.map +1 -0
  145. package/dist/esm/core/serialization/Prefab.js +61 -0
  146. package/dist/esm/core/serialization/Prefab.js.map +1 -0
  147. package/dist/esm/core/serialization/SerializationRegistry.d.ts +95 -0
  148. package/dist/esm/core/serialization/SerializationRegistry.d.ts.map +1 -0
  149. package/dist/esm/core/serialization/SerializationRegistry.js +108 -0
  150. package/dist/esm/core/serialization/SerializationRegistry.js.map +1 -0
  151. package/dist/esm/core/serialization/commonFields.d.ts +20 -0
  152. package/dist/esm/core/serialization/commonFields.d.ts.map +1 -0
  153. package/dist/esm/core/serialization/commonFields.js +149 -0
  154. package/dist/esm/core/serialization/commonFields.js.map +1 -0
  155. package/dist/esm/core/serialization/coreSerializers.d.ts +9 -0
  156. package/dist/esm/core/serialization/coreSerializers.d.ts.map +1 -0
  157. package/dist/esm/core/serialization/coreSerializers.js +101 -0
  158. package/dist/esm/core/serialization/coreSerializers.js.map +1 -0
  159. package/dist/esm/core/serialization/index.d.ts +6 -0
  160. package/dist/esm/core/serialization/index.d.ts.map +1 -0
  161. package/dist/esm/core/serialization/read.d.ts +65 -0
  162. package/dist/esm/core/serialization/read.d.ts.map +1 -0
  163. package/dist/esm/core/serialization/read.js +48 -0
  164. package/dist/esm/core/serialization/read.js.map +1 -0
  165. package/dist/esm/core/serialization/renderingSerializers.d.ts +7 -0
  166. package/dist/esm/core/serialization/renderingSerializers.d.ts.map +1 -0
  167. package/dist/esm/core/serialization/renderingSerializers.js +311 -0
  168. package/dist/esm/core/serialization/renderingSerializers.js.map +1 -0
  169. package/dist/esm/core/serialization/serialize.d.ts +56 -0
  170. package/dist/esm/core/serialization/serialize.d.ts.map +1 -0
  171. package/dist/esm/core/serialization/serialize.js +144 -0
  172. package/dist/esm/core/serialization/serialize.js.map +1 -0
  173. package/dist/esm/core/serialization/serializerHelpers.d.ts +46 -0
  174. package/dist/esm/core/serialization/serializerHelpers.d.ts.map +1 -0
  175. package/dist/esm/core/serialization/serializerHelpers.js +161 -0
  176. package/dist/esm/core/serialization/serializerHelpers.js.map +1 -0
  177. package/dist/esm/core/serialization/types.d.ts +49 -0
  178. package/dist/esm/core/serialization/types.d.ts.map +1 -0
  179. package/dist/esm/core/serialization/types.js +9 -0
  180. package/dist/esm/core/serialization/types.js.map +1 -0
  181. package/dist/esm/core/serialization/uiSerializers.d.ts +7 -0
  182. package/dist/esm/core/serialization/uiSerializers.d.ts.map +1 -0
  183. package/dist/esm/core/serialization/uiSerializers.js +206 -0
  184. package/dist/esm/core/serialization/uiSerializers.js.map +1 -0
  185. package/dist/esm/core/types.d.ts +1 -1
  186. package/dist/esm/core/types.d.ts.map +1 -1
  187. package/dist/esm/core/utils.d.ts +1 -16
  188. package/dist/esm/core/utils.d.ts.map +1 -1
  189. package/dist/esm/core/utils.js +2 -100
  190. package/dist/esm/core/utils.js.map +1 -1
  191. package/dist/esm/debug/PerformanceLayer.js +8 -9
  192. package/dist/esm/debug/PerformanceLayer.js.map +1 -1
  193. package/dist/esm/debug/PointerStackLayer.d.ts.map +1 -1
  194. package/dist/esm/debug/PointerStackLayer.js +9 -6
  195. package/dist/esm/debug/PointerStackLayer.js.map +1 -1
  196. package/dist/esm/debug/RenderPassInspectorLayer.d.ts.map +1 -1
  197. package/dist/esm/debug/RenderPassInspectorLayer.js +19 -12
  198. package/dist/esm/debug/RenderPassInspectorLayer.js.map +1 -1
  199. package/dist/esm/extensions/Extension.d.ts +78 -11
  200. package/dist/esm/extensions/Extension.d.ts.map +1 -1
  201. package/dist/esm/extensions/ExtensionRegistry.d.ts.map +1 -1
  202. package/dist/esm/extensions/ExtensionRegistry.js.map +1 -1
  203. package/dist/esm/extensions/materialize.d.ts +9 -1
  204. package/dist/esm/extensions/materialize.d.ts.map +1 -1
  205. package/dist/esm/extensions/materialize.js +17 -2
  206. package/dist/esm/extensions/materialize.js.map +1 -1
  207. package/dist/esm/extensions/snapshot.d.ts +14 -3
  208. package/dist/esm/extensions/snapshot.d.ts.map +1 -1
  209. package/dist/esm/extensions/snapshot.js +51 -14
  210. package/dist/esm/extensions/snapshot.js.map +1 -1
  211. package/dist/esm/index.d.ts +2 -1
  212. package/dist/esm/index.d.ts.map +1 -1
  213. package/dist/esm/index.js +37 -54
  214. package/dist/esm/index.js.map +1 -1
  215. package/dist/esm/input/FocusManager.d.ts +59 -0
  216. package/dist/esm/input/FocusManager.d.ts.map +1 -0
  217. package/dist/esm/input/FocusManager.js +175 -0
  218. package/dist/esm/input/FocusManager.js.map +1 -0
  219. package/dist/esm/input/Gamepad.d.ts.map +1 -1
  220. package/dist/esm/input/Gamepad.js +8 -4
  221. package/dist/esm/input/Gamepad.js.map +1 -1
  222. package/dist/esm/input/GamepadAxis.js +2 -2
  223. package/dist/esm/input/GamepadDefinitions.d.ts.map +1 -1
  224. package/dist/esm/input/GamepadDefinitions.js +6 -2
  225. package/dist/esm/input/GamepadDefinitions.js.map +1 -1
  226. package/dist/esm/input/GestureRecognizer.d.ts +1 -2
  227. package/dist/esm/input/GestureRecognizer.d.ts.map +1 -1
  228. package/dist/esm/input/GestureRecognizer.js +1 -3
  229. package/dist/esm/input/GestureRecognizer.js.map +1 -1
  230. package/dist/esm/input/InputBinding.js +3 -3
  231. package/dist/esm/input/InputBinding.js.map +1 -1
  232. package/dist/esm/input/InputManager.d.ts +7 -2
  233. package/dist/esm/input/InputManager.d.ts.map +1 -1
  234. package/dist/esm/input/InputManager.js +35 -21
  235. package/dist/esm/input/InputManager.js.map +1 -1
  236. package/dist/esm/input/InteractionManager.d.ts +67 -2
  237. package/dist/esm/input/InteractionManager.d.ts.map +1 -1
  238. package/dist/esm/input/InteractionManager.js +165 -41
  239. package/dist/esm/input/InteractionManager.js.map +1 -1
  240. package/dist/esm/input/KeyEvent.d.ts +25 -0
  241. package/dist/esm/input/KeyEvent.d.ts.map +1 -0
  242. package/dist/esm/input/KeyEvent.js +32 -0
  243. package/dist/esm/input/KeyEvent.js.map +1 -0
  244. package/dist/esm/input/Pointer.d.ts +21 -4
  245. package/dist/esm/input/Pointer.d.ts.map +1 -1
  246. package/dist/esm/input/Pointer.js +54 -15
  247. package/dist/esm/input/Pointer.js.map +1 -1
  248. package/dist/esm/input/index.d.ts +3 -1
  249. package/dist/esm/input/index.d.ts.map +1 -1
  250. package/dist/esm/math/AbstractVector.d.ts.map +1 -1
  251. package/dist/esm/math/AbstractVector.js +7 -2
  252. package/dist/esm/math/AbstractVector.js.map +1 -1
  253. package/dist/esm/math/Circle.d.ts.map +1 -1
  254. package/dist/esm/math/Circle.js +5 -1
  255. package/dist/esm/math/Circle.js.map +1 -1
  256. package/dist/esm/math/Line.d.ts +1 -1
  257. package/dist/esm/math/Line.d.ts.map +1 -1
  258. package/dist/esm/math/Line.js +1 -1
  259. package/dist/esm/math/Line.js.map +1 -1
  260. package/dist/esm/math/Matrix.d.ts.map +1 -1
  261. package/dist/esm/math/Matrix.js +6 -1
  262. package/dist/esm/math/Matrix.js.map +1 -1
  263. package/dist/esm/math/ObservableVector.d.ts +26 -8
  264. package/dist/esm/math/ObservableVector.d.ts.map +1 -1
  265. package/dist/esm/math/ObservableVector.js +24 -16
  266. package/dist/esm/math/ObservableVector.js.map +1 -1
  267. package/dist/esm/math/Polygon.d.ts +5 -0
  268. package/dist/esm/math/Polygon.d.ts.map +1 -1
  269. package/dist/esm/math/Polygon.js +27 -3
  270. package/dist/esm/math/Polygon.js.map +1 -1
  271. package/dist/esm/math/Random.d.ts +9 -9
  272. package/dist/esm/math/Random.d.ts.map +1 -1
  273. package/dist/esm/math/Random.js +46 -46
  274. package/dist/esm/math/Random.js.map +1 -1
  275. package/dist/esm/math/Rectangle.d.ts +11 -4
  276. package/dist/esm/math/Rectangle.d.ts.map +1 -1
  277. package/dist/esm/math/Rectangle.js +12 -6
  278. package/dist/esm/math/Rectangle.js.map +1 -1
  279. package/dist/esm/math/Vector.d.ts +1 -1
  280. package/dist/esm/math/Vector.d.ts.map +1 -1
  281. package/dist/esm/math/Vector.js +1 -1
  282. package/dist/esm/math/Vector.js.map +1 -1
  283. package/dist/esm/math/collision-detection.d.ts +42 -0
  284. package/dist/esm/math/collision-detection.d.ts.map +1 -1
  285. package/dist/esm/math/collision-detection.js +54 -4
  286. package/dist/esm/math/collision-detection.js.map +1 -1
  287. package/dist/esm/math/collision-primitives.d.ts.map +1 -1
  288. package/dist/esm/math/collision-primitives.js +4 -0
  289. package/dist/esm/math/collision-primitives.js.map +1 -1
  290. package/dist/esm/math/geometry.d.ts +26 -0
  291. package/dist/esm/math/geometry.d.ts.map +1 -1
  292. package/dist/esm/math/geometry.js +89 -2
  293. package/dist/esm/math/geometry.js.map +1 -1
  294. package/dist/esm/math/index.d.ts +7 -5
  295. package/dist/esm/math/index.d.ts.map +1 -1
  296. package/dist/esm/math/swept-collision.d.ts +13 -0
  297. package/dist/esm/math/swept-collision.d.ts.map +1 -1
  298. package/dist/esm/math/swept-collision.js +15 -1
  299. package/dist/esm/math/swept-collision.js.map +1 -1
  300. package/dist/esm/math/triangulate.d.ts.map +1 -1
  301. package/dist/esm/math/triangulate.js +9 -1
  302. package/dist/esm/math/triangulate.js.map +1 -1
  303. package/dist/esm/math/utils.d.ts +20 -0
  304. package/dist/esm/math/utils.d.ts.map +1 -1
  305. package/dist/esm/math/utils.js +18 -15
  306. package/dist/esm/math/utils.js.map +1 -1
  307. package/dist/esm/renderer-sdk.d.ts +2 -0
  308. package/dist/esm/renderer-sdk.d.ts.map +1 -1
  309. package/dist/esm/{rendering.js → renderer-sdk.js} +1 -1
  310. package/dist/esm/renderer-sdk.js.map +1 -0
  311. package/dist/esm/rendering/CallbackRenderPass.js +1 -1
  312. package/dist/esm/rendering/CallbackRenderPass.js.map +1 -1
  313. package/dist/esm/rendering/Container.d.ts +3 -0
  314. package/dist/esm/rendering/Container.d.ts.map +1 -1
  315. package/dist/esm/rendering/Container.js +28 -5
  316. package/dist/esm/rendering/Container.js.map +1 -1
  317. package/dist/esm/rendering/Drawable.d.ts +47 -0
  318. package/dist/esm/rendering/Drawable.d.ts.map +1 -1
  319. package/dist/esm/rendering/Drawable.js +88 -0
  320. package/dist/esm/rendering/Drawable.js.map +1 -1
  321. package/dist/esm/rendering/GpuResourceAccountant.d.ts +65 -0
  322. package/dist/esm/rendering/GpuResourceAccountant.d.ts.map +1 -0
  323. package/dist/esm/rendering/GpuResourceAccountant.js +130 -0
  324. package/dist/esm/rendering/GpuResourceAccountant.js.map +1 -0
  325. package/dist/esm/rendering/RenderBackend.d.ts +15 -1
  326. package/dist/esm/rendering/RenderBackend.d.ts.map +1 -1
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@@ -1,66 +0,0 @@
1
- import { pitchShiftWorkletSource } from '../worklets/pitch-shift.worklet.js';
2
- import { WorkletFilter } from './WorkletFilter.js';
3
-
4
- /**
5
- * Real-time pitch shifter via granular synthesis (WorkletFilter).
6
- *
7
- * Quality: good for ±1 octave (pitch 0.5x-2.0x). Beyond that, audible
8
- * artifacts (graininess, phase issues). For high-quality pitch shift,
9
- * a phase-vocoder approach is required and not available in V1.
10
- *
11
- * Latency: ~half-grain-size = ~10ms at default 1024-sample grains
12
- * (at 48kHz sample rate). Not suitable for live monitoring; fine for
13
- * games / playback.
14
- *
15
- * Use cases:
16
- * - Sound variation: random ±200 cent pitch on each footstep / bullet
17
- * - Voice effects: chipmunk (1.5x) or demon (0.7x) for game NPCs
18
- * - Detune layering: stack 0.99x and 1.01x for thick chorused sound
19
- */
20
- class PitchShiftFilter extends WorkletFilter {
21
- _pitch;
22
- _wet;
23
- _grainSize;
24
- constructor(options = {}) {
25
- super();
26
- this._pitch = Math.max(0.25, Math.min(4, options.pitch ?? 1));
27
- this._wet = Math.max(0, Math.min(1, options.wet ?? 1));
28
- this._grainSize = options.grainSize ?? 1024;
29
- }
30
- get _workletName() {
31
- return 'exojs-pitch-shift';
32
- }
33
- get _workletSource() {
34
- return pitchShiftWorkletSource;
35
- }
36
- get _workletOptions() {
37
- return {
38
- numberOfInputs: 1,
39
- numberOfOutputs: 1,
40
- processorOptions: { grainSize: this._grainSize },
41
- };
42
- }
43
- _onWorkletReady() {
44
- this._setAudioParam('pitch', this._pitch);
45
- this._setAudioParam('wet', this._wet);
46
- }
47
- /** Pitch ratio relative to the original. 1.0 = no change, 0.5 = one octave down, 2.0 = one octave up. Range 0.25..4.0, default 1.0. */
48
- get pitch() {
49
- return this._pitch;
50
- }
51
- set pitch(value) {
52
- this._pitch = Math.max(0.25, Math.min(4, value));
53
- this._setAudioParam('pitch', this._pitch);
54
- }
55
- /** Wet (pitch-shifted) mix level, 0..1. Default 1.0 (full wet). */
56
- get wet() {
57
- return this._wet;
58
- }
59
- set wet(value) {
60
- this._wet = Math.max(0, Math.min(1, value));
61
- this._setAudioParam('wet', this._wet);
62
- }
63
- }
64
-
65
- export { PitchShiftFilter };
66
- //# sourceMappingURL=PitchShiftFilter.js.map
@@ -1 +0,0 @@
1
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@@ -1,38 +0,0 @@
1
- import { AudioFilter } from '#audio/AudioFilter';
2
- /** Construction options for {@link ReverbFilter}. */
3
- export interface ReverbFilterOptions {
4
- durationSeconds?: number;
5
- decay?: number;
6
- wet?: number;
7
- }
8
- /**
9
- * Convolution reverb using a procedurally-generated impulse response loaded
10
- * into a `ConvolverNode`. The impulse response is a stereo noise burst whose
11
- * amplitude decays exponentially, simulating room reflections. Adjusting
12
- * `durationSeconds` or `decay` rebuilds the impulse response immediately, so
13
- * avoid animating these properties at audio rate — use `wet` for real-time
14
- * mix control instead.
15
- */
16
- export declare class ReverbFilter extends AudioFilter {
17
- private _setup;
18
- private _duration;
19
- private readonly _onAudioContextReady;
20
- private _decay;
21
- private _wet;
22
- constructor(options?: ReverbFilterOptions);
23
- get inputNode(): AudioNode;
24
- get outputNode(): AudioNode;
25
- /** Length of the generated impulse response in seconds. Range 0.1..5, default 2. Changing this rebuilds the IR buffer. */
26
- get durationSeconds(): number;
27
- set durationSeconds(value: number);
28
- /** Exponential decay rate of the impulse response. Higher values produce a tighter, drier reverb tail. Range 0.5..10, default 2. Changing this rebuilds the IR buffer. */
29
- get decay(): number;
30
- set decay(value: number);
31
- /** Wet (reverberated) mix level, 0..1. The dry level is automatically `1 - wet`. Default 0.4. */
32
- get wet(): number;
33
- set wet(value: number);
34
- destroy(): void;
35
- private _generateImpulseResponse;
36
- private _setupNodes;
37
- }
38
- //# sourceMappingURL=ReverbFilter.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,122 +0,0 @@
1
- import { onAudioContextReady, isAudioContextReady, getAudioContext } from '../audio-context.js';
2
- import { AudioFilter } from '../AudioFilter.js';
3
-
4
- /**
5
- * Convolution reverb using a procedurally-generated impulse response loaded
6
- * into a `ConvolverNode`. The impulse response is a stereo noise burst whose
7
- * amplitude decays exponentially, simulating room reflections. Adjusting
8
- * `durationSeconds` or `decay` rebuilds the impulse response immediately, so
9
- * avoid animating these properties at audio rate — use `wet` for real-time
10
- * mix control instead.
11
- */
12
- class ReverbFilter extends AudioFilter {
13
- _setup = null;
14
- _duration;
15
- _onAudioContextReady = (ctx) => {
16
- onAudioContextReady.remove(this._onAudioContextReady);
17
- this._setupNodes(ctx);
18
- };
19
- _decay;
20
- _wet;
21
- constructor(options = {}) {
22
- super();
23
- this._duration = Math.max(0.1, Math.min(5, options.durationSeconds ?? 2));
24
- this._decay = Math.max(0.5, Math.min(10, options.decay ?? 2));
25
- this._wet = Math.max(0, Math.min(1, options.wet ?? 0.4));
26
- if (isAudioContextReady()) {
27
- this._setupNodes(getAudioContext());
28
- }
29
- else {
30
- onAudioContextReady.add(this._onAudioContextReady);
31
- }
32
- }
33
- get inputNode() {
34
- if (!this._setup)
35
- throw new Error('ReverbFilter not yet initialized.');
36
- return this._setup.inputGain;
37
- }
38
- get outputNode() {
39
- if (!this._setup)
40
- throw new Error('ReverbFilter not yet initialized.');
41
- return this._setup.outputGain;
42
- }
43
- /** Length of the generated impulse response in seconds. Range 0.1..5, default 2. Changing this rebuilds the IR buffer. */
44
- get durationSeconds() {
45
- return this._duration;
46
- }
47
- set durationSeconds(value) {
48
- this._duration = Math.max(0.1, Math.min(5, value));
49
- if (this._setup) {
50
- this._setup.convolver.buffer = this._generateImpulseResponse(this._setup.convolver.context);
51
- }
52
- }
53
- /** Exponential decay rate of the impulse response. Higher values produce a tighter, drier reverb tail. Range 0.5..10, default 2. Changing this rebuilds the IR buffer. */
54
- get decay() {
55
- return this._decay;
56
- }
57
- set decay(value) {
58
- this._decay = Math.max(0.5, Math.min(10, value));
59
- if (this._setup) {
60
- this._setup.convolver.buffer = this._generateImpulseResponse(this._setup.convolver.context);
61
- }
62
- }
63
- /** Wet (reverberated) mix level, 0..1. The dry level is automatically `1 - wet`. Default 0.4. */
64
- get wet() {
65
- return this._wet;
66
- }
67
- set wet(value) {
68
- this._wet = Math.max(0, Math.min(1, value));
69
- if (this._setup) {
70
- const ctx = this._setup.wetGain.context;
71
- this._setup.wetGain.gain.setTargetAtTime(this._wet, ctx.currentTime, 0.01);
72
- this._setup.dryGain.gain.setTargetAtTime(1 - this._wet, ctx.currentTime, 0.01);
73
- }
74
- }
75
- destroy() {
76
- onAudioContextReady.remove(this._onAudioContextReady);
77
- if (this._setup) {
78
- this._setup.inputGain.disconnect();
79
- this._setup.convolver.disconnect();
80
- this._setup.dryGain.disconnect();
81
- this._setup.wetGain.disconnect();
82
- this._setup.outputGain.disconnect();
83
- this._setup = null;
84
- }
85
- }
86
- _generateImpulseResponse(ctx) {
87
- const length = Math.floor(ctx.sampleRate * this._duration);
88
- const buffer = ctx.createBuffer(2, length, ctx.sampleRate);
89
- for (let channel = 0; channel < 2; channel++) {
90
- const data = buffer.getChannelData(channel);
91
- for (let i = 0; i < length; i++) {
92
- const t = i / length;
93
- const decayFactor = Math.pow(1 - t, this._decay);
94
- data[i] = (Math.random() * 2 - 1) * decayFactor;
95
- }
96
- }
97
- return buffer;
98
- }
99
- _setupNodes(ctx) {
100
- const inputGain = ctx.createGain();
101
- const outputGain = ctx.createGain();
102
- const convolver = ctx.createConvolver();
103
- const dryGain = ctx.createGain();
104
- const wetGain = ctx.createGain();
105
- inputGain.gain.setValueAtTime(1, ctx.currentTime);
106
- outputGain.gain.setValueAtTime(1, ctx.currentTime);
107
- dryGain.gain.setValueAtTime(1 - this._wet, ctx.currentTime);
108
- wetGain.gain.setValueAtTime(this._wet, ctx.currentTime);
109
- convolver.buffer = this._generateImpulseResponse(ctx);
110
- // Dry path: input → dryGain → output
111
- inputGain.connect(dryGain);
112
- dryGain.connect(outputGain);
113
- // Wet path: input → convolver → wetGain → output
114
- inputGain.connect(convolver);
115
- convolver.connect(wetGain);
116
- wetGain.connect(outputGain);
117
- this._setup = { inputGain, outputGain, convolver, dryGain, wetGain };
118
- }
119
- }
120
-
121
- export { ReverbFilter };
122
- //# sourceMappingURL=ReverbFilter.js.map
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@@ -1,50 +0,0 @@
1
- import type { AudioBus } from '#audio/AudioBus';
2
- import { WorkletFilter } from './WorkletFilter';
3
- export interface VocoderFilterOptions {
4
- /** Modulator AudioBus — its output drives the spectral envelope.
5
- * Typically routed from a microphone or voice sample. */
6
- modulator: AudioBus;
7
- /** Number of frequency bands. More bands = better resolution, more CPU. Default 16. */
8
- numBands?: number;
9
- /** Lowest band center frequency in Hz. Default 80. */
10
- minHz?: number;
11
- /** Highest band center frequency in Hz. Default 8000. */
12
- maxHz?: number;
13
- /** Bandpass Q factor. Higher = narrower bands. Default 4. */
14
- bandQ?: number;
15
- /** Dry/wet mix, 0..1. Default 1.0. */
16
- wet?: number;
17
- /** Envelope follower smoothing factor (one-pole coefficient).
18
- * Smaller = smoother / slower. Default 0.005. */
19
- envelopeSmoothing?: number;
20
- }
21
- /**
22
- * Phase-vocoder-style effect implemented as a {@link WorkletFilter}. Analyzes
23
- * the spectral envelope of a `modulator` {@link AudioBus} across a bank of
24
- * log-spaced bandpass filters and applies that envelope to the carrier signal
25
- * (the main input). The result is the classic "robot voice" or talking-synth
26
- * effect. Band count, frequency range, and Q are compile-time parameters set
27
- * at construction; only `wet` and `envelopeSmoothing` are adjustable at
28
- * runtime.
29
- */
30
- export declare class VocoderFilter extends WorkletFilter {
31
- private readonly _modulator;
32
- private readonly _numBands;
33
- private readonly _minHz;
34
- private readonly _maxHz;
35
- private readonly _bandQ;
36
- private _wet;
37
- private _envelopeSmoothing;
38
- constructor(options: VocoderFilterOptions);
39
- protected get _workletName(): string;
40
- protected get _workletSource(): string;
41
- protected get _workletOptions(): AudioWorkletNodeOptions;
42
- protected _onWorkletReady(_audioContext: AudioContext): void;
43
- /** Wet (vocoded) mix level, 0..1. Default 1.0. */
44
- get wet(): number;
45
- set wet(value: number);
46
- /** One-pole envelope follower coefficient. Smaller values produce slower, smoother envelope tracking. Range 0.0001..0.1, default 0.005. */
47
- get envelopeSmoothing(): number;
48
- set envelopeSmoothing(value: number);
49
- }
50
- //# sourceMappingURL=VocoderFilter.d.ts.map
@@ -1 +0,0 @@
1
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@@ -1,94 +0,0 @@
1
- import { vocoderWorkletSource } from '../worklets/vocoder.worklet.js';
2
- import { WorkletFilter } from './WorkletFilter.js';
3
-
4
- /**
5
- * Phase-vocoder-style effect implemented as a {@link WorkletFilter}. Analyzes
6
- * the spectral envelope of a `modulator` {@link AudioBus} across a bank of
7
- * log-spaced bandpass filters and applies that envelope to the carrier signal
8
- * (the main input). The result is the classic "robot voice" or talking-synth
9
- * effect. Band count, frequency range, and Q are compile-time parameters set
10
- * at construction; only `wet` and `envelopeSmoothing` are adjustable at
11
- * runtime.
12
- */
13
- class VocoderFilter extends WorkletFilter {
14
- // Declared nullable because super() may trigger _onWorkletReady before the
15
- // subclass constructor body runs (if construction is aborted by a throw).
16
- _modulator = null;
17
- _numBands;
18
- _minHz;
19
- _maxHz;
20
- _bandQ;
21
- _wet;
22
- _envelopeSmoothing;
23
- constructor(options) {
24
- super();
25
- if (!options.modulator) {
26
- throw new Error('VocoderFilter requires a modulator AudioBus.');
27
- }
28
- this._modulator = options.modulator;
29
- this._numBands = options.numBands ?? 16;
30
- this._minHz = options.minHz ?? 80;
31
- this._maxHz = options.maxHz ?? 8000;
32
- this._bandQ = options.bandQ ?? 4;
33
- this._wet = Math.max(0, Math.min(1, options.wet ?? 1));
34
- this._envelopeSmoothing = Math.max(0.0001, Math.min(0.1, options.envelopeSmoothing ?? 0.005));
35
- }
36
- get _workletName() {
37
- return 'exojs-vocoder';
38
- }
39
- get _workletSource() {
40
- return vocoderWorkletSource;
41
- }
42
- get _workletOptions() {
43
- return {
44
- numberOfInputs: 2,
45
- numberOfOutputs: 1,
46
- processorOptions: {
47
- numBands: this._numBands,
48
- minHz: this._minHz,
49
- maxHz: this._maxHz,
50
- bandQ: this._bandQ,
51
- },
52
- };
53
- }
54
- _onWorkletReady(_audioContext) {
55
- // Guard against partially-constructed instances (constructor threw after super()).
56
- if (!this._modulator)
57
- return;
58
- this._setAudioParam('wet', this._wet);
59
- this._setAudioParam('envelopeSmoothing', this._envelopeSmoothing);
60
- // Wire modulator bus output to input 1 of the worklet
61
- const modulator = this._modulator;
62
- const modOutput = modulator._getOutputNode();
63
- if (modOutput && this._workletNode) {
64
- modOutput.connect(this._workletNode, 0, 1);
65
- }
66
- else {
67
- modulator.onceSetup(() => {
68
- const node = modulator._getOutputNode();
69
- if (node && this._workletNode) {
70
- node.connect(this._workletNode, 0, 1);
71
- }
72
- });
73
- }
74
- }
75
- /** Wet (vocoded) mix level, 0..1. Default 1.0. */
76
- get wet() {
77
- return this._wet;
78
- }
79
- set wet(value) {
80
- this._wet = Math.max(0, Math.min(1, value));
81
- this._setAudioParam('wet', this._wet);
82
- }
83
- /** One-pole envelope follower coefficient. Smaller values produce slower, smoother envelope tracking. Range 0.0001..0.1, default 0.005. */
84
- get envelopeSmoothing() {
85
- return this._envelopeSmoothing;
86
- }
87
- set envelopeSmoothing(value) {
88
- this._envelopeSmoothing = Math.max(0.0001, Math.min(0.1, value));
89
- this._setAudioParam('envelopeSmoothing', this._envelopeSmoothing);
90
- }
91
- }
92
-
93
- export { VocoderFilter };
94
- //# sourceMappingURL=VocoderFilter.js.map
@@ -1 +0,0 @@
1
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@@ -1,2 +0,0 @@
1
- export declare const beatDetectorWorkletSource = "\n// ---- Hann window + FFT (radix-2 Cooley-Tukey) ----\nfunction applyHannWindow(real, imag) {\n var n = real.length;\n for (var i = 0; i < n; i++) {\n var w = 0.5 * (1 - Math.cos(2 * Math.PI * i / (n - 1)));\n real[i] *= w;\n imag[i] = 0;\n }\n}\n\nfunction bitReversePermute(real, imag) {\n var n = real.length;\n var j = 0;\n for (var i = 1; i < n; i++) {\n var bit = n >> 1;\n for (; j & bit; bit >>= 1) { j ^= bit; }\n j ^= bit;\n if (i < j) {\n var t = real[i]; real[i] = real[j]; real[j] = t;\n t = imag[i]; imag[i] = imag[j]; imag[j] = t;\n }\n }\n}\n\nfunction fftInPlace(real, imag) {\n applyHannWindow(real, imag);\n bitReversePermute(real, imag);\n var n = real.length;\n for (var len = 2; len <= n; len <<= 1) {\n var halfLen = len >> 1;\n var step = -2 * Math.PI / len;\n for (var i = 0; i < n; i += len) {\n for (var k = 0; k < halfLen; k++) {\n var angle = step * k;\n var cos = Math.cos(angle);\n var sin = Math.sin(angle);\n var re = real[i+k+halfLen]*cos - imag[i+k+halfLen]*sin;\n var im = real[i+k+halfLen]*sin + imag[i+k+halfLen]*cos;\n real[i+k+halfLen] = real[i+k] - re;\n imag[i+k+halfLen] = imag[i+k] - im;\n real[i+k] += re;\n imag[i+k] += im;\n }\n }\n }\n}\n\n// ---- Mel filterbank ----\nfunction buildMelFilterbank(numBands, fMin, fMax, fftSize, sampleRate) {\n var numBins = fftSize >> 1;\n var nyquist = sampleRate / 2;\n var melMin = 2595 * Math.log10(1 + fMin / 700);\n var melMax = 2595 * Math.log10(1 + fMax / 700);\n var melPoints = new Float32Array(numBands + 2);\n for (var i = 0; i < numBands + 2; i++) {\n melPoints[i] = melMin + (melMax - melMin) * i / (numBands + 1);\n }\n var binPoints = new Float32Array(numBands + 2);\n for (var i = 0; i < numBands + 2; i++) {\n var hz = 700 * (Math.pow(10, melPoints[i] / 2595) - 1);\n binPoints[i] = Math.round(hz / nyquist * (numBins - 1));\n }\n var bands = [];\n for (var b = 0; b < numBands; b++) {\n var startBin = Math.max(0, Math.min(numBins - 1, binPoints[b]));\n var peakBin = Math.max(0, Math.min(numBins - 1, binPoints[b+1]));\n var endBin = Math.max(0, Math.min(numBins - 1, binPoints[b+2]));\n var len = endBin - startBin + 1;\n var weights = new Float32Array(len);\n for (var i = 0; i < len; i++) {\n var bin = startBin + i;\n if (bin <= peakBin && peakBin > startBin) {\n weights[i] = (bin - startBin) / (peakBin - startBin);\n } else if (bin > peakBin && endBin > peakBin) {\n weights[i] = (endBin - bin) / (endBin - peakBin);\n } else {\n weights[i] = 1;\n }\n }\n bands.push({ startBin: startBin, peakBin: peakBin, endBin: endBin, weights: weights });\n }\n return bands;\n}\n\nfunction computeMelBands(mag, bands, out) {\n for (var b = 0; b < bands.length; b++) {\n var band = bands[b];\n var energy = 0;\n for (var i = 0; i < band.weights.length; i++) {\n energy += mag[band.startBin + i] * band.weights[i];\n }\n out[b] = Math.log(1 + energy);\n }\n}\n\n// ---- Processor ----\nclass BeatDetectorProcessor extends AudioWorkletProcessor {\n constructor(options) {\n super();\n var opts = (options && options.processorOptions) || {};\n this._sampleRate = sampleRate;\n this._fftSize = opts.fftSize || 2048;\n this._hopSize = opts.hopSize || 512;\n this._minBpm = opts.minBpm || 50;\n this._maxBpm = opts.maxBpm || 250;\n this._melBands = opts.melBands || 24;\n this._settlingMs = opts.settlingMs !== undefined ? opts.settlingMs : 1500;\n this._tempoWindowSec = opts.tempoWindowSec || 6;\n this._enableTsDetection = opts.enableTimeSignatureDetection !== false;\n\n var numBins = this._fftSize >> 1;\n this._real = new Float32Array(this._fftSize);\n this._imag = new Float32Array(this._fftSize);\n this._mag = new Float32Array(numBins);\n this._ringBuffer = new Float32Array(this._fftSize);\n this._ringWritePos = 0;\n this._sampleCount = 0;\n this._hopAccum = 0;\n\n this._melBandFilters = buildMelFilterbank(this._melBands, 80, 8000, this._fftSize, this._sampleRate);\n this._melOut = new Float32Array(this._melBands);\n var fluxWindowLen = Math.ceil(this._tempoWindowSec * this._sampleRate / this._hopSize);\n this._fluxWindow = new Float32Array(fluxWindowLen);\n this._fluxWritePos = 0;\n this._fluxCount = 0;\n var LAG_K = 3;\n this._prevMelFrames = [];\n for (var i = 0; i < LAG_K; i++) {\n this._prevMelFrames.push(new Float32Array(this._melBands));\n }\n this._prevMelFrameIdx = 0;\n\n // Lag range in hops for BPM range\n this._minLag = Math.max(1, Math.round(60 / this._maxBpm * this._sampleRate / this._hopSize));\n this._maxLag = Math.round(60 / this._minBpm * this._sampleRate / this._hopSize);\n\n this._hopsSinceACF = 0;\n var ACF_INTERVAL = 15;\n this._acfInterval = ACF_INTERVAL;\n\n // Tempo state\n this._bestBpm = 0;\n this._bestScore = 0;\n this._candidates = [];\n\n // Phase state\n this._lastBeatSample = -1;\n this._ibiHistory = new Float32Array(4); // last 4 inter-beat intervals\n this._ibiIdx = 0;\n\n // Bar position state \u2014 parallel posteriors for 4/4 and 3/4\n this._posterior4 = new Float32Array([0.25, 0.25, 0.25, 0.25]);\n this._posterior3 = new Float32Array([1/3, 1/3, 1/3]);\n this._ts4Confidence = 0.5;\n this._ts3Confidence = 0.5;\n this._activeTs = '4/4';\n this._sustainCounter = 0;\n this._barPosition = 1; // 1-indexed\n this._barNumber = 0;\n this._beatsSinceStart = 0;\n\n // Confidence\n this._confidence = 0;\n\n // State snapshot cadence (~20 Hz)\n var STATE_INTERVAL_HOPS = Math.round(this._sampleRate / this._hopSize / 20);\n this._stateInterval = Math.max(1, STATE_INTERVAL_HOPS);\n this._hopsSinceState = 0;\n\n // Settling\n this._startSample = currentFrame;\n this._settledSamples = Math.round(this._settlingMs * 0.001 * this._sampleRate);\n\n // Lookahead\n this._lookahead = [];\n\n // RMS / onset state\n this._rms = 0;\n this._onsetStrength = 0;\n\n // Band energy (for state messages)\n var LOW_BANDS = Math.round(this._melBands * 0.25);\n var MID_BANDS = Math.round(this._melBands * 0.6);\n this._lowBandEnd = LOW_BANDS;\n this._midBandEnd = MID_BANDS;\n }\n\n process(inputs, _outputs, _parameters) {\n var input = inputs[0];\n if (!input || input.length === 0) return true;\n\n var left = input[0] || [];\n var right = input[1] || left;\n var blockLen = left.length;\n\n for (var s = 0; s < blockLen; s++) {\n // Mono downmix\n var mono = (left[s] + right[s]) * 0.5;\n\n // Accumulate RMS\n this._rms += mono * mono;\n\n // Fill ring buffer\n this._ringBuffer[this._ringWritePos] = mono;\n this._ringWritePos = (this._ringWritePos + 1) & (this._fftSize - 1);\n\n this._hopAccum++;\n this._sampleCount++;\n\n if (this._hopAccum >= this._hopSize) {\n this._hopAccum = 0;\n this._processHop();\n }\n }\n\n return true;\n }\n\n _processHop() {\n // Read ring buffer into real[] (oldest first)\n var rb = this._ringBuffer;\n var wp = this._ringWritePos;\n var n = this._fftSize;\n for (var i = 0; i < n; i++) {\n this._real[i] = rb[(wp + i) & (n - 1)];\n }\n\n // FFT\n fftInPlace(this._real, this._imag);\n\n // Magnitude spectrum\n var bins = n >> 1;\n for (var i = 0; i < bins; i++) {\n this._mag[i] = Math.sqrt(this._real[i]*this._real[i] + this._imag[i]*this._imag[i]);\n }\n\n // RMS (from time domain, using ring buffer)\n var rmsAccum = 0;\n for (var i = 0; i < n; i++) {\n rmsAccum += rb[(wp + i) & (n - 1)] * rb[(wp + i) & (n - 1)];\n }\n this._rms = Math.sqrt(rmsAccum / n);\n\n // Mel bands\n computeMelBands(this._mag, this._melBandFilters, this._melOut);\n\n // Spectral flux (SuperFlux-lite, lag k=3)\n var K = this._prevMelFrames.length;\n var flux = 0;\n for (var b = 0; b < this._melBands; b++) {\n var localMax = -Infinity;\n for (var k = 0; k < K; k++) {\n var prevVal = this._prevMelFrames[k][b];\n if (prevVal > localMax) localMax = prevVal;\n }\n var diff = this._melOut[b] - localMax;\n if (diff > 0) flux += diff;\n }\n this._onsetStrength = flux;\n\n // Store current mel frame in circular buffer\n var prevFrame = this._prevMelFrames[this._prevMelFrameIdx];\n for (var b = 0; b < this._melBands; b++) {\n prevFrame[b] = this._melOut[b];\n }\n this._prevMelFrameIdx = (this._prevMelFrameIdx + 1) % K;\n\n // Add flux to sliding window\n this._fluxWindow[this._fluxWritePos] = flux;\n this._fluxWritePos = (this._fluxWritePos + 1) % this._fluxWindow.length;\n if (this._fluxCount < this._fluxWindow.length) this._fluxCount++;\n\n // Tempogram: compute ACF periodically\n this._hopsSinceACF++;\n if (this._hopsSinceACF >= this._acfInterval && this._fluxCount >= this._maxLag + 1) {\n this._hopsSinceACF = 0;\n this._computeACFAndCandidates();\n }\n\n // Phase tracker\n var settled = (this._sampleCount - this._settledSamples) > 0;\n if (this._bestBpm > 0 && settled) {\n this._tickPhase(flux);\n }\n\n // State snapshot\n this._hopsSinceState++;\n if (this._hopsSinceState >= this._stateInterval) {\n this._hopsSinceState = 0;\n this._sendStateMessage();\n }\n }\n\n _computeACFAndCandidates() {\n var n = this._fluxCount;\n var buf = this._fluxWindow;\n var wp = this._fluxWritePos;\n var len = buf.length;\n\n // Compute ACF for lags in [minLag, maxLag]\n var numLags = this._maxLag - this._minLag + 1;\n var acf = new Float32Array(numLags);\n for (var lagIdx = 0; lagIdx < numLags; lagIdx++) {\n var lag = this._minLag + lagIdx;\n var sum = 0, count = 0;\n for (var t = lag; t < n; t++) {\n var idxT = (wp - 1 - (n - 1 - t) + len) % len;\n var idxTL = (wp - 1 - (n - 1 - (t - lag)) + len) % len;\n sum += buf[idxT] * buf[idxTL];\n count++;\n }\n acf[lagIdx] = count > 0 ? sum / count : 0;\n }\n\n // Normalise\n var norm = 0;\n for (var i = 0; i < numLags; i++) { if (acf[i] > norm) norm = acf[i]; }\n if (norm > 0) {\n for (var i = 0; i < numLags; i++) acf[i] /= norm;\n }\n\n // Find top peaks\n var peaks = [];\n for (var i = 1; i < numLags - 1; i++) {\n if (acf[i] > acf[i-1] && acf[i] > acf[i+1] && acf[i] > 0) {\n var lag2 = this._minLag + i;\n var bpm = 60 * this._sampleRate / (lag2 * this._hopSize);\n if (bpm >= this._minBpm && bpm <= this._maxBpm) {\n peaks.push({ bpm: bpm, score: acf[i], lag: lag2 });\n }\n }\n }\n peaks.sort(function(a, b) { return b.score - a.score; });\n this._candidates = peaks.slice(0, 3);\n\n if (this._candidates.length === 0) return;\n\n var top = this._candidates[0];\n\n // Hysteresis\n if (this._bestBpm <= 0) {\n // First lock\n this._bestBpm = top.bpm;\n this._bestScore = top.score;\n } else {\n var isOctave = (Math.abs(top.bpm / this._bestBpm - 2) < 0.1) ||\n (Math.abs(top.bpm / this._bestBpm - 0.5) < 0.05);\n var margin = isOctave ? 1.5 : 1.15;\n if (top.score > this._bestScore * margin) {\n var oldBpm = this._bestBpm;\n this._bestBpm = top.bpm;\n this._bestScore = top.score;\n // Only fire tempoChange if > 5% different\n if (Math.abs(this._bestBpm - oldBpm) / oldBpm > 0.05) {\n this.port.postMessage({ type: 'tempoChange', newTempo: this._bestBpm, oldTempo: oldBpm });\n }\n } else {\n this._bestScore = this._bestScore * 0.99 + top.score * 0.01; // slowly decay\n }\n }\n\n this._updateConfidence();\n }\n\n _tickPhase(flux) {\n if (this._lastBeatSample < 0) {\n // Bootstrap: set first beat at current sample\n this._lastBeatSample = this._sampleCount;\n return;\n }\n\n var beatIntervalSamples = 60 / this._bestBpm * this._sampleRate;\n var phase = (this._sampleCount - this._lastBeatSample) / beatIntervalSamples;\n\n // Snap correction: if novelty peak is strong and phase is 0.7..1.3, snap\n if (phase >= 0.7 && phase <= 1.3 && flux > 0) {\n // Compute mean recent flux\n var recentMean = 0;\n var count = Math.min(this._fluxCount, 16);\n var wp = this._fluxWritePos;\n var len = this._fluxWindow.length;\n for (var i = 0; i < count; i++) {\n recentMean += this._fluxWindow[(wp - 1 - i + len) % len];\n }\n recentMean /= count || 1;\n if (flux > 1.5 * recentMean && recentMean > 0) {\n // Snap to this sample\n this._lastBeatSample = this._sampleCount;\n phase = 1.0;\n }\n }\n\n if (phase >= 1.0) {\n var beatTime = (this._lastBeatSample + beatIntervalSamples) / this._sampleRate;\n this._lastBeatSample += beatIntervalSamples;\n\n // Update IBI history\n this._ibiHistory[this._ibiIdx] = beatIntervalSamples;\n this._ibiIdx = (this._ibiIdx + 1) & 3;\n\n this._beatsSinceStart++;\n\n // Update bar position\n this._updateBarPosition(flux);\n\n // Compute confidence\n this._updateConfidence();\n\n // Lookahead\n this._updateLookahead(beatTime);\n\n var isDownbeat = this._barPosition === 1;\n var beatInfo = {\n type: 'beat',\n audioTime: beatTime,\n tempo: this._bestBpm,\n confidence: this._confidence,\n beatPhase: 0,\n energy: flux,\n isDownbeat: isDownbeat,\n beatInBar: this._barPosition,\n };\n this.port.postMessage(beatInfo);\n\n if (isDownbeat) {\n this.port.postMessage({\n type: 'barStart',\n audioTime: beatTime,\n tempo: this._bestBpm,\n confidence: this._confidence,\n barNumber: this._barNumber,\n });\n }\n }\n }\n\n _computeBeatLikelihood(flux) {\n var count = Math.min(this._fluxCount, 32);\n var wp = this._fluxWritePos;\n var len = this._fluxWindow.length;\n var totalFlux = 0;\n for (var i = 0; i < count; i++) {\n totalFlux += this._fluxWindow[(wp - 1 - i + len) % len];\n }\n var mean = count > 0 ? totalFlux / count : 1;\n return Math.max(0.5, Math.min(1.5, mean > 0 ? flux / mean : 1));\n }\n\n _updateBarPosition(flux) {\n var likelihood = this._computeBeatLikelihood(flux);\n\n // --- 4/4 posterior ---\n var p4 = this._posterior4;\n var s4 = new Float32Array(4);\n s4[0] = p4[3]; s4[1] = p4[0]; s4[2] = p4[1]; s4[3] = p4[2];\n var sum4 = 0;\n for (var i = 0; i < 4; i++) {\n p4[i] = s4[i] * (likelihood + (i === 0 ? 0.3 : 0));\n sum4 += p4[i];\n }\n if (sum4 > 0) { for (var i = 0; i < 4; i++) p4[i] /= sum4; }\n\n // --- 3/4 posterior ---\n var p3 = this._posterior3;\n var s3 = new Float32Array(3);\n s3[0] = p3[2]; s3[1] = p3[0]; s3[2] = p3[1];\n var sum3 = 0;\n for (var i = 0; i < 3; i++) {\n p3[i] = s3[i] * (likelihood + (i === 0 ? 0.3 : 0));\n sum3 += p3[i];\n }\n if (sum3 > 0) { for (var i = 0; i < 3; i++) p3[i] /= sum3; }\n\n // --- Update TS confidences (EMA) ---\n var max4 = 0;\n for (var i = 0; i < 4; i++) { if (p4[i] > max4) max4 = p4[i]; }\n var max3 = 0;\n for (var i = 0; i < 3; i++) { if (p3[i] > max3) max3 = p3[i]; }\n var alpha = 0.1;\n this._ts4Confidence = (1 - alpha) * this._ts4Confidence + alpha * max4;\n this._ts3Confidence = (1 - alpha) * this._ts3Confidence + alpha * max3;\n\n // --- Hysteresis switching ---\n if (this._enableTsDetection && this._beatsSinceStart > 8) {\n var minSwitchMargin = 1.4;\n var minSustainBeats = 12; // ~4 bars * 3 beats\n var threeFavored = this._ts3Confidence > this._ts4Confidence * minSwitchMargin;\n var fourFavored = this._ts4Confidence > this._ts3Confidence * minSwitchMargin;\n\n if (this._activeTs === '4/4' && threeFavored) {\n this._sustainCounter++;\n if (this._sustainCounter >= minSustainBeats) {\n this._activeTs = '3/4';\n this._sustainCounter = 0;\n }\n } else if (this._activeTs === '3/4' && fourFavored) {\n this._sustainCounter++;\n if (this._sustainCounter >= minSustainBeats + 4) { // 16 beats for 4/4\n this._activeTs = '4/4';\n this._sustainCounter = 0;\n }\n } else {\n this._sustainCounter = 0;\n }\n }\n\n // --- Determine bar position from active TS ---\n var barLen = this._activeTs === '3/4' ? 3 : 4;\n var posterior = this._activeTs === '3/4' ? p3 : p4;\n\n if (this._beatsSinceStart >= barLen) {\n var maxP = -1, maxI = 0;\n for (var i = 0; i < barLen; i++) {\n if (posterior[i] > maxP) { maxP = posterior[i]; maxI = i; }\n }\n var newPos = maxI + 1; // 1-indexed\n if (newPos === 1 && this._barPosition !== 1) {\n this._barNumber++;\n }\n this._barPosition = newPos;\n } else {\n // Just advance sequentially\n this._barPosition = ((this._barPosition) % barLen) + 1;\n if (this._barPosition === 1) this._barNumber++;\n }\n }\n\n _updateConfidence() {\n if (this._candidates.length === 0) {\n this._confidence = 0;\n return;\n }\n\n // Peak contrast\n var top1 = this._candidates[0] ? this._candidates[0].score : 0;\n var top2 = this._candidates[1] ? this._candidates[1].score : top1;\n var top3 = this._candidates[2] ? this._candidates[2].score : top2;\n var peakContrast = (top2 + top3) > 0 ? top1 / ((top2 + top3) / 2) : 1;\n\n // Phase consistency from IBI variance\n var ibiMean = 0;\n for (var i = 0; i < 4; i++) ibiMean += this._ibiHistory[i];\n ibiMean /= 4;\n var ibiVar = 0;\n for (var i = 0; i < 4; i++) {\n var d = this._ibiHistory[i] - ibiMean;\n ibiVar += d * d;\n }\n ibiVar /= 4;\n var phaseConsistency = ibiMean > 0 ? Math.max(0, 1 - ibiVar / (ibiMean * ibiMean)) : 0;\n\n // Bar consistency (use the active posterior)\n var activePosterior = this._activeTs === '3/4' ? this._posterior3 : this._posterior4;\n var activeLen = this._activeTs === '3/4' ? 3 : 4;\n var maxP = 0;\n for (var i = 0; i < activeLen; i++) {\n if (activePosterior[i] > maxP) maxP = activePosterior[i];\n }\n var barConsistency = maxP;\n\n var c = Math.sqrt(Math.max(0, peakContrast / 2)) *\n Math.sqrt(Math.max(0, phaseConsistency)) *\n (0.5 + 0.5 * barConsistency);\n this._confidence = Math.max(0, Math.min(1, c));\n }\n\n _updateLookahead(lastBeatTime) {\n var lookahead = [];\n var beatInterval = 60 / this._bestBpm;\n var barPos = this._barPosition;\n var barLen = this._activeTs === '3/4' ? 3 : 4;\n for (var i = 0; i < 8; i++) {\n var t = lastBeatTime + (i + 1) * beatInterval;\n var bp = ((barPos - 1 + i) % barLen) + 1;\n lookahead.push({\n audioTime: t,\n tempo: this._bestBpm,\n isDownbeat: bp === 1,\n beatInBar: bp,\n });\n }\n this._lookahead = lookahead;\n }\n\n _computeBandEnergy() {\n var low = 0, mid = 0, high = 0;\n for (var b = 0; b < this._lowBandEnd; b++) low += this._melOut[b];\n for (var b = this._lowBandEnd; b < this._midBandEnd; b++) mid += this._melOut[b];\n for (var b = this._midBandEnd; b < this._melBands; b++) high += this._melOut[b];\n var denom = this._lowBandEnd || 1;\n return {\n low: low / denom,\n mid: mid / Math.max(1, this._midBandEnd - this._lowBandEnd),\n high: high / Math.max(1, this._melBands - this._midBandEnd),\n };\n }\n\n _sendStateMessage() {\n var settled = (this._sampleCount - this._settledSamples) > 0;\n var beatInterval = this._bestBpm > 0 ? 60 / this._bestBpm : 0;\n var currentTime = this._sampleCount / this._sampleRate;\n var lastBeatTime = this._lastBeatSample >= 0 ? this._lastBeatSample / this._sampleRate : 0;\n var beatPhase = beatInterval > 0\n ? Math.min(1, (currentTime - lastBeatTime) / beatInterval)\n : 0;\n var nextBeatTime = lastBeatTime + beatInterval;\n\n var nextDownbeatTime = nextBeatTime;\n for (var i = 0; i < this._lookahead.length; i++) {\n if (this._lookahead[i].isDownbeat) {\n nextDownbeatTime = this._lookahead[i].audioTime;\n break;\n }\n }\n\n var be = this._computeBandEnergy();\n\n this.port.postMessage({\n type: 'state',\n tempo: settled ? this._bestBpm : 0,\n beatPhase: beatPhase,\n confidence: settled ? this._confidence : 0,\n gridStability: settled ? this._confidence : 0,\n tempoCandidates: settled ? this._candidates.map(function(c) {\n return { bpm: c.bpm, score: c.score };\n }) : [],\n rms: this._rms,\n onsetStrength: this._onsetStrength,\n bandEnergy: be,\n barPosition: this._barPosition,\n barLength: this._activeTs === '3/4' ? 3 : 4,\n timeSignature: this._activeTs === '3/4'\n ? { numerator: 3, denominator: 4 }\n : { numerator: 4, denominator: 4 },\n lookahead: this._lookahead,\n nextBeatTime: settled ? nextBeatTime : 0,\n nextDownbeatTime: settled ? nextDownbeatTime : 0,\n });\n }\n}\n\nregisterProcessor('exojs-beat-detector', BeatDetectorProcessor);\n";
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