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<!DOCTYPE html>
<html>
<head>
<meta http-equiv='cache-control' content='no-cache'>
<meta http-equiv='expires' content='0'>
<meta http-equiv='pragma' content='no-cache'>
<title>cloud_music_no_13</title>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="dat.gui.js"></script>
<script src="jquery.js"></script>
<script src="p5.js"></script>
<script src="sprintf.js"></script>
<script src="three.js"></script>
<script src="ace.js"></script>
<script src="tinycolor.js"></script>
<script>
try {
var fs = require("fs");
var __dirname = fs.realpathSync.native(".");
} catch (e) {
console.log(e);
}
</script>
<script src="CsoundAudioNode.js"></script>
<script src="CsoundAC.js"></script>
<script src='Silencio.js'></script>
<script src='ChordSpace.js'></script>
<script src="TrackballControls.js"></script>
<link rel="stylesheet" href="w3.css">
<style>
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input {
font: 1em/1.25em Verdana, sans-serif;
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</style>
</head>
<body id="body" class="w3-medium w3-text-sand" style="height:100vh;">
<!-- #region Canvas -->
<canvas id="display" class="w3-container" style="background-color:black;height:100%;margin:0;padding:0;z-index:0;">
</canvas>
<!-- endregion-->
<!-- #region About -->
<div id="about_view" class="w3-container "
style="font-size:11px;position:absolute;top:70px;z-index:5;background:transparent;color:rgb(255, 255, 200, 67%);max-height: calc(100vh - 70px);overflow-y:auto;">
<h1 style="font-size: 15px;">Cloud Music No. 13</h1>
<h2 style="font-size: 13px;">Michael Gogins<br>
October 2022</h2>
<a rel="license" href="http://creativecommons.org/licenses/by-nc-sa/3.0/"><img alt="Creative Commons License"
style="border-width:0;" src="https://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png" /></a>
<p>This work is licensed under a <a rel="license"
href="http://creativecommons.org/licenses/by-nc-sa/3.0/">Creative Commons
Attribution-NonCommercial-ShareAlike 3.0 Unported License.</a>
<p>This is an online piece of electroacoustic music, rendered in your Web
browser using high-resolution audio. It will play indefinitely, never ending,
always changing.
<p>The notes are played by a Csound orchestra that is embedded in this Web page using my <a
href="https://github.com/gogins/csound-wasm">WebAssembly build of Csound</a>. This in turn includes my
<a href="https://github.com/gogins/csound-ac">CsoundAC</a> library for algorithmic composition, used in this
piece to generate randomly selected but (I hope) musically sensible chord progressions and modulations that
are applied to the generated notes.
<p>The music is generated by sampling the bottom row of pixels from the moving image, downsampling that row into
fewer pixels, and translating those pixels into musical notes from left (lowest) to right (highest). Hue is
mapped to instrument, saturation is mapped to duration, and value is mapped to loudness. Generally speaking,
when a bright ring moves to the bottom of the the display, you should hear some notes generated by that
event.
<p>The viewer may exercise a certain amount of control over the piece by using the mouse,
or by opening the <i>Csound</i> controls.
<p>This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
(https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en)
<p>Feel free to use this piece as a template for creating new pieces of this type... as long as it doesn't sound
too much like this one!
<p>Please report any problems you have playing this piece, or any ideas for enhancements, at <a
href="https://github.com/gogins/cloud-music/issues">cloud-music issues</a>.
<ul>
<li>To view the source code of this piece, use your browser menu to view the page source.
<li>To inspect or debug the code of this piece as it runs, use your browser menu to open the developer
tools.
</ul>
<h2 style="font-size: 13px;">Credits</h2>
<p>I created the visuals for this piece by adapting <a href="https://www.kishimisu.art/">Kishimisu's</a> <a
href="https://www.shadertoy.com/view/msj3D3"><i>Inside the System</i></a>,
which has an open-source license compatible with the license of this piece.
<p>My code in CsoundAC for working with chords, scales, and voice-leading implements basic ideas from <a
href="http://dmitri.tymoczko.com/">Dmitri Tymoczko's work in music theory</a>.
<p>Code for compiling and controlling shaders is adapted from <a
href="https://www.shadertoy.com">ShaderToy.com</a>.
<p>The algorithm for downsampling the video canvas is from <a
href="https://skemman.is/bitstream/1946/15343/3/SS_MSthesis.pdf">Sveinn Steinarsson's MS thesis</a> with
code from <a href="https://github.com/pingec/downsample-lttb">https://github.com/pingec/downsample-lttb</a>.
<p>Csound instruments are adapted from <a href="https://kunstmusik.com/">Steven Yi</a> (YiString and
FMWaterBell), Joseph T. Kung (Kung2 and Kung4), <a href="http://www.jlpublishing.com/">Lee Zakian</a>
(ZakianFlute), and others.
<p>
<a href="http://michaelgogins.tumblr.com">
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#line 186
precision highp float;
/**
* These are all of the standard ShaderToy inputs. If any of these are
* used in this shader, they must be created and initialized in the
* JavaScript code.
*/
uniform vec3 iResolution;
// viewport resolution (in pixels)
uniform float iTime;
// shader playback time (in seconds)
uniform float iTimeDelta;
// render time (in seconds)
uniform int iFrame;
// shader playback frame
uniform float iChannelTime[4];
// channel playback time (in seconds)
uniform vec3 iChannelResolution[4];
// channel resolution (in pixels)
uniform vec4 iMouse;
// mouse pixel coords. xy: current (if MLB down), zw: click
uniform sampler2D iChannel0;
// input channel. XX = 2D/Cube
uniform sampler2D iChannel1;
// input channel. XX = 2D/Cube
uniform sampler2D iChannel2;
// input channel. XX = 2D/Cube
uniform sampler2D iChannel3;
// input channel. XX = 2D/Cube
uniform vec4 iDate;
// (year, month, day, time in seconds)
uniform float iSampleRate;
// sound sample rate (i.e., 44100)
uniform float speed_control;
/**
* Theoretically, any fragment shader copied from the ShaderToy
* editor can replace the body of the mainImage function below,
* if all inputs actually used in the shader are defined and bound.
*/
void mainImage(out vec4 _ufragColor, in vec2 _ufragCoord);
out vec4 _ushadertoy_out_color;
void main(){
(_ushadertoy_out_color = vec4(0.0, 0.0, 0.0, 0.0));
(_ushadertoy_out_color = vec4(1.0, 1.0, 1.0, 1.0));
vec4 _ucolor = vec4(0.0, 0.0, 0.0, 1.0);
mainImage(_ucolor, gl_FragCoord.xy);
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}
if ((_ushadertoy_out_color.y < 0.0))
{
(_ucolor = vec4(0.0, 1.0, 0.0, 1.0));
}
if ((_ushadertoy_out_color.z < 0.0))
{
(_ucolor = vec4(0.0, 0.0, 1.0, 1.0));
}
if ((_ushadertoy_out_color.w < 0.0))
{
(_ucolor = vec4(1.0, 1.0, 0.0, 1.0));
}
(_ushadertoy_out_color = vec4(_ucolor.xyz, 1.0));
}
float hash(int x) { return fract(sin(float(x))*7.847); }
float dSegment(vec2 a, vec2 b, vec2 c)
{
vec2 ab = b-a;
vec2 ac = c-a;
float h = clamp(dot(ab, ac)/dot(ab, ab), 0., 1.);
vec2 point = a+ab*h;
return length(c-point);
}
vec2 triangle_wave(vec2 a){
///return abs(fract((a+vec2(1.,0.5))*1.5)-.5);
return abs(fract((a*.9+vec2(1.,0.75))*1.75)-.325);
}
/* "Inside the System" by @kishimisu (2022) - https://www.shadertoy.com/view/msj3D3
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License (https://creativecommons.org/licenses/by-nc-sa/4.0/deed.en)
3 torus, 3 lights, infinite domain repetition.
Mouse interactive.
I got inspired to create this after seeing
https://www.shadertoy.com/view/3dlcWl which
plays with similar neon colors. The key equation that
allow this intensity fallout is 1./(1. + pow(abs(d), n))
*/
#define LOW_PERF 0 // set to 1 for better performances
// spacing controls
#define spacing 9. // columns repetition spacing
#define light_spacing 2. // light repetition spacing (try 1. for a psychedelic effect!)
#define attenuation 22. // light attenuation
// speed controls
#define GLOBAL_SPEED .1
#define camera_speed 1.
#define lights_speed 30.
#define columns_speed 4.
#if LOW_PERF
#define iterations 30.
#define max_dist 30.
#else
#define iterations 50.
#define max_dist 80.
#endif
#define epsilon 0.005
#define iTime (iTime*GLOBAL_SPEED)
#define rot(a) mat2(cos(a), -sin(a), sin(a), cos(a))
#define rep(p, r) (mod(p+r/2., r)-r/2.)
#define torus(p) (length( vec2(length(p.xz)-.6,p.y) ) - .06)
float hash12(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
vec3 getLight(vec3 p, vec3 color) {
return max(vec3(0.), color / (1. + pow(abs(torus(p) * attenuation), 1.3)) - .001);
}
vec3 geo(vec3 po, inout float d, inout vec2 f) {
// shape repetition
float r = hash12(floor(po.yz/spacing+vec2(.5)))-.5;
vec3 p = rep(po + vec3(iTime*r*columns_speed, 0., 0.), vec3(.5, spacing, spacing));
///p.xy *= rot(1.57);
p.xy *= rot(1.5);
d = min(d, torus(p));
// light repetition
f = floor(po.yz/(spacing*light_spacing)-vec2(.5));
r = hash12(f)-.5;
if (r > -.45) p = rep(po + vec3(iTime*lights_speed*r, 0., 0.), spacing*light_spacing*vec3(r+.54, 1., 1.));
else p = rep(po + vec3(iTime*lights_speed*.5*(1.+r*0.003*hash12(floor(po.yz*spacing))), 0., 0.), spacing*light_spacing);
/// p.xy *= rot(1.57);
p.xy *= rot(1.5);
f = (cos(f.xy)*.5+.5)*.4;
return p;
}
vec4 map(vec3 p) {
float d = 1e6;
vec3 po, col = vec3(0.);
vec2 f;
po = geo(p, d, f);
col += getLight(po, vec3(1., f)); // x
p.z += spacing/2.;
///p.xy *= rot(1.57);
p.xy *= rot(1.5);
po = geo(p, d, f);
col += getLight(po, vec3(f.x, .5, f.y)); // y
p.xy += spacing/2.;
///p.xz *= rot(1.57);
p.xy *= rot(1.5);
po = geo(p, d, f);
col += getLight(po, vec3(f, 1.)); // z
return vec4(col, d);
}
vec3 getOrigin(float t) {
t = (t+35.)*-.05*camera_speed;
float rad = mix(50., 80., cos(t*1.24)*.5+.5);
return vec3(rad*sin(t*.97), rad*cos(t*1.11), rad*sin(t*1.27));
}
void initRayOriginAndDirection(vec2 uv, inout vec3 ro, inout vec3 rd) {
vec2 m = iMouse.xy/iResolution.xy*2.-1.;
ro = getOrigin(iTime+m.x*10.);
vec3 f = normalize(getOrigin(iTime+m.x*10.+.5) - ro);
vec3 r = normalize(cross(normalize(ro), f));
rd = normalize(f + uv.x*r + uv.y*cross(f, r));
}
void mainImage(out vec4 O, in vec2 F) {
vec2 uv = (2.*F - iResolution.xy)/iResolution.y;
vec3 p, ro, rd, col;
initRayOriginAndDirection(uv, ro, rd);
float t = 2.;
for (float i = 0.; i < iterations; i++) {
p = ro + t*rd;
vec4 res = map(p);
col += res.rgb;
t += abs(res.w);
if (abs(res.w) < epsilon) t += epsilon;
if (col.r >= 1. && col.g >= 1. && col.b >= 1.) break;
if (t > max_dist) break;
}
col = pow(col, vec3(.45));
O = vec4(col, 1.0);
}
</script>
<script id="draw-shader-vs" type="x-shader/x-vertex">#version 300 es
in vec2 inPos;
void main() {
gl_Position = vec4(inPos.xy, 0.0, 1.0);
}
</script>
<script>
var shader_program = null;
var analyser = null;
// Set up for high-resolution displays.
var devicePixelRatio_ = window.devicePixelRatio || 1
var canvas = document.getElementById("display");
canvas.width = canvas.clientWidth * devicePixelRatio_;
canvas.height = canvas.clientHeight * devicePixelRatio_;
console.log("canvas.height: " + canvas.height);
console.log("canvas.width: " + canvas.width);
var gl = canvas.getContext("webgl2", { antialias: true });
if (!gl) {
alert("Could not create webgl2 context.");
}
let extensions = gl.getSupportedExtensions();
console.log("Supported extensions:\n" + extensions);
if ("gpu" in navigator) {
var gpu_adapter = navigator.gpu.requestAdapter();
console.log("WebGPU adapter: " + gpu_adapter);
} else {
console.warn("WebGPU is not available on this platform.");
}
var EXT_color_buffer_float = gl.getExtension("EXT_color_buffer_float");
if (!EXT_color_buffer_float) {
alert("EXT_color_buffer_float is not available on this platform.");
}
var WEBGL_debug_shaders = gl.getExtension("WEBGL_debug_shaders");
const audio_texture_level = 0;
const audio_texture_internalFormat = gl.R32F;
const audio_texture_width = 512;
const audio_texture_height = 2;
const audio_texture_border = 0;
const audio_texture_srcFormat = gl.RED;
const audio_texture_srcType = gl.FLOAT;
var frequency_domain_data = new Uint8Array(audio_texture_width * 2);
var time_domain_data = new Uint8Array(audio_texture_width * 2);
var audio_data = new Float32Array(audio_texture_width * 2);
var image_sample_buffer = new Uint8ClampedArray();
var channel0_texture_unit = 0;
var channel0_texture = gl.createTexture();
channel0_texture.name = "channel0_texture";
var channel0_sampler = gl.createSampler();
channel0_sampler.name - "channel0_sampler";
var current_events = new Map();
var prior_events = current_events;
var rendering_frame = 0;
function write_audio_texture(analyser, texture_unit, texture, sampler) {
if (analyser != null) {
analyser.getByteFrequencyData(frequency_domain_data);
analyser.getByteTimeDomainData(time_domain_data);
for (let i = 0; i < audio_texture_width; ++i) {
// Map frequency domain magnitudes to [0, 1].
let sample = frequency_domain_data[i];
sample = sample / 255.;
audio_data[i] = sample;
}
let audio_data_width = audio_texture_width * 2;
for (let j = 0; j < audio_texture_width; ++j) {
// Map time domain amplitudes to [-1, 1].
let sample = time_domain_data[j];
sample = sample / 255.;
audio_data[audio_texture_width + j] = sample;
}
}
gl.activeTexture(gl.TEXTURE0 + texture_unit);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindSampler(texture_unit, sampler);
gl.texImage2D(gl.TEXTURE_2D, audio_texture_level, audio_texture_internalFormat, audio_texture_width, audio_texture_height, audio_texture_border, audio_texture_srcFormat, audio_texture_srcType, audio_data);
gl.samplerParameteri(sampler, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.samplerParameteri(sampler, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.samplerParameteri(sampler, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.samplerParameteri(sampler, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.samplerParameteri(sampler, gl.TEXTURE_WRAP_R, gl.CLAMP_TO_EDGE);
gl.samplerParameteri(sampler, gl.TEXTURE_COMPARE_MODE, gl.NONE);
gl.samplerParameteri(sampler, gl.TEXTURE_COMPARE_FUNC, gl.LEQUAL);
if (false && analyser) { // For debugging.
let is_texture = gl.isTexture(texture);
let uniform_count = gl.getProgramParameter(shader_program, gl.ACTIVE_UNIFORMS);
let uniform_index;
for (let uniform_index = 0; uniform_index < uniform_count; ++uniform_index) {
uniform_info = gl.getActiveUniform(shader_program, uniform_index);
console.log(uniform_info);
const location = gl.getUniformLocation(shader_program, uniform_info.name);
const value = gl.getUniform(shader_program, location);
console.log("Uniform location: " + location);
console.log("Uniform value: " + value);
}
const unit = gl.getUniform(shader_program, shader_program.iChannel0);
console.log("Sampler texture unit: " + unit);
console.log("Texture unit: " + texture_unit);
gl.activeTexture(gl.TEXTURE0 + texture_unit);
let texture2D = gl.getParameter(gl.TEXTURE_BINDING_2D);
console.log("Texture binding 2D " + texture2D);
var debug_framebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, debug_framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture2D, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) !== gl.FRAMEBUFFER_COMPLETE) {
console.log("These attachments don't work.");
}
// Read the contents of the debug_framebuffer (data stores the pixel data).
var data = new Float32Array(1024);
// What comes out, should be what went in.
gl.readPixels(0, 0, 512, 2, gl.RED, gl.FLOAT, data);
//console.log("\nfrequency domain: \n" + data.slice(0, 512));
//console.log("time domain: \n" + data.slice(512));
gl.deleteFramebuffer(debug_framebuffer);
}
}
function load_scene() {
var webgl_viewport_size;
var webgl_buffers = {};
var mouse_position = [0, 0, 0, 0];
function create_scene() {
canvas.addEventListener('mousemove', (e) => {
mouse_position = [e.clientX, e.clientY];
});
shader_program = gl.createProgram();
for (let i = 0; i < 2; ++i) {
let shader_code = document.getElementById(i == 0 ? "draw-shader-vs" : "draw-shader-fs").text;
let shader_object = gl.createShader(i == 0 ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
gl.shaderSource(shader_object, shader_code);
gl.compileShader(shader_object);
let status = gl.getShaderParameter(shader_object, gl.COMPILE_STATUS);
if (!status) {
console.warn(gl.getShaderInfoLog(shader_object));
}
gl.attachShader(shader_program, shader_object);
gl.linkProgram(shader_program);
console.log("shader:" + WEBGL_debug_shaders.getTranslatedShaderSource(shader_object));
}
status = gl.getProgramParameter(shader_program, gl.LINK_STATUS);
if (!status) {
console.warn(gl.getProgramInfoLog(shader_program));
}
shader_program.inPos = gl.getAttribLocation(shader_program, "inPos");
shader_program.iMouse = gl.getUniformLocation(shader_program, "iMouse");
shader_program.iResolution = gl.getUniformLocation(shader_program, "iResolution");
shader_program.iTime = gl.getUniformLocation(shader_program, "iTime");
shader_program.iTimeDelta = gl.getUniformLocation(shader_program, "iTimeDelta");
shader_program.iFrame = gl.getUniformLocation(shader_program, "iFrame");
shader_program.iChannel0 = gl.getUniformLocation(shader_program, "iChannel0");
shader_program.iChannel1 = gl.getUniformLocation(shader_program, "iChannel1");
shader_program.iChannel2 = gl.getUniformLocation(shader_program, "iChannel2");
shader_program.iChannel3 = gl.getUniformLocation(shader_program, "iChannel3");
shader_program.iSampleRate = gl.getUniformLocation(shader_program, "iSampleRate");
gl.useProgram(shader_program);
gl.uniform1f(shader_program.iSampleRate, 48000.);
var pos = [-1, -1,
1, -1,
1, 1,
-1, 1];
var inx = [0, 1, 2, 0, 2, 3];
webgl_buffers.pos = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, webgl_buffers.pos);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pos), gl.STATIC_DRAW);
webgl_buffers.inx = gl.createBuffer();
webgl_buffers.inx.len = inx.length;
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, webgl_buffers.inx);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(inx), gl.STATIC_DRAW);
gl.enableVertexAttribArray(shader_program.inPos);
gl.vertexAttribPointer(shader_program.inPos, 2, gl.FLOAT, false, 0, 0);
gl.enable(gl.DEPTH_TEST);
gl.clearColor(0.0, 0.0, 0.0, 1.0);
write_audio_texture(analyser, channel0_texture_unit, channel0_texture, channel0_sampler);
window.onresize = resize;
resize();
requestAnimationFrame(render_scene);
}
function resize() {
webgl_viewport_size = [window.innerWidth, window.innerHeight];
canvas.width = webgl_viewport_size[0] * window.devicePixelRatio;
canvas.height = webgl_viewport_size[1] * window.devicePixelRatio;
image_sample_buffer = new Uint8ClampedArray(canvas.width * 4);
prior_image_sample_buffer = new Uint8ClampedArray(canvas.width * 4);
console.info("resize: image_sample_buffer.length: " + image_sample_buffer.length);
}
function clientWaitAsync(sync, flags, interval_ms) {
return new Promise((resolve, reject) => {
function test() {
const result = gl.clientWaitSync(sync, flags, 0);
if (result === gl.WAIT_FAILED) {
reject();
return;
}
// This is the workaround for platforms where maximum
// timeout is always 0.
if (result === gl.TIMEOUT_EXPIRED) {
setTimeout(test, interval_ms);
return;
}
resolve();
}
test();
});
}
async function getBufferSubDataAsync(target, buffer, srcByteOffset, dstBuffer,
/* optional */ dstOffset, /* optional */ length) {
const sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
gl.flush();
await clientWaitAsync(sync, 0, 10);
gl.deleteSync(sync);
gl.bindBuffer(target, buffer);
gl.getBufferSubData(target, srcByteOffset, dstBuffer, dstOffset, length);
gl.bindBuffer(target, null);
}
/**
* Converts an RGB color value to HSV. The formula is
* adapted from http://en.wikipedia.org/wiki/HSV_color_space.
* Assumes r, g, and b are in [0, 255] and
* returns h, s, and v are in [0, 1].
*/
var rgb_to_hsv = function (rgb) {
r = rgb[0] / 255;
g = rgb[1] / 255;
b = rgb[2] / 255;
var max = Math.max(r, g, b);
var min = Math.min(r, g, b);
var h, s, v = max;
var d = max - min;
s = max === 0 ? 0 : d / max;
if (max == min) {
h = 0;
} else {
// More efficient than switch?
if (max == r) {
h = (g - b) / d + (g < b ? 6 : 0);
} else if (max == g) {
h = (b - r) / d + 2;
} else if (max == b) {
h = (r - g) / d + 4;
}
h /= 6;
}
return [h, s, v];
}
async function readPixelsAsync(x, y, w, h, format, type, sample) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, buffer);
gl.bufferData(gl.PIXEL_PACK_BUFFER, sample.byteLength, gl.STREAM_READ);
gl.readPixels(x, y, w, h, format, type, 0);
gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);
await getBufferSubDataAsync(gl.PIXEL_PACK_BUFFER, buffer, 0, sample);
gl.deleteBuffer(buffer);
}
/**
* Adapts https://github.com/pingec/downsample-lttb from time
* series data to vectors of float HSV pixels. Our data is not
* [[time, value], [time, value],...], but rather
* [[pixel index0, hsv0[2]], [pixel index1, hsv1[2]], ...].
*/
function downsample_lttb(data, buckets) {
if (buckets >= data.length || buckets === 0) {
return data; // Nothing to do
}
let sampled_data = [],
sampled_data_index = 0;
// Bucket size. Leave room for start and end data points
let bucket_size = (data.length - 2) / (buckets - 2);
// Triangles are points {a, b, c}.
let a = 0, // Initially a is the first point in the triangle
max_area_point,
max_area,
area,
next_a;
sampled_data[sampled_data_index++] = data[a]; // Always add the first point
for (let i = 0; i < buckets - 2; i++) {
// Calculate point average for next bucket (containing c)
let avg_x = 0,
avg_y = 0,
avg_range_start = Math.floor((i + 1) * bucket_size) + 1,
avg_range_end = Math.floor((i + 2) * bucket_size) + 1;
avg_range_end = avg_range_end < data.length ? avg_range_end : data.length;
let avg_range_length = avg_range_end - avg_range_start;
for (; avg_range_start < avg_range_end; avg_range_start++) {
avg_x += data[avg_range_start][0] * 1; // * 1 enforces Number (value may be Date)
avg_y += data[avg_range_start][1] * 1;
}
avg_x /= avg_range_length;
avg_y /= avg_range_length;
// Get the range for this bucket
let range_offs = Math.floor((i + 0) * bucket_size) + 1,
range_to = Math.floor((i + 1) * bucket_size) + 1;
// Point a
let point_a_x = data[a][0] * 1, // enforce Number (value may be Date)
point_a_y = data[a][1] * 1;
max_area = area = -1;
for (; range_offs < range_to; range_offs++) {
// Calculate triangle area over three buckets
area = Math.abs((point_a_x - avg_x) * (data[range_offs][1] - point_a_y) -
(point_a_x - data[range_offs][0]) * (avg_y - point_a_y)
) * 0.5;
if (area > max_area) {
max_area = area;
max_area_point = data[range_offs];
next_a = range_offs; // Next a is this b
}
}
sampled_data[sampled_data_index++] = max_area_point; // Pick this point from the bucket
a = next_a; // This a is the next a (chosen b)
}
sampled_data[sampled_data_index++] = data[data.length - 1]; // Always add last
return sampled_data; ///sampled_data;
}
/**
* Translates one row of RGBA pixels, the width of the WebGL
* canvas, to Csound events.
*
* https://skemman.is/bitstream/1946/15343/3/SS_MSthesis.pdf
*/
var instrument_count = 8;
var sampled_events = new Array();
var playlist = new Map();
var gi_Composition_tempo = 25;
var frame_translation_count = 0;
var midi_key_begin = 36;
var midi_key_range = 60;
var maximum_voices = 8;
var event_velocity_threshold = 100;
var midi_key_end = midi_key_begin + midi_key_range;
var sample_count = 0;
var root_progression = 0;
var on_events = new Array();
var off_events = new Array();
var playing_events = new Map();
var event_tag = 0;
var root_progressions = [2, 3, -4, 5, -1, 3];
async function translate_sample_to_csound_events(maximum_events, threshold, parent_rendering_frame) {
if (csound == null) {
return;
}
if (!csound.is_playing) {
return;
}
let x = 0;
// y is zero at the bottom of the canvas.
let y = 0;
let width = canvas.width;
let height = 1;
let format = gl.RGBA;
let type = gl.UNSIGNED_BYTE;
readPixelsAsync(x, y, width, height, format, type, image_sample_buffer);
// Translate the sample format from byte RGBA to float HSV.
let hsv_image_sample = [];
for (let byte_i = 0; byte_i < image_sample_buffer.length; byte_i = byte_i + 4) {
let rgb = image_sample_buffer.slice(byte_i, byte_i + 3);
let hsv = rgb_to_hsv(rgb);
hsv_image_sample.push([hsv_image_sample.length + 1, hsv[2], hsv]);
}
// Downsample the HSV samples.
let downsampled_pixels = downsample_lttb(hsv_image_sample, midi_key_range);
sampled_events.length = 0;
on_events.length = 0;
off_events.length = 0;
score.clear();
// Translate the HSV samples to Csound event vectors.
// 0 is p1 insno (hsv[0](, tagged by downsampled pixel,
// positive for on or negative for off.
// 1 is p2 time always 0.
// 2 is p3 duration (either hsv[1] or -1, must be 0 for off
// events).
// 3 is p4 MIDI key (downsampled pixel).
// 4 is p5 MIDI velocity (hsv[2]).
for (let downsampled_pixel_i = 0; downsampled_pixel_i < downsampled_pixels.length; downsampled_pixel_i++) {
let hsv = downsampled_pixels[downsampled_pixel_i][2];
let instrument_number = 1 + (hsv[0] * instrument_count);
// The instrument number must have a unique fractional tag.
let time = 0;
let duration = .25 + (60 / gi_Composition_tempo * hsv[1] * 2);
let midi_key = Math.floor(midi_key_begin + downsampled_pixel_i);
//instrument_number = 4;
let insno = sprintf("%d.%d", Math.floor(instrument_number), midi_key);
instrument_number = parseFloat(insno);
let midi_velocity = hsv[2] * 128;
let event_for_pixel = [instrument_number, time, duration, midi_key, midi_velocity];
sampled_events.push(event_for_pixel);
}
console.log(sprintf("sampled_events.length: %d\n", sampled_events.length));
// Events that are playing but not loud enough, are turned off.
for (let sampled_event_i = 0; sampled_event_i < sampled_events.length; sampled_event_i++) {
let sampled_event = sampled_events[sampled_event_i];
let key = sampled_event[0];
if (playing_events.has(key) == true) {
let off_event = playing_events.get(key);
let instrument_number = off_event[0];
if (threshold > sampled_event[4]) {
csound.KillInstance(instrument_number, "", 4, true);
console.log("Turned off instrument number: " + instrument_number + ".");
playing_events.delete(key);
}
}
}
console.log(sprintf("playing_events.size: %d\n", playing_events.size));
// Events that are loud enough but not playing, are turned on.
for (let sampled_event_i = 0; sampled_event_i < sampled_events.length; sampled_event_i++) {
let sampled_event = sampled_events[sampled_event_i];
let key = sampled_event[0];
if (playing_events.has(key) == false) {
if (sampled_event[4] >= threshold) {
playing_events.set(key, sampled_event);
on_events.push(sampled_event);
}
}
}
console.log(sprintf("playing_events.size: %d\n", playing_events.size));
console.log(sprintf("on_events.length: %d\n", on_events.length));
CsoundAC.setCorrectNegativeDurations(false);
// Limit number of on events, play N loudest only. Could also pick at random.
on_events.sort(function (a, b) {
if (a[5] < b[5]) {
return 1;
}
if (b[5] < a[5]) {
return -1;
}
return 0;
});
let voices = Math.min(on_events.length, maximum_voices);
for (let i = 0; i < voices; i++) {
let on_event = on_events[i];
let time = 0;
let duration = on_event[2];
let status = 144;
let instrument_number = on_event[0];
///let instrument_number = 8;
let key = on_event[3];
let velocity = on_event[4];
velocity = 60 + (velocity / 7);
let phase = 0;
let pan = .01 + Math.random() * .8;
let depth = 0;
let height = 0;
let pitches = 4095;
score.add(time, duration, status, instrument_number, key, velocity, phase, pan, depth, height, pitches);
}
if (score.size() > 0) {
if (sample_count % 4 == 0) {
if (sample_count % 24 == 0) {
let scales = scale.modulations(chord);
if (scales.size() > 1) {
scale = scales.get(Math.floor(Math.random() * scales.size()));
csound_message_callback(sprintf("\nScale: %s\n", scale.name()));
}
}
let root_progression = root_progressions[Math.floor(Math.random() * root_progressions.length)];
let chord_name = chord.eOP().name();
if (chord_name.length == 0) {
chord_name = chord.eOP().toString();
}
csound_message_callback(sprintf("\nChord: %s\n\n", chord_name));
chord = scale.transpose_degrees(chord, root_progression, 3)
}
CsoundAC.apply(score, chord, 0, 1000000, true);
let score_text = score.getCsoundScore(12., true);
csound.ReadScore(score_text);
}
sample_count++;
}
/**
* As the last step in rendering the scene, this function reads
* one row of the canvas (the sample) into an array of pixels,
* then translates that row into a set of Csound events, the
* mapping determined by a separate function. An attempt is made
* to avoid stalling the WebGL rendering pipeline by reading the
* pixels from the canvas only when a memory fence around
* the GPU pipeline becomes passable.
*/
async function sample_canvas(current_rendering_frame) {
//console.info("frame_sample_to_score.");
gi_Composition_tempo = Math.floor(parseFloat(parameters.gi_Composition_tempo));
event_velocity_threshold = parseFloat(parameters.gi_Composition_density);
await translate_sample_to_csound_events(16, event_velocity_threshold, current_rendering_frame);
}
/**
* The graphics rendering loop polls the current time and tempo in
* order to compute when to sample notes from the canvas.
*/
var current_time;
var next_time = 0;
function render_scene(milliseconds) {
gl.viewport(0, 0, canvas.width, canvas.height);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
let tyme = milliseconds / 1000;
gl.uniform1f(shader_program.iTime, tyme);
gl.uniform3f(shader_program.iResolution, canvas.width, canvas.height, 0);
gl.uniform4f(shader_program.iMouse, mouse_position[0], mouse_position[1], 0, 0);
//write_audio_texture(analyser, channel0_texture_unit, channel0_texture, channel0_sampler);
gl.drawElements(gl.TRIANGLES, webgl_buffers.inx.len, gl.UNSIGNED_SHORT, 0);
current_time = performance.now() / 1000;
if (current_time >= next_time) {
if (typeof parameters !== 'undefined') {
next_time = current_time + (60 / parameters.gi_Composition_tempo);
}
sample_canvas(rendering_frame);
}
rendering_frame++;
requestAnimationFrame(render_scene);
}
create_scene();
};
</script>
<script>
var CsoundAC = null;
var csound = null;
var score = null;
var scale = null;
var chord = null;
var message_callback_buffer = "";
var console_editor = ace.edit("console_view");
//console_editor.setTheme("ace/theme/gob");
console_editor.setReadOnly(true);
console_editor.setShowPrintMargin(false);
console_editor.setDisplayIndentGuides(false);
console_editor.renderer.setOption("showGutter", false);
console_editor.renderer.setOption("showLineNumbers", true);
(async function () {
CsoundAC = await createCsoundAC();
score = new CsoundAC.Score();
scale = new CsoundAC.Scale("F major");
chord = scale.chord(1, 5, 3);
//CsoundAC.CHORD_SPACE_DEBUGGING(false);
var txt = "\n";
txt += "Browser CodeName: " + navigator.appCodeName + "\n";
txt += "Browser Name: " + navigator.appName + "\n";
txt += "Browser Version: " + navigator.appVersion + "\n";
txt += "Cookies Enabled: " + navigator.cookieEnabled + "\n";
txt += "Browser Language: " + navigator.language + "\n";
txt += "Browser Online: " + navigator.onLine + "\n";
txt += "Platform: " + navigator.platform + "\n";
txt += "User-agent header: " + navigator.userAgent + "\n";
txt += "gl.VENDOR: " + gl.getParameter(gl.VENDOR) + "\n";
txt += "gl.RENDERER: " + gl.getParameter(gl.RENDERER) + "\n";
txt += "gl.VERSION: " + gl.getParameter(gl.VERSION) + "\n";
txt += "gl.SHADING_LANGUAGE_VERSION: " + gl.getParameter(gl.SHADING_LANGUAGE_VERSION) + "\n";
csound_message_callback(txt);
csound_message_callback(CsoundAC.chord_space_version() + "\n");
let CM = CsoundAC.chordForName("CM");
CM = CM.T(-4.);
csound_message_callback(CM.information());
csound_message_callback(CM.information_debug(-1));
}());
window.onload = async function () {
$("#controls_view").css("display", "none");
$("#about_view").css("display", "none");
$("#console_view").css("display", "none");
$("#menu_item_play").click(async function (event) {
console.log("menu_item_play click...");
if (csound == null) {
try {
csound_message_callback("Trying to load CsoundAudioNode...\n");
var AudioContext = window.AudioContext || window.webkitAudioContext;
var audioContext = new AudioContext();
await audioContext.audioWorklet.addModule('CsoundAudioProcessor.js').then(function () {
csound_message_callback("Creating CsoundAudioNode...\n");
csound = new CsoundAudioNode(audioContext, csound_message_callback);
csound_message_callback("CsoundAudioNode (AudioWorklet) is available in this JavaScript context.\n");
analyser = new AnalyserNode(audioContext);
analyser.fftSize = 2048;
console.log("Analyzer buffer size: " + analyser.frequencyBinCount);
csound.connect(analyser);
console.log("csound: " + csound);
}, function (error) {
csound_message_callback(error + '\n');
});
csound_image_player = new CsoundImagePlayer(csound, CsoundAC, canvas);
} catch (e) {
csound_message_callback(e + '\n');
}