import jm.audio.AudioObject;
import jm.audio.io.SampleOut;
import jm.audio.synth.*;
/**
* A basic layered synthesis instrument
*
* @author Andrew Brown after Andrew Sorensen
*/
public final class BreathyFluteInst extends jm.audio.Instrument {
//----------------------------------------------
// Attributes
//----------------------------------------------
/**
* The points to use in the construction of Envelopes
*/
private EnvPoint[] pointArray = new EnvPoint[10];
/**
* The points to use in the construction of Envelopes
*/
private EnvPoint[] pointArray2 = new EnvPoint[10];
/**
* The number of channels
*/
private int channels;
/**
* the sample rate passed to the instrument
*/
private int sampleRate;
//----------------------------------------------
// Constructor
//----------------------------------------------
/**
* Basic default constructor to set an initial
* <p/>
* sampling rate.
*
* @param sampleRate
*/
public BreathyFluteInst(int sampleRate) {
this(sampleRate, 1);
}
/**
* A constructor to set an initial
* <p/>
* sampling rate and number of channels.
*
* @param sampleRate
*/
public BreathyFluteInst(int sampleRate, int channels) {
this.sampleRate = sampleRate;
this.channels = channels;
// tone env
EnvPoint[] tempArray = {
new EnvPoint((float) 0.0, (float) 0.0),
new EnvPoint((float) 0.2, (float) 1.0),
new EnvPoint((float) 0.5, (float) 0.7),
new EnvPoint((float) 0.8, (float) 0.5),
new EnvPoint((float) 1.0, (float) 0.0)
};
pointArray = tempArray;
// Noise env
EnvPoint[] tempArray2 = {
new EnvPoint((float) 0.0, (float) 0.0),
new EnvPoint((float) 0.05, (float) 0.7),
new EnvPoint((float) 0.2, (float) 0.1),
new EnvPoint((float) 1.0, (float) 0.0)
};
pointArray2 = tempArray2;
}
//----------------------------------------------
// Methods
//----------------------------------------------
/**
* Initialisation method used to build the objects that
* <p/>
* this instrument will use
*/
public void createChain() {
// main tone
Oscillator wt = new Oscillator(this, Oscillator.SINE_WAVE, this.sampleRate, channels);
Volume vol = new Volume(wt, (float) 1.0);
// overtone
Oscillator wt2 = new Oscillator(this, Oscillator.SINE_WAVE, this.sampleRate, channels);
wt2.setFrqRatio((float) 2.001);
Volume vol2 = new Volume(wt2, (float) 0.5);
// overtone
Oscillator wt3 = new Oscillator(this, Oscillator.SINE_WAVE, this.sampleRate, channels);
wt3.setFrqRatio((float) 4.0);
Volume vol3 = new Volume(wt3, (float) 0.1);
// breath
Noise noise = new Noise(this, Noise.WHITE_NOISE, this.sampleRate);
Volume vol4 = new Volume(noise, (float) 0.2);
// all together now
AudioObject[] parts = {vol, vol2, vol3, vol4};
Add add = new Add(parts);
Envelope env = new Envelope(add, pointArray);
StereoPan span = new StereoPan(env);
SampleOut sout = new SampleOut(span);
}
}