🎹 Making life easy to create a MIDI-app on the web. Includes a library to program synesthesia into your app for memory recognition or for creating trippy effects. Convert soundfonts for Guitar, Bass, Drums, ect. into code that can be read by the browser. Supports multiple simultaneous instruments and perfect timing.
See the codeThere is two generators for MIDI.js soundfonts:
To dive in quickly Benjamin Gleitzman has created a package of pre-rendered sound fonts.
// interface to download soundfont, then execute callback;
MIDI.loadPlugin(onsuccess);
// simple example to get started;
MIDI.loadPlugin({
instrument: "acoustic_grand_piano", // or the instrument code 1 (aka the default)
instruments: [ "acoustic_grand_piano", "acoustic_guitar_nylon" ], // or multiple instruments
onsuccess: function() { }
});
MIDI.noteOn(channel, note, velocity, delay);
MIDI.noteOff(channel, note, delay);
MIDI.chordOn(channel, [note, note, note], velocity, delay);
MIDI.chordOff(channel, [note, note, note], delay);
MIDI.keyToNote = object; // A0 => 21
MIDI.noteToKey = object; // 21 => A0
MIDI.Player.currentTime = integer; // time we are at now within the song.
MIDI.Player.endTime = integer; // time when song ends.
MIDI.Player.playing = boolean; // are we playing? yes or no.
MIDI.Player.loadFile(file, onsuccess); // load .MIDI from base64 or binary XML request.
MIDI.Player.start(); // start the MIDI track (you can put this in the loadFile callback)
MIDI.Player.resume(); // resume the MIDI track from pause.
MIDI.Player.pause(); // pause the MIDI track.
MIDI.Player.stop(); // stops all audio being played, and resets currentTime to 0.
MIDI.Player.removeListener(); // removes current listener.
MIDI.Player.addListener(function(data) { // set it to your own function!
var now = data.now; // where we are now
var end = data.end; // time when song ends
var channel = data.channel; // channel note is playing on
var message = data.message; // 128 is noteOff, 144 is noteOn
var note = data.note; // the note
var velocity = data.velocity; // the velocity of the note
// then do whatever you want with the information!
});
MIDI.Player.clearAnimation(); // clears current animation.
MIDI.Player.setAnimation(function(data) {
var now = data.now; // where we are now
var end = data.end; // time when song ends
var events = data.events; // all the notes currently being processed
// then do what you want with the information!
});
MIDI.setEffects([
{
type: "MoogFilter",
bufferSize: 4096,
bypass: false,
cutoff: 0.065,
resonance: 3.5
},
{
type: "Bitcrusher",
bits: 4,
bufferSize: 4096,
bypass: false,
normfreq: 0.1
},
{
type: "Phaser",
rate: 1.2, // 0.01 to 8 is a decent range, but higher values are possible
depth: 0.3, // 0 to 1
feedback: 0.2, // 0 to 1+
stereoPhase: 30, // 0 to 180
baseModulationFrequency: 700, // 500 to 1500
bypass: 0
}, {
type: "Chorus",
rate: 1.5,
feedback: 0.2,
delay: 0.0045,
bypass: 0
}, {
type: "Delay",
feedback: 0.45, // 0 to 1+
delayTime: 150, // how many milliseconds should the wet signal be delayed?
wetLevel: 0.25, // 0 to 1+
dryLevel: 1, // 0 to 1+
cutoff: 20, // cutoff frequency of the built in highpass-filter. 20 to 22050
bypass: 0
}, {
type: "Overdrive",
outputGain: 0.5, // 0 to 1+
drive: 0.7, // 0 to 1
curveAmount: 1, // 0 to 1
algorithmIndex: 0, // 0 to 5, selects one of our drive algorithms
bypass: 0
}, {
type: "Compressor",
threshold: 0.5, // -100 to 0
makeupGain: 1, // 0 and up
attack: 1, // 0 to 1000
release: 0, // 0 to 3000
ratio: 4, // 1 to 20
knee: 5, // 0 to 40
automakeup: true, // true/false
bypass: 0
}, {
type: "Convolver",
highCut: 22050, // 20 to 22050
lowCut: 20, // 20 to 22050
dryLevel: 1, // 0 to 1+
wetLevel: 1, // 0 to 1+
level: 1, // 0 to 1+, adjusts total output of both wet and dry
impulse: "./inc/tuna/impulses/impulse_rev.wav", // the path to your impulse response
bypass: 0
}, {
type: "Filter",
frequency: 20, // 20 to 22050
Q: 1, // 0.001 to 100
gain: 0, // -40 to 40
bypass: 1, // 0 to 1+
filterType: 0 // 0 to 7, corresponds to the filter types in the native filter node: lowpass, highpass, bandpass, lowshelf, highshelf, peaking, notch, allpass in that order
}, {
type: "Cabinet",
makeupGain: 1, // 0 to 20
impulsePath: "./inc/tuna/impulses/impulse_guitar.wav", // path to your speaker impulse
bypass: 0
}, {
type: "Tremolo",
intensity: 0.3, // 0 to 1
rate: 0.1, // 0.001 to 8
stereoPhase: 0, // 0 to 180
bypass: 0
}, {
type: "WahWah",
automode: true, // true/false
baseFrequency: 0.5, // 0 to 1
excursionOctaves: 2, // 1 to 6
sweep: 0.2, // 0 to 1
resonance: 10, // 1 to 100
sensitivity: 0.5, // -1 to 1
bypass: 0
}
]);
Color.Space(0xff0000, "HEX>RGB>HSL");
DOMLoader.script.add(src, onsuccess);
DOMLoader.sendRequest(src, onsuccess);
8,330 followers · starred Jan 2014
1,080 followers · starred Sep 2017
542 followers · starred Feb 2012
207 followers · starred Feb 2012
🎹 Making life easy to create a MIDI-app on the web. Includes a library to program synesthesia into your app for memory recognition or for creating trippy effects. Convert soundfonts for Guitar, Bass, Drums, ect. into code that can be read by the browser. Supports multiple simultaneous instruments and perfect timing.
See the codeThere is two generators for MIDI.js soundfonts:
To dive in quickly Benjamin Gleitzman has created a package of pre-rendered sound fonts.
// interface to download soundfont, then execute callback;
MIDI.loadPlugin(onsuccess);
// simple example to get started;
MIDI.loadPlugin({
instrument: "acoustic_grand_piano", // or the instrument code 1 (aka the default)
instruments: [ "acoustic_grand_piano", "acoustic_guitar_nylon" ], // or multiple instruments
onsuccess: function() { }
});
MIDI.noteOn(channel, note, velocity, delay);
MIDI.noteOff(channel, note, delay);
MIDI.chordOn(channel, [note, note, note], velocity, delay);
MIDI.chordOff(channel, [note, note, note], delay);
MIDI.keyToNote = object; // A0 => 21
MIDI.noteToKey = object; // 21 => A0
MIDI.Player.currentTime = integer; // time we are at now within the song.
MIDI.Player.endTime = integer; // time when song ends.
MIDI.Player.playing = boolean; // are we playing? yes or no.
MIDI.Player.loadFile(file, onsuccess); // load .MIDI from base64 or binary XML request.
MIDI.Player.start(); // start the MIDI track (you can put this in the loadFile callback)
MIDI.Player.resume(); // resume the MIDI track from pause.
MIDI.Player.pause(); // pause the MIDI track.
MIDI.Player.stop(); // stops all audio being played, and resets currentTime to 0.
MIDI.Player.removeListener(); // removes current listener.
MIDI.Player.addListener(function(data) { // set it to your own function!
var now = data.now; // where we are now
var end = data.end; // time when song ends
var channel = data.channel; // channel note is playing on
var message = data.message; // 128 is noteOff, 144 is noteOn
var note = data.note; // the note
var velocity = data.velocity; // the velocity of the note
// then do whatever you want with the information!
});
MIDI.Player.clearAnimation(); // clears current animation.
MIDI.Player.setAnimation(function(data) {
var now = data.now; // where we are now
var end = data.end; // time when song ends
var events = data.events; // all the notes currently being processed
// then do what you want with the information!
});
MIDI.setEffects([
{
type: "MoogFilter",
bufferSize: 4096,
bypass: false,
cutoff: 0.065,
resonance: 3.5
},
{
type: "Bitcrusher",
bits: 4,
bufferSize: 4096,
bypass: false,
normfreq: 0.1
},
{
type: "Phaser",
rate: 1.2, // 0.01 to 8 is a decent range, but higher values are possible
depth: 0.3, // 0 to 1
feedback: 0.2, // 0 to 1+
stereoPhase: 30, // 0 to 180
baseModulationFrequency: 700, // 500 to 1500
bypass: 0
}, {
type: "Chorus",
rate: 1.5,
feedback: 0.2,
delay: 0.0045,
bypass: 0
}, {
type: "Delay",
feedback: 0.45, // 0 to 1+
delayTime: 150, // how many milliseconds should the wet signal be delayed?
wetLevel: 0.25, // 0 to 1+
dryLevel: 1, // 0 to 1+
cutoff: 20, // cutoff frequency of the built in highpass-filter. 20 to 22050
bypass: 0
}, {
type: "Overdrive",
outputGain: 0.5, // 0 to 1+
drive: 0.7, // 0 to 1
curveAmount: 1, // 0 to 1
algorithmIndex: 0, // 0 to 5, selects one of our drive algorithms
bypass: 0
}, {
type: "Compressor",
threshold: 0.5, // -100 to 0
makeupGain: 1, // 0 and up
attack: 1, // 0 to 1000
release: 0, // 0 to 3000
ratio: 4, // 1 to 20
knee: 5, // 0 to 40
automakeup: true, // true/false
bypass: 0
}, {
type: "Convolver",
highCut: 22050, // 20 to 22050
lowCut: 20, // 20 to 22050
dryLevel: 1, // 0 to 1+
wetLevel: 1, // 0 to 1+
level: 1, // 0 to 1+, adjusts total output of both wet and dry
impulse: "./inc/tuna/impulses/impulse_rev.wav", // the path to your impulse response
bypass: 0
}, {
type: "Filter",
frequency: 20, // 20 to 22050
Q: 1, // 0.001 to 100
gain: 0, // -40 to 40
bypass: 1, // 0 to 1+
filterType: 0 // 0 to 7, corresponds to the filter types in the native filter node: lowpass, highpass, bandpass, lowshelf, highshelf, peaking, notch, allpass in that order
}, {
type: "Cabinet",
makeupGain: 1, // 0 to 20
impulsePath: "./inc/tuna/impulses/impulse_guitar.wav", // path to your speaker impulse
bypass: 0
}, {
type: "Tremolo",
intensity: 0.3, // 0 to 1
rate: 0.1, // 0.001 to 8
stereoPhase: 0, // 0 to 180
bypass: 0
}, {
type: "WahWah",
automode: true, // true/false
baseFrequency: 0.5, // 0 to 1
excursionOctaves: 2, // 1 to 6
sweep: 0.2, // 0 to 1
resonance: 10, // 1 to 100
sensitivity: 0.5, // -1 to 1
bypass: 0
}
]);
Color.Space(0xff0000, "HEX>RGB>HSL");
DOMLoader.script.add(src, onsuccess);
DOMLoader.sendRequest(src, onsuccess);
8,330 followers · starred Jan 2014
1,080 followers · starred Sep 2017
542 followers · starred Feb 2012
207 followers · starred Feb 2012