u(t) is called 60 times per second.
t: Elapsed time in seconds.
S: Shorthand for Math.sin.
C: Shorthand for Math.cos.
T: Shorthand for Math.tan.
R: Function that generates rgba-strings, usage ex.: R(255, 255, 255, 0.5)
c: A 1920x1080 canvas.
x: A 2D context for that canvas.
Great JS sound effect library!! I'm playing a lot with it. If you put a Math.ceil around your main frequency (Math.cos), it will convert to square wave and sound like 8bit videogames. See here how it sounds: https://js.do/rsiqueira/audio-zzfx-square-wa…
May be a small improvement that would bring good results would be to have "exponetial decay" option. And some sounds should not have decay (I implemented a simple decay_flag, if 0 there is no decay). Or may be it can be more generic, using the ADSR envelope model (Attack, Decay, Sustain, Release variables). I'm also trying to play a sequence of notes but the setTimeout for each sound/note does not bring reliable results.
u(t) is called 60 times per second.
t: elapsed time in seconds.
c: A 1920x1080 canvas.
x: A 2D context for that canvas.
S: Math.sin
C: Math.cos
T: Math.tan
R: Generates rgba-strings, ex.: R(255, 255, 255, 0.5)