Lofi_Generator/lib/audio/chordEngine.ts
Avery Felts 5ed84192d5 Implement lofi hip hop generator with Tone.js
- Set up Next.js project with shadcn/ui and Tailwind CSS
- Created audio engine with MembraneSynth drums, FMSynth chords, and ambient noise layers
- Implemented 16-step drum sequencer with boom bap patterns
- Added jazz chord progressions (ii-V-I, minor key, neo soul)
- Built React hook for audio state management
- Created UI components: transport controls, volume sliders, layer mixer, beat visualizer
- Applied lofi-themed dark color scheme with oklch colors

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-20 17:29:28 -07:00

140 lines
3.2 KiB
TypeScript

import * as Tone from 'tone';
import { ChordProgression } from '@/types/audio';
import { getRandomProgression } from './patterns';
export class ChordEngine {
private synth: Tone.PolySynth;
private sequence: Tone.Sequence | null = null;
private progression: ChordProgression;
private output: Tone.Gain;
private filter: Tone.Filter;
private reverb: Tone.Reverb;
private chorus: Tone.Chorus;
constructor(destination: Tone.InputNode) {
this.output = new Tone.Gain(0.6);
// Warm lofi filter
this.filter = new Tone.Filter({
frequency: 2000,
type: 'lowpass',
rolloff: -24,
});
// Dreamy reverb
this.reverb = new Tone.Reverb({
decay: 3,
wet: 0.4,
});
// Subtle chorus for width
this.chorus = new Tone.Chorus({
frequency: 0.5,
delayTime: 3.5,
depth: 0.5,
wet: 0.3,
}).start();
// FM Synth for warm, evolving pad sound
this.synth = new Tone.PolySynth(Tone.FMSynth, {
harmonicity: 2,
modulationIndex: 1.5,
oscillator: {
type: 'sine',
},
envelope: {
attack: 0.3,
decay: 0.3,
sustain: 0.8,
release: 1.5,
},
modulation: {
type: 'sine',
},
modulationEnvelope: {
attack: 0.5,
decay: 0.2,
sustain: 0.5,
release: 0.5,
},
});
// Lower the overall synth volume to prevent clipping
this.synth.volume.value = -12;
// Chain: synth -> filter -> chorus -> reverb -> output -> destination
this.synth.connect(this.filter);
this.filter.connect(this.chorus);
this.chorus.connect(this.reverb);
this.reverb.connect(this.output);
this.output.connect(destination);
// Initialize with a random progression
this.progression = getRandomProgression();
}
createSequence(): void {
if (this.sequence) {
this.sequence.dispose();
}
const steps = Array.from({ length: this.progression.chords.length }, (_, i) => i);
this.sequence = new Tone.Sequence(
(time, step) => {
const chord = this.progression.chords[step];
const duration = this.progression.durations[step];
// Release previous notes and play new chord
this.synth.releaseAll(time);
this.synth.triggerAttackRelease(chord, duration, time, 0.5);
},
steps,
'2n'
);
this.sequence.start(0);
}
setProgression(progression: ChordProgression): void {
this.progression = progression;
// Recreate sequence with new progression
if (this.sequence) {
this.createSequence();
}
}
randomize(): ChordProgression {
this.progression = getRandomProgression();
if (this.sequence) {
this.createSequence();
}
return this.progression;
}
setVolume(volume: number): void {
this.output.gain.rampTo(volume, 0.1);
}
mute(muted: boolean): void {
this.output.gain.rampTo(muted ? 0 : 0.6, 0.1);
}
setFilterFrequency(freq: number): void {
this.filter.frequency.rampTo(freq, 0.1);
}
getProgression(): ChordProgression {
return this.progression;
}
dispose(): void {
this.sequence?.dispose();
this.synth.dispose();
this.filter.dispose();
this.reverb.dispose();
this.chorus.dispose();
this.output.dispose();
}
}