Heavy can provide a Javascript (JS) implementation of your patch using WebAssembly. The library provides a basic interface for processing audio, handling playback and sending or receiving messages. Both AudioWorklet
and ScriptProcessorNode
are supported. The old asm.js
implementation has been deprecated.
The quickest way to try out your patch in the web is to use the pre-generated widget.
Alternatively if you want to use a custom HTML interface it is possible to link against just the javascript library, see below for more instructions on how to do that.
Some examples are hosted on github pages.
For a more detailed example of running your patch in the web it can be more informative to inspect the JS target.
Heavy provides the following:
File | Description |
---|---|
index.html | A simple web page similar to the pre-generated widget |
{PATCH} .js |
The main javascript library to link against, contains the basic web assembly compiled binary of the patch. |
{PATCH} _AudioLibWorklet.js |
AudioWorklet implementation of the patch, used when AudioWorklet interface is available and provides low latency audio on a separate thread. |
The AudioLibLoader
is a helper object that implements the boilerplate code for setting up the WebAudio context and making sure the heavy patch is processed correctly. It acts as a wrapper around the AudioLib
.
This object simplifies the set-up required and should be sufficient for most use cases. However, if you're creating something more specific, for example routing between multiple patches, it's probably best to look into loading the AudioLib manually.
The initial set up should look something like this:
<script type="text/javascript">
// the AudioLibLoader object
var heavyModule = null;
var loader = null;
// construct a new patch module, this contains all the necessary libraries
// make sure to replace {PATCH} with the name of your patch
window.onload = function() {
{PANRT}_Module().then(loadedModule => {
heavyModule = loadedModule;
moduleLoaded();
});
document.getElementById("transportButton").style.visibility = "hidden";
}
// instantiate the AudioLibLoader object
function moduleLoaded() {
loader = new heavyModule.AudioLibLoader();
document.getElementById("transportButton").style.visibility = "visible";
}
// starting the processor
function start() {
if(!loader.webAudioContext) {
// this will set up the WebAudio context add a new audio node
loader.init({
blockSize: 2048, // number of samples on each audio processing block
printHook: onPrint, // callback for [print] messages, can be null
sendHook: onFloatMessage // callback for output parameters [s {name} @hv_param], can be null
});
}
loader.start();
}
// stopping the processor
function stop() {
loader.stop();
}
// print callback
function onPrint(message) {
console.log(message);
}
// output parameter callback
function onFloatMessage(sendName, floatValue) {
console.log(sendName, floatValue);
}
// ...
</script>
<script type="text/javascript">
// ...
// starts processing the web audio context, will generate sound
loader.start();
// stop processing
loader.stop();
// can use this to check if the patch is currently processing
loader.isPlaying
// which can be used to toggle the processor
function toggleTransport(element) {
(loader.isPlaying) ? stop() : start();
}
</script>
The JS target supports exposing event and parameter interfaces from the patch.
<script type="text/javascript">
// ...
// send a bang to an event receiver called "Attack"
// for AudioWorklet:
loader.sendEvent("Attack");
// for ScriptProcessorNode:
loader.audiolib.sendEvent("Attack");
// send a float value to a parameter receiver called "Distance"
// for AudioWorklet:
loader.sendFloatParameterToWorklet("Distance", 10);
// for ScriptProcessorNode:
loader.audiolib.setFloatParameter("Distance", 10);
</script>
Note: these are calls directly to the AudioLib
so make sure to include .audiolib
when sending events or messages.