javascript中频率正弦扫描的生成

javascript中频率正弦扫描的生成,javascript,audio,waveform,trigonometry,Javascript,Audio,Waveform,Trigonometry,我曾尝试在javascript中生成正弦扫描,但遇到了一些问题。产生的音频波听起来不正确(破裂、咔嗒声等) 为了进行调试,我绘制了数据图,并找到了一个数据(似乎)异常变化的地方 我很少有音频编程的经验,所以我很难调试和发现问题 我尝试生成一个正弦,频率从100Hz扫到200Hz,再扫回到100Hz,每分钟55个周期 代码如下: function SweepFreq(cyclesPerMinuteElement, lowFreqElement, highFreqElement) { thi

我曾尝试在javascript中生成正弦扫描,但遇到了一些问题。产生的音频波听起来不正确(破裂、咔嗒声等)

为了进行调试,我绘制了数据图,并找到了一个数据(似乎)异常变化的地方

我很少有音频编程的经验,所以我很难调试和发现问题

我尝试生成一个正弦,频率从100Hz扫到200Hz,再扫回到100Hz,每分钟55个周期

代码如下:

function SweepFreq(cyclesPerMinuteElement, lowFreqElement, highFreqElement) {
    this.cyclesPerMinute = 55;
    this.cycle_length = 60.0/this.cyclesPerMinute;
    this.lowFreq = 100; 
    this.highFreq = 200;
    this.time = 0.0;
    this.buffer = null;

    this.initSweep = function (element) {
        var sampleRate = 44100.0
        var seconds = 12;
        var length = sampleRate*seconds;
        this.buffer = new Float32Array(length);
        this.generateSineWave(this.buffer, sampleRate, seconds)
    }

    this.generateSineWave = function(buffer, sampleRate, seconds) {
        var deltaTime = 1.0/(sampleRate);

        var old_v = 0;
        var old_frequency = 0;
        var old_waveLength = 0;
        var old_timePos = 0;
        var old_pos = 0;
        var old_val = 0;

        for (var i = 0; i < sampleRate*seconds; i++) {
            var v = this.getProgress(deltaTime);
            var frequency = ((this.highFreq-this.lowFreq)*v)+this.lowFreq;
            var waveLength = 1.0 / frequency;
            var timePos = i / sampleRate;
            var pos = timePos / waveLength;
            var val = Math.sin(pos * 2.0 * Math.PI);
            this.buffer[i] = val;

            // debug stuff
            var diff_v = old_v-v;
            var diff_frequency = old_frequency-frequency;
            var diff_waveLength = old_waveLength - waveLength;
            var diff_timePos = old_timePos - timePos;
            var diff_pos = old_pos - pos;
            var diff_val = old_val - val;
            old_v = v;
            old_frequency = frequency;
            old_waveLength = waveLength;
            old_timePos = timePos;
            old_pos = pos;
            old_val = val;
            if (i > (5*4096+3570) && i < (5*4096+3590)) {
//              console.log(v, frequency, waveLength*100000000.0, diff_v, diff_frequency, diff_waveLength*100000000.0);
                console.log(timePos, pos, val, diff_timePos, diff_pos, diff_val);
            }
            // end of debug stuff
        }
    }

    this.getProgress = function(deltaTime) {
        this.time += deltaTime;
        if (this.time > this.cycle_length)
            this.time -= this.cycle_length;
        var progress = this.time/this.cycle_length;
        if (progress < 0.5) {
            return progress*2.0;
        }
        else {
            return 1.0-((progress-0.5)*2.0)
        }
    }
}
据我所知,问题是timePos上的增量突然从~0.0068020526962697731变为~0.002267110926013066

当进度达到0.5(频率达到200 Hz)且频率再次开始向100 Hz移动时,会发生这种情况

我一直盯着这个代码看了好几个小时,根本看不出问题所在

这是我用来生成恒定频率波形的代码:

for (var i=0; i<sampleRate*seconds; i++) {
    var p = (i/sampleRate);
    var v = Math.sin((2*Math.PI) * p * frequency);
    buffer[i] = v;
}

用于(var i=0;i我认为问题在于,尽管你在扫频,但你并不是在根据该频率累计增加“振荡器”的位置-相反,你似乎在计算振荡器在当时的位置,如果计算出的频率始终是频率

我尝试了这个算法(我稍微更改了值,以使输出在excel中更易于查看!)

功能扫描频率(cyc、lo、hi){
this.cyclesPerMinute=cyc;
this.cycle_length=60.0/this.cyclesPerMinute;
这是lowFreq=lo;
this.highFreq=hi;
这个时间=0.0;
this.buffer=null;
window.initSweep=函数(元素){
var sampleRate=10000.0
var秒=1;
变量长度=采样器*秒;
this.buffer=新的Float32Array(长度);
this.generateSineWave(this.buffer,sampleRate,秒)
}
this.generateSineWave=函数(缓冲区、采样器、秒){
var deltaTime=1.0/(采样器);
var oldCyclePosition=0;
对于(变量i=0;ithis.cycle_length)
this.time-=this.cycle_长度;
var progress=this.time/this.cycle_长度;
如果(进度<0.5){
返回进度*2.0;
}
否则{
返回1.0-((进度-0.5)*2.0)
}
}}
不管怎么说,似乎给了一个平滑的扫描


还有一件事是,我发现振幅达到100%的波形有时会通过某些驱动程序和硬件发出咔嗒声和砰砰声,所以试着将波形归一化,比如说50%。

我认为问题在于,尽管你在扫频,但你并没有根据频率累积增加“振荡器”的位置t频率-相反,它看起来像是在计算振荡器在那个时刻的位置,如果计算的频率始终是频率

我尝试了这个算法(我稍微更改了值,以使输出在excel中更易于查看!)

功能扫描频率(cyc、lo、hi){
this.cyclesPerMinute=cyc;
this.cycle_length=60.0/this.cyclesPerMinute;
这是lowFreq=lo;
this.highFreq=hi;
这个时间=0.0;
this.buffer=null;
window.initSweep=函数(元素){
var sampleRate=10000.0
var秒=1;
变量长度=采样器*秒;
this.buffer=新的Float32Array(长度);
this.generateSineWave(this.buffer,sampleRate,秒)
}
this.generateSineWave=函数(缓冲区、采样器、秒){
var deltaTime=1.0/(采样器);
var oldCyclePosition=0;
对于(变量i=0;ithis.cycle_length)
this.time-=this.cycle_长度;
var progress=this.time/this.cycle_长度;
如果(进度<0.5){
返回进度*2.0;
}
否则{
返回1.0-((进度-0.5)*2.0)
}
}}
不管怎么说,似乎给了一个平滑的扫描


还有一件事是,我发现,振幅达到100%的波形有时会导致某些驱动程序和硬件发出咔嗒声和砰砰声,因此请尝试将波形归一化,比如说50%。

也许您可以将图像放在另一个站点上(例如photobucket)然后贴一个链接。我发现代码有点难以快速阅读。什么是“v”和“val”?什么是“progress”?为什么频率和波长只有一个变量,即使有两个循环波形(可听波和它的调制器)?你能不能只贴出未调制正弦波的等效代码(想必你已经开始工作了?)这是一个图像链接:抱歉,代码有点难读。v:0.0-1.0之间的值,表示当前周期中的“进度”。(本例中每分钟55个周期,每个周期长1.09秒)。val是计算的sin
for (var i=0; i<sampleRate*seconds; i++) {
    var p = (i/sampleRate);
    var v = Math.sin((2*Math.PI) * p * frequency);
    buffer[i] = v;
}
function SweepFreq(cyc, lo, hi) {
this.cyclesPerMinute = cyc;
this.cycle_length = 60.0/this.cyclesPerMinute;
this.lowFreq = lo;
this.highFreq = hi;
this.time = 0.0;
this.buffer = null;

window.initSweep = function (element) {
    var sampleRate = 10000.0
    var seconds = 1;
    var length = sampleRate*seconds;
    this.buffer = new Float32Array(length);
    this.generateSineWave(this.buffer, sampleRate, seconds)
}

this.generateSineWave = function(buffer, sampleRate, seconds) {
    var deltaTime = 1.0/(sampleRate);

    var oldCyclePosition=0;

    for (var i = 0; i < sampleRate*seconds; i++) {
        var frequencyFactor = this.getFrequencyFactor(deltaTime);
        var frequency = ((this.highFreq-this.lowFreq)*frequencyFactor)+this.lowFreq;

        var distanceMovedInThisSample  = frequency / sampleRate;
        var currentCyclePosition =  distanceMovedInThisSample + oldCyclePosition;

        var val = Math.sin(currentCyclePosition * 2.0 * Math.PI);
        this.buffer[i] = val;
        oldCyclePosition = currentCyclePosition;
        console.log(val);
    }
}

this.getFrequencyFactor = function(deltaTime) {
    this.time += deltaTime;
    if (this.time > this.cycle_length)
        this.time -= this.cycle_length;
    var progress = this.time/this.cycle_length;
    if (progress < 0.5) {
        return progress*2.0;
    }
    else {
        return 1.0-((progress-0.5)*2.0)
    }
}}