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main.js
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'use strict';
import React, { Component } from 'react';
import {
StyleSheet,
TouchableOpacity,
} from 'react-native';
import Sound from 'react-native-sound';
import * as Animatable from 'react-native-animatable';
//import Slider from 'react-native-slider';
import { createIconSetFromFontello } from 'react-native-vector-icons';
import fontelloConfig from './ios/fontello/config.json';
const Icon = createIconSetFromFontello(fontelloConfig);
const S = Sound.MAIN_BUNDLE;
// test loop
const TABLA = new Sound('TABLA.wav', S);
const SILENCE = new Sound('silence.aif', S);
// G1
const S1_CRASH_FILL_BD_SN = new Sound('S1_CRASH_FILL_BD_SN.wav', S);
const S1_MAIN_BD_SN = new Sound('S1_Main_BD_SN.wav', S);
const S1_MAIN_BD = new Sound('S1_Main_BD.wav', S);
const S2_BD_BASS_SN = new Sound('S2_BD_BASS_SN.wav', S);
const S2_BD_BASS = new Sound('S2_BD_BASS.wav', S);
const S2_CRASH_FILL_BD_B_SN = new Sound('S2_CRASH_FILL_BD_B_SN.wav', S);
const S3_BD_BASS_SN = new Sound('S3_BD_BASS_SN.wav', S);
const S3_BD_BASS = new Sound('S3_BD_BASS.wav', S);
const S3_CRASH_FILL_BDBSN = new Sound('S3_CRASH_FILL_BDBSN.wav', S);
const S4_BD_SUB_BD_SN = new Sound('S4_BD_Sub_BD+SN.wav', S);
const S4_BD_SUB_BD = new Sound('S4_BD_Sub_BD.wav', S);
const S4_CRASH_FILL_BDSN = new Sound('S4_CRASH_FILL_BDSN.wav', S);
//G2
const S1_MIN_HATS = new Sound('S1_Min_Hats.wav', S);
const S2_HATS_CLICKS = new Sound('S2_HATS+CLICKS.wav', S);
const S3_HATS = new Sound('S3_HATS.wav', S);
const S4_HATS_PERCS = new Sound('S4_HATS_PERCS.wav', S);
//G3
const LONG_BASS_SOLO = new Sound('Long_BASS_SOLO.wav', S);
const S1_BASS1 = new Sound('S1_BASS1.wav', S);
const S1_BASS2 = new Sound('S1_BASS2.wav', S);
const S1_BASS3 = new Sound('S1_BASS3.wav', S);
const S2_BASS_2 = new Sound('S2_BASS_2.wav', S);
const S3_BASS_2 = new Sound('S3_BASS_2.wav', S);
const S3_BASS1 = new Sound('S3_BASS1.wav', S);
const S4_BASS1 = new Sound('S4_BASS1.wav', S);
const S4_SYNTH_BASS = new Sound('S4_SYNTH_BASS.wav', S);
//G4
const S1_CHORDS = new Sound('S1_Chords.wav', S);
const S1_EGT = new Sound('S1_ElectroGT_16bSolo.wav', S);
const S1_PAD = new Sound('S1_PAD.wav', S);
const S2_ARP = new Sound('S2_ARP.wav', S);
const S3_CHORDS = new Sound('S3_CHORDS.wav', S);
const S4_CHORDS = new Sound('S4_CHORDS.wav', S);
const S4_SUB_CHORD = new Sound('S4_Sub_CHORD.wav', S);
//G5
const S1_CHORDS_G5 = new Sound('S1_ChordsG5.wav', S);
const S1_PADG5 = new Sound('S1_PAD.wav', S);
const S2_PADG5 = new Sound('S2_PADG5.wav', S);
const S3_PAD_THEME = new Sound('S3_PAD_THEME.wav', S);
const S4_PAD = new Sound('S4_PAD.wav', S);
const S4_SHORT_PAD = new Sound('S4_SHORT_PAD.wav', S);
const S_E_GT_S = new Sound('S_ElectroGT_Solo.wav', S);
//G6
const KVOX_L_D = new Sound('KVOXfly_long_delay.wav', S);
const S6_VOX = new Sound('S6_VOX.wav', S);
const S2_VOCODERVOICE = new Sound('S2_VOCODERVOICE.wav', S);
const S4_VOCODER_VOICE = new Sound('S4_VOCODER_VOICE.wav', S);
const VOX_N = new Sound('Vox_normal.wav', S);
const VOX_S = new Sound('Vox_stabil.wav', S);
const VOXFLY_L_D = new Sound('VOXfly_long_delay.wav', S);
//G7
const S1_FX = new Sound('S1_FX.wav', S);
const S1_N_A = new Sound('S1_NoiseArp.wav', S);
const S2_FX = new Sound('S2_FX.wav', S);
const S3_FX = new Sound('S3_FX.wav', S);
const S3_PERCUSSION = new Sound('S3_PERCUSSION.wav', S);
const S7_FX = new Sound('S7_FX.wav', S);
const S_I_FX = new Sound('S_IvanFX.wav', S);
//G8
const LOOP_D_H = new Sound('LOOP_Dist_Highpass.wav', S);
const LOOP_M_B_D = new Sound('LOOP_Main_Beat_Dist.wav', S);
const S1_LF_D = new Sound('S1_LoFi_Dr.wav', S);
const S2_DRUMS_LOOP = new Sound('S2_DRUMS_LOOP.wav', S);
const S3_DRUM_LOOP = new Sound('S3_DRUM_LOOP.wav', S);
const S4_DRUM_LOOP = new Sound('S4_DRUM_LOOP.wav', S);
const S4_LOOP_DIST_BEAT = new Sound('S4_LOOP_DIST_BEAT.wav', S);
const SUB_HATS = new Sound('Sub_HATS.wav', S);
const G1 = [
S1_CRASH_FILL_BD_SN,
S1_MAIN_BD_SN,
S1_MAIN_BD,
S2_BD_BASS_SN,
S2_BD_BASS,
S2_CRASH_FILL_BD_B_SN,
S3_BD_BASS_SN,
S3_BD_BASS,
S3_CRASH_FILL_BDBSN,
S4_BD_SUB_BD_SN,
SILENCE,
S4_BD_SUB_BD,
S4_CRASH_FILL_BDSN,
];
const G2 = [
S1_MIN_HATS,
SILENCE,
S2_HATS_CLICKS,
S3_HATS,
SILENCE,
S4_HATS_PERCS,
];
const G3 = [
LONG_BASS_SOLO,
S1_BASS1,
SILENCE,
S1_BASS2,
S1_BASS3,
S2_BASS_2,
S3_BASS_2,
SILENCE,
S3_BASS1,
S4_BASS1,
SILENCE,
S4_SYNTH_BASS,
];
const G4 = [
S1_CHORDS,
S1_EGT,
SILENCE,
S1_PAD,
S2_ARP,
SILENCE,
S3_CHORDS,
SILENCE,
S4_CHORDS,
SILENCE,
S4_SUB_CHORD,
];
const G5 = [
S1_CHORDS_G5,
S1_PADG5,
SILENCE,
S2_PADG5,
S3_PAD_THEME,
SILENCE,
S4_PAD,
S4_SHORT_PAD,
SILENCE,
S_E_GT_S,
];
const G6 = [
KVOX_L_D,
S6_VOX,
SILENCE,
S2_VOCODERVOICE,
SILENCE,
S4_VOCODER_VOICE,
SILENCE,
VOX_N,
SILENCE,
VOX_S,
SILENCE,
VOXFLY_L_D,
];
const G7 = [
S1_FX,
S1_N_A,
S2_FX,
S3_FX,
SILENCE,
S3_PERCUSSION,
S7_FX,
SILENCE,
S_I_FX,
];
const G8 = [
LOOP_D_H,
SILENCE,
LOOP_M_B_D,
S1_LF_D,
S2_DRUMS_LOOP,
SILENCE,
S3_DRUM_LOOP,
S4_DRUM_LOOP,
SILENCE,
S4_LOOP_DIST_BEAT,
SUB_HATS,
];
// const TAB = [
// TABLA,
// TABLA,
// ];
export default class MainView extends Component {
state = {
playStatus: false,
vol: 0.5,
}
componentWillUpdate() {
G1.forEach(p => p.stop());
G2.forEach(p => p.stop());
G3.forEach(p => p.stop());
G4.forEach(p => p.stop());
G5.forEach(p => p.stop());
G6.forEach(p => p.stop());
G7.forEach(p => p.stop());
G8.forEach(p => p.stop());
}
playSound() {
this.state = {
vol: 0.9,
groups: [
{ group: G1[Math.floor(Math.random() * G1.length)] },
{ group: G2[Math.floor(Math.random() * G2.length)] },
{ group: G3[Math.floor(Math.random() * G3.length)] },
{ group: G4[Math.floor(Math.random() * G4.length)] },
{ group: G5[Math.floor(Math.random() * G5.length)] },
{ group: G6[Math.floor(Math.random() * G6.length)] },
{ group: G7[Math.floor(Math.random() * G7.length)] },
// { group: TAB[Math.floor(Math.random() * TAB.length)] },
//{ group: G8[Math.floor(Math.random() * G8.length)] },
],
};
this.setState({
playStatus: true,
}, () => {
//console.log(`playsound Callback ${console.time()}`)
this.state.groups.forEach(p => p.group.play(() => this.playSound()));
});
}
stopSound() {
this.setState({
playStatus: false,
}, () => {
G1.forEach(p => p.stop());
G2.forEach(p => p.stop());
G3.forEach(p => p.stop());
G4.forEach(p => p.stop());
G5.forEach(p => p.stop());
G6.forEach(p => p.stop());
G7.forEach(p => p.stop());
G8.forEach(p => p.stop());
});
}
render() {
return (
<Animatable.View
animation="pulse"
easing="ease-in"
iterationCount="infinite"
direction="alternate-reverse"
style={styles.container}
>
<TouchableOpacity
style={styles.play}
onPress={() => {
if (!this.state.playStatus) {
this.playSound();
} else {
this.stopSound();
}
}}
>
<Icon
name={!this.state.playStatus ? 'play' : 'play'}
size={120}
color="#EF2B47"
/>
</TouchableOpacity>
</Animatable.View>
);
}
}
const styles = StyleSheet.create({
container: {
flex: 1,
justifyContent: 'flex-start',
alignItems: 'stretch',
backgroundColor: '#2c2c39',
},
play: {
flexDirection: 'column',
marginTop: 130,
justifyContent: 'center',
alignItems: 'center',
},
fader: {
margin: 20,
paddingBottom: 20,
justifyContent: 'flex-start',
alignItems: 'stretch',
},
track: {
height: 2,
borderRadius: 1,
},
thumb: {
width: 30,
height: 30,
borderRadius: 30 / 2,
backgroundColor: 'white',
shadowColor: 'black',
shadowOffset: { width: 0, height: 2 },
shadowRadius: 2,
shadowOpacity: 0.35,
},
});