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https://github.com/nucular/sfxrlua.git
synced 2024-12-24 18:44:20 +00:00
Added seed arguments to mutate and the random generators
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parent
47299dfa0c
commit
c3b2a0eec3
33
sfxr.lua
33
sfxr.lua
@ -62,6 +62,13 @@ local function cpypol(a, b)
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end
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end
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end
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end
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local function setseed(seed)
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math.randomseed(seed)
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for i=0, 5 do
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math.random()
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end
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end
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-- Constructor
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-- Constructor
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function sfxr.newSound(...)
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function sfxr.newSound(...)
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@ -443,7 +450,7 @@ function sfxr.Sound:generateSoundData(freq, bits)
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end
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end
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function sfxr.Sound:randomize(seed)
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function sfxr.Sound:randomize(seed)
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math.randomseed(seed)
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if seed then setseed(seed) end
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self.repeatSpeed = random(1, 2)
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self.repeatSpeed = random(1, 2)
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if maybe() then
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if maybe() then
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@ -493,7 +500,8 @@ function sfxr.Sound:randomize(seed)
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self.change.amount = random(-1, 1)
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self.change.amount = random(-1, 1)
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end
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end
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function sfxr.Sound:mutate(amount, changeFreq)
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function sfxr.Sound:mutate(amount, seed, changeFreq)
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if seed then setseed(seed) end
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local amount = (amount or 1)
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local amount = (amount or 1)
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local a = amount / 20
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local a = amount / 20
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local b = (1 - a) * 10
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local b = (1 - a) * 10
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@ -532,7 +540,8 @@ function sfxr.Sound:mutate(amount, changeFreq)
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if maybe(b) then self.repeatSpeed = self.repeatSpeed + random(-a, a) end
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if maybe(b) then self.repeatSpeed = self.repeatSpeed + random(-a, a) end
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end
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end
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function sfxr.Sound:randomPickup()
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function sfxr.Sound:randomPickup(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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self.frequency.start = random(0.4, 0.5)
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self.frequency.start = random(0.4, 0.5)
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self.envelope.attack = 0
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self.envelope.attack = 0
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@ -546,7 +555,8 @@ function sfxr.Sound:randomPickup()
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end
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end
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end
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end
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function sfxr.Sound:randomLaser()
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function sfxr.Sound:randomLaser(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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self.waveType = trunc(random(0, 2))
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self.waveType = trunc(random(0, 2))
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if self.waveType == sfxr.SINE and maybe() then
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if self.waveType == sfxr.SINE and maybe() then
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@ -589,7 +599,8 @@ function sfxr.Sound:randomLaser()
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end
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end
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end
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end
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function sfxr.Sound:randomExplosion()
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function sfxr.Sound:randomExplosion(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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self.waveType = sfxr.NOISE
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self.waveType = sfxr.NOISE
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@ -627,7 +638,8 @@ function sfxr.Sound:randomExplosion()
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end
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end
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end
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end
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function sfxr.Sound:randomPowerup()
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function sfxr.Sound:randomPowerup(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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if maybe() then
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if maybe() then
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self.waveType = sfxr.SAWTOOTH
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self.waveType = sfxr.SAWTOOTH
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@ -652,7 +664,8 @@ function sfxr.Sound:randomPowerup()
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self.envelope.decay = random(0.1, 0.5)
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self.envelope.decay = random(0.1, 0.5)
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end
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end
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function sfxr.Sound:randomHit()
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function sfxr.Sound:randomHit(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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self.waveType = trunc(random(0, 2))
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self.waveType = trunc(random(0, 2))
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@ -673,7 +686,8 @@ function sfxr.Sound:randomHit()
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end
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end
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end
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end
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function sfxr.Sound:randomJump()
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function sfxr.Sound:randomJump(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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self.waveType = sfxr.SQUARE
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self.waveType = sfxr.SQUARE
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@ -693,7 +707,8 @@ function sfxr.Sound:randomJump()
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end
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end
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end
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end
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function sfxr.Sound:randomBlip()
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function sfxr.Sound:randomBlip(seed)
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if seed then setseed(seed) end
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self:resetParameters()
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self:resetParameters()
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self.waveType = trunc(random(0, 1))
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self.waveType = trunc(random(0, 1))
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