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Smaller fixes
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2562f39571
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72
sfxr.lua
72
sfxr.lua
@ -56,6 +56,14 @@ local function cpypol(a, b)
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end
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end
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-- Constructor
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function sfxr.newSound(...)
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local instance = setmetatable({}, sfxr.Sound)
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instance:__init(...)
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return instance
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end
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-- The main Sound class
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sfxr.Sound = {}
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@ -107,7 +115,7 @@ function sfxr.Sound:resetParameters()
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self.change.amount = 0.0
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self.change.speed = 0.0
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self.duty.ratio = 0.5
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self.duty.ratio = 0.0
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self.duty.sweep = 0.0
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self.phaser.offset = 0.0
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@ -185,15 +193,15 @@ function sfxr.Sound:generate()
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local iphase = math.abs(trunc(phase))
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local ltp = 0
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local ltdp = 0
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local ltw = self.lowpass.cutoff^3 * 0.1
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local ltw_d = 1 + self.lowpass.sweep * 0.0001
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local ltdmp = 5 / (1 + self.lowpass.resonance^2 * 20) * (0.01 + ltw)
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ltdmp = clamp(ltdmp, nil, 0.8)
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local ltphp = 0
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local lthp = self.highpass.cutoff^2 * 0.1
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local lthp_d = 1 + self.highpass.sweep * 0.0003
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local fltp = 0
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local fltdp = 0
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local fltw = self.lowpass.cutoff^3 * 0.1
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local fltw_d = 1 + self.lowpass.sweep * 0.0001
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local fltdmp = 5 / (1 + self.lowpass.resonance^2 * 20) * (0.01 + fltw)
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fltdmp = clamp(fltdmp, nil, 0.8)
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local fltphp = 0
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local flthp = self.highpass.cutoff^2 * 0.1
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local flthp_d = 1 + self.highpass.sweep * 0.0003
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local vib_phase = 0
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local vib_speed = self.vibrato.speed^2 * 0.01
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@ -211,8 +219,8 @@ function sfxr.Sound:generate()
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-- Repeat maybe
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rep_time = rep_time + 1
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if rep_limit ~= 0 and rep_time >= rep_limit then
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reset()
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rep_time = 0
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reset()
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end
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-- Update the change time and apply it if needed
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@ -271,13 +279,12 @@ function sfxr.Sound:generate()
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-- Phaser
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phase = phase + dphase
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iphase = math.abs(trunc(phase))
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if iphase > 1024 then iphase = 1024 end
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iphase = clamp(math.abs(trunc(phase)), nil, 1023)
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-- Lowpass stuff
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-- Filter stuff
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if lthp_d ~= 0 then
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lthp = clamp(lthp * lthp_d, 0.00001, 0.1)
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if flthp_d ~= 0 then
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flthp = clamp(flthp * flthp_d, 0.00001, 0.1)
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end
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-- And finally the actual tone generation and supersampling
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@ -293,7 +300,7 @@ function sfxr.Sound:generate()
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--phase = 0
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phase = phase % period
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if self.waveType == sfxr.NOISE then
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for i = 1, 32 do
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for i = 1, 33 do
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self.noiseBuffer[i] = random(-1, 1)
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end
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end
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@ -301,6 +308,7 @@ function sfxr.Sound:generate()
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-- Tone oscillators ahead!!!
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-- update the base waveform
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local fp = phase / period
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if self.waveType == sfxr.SQUARE then
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@ -317,27 +325,27 @@ function sfxr.Sound:generate()
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sample = math.sin(fp * 2 * math.pi)
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elseif self.waveType == sfxr.NOISE then
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sample = self.noiseBuffer[math.floor(phase * 32 / period) + 2]
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sample = self.noiseBuffer[trunc(phase * 32 / period) % 32 + 1]
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end
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-- Apply the lowpass filter to the sample
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local pp = ltp
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ltw = clamp(ltw * ltw_d, 0, 0.1)
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local pp = fltp
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fltw = clamp(fltw * fltw_d, 0, 0.1)
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if self.lowpass.cutoff ~= 1 then
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ltdp = ltdp + (sample - ltp) * ltw
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ltdp = ltdp - ltdp * ltdmp
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fltdp = fltdp + (sample - fltp) * fltw
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fltdp = fltdp - fltdp * fltdmp
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else
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ltp = sample
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ltdp = 0
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fltp = sample
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fltdp = 0
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end
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ltp = ltp + ltdp
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fltp = fltp + fltdp
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-- Apply the highpass filter to the sample
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ltphp = ltphp + ltp - pp
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ltphp = ltphp - ltphp * lthp
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sample = ltphp
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fltphp = fltphp + fltp - pp
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fltphp = fltphp - fltphp * flthp
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sample = fltphp
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-- Apply the phaser to the sample
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@ -667,12 +675,4 @@ function sfxr.Sound:randomBlip()
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self.highpass.cutoff = 0.1
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end
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-- Constructor
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function sfxr.newSound(...)
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local instance = setmetatable({}, sfxr.Sound)
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instance:__init(...)
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return instance
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end
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return sfxr
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