#/usr/bin/env love -- love . local sfxr = require("sfxr") -- Global stuff local source local sound local sounddata local seed local playbutton local playing = false local wavecanvas local statistics = { generation = 0, transfer = 0, waveview = 0, duration = 0 } -- This will hold all sliders and the wave form box local guiparams = {} -- The parameter list is built from this -- {{"Text", "table name", {{"Text", "table paramter", min, max}, ...}}, ...} local guicategories = { { "Envelope", "envelope", { {"Attack Time", "attack", 0, 1}, {"Sustain Time", "sustain", 0, 1}, {"Sustain Punch", "punch", 0, 1}, {"Decay Time", "decay", 0, 1} } }, { "Frequency", "frequency", { {"Start", "start", 0, 1}, {"Minimum", "min", 0, 1}, {"Slide", "slide", -1, 1}, {"Delta Slide", "dslide", -1, 1} } }, { "Vibrato", "vibrato", { {"Depth", "depth", 0, 1}, {"Speed", "speed", 0, 1} } }, { "Change", "change", { {"Amount", "amount", -1, 1}, {"Speed", "speed", 0, 1} } }, { "Square Duty", "duty", { {"Ratio", "ratio", 0, 1}, {"Sweep", "sweep", -1, 1} } }, { "Phaser", "phaser", { {"Offset", "offset", -1, 1}, {"Sweep", "sweep", -1, 1} } }, { "Low Pass", "lowpass", { {"Cutoff", "cutoff", 0, 1}, {"Sweep", "sweep", -1, 1}, {"Resonance", "resonance", 0, 1} } }, { "High Pass", "highpass", { {"Cutoff", "cutoff", 0, 1}, {"Sweep", "sweep", -1, 1} } } } -- Easy lookup of wave forms local waveFormList = { ["Square"] = 0, ["Sawtooth"] = 1, ["Sine"] = 2, ["Noise"] = 3, [0] = "Square", [1] = "Sawtooth", [2] = "Sine", [3] = "Noise" } function stopSound() playbutton:SetText("Play") if source then source:stop() end end function playSound() -- Stop the currently playing source if source then source:stop() end local t = love.timer.getTime() local tab = sound:generateTable(sfxr.FREQ_44100, sfxr.BITS_FLOAT) t = love.timer.getTime() - t statistics.generation = math.floor(t * 10000) / 10 if #tab == 0 then return nil end sounddata = love.sound.newSoundData(#tab, 44100, 16, 1) statistics.duration = math.floor(sounddata:getDuration() * 10000) / 10 -- Stuff for the wave view local waveview = {} local j = 0 local max = -1 local min = 1 local avg = 0.5 local t = love.timer.getTime() for i = 0, #tab - 1 do local v = tab[i + 1] -- Copy the sample over to the SoundData sounddata:setSample(i, v) -- Add the minimal and maximal sample to the wave view -- every 256 samples. This is how Audacity does it, actually. j = j + 1 min = math.min(v, min) max = math.max(v, max) if j >= 256 then waveview[#waveview + 1] = min waveview[#waveview + 1] = max j = 0 min, max = 1, -1 end end t = love.timer.getTime() - t statistics.transfer = math.floor(t * 10000) / 10 updateWaveCanvas(waveview) updateStatistics() if sounddata then source = love.audio.newSource(sounddata) source:play() playbutton:SetText("Stop Playing") playing = true end end function createSeedBox() local f = lf.Create("form"):SetName("Random Seed") seed = lf.Create("numberbox") :SetValue(math.floor(love.timer.getTime())) :SetMax(math.huge) :SetMin(-math.huge) :SetWidth(100) f:AddItem(seed):SetPos(5, 240) end function createPresetGenerators() local f = lf.Create("form") :SetName("Preset Generators") local generators = { {"Pickup/Coin", sound.randomPickup}, {"Laser/Shoot", sound.randomLaser}, {"Explosion", sound.randomExplosion}, {"Powerup", sound.randomPowerup}, {"Hit/Hurt", sound.randomHit}, {"Jump", sound.randomJump}, {"Blip/Select", sound.randomBlip} } for i, v in ipairs(generators) do local b = lf.Create("button") :SetText(v[1]) :SetWidth(100) f:AddItem(b) b.OnClick = function(self) v[2](sound, seed:GetValue()) seed:SetValue(seed:GetValue() + 1) updateParameters() playSound() end end f:SetPos(5, 5):SetWidth(110) end function createRandomizers() local f = lf.Create("form"):SetName("Randomizers") local b = lf.Create("button") :SetText("Mutate") :SetWidth(100) f:AddItem(b) b.OnClick = function(self) sound:mutate() updateParameters() playSound() end local b = lf.Create("button") :SetText("Randomize") :SetWidth(100) f:AddItem(b) b.OnClick = function(self) sound:randomize(seed:GetValue()) updateParameters() seed:SetValue(seed:GetValue() + 1) playSound() end f:SetPos(5, 515):SetSize(110, 80) end function createParameters() local f = lf.Create("form"):SetName("Parameters") local l = lf.Create("list") :SetSpacing(5) :SetPadding(5) :SetSize(340, 565) f:AddItem(l) -- Waveforms l:AddItem(lf.Create("text"):SetPos(0, pheight):SetText("Wave Form")) local m = lf.Create("multichoice") for i = 0, #waveFormList do m:AddChoice(waveFormList[i]) end m:SetChoice("Square") m.OnChoiceSelected = function(o, c) sound.wavetype = waveFormList[c] end l:AddItem(m) guiparams.waveform = m -- Repeat speed local t = lf.Create("text") :SetText("Repeat Speed 0") :SetPos(0, pheight) local s = lf.Create("slider") :SetWidth(120) :SetMinMax(0, 1) :SetValue(sound.repeatspeed) s.OnValueChanged = function(o) local v = o:GetValue() if v <= 0.02 and v >= -0.02 and v ~= 0 then o:SetValue(0) sound.repeatspeed = 0 t:SetText("Repeat Speed 0") else sound.repeatspeed = v t:SetText("Repeat Speed " .. tostring(math.floor(v * 100) / 100)) end end l:AddItem(t):AddItem(s) guiparams.repeatspeed = {s, t} for i1, v1 in ipairs(guicategories) do local c = lf.Create("collapsiblecategory"):SetText(v1[1]) l:AddItem(c) local p = lf.Create("panel") local pheight = 0 p.Draw = function() end c:SetObject(p) guiparams[v1[2]] = {} for i2, v2 in ipairs(v1[3]) do lf.Create("text", p) :SetText(v2[1]) :SetPos(0, pheight) local t = lf.Create("text", p) :SetText("0") :SetPos(95, pheight) local s = lf.Create("slider", p) :SetPos(130, pheight - 3) :SetWidth(170) :SetMinMax(v2[3], v2[4]) :SetValue(sound[v1[2]][v2[2]]) s.OnValueChanged = function(o) local v = o:GetValue() if v <= 0.02 and v >= -0.02 and v ~= 0 then o:SetValue(0) sound[v1[2]][v2[2]] = 0 t:SetText("0") else sound[v1[2]][v2[2]] = v t:SetText(math.floor(v * 100) / 100) end end guiparams[v1[2]][v2[2]] = {s, t} pheight = pheight + 30 end p:SetHeight(pheight - 10) end f:SetPos(125, 5):SetSize(350, 590) end function createActionButtons() local f = lf.Create("form"):SetName("Actions") local b = lf.Create("button") :SetText("Generate and Play") :SetWidth(140) b.OnClick = function(o) if not playing then playSound() else stopSound() end end playbutton = b f:AddItem(b) local fr = lf.Create("frame") :SetName("File Picker") :SetSize(400, 300) :Center() :SetVisible(false) :SetModal(false) local frl = lf.Create("columnlist", fr) :SetPos(5, 30) :SetSize(390, 235) :AddColumn("Name") local frt = lf.Create("textinput", fr) :SetPos(5, 270) :SetWidth(300) local frb = lf.Create("button", fr) :SetPos(315, 270) frl.OnRowSelected = function(p, row, data) frt:SetText(data[1]) end fr.OnClose = function(o) frl:Clear() fr:SetVisible(false):SetModal(false) return false end local function saveHandler(type, cb) return function() fr:SetName("Save to ." .. type) frt:SetText("sound." .. type) frb:SetText("Save") love.filesystem.getDirectoryItems("sounds", function(name) if name:find(type, #type-#name+1, true) then frl:AddRow(name) end end) frb.OnClick = function(o) local name = frt:GetText() if (#name > 0) then local f = love.filesystem.newFile("sounds/" .. name, "w") if f then cb(f) frl:Clear() fr:SetVisible(false):SetModal(false) end end end frt.OnEnter = frb.OnClick fr:SetVisible(true) :SetModal(true) :Center() end end local function loadHandler(type, cb) return function() fr:SetName("Load from ." .. type) frt:SetText("sound." .. type) frb:SetText("Load") love.filesystem.getDirectoryItems("sounds", function(name) if name:find(type, #type-#name+1, true) then frl:AddRow(name) end end) frb.OnClick = function(o) local name = frt:GetText() if (#name > 0) then local f = love.filesystem.newFile("sounds/" .. name, "r") if f then cb(f) frl:Clear() fr:SetVisible(false):SetModal(false) end end end frt.OnEnter = frb.OnClick fr:SetVisible(true) :SetModal(true) :Center() end end local sb = lf.Create("button") :SetText("Save Lua") :SetWidth(67) sb.OnClick = saveHandler("lua", function(f) sound:save(f, true) end) f:AddItem(sb) local lb = lf.Create("button") :SetText("Load Lua") :SetWidth(67) lb.OnClick = loadHandler("lua", function(f) sound:load(f) end) f:AddItem(lb) local bsb = lf.Create("button") :SetText("Save binary") :SetWidth(67) bsb.OnClick = saveHandler("sfs", function(f) sound:saveBinary(f) end) f:AddItem(bsb) local blb = lf.Create("button") :SetText("Load binary") :SetWidth(67) blb.OnClick = loadHandler("sfs", function(f) sound:loadBinary(f) end) f:AddItem(blb) local eb = lf.Create("button") :SetText("Export WAV") :SetWidth(140) eb.OnClick = saveHandler("wav", function(f) sound:exportWAV(f) end) f:AddItem(eb) f:SetPos(485, 455):SetSize(150, 140) lb:SetPos(78, 47) bsb:SetY(77) blb:SetPos(78, 77) eb:SetY(107) end function createOther() local f = lf.Create("form") :SetName("Wave View") :SetPos(485, 5) :SetSize(150, 170) local draw = function(o) if source then love.graphics.setColor(255, 255, 255) love.graphics.draw(wavecanvas, 495, 25) -- Draw a fancy position cursor local pos = source:tell("samples") local max = sounddata:getSampleCount() local x = 495 + (pos / max) * 125 love.graphics.setColor(255, 153, 0) love.graphics.line(x, 25, x, 165) end lf.skins.available["Orange"].DrawForm(o) end f.Draw = draw local f = lf.Create("form"):SetName("Volume") local t = lf.Create("text"):SetText("Master 0.5") f:AddItem(t) local s = lf.Create("slider") :SetMinMax(0, 1) :SetSize(135, 20) s.OnValueChanged = function(o) local v = o:GetValue() if v <= 0.52 and v >= 0.48 and v ~= 0.5 then o:SetValue(0.5) v = 0.5 end sound.volume.master = v t:SetText("Master " .. tostring(math.floor(v * 100) / 100)) end s:SetValue(sound.volume.master) f:AddItem(s) local t = lf.Create("text"):SetText("Sound 0.5") f:AddItem(t) local s = lf.Create("slider") :SetMinMax(0, 1) :SetSize(135, 20) s.OnValueChanged = function(o) local v = o:GetValue() if v <= 0.52 and v >= 0.48 and v ~= 0.5 then o:SetValue(0.5) v = 0.5 end sound.volume.sound = v t:SetText("Sound " .. tostring(math.floor(v * 100) / 100)) end s:SetValue(sound.volume.sound) f:AddItem(s) f:SetPos(485, 340):SetWidth(150) local f = lf.Create("form"):SetName("Times / Duration") local t = lf.Create("text"):SetText("Generation: 0ms") f:AddItem(t) statistics.generationtext = t local t = lf.Create("text"):SetText("Transfer: 0ms") f:AddItem(t) statistics.transfertext = t local t = lf.Create("text"):SetText("Wave View: 0ms") f:AddItem(t) statistics.waveviewtext = t local t = lf.Create("text"):SetText("Duration: 0ms") f:AddItem(t) statistics.durationtext = t f:SetPos(485, 185):SetWidth(150) end function updateParameters() -- Iterate through the list of parameters and update all of them for i1, v1 in ipairs(guicategories) do for i2, v2 in ipairs(v1[3]) do local v = sound[v1[2]][v2[2]] local s, t = unpack(guiparams[v1[2]][v2[2]]) s:SetValue(v) t:SetText(math.floor(v * 100) / 100) end end local s, t = unpack(guiparams.repeatspeed) local v = sound.repeatspeed s:SetValue(v) t:SetText("Repeat Speed " .. tostring(math.floor(v * 100) / 100)) guiparams.waveform:SetChoice(waveFormList[sound.wavetype]) end function updateWaveCanvas(waveview) local t = love.timer.getTime() wavecanvas:clear() love.graphics.setCanvas(wavecanvas) love.graphics.setColor(255, 255, 255) love.graphics.setLineStyle("rough") -- Iterate through the passed table and draw all lines to the canvas local step = 125 / #waveview local last = 70 for i, v in ipairs(waveview) do local x = (i * step) local y = (-v + 1) * 70 love.graphics.line(x - step, last, x, y) last = y end -- Draw the zero line love.graphics.setColor(255, 80, 51, 200) love.graphics.line(0, 70, 125, 70) love.graphics.setCanvas() t = love.timer.getTime() - t statistics.waveview = math.floor(t * 10000) / 10 end function updateStatistics() statistics.durationtext:SetText("Duration: " .. statistics.duration .. " ms") statistics.transfertext:SetText("Transfer: " .. statistics.transfer .. " ms") statistics.waveviewtext:SetText("Wave View: " .. statistics.waveview .. " ms") statistics.generationtext:SetText("Generation: " .. statistics.generation .. " ms") end function love.load() require("loveframes") lf = loveframes lf.util.SetActiveSkin("Orange") love.graphics.setBackgroundColor(200, 200, 200) if not love.filesystem.isDirectory("sounds") then love.filesystem.createDirectory("sounds") end sound = sfxr.newSound() createSeedBox() createPresetGenerators() createRandomizers() createParameters() createActionButtons() createOther() wavecanvas = love.graphics.newCanvas(125, 140) love.mousepressed = lf.mousepressed love.mousereleased = lf.mousereleased love.keyreleased = lf.keyreleased love.textinput = lf.textinput end function love.update(dt) lf.update(dt) if source then if playing and not source:isPlaying() then playing = false playbutton:SetText("Generate and Play") end end end function love.draw() lf.draw() end function love.keypressed(key) if key == " " then playSound() elseif key == "escape" then love.event.push("quit") end lf.keypressed(key) end