mirror of
https://github.com/nucular/sfxrlua.git
synced 2024-12-24 18:44:20 +00:00
678 lines
19 KiB
Lua
678 lines
19 KiB
Lua
-- sfxr.lua
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-- original by Tomas Pettersson, ported to Lua by nucular
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--[[
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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]]--
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local sfxr = {}
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-- Constants
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sfxr.SQUARE = 0
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sfxr.SAWTOOTH = 1
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sfxr.SINE = 2
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sfxr.NOISE = 3
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-- Utilities
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local function trunc(n)
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return math.floor(n - 0.5)
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end
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local function random(low, high)
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return low + math.random() * (high - low)
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end
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local function maybe(n)
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return trunc(random(0, n or 1)) == 0
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end
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local function clamp(n, min, max)
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return math.max(min or -math.huge, math.min(max or math.huge, n))
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end
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local function cpypol(a, b)
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if b < 0 then
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return -a
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else
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return a
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end
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end
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-- The main Sound class
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sfxr.Sound = {}
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sfxr.Sound.__index = sfxr.Sound
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function sfxr.Sound:__init()
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-- Build tables to store the parameters in
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self.volume = {}
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self.envelope = {}
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self.frequency = {}
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self.vibrato = {}
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self.change = {}
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self.duty = {}
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self.phaser = {}
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self.lowpass = {}
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self.highpass = {}
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-- Phaser and noise buffers
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self.phaserBuffer = {}
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self.noiseBuffer = {}
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self:resetParameters()
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self:resetBuffers()
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end
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function sfxr.Sound:resetParameters()
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-- Set all parameters to the default values
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self.repeatSpeed = 0.0
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self.waveType = sfxr.SQUARE
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self.superSamples = 8
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self.volume.master = 0.5
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self.volume.sound = 0.5
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self.envelope.attack = 0.0
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self.envelope.sustain = 0.3
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self.envelope.punch = 0.0
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self.envelope.decay = 0.4
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self.frequency.start = 0.3
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self.frequency.min = 0.0
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self.frequency.slide = 0.0
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self.frequency.deltaSlide = 0.0
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self.vibrato.depth = 0.0
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self.vibrato.speed = 0.0
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self.vibrato.delay = 0.0
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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.sweep = 0.0
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self.phaser.offset = 0.0
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self.phaser.sweep = 0.0
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self.lowpass.cutoff = 1.0
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self.lowpass.sweep = 0.0
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self.lowpass.resonance = 0.0
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self.highpass.cutoff = 0.0
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self.highpass.sweep = 0.0
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end
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function sfxr.Sound:resetBuffers()
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-- Reset the sample buffers
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for i=1, 1025 do
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self.phaserBuffer[i] = 0
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end
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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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function sfxr.Sound:generate()
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-- Basically the main synthesizing function, yields the sample data
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-- Initialize ALL the locals!
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local fperiod, maxperiod
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local slide, dslide
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local square_duty, square_slide
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local chg_mod, chg_time, chg_limit
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local function reset()
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fperiod = 100 / ((self.frequency.start - 0.025)^2 + 0.001)
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maxperiod = 100 / (self.frequency.min^2 + 0.001)
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period = trunc(fperiod)
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slide = 1.0 - self.frequency.slide^3 * 0.01
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dslide = -self.frequency.deltaSlide^3 * 0.000001
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square_duty = 0.5 - self.duty.ratio * 0.5
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square_slide = -self.duty.sweep * 0.00005
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chg_mod = 0
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if self.change.amount >= 0 then
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chg_mod = 1.0 - self.change.amount^2 * 0.9
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else
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chg_mod = 1.0 - self.change.amount^2 * 10
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end
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chg_time = 0
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chg_limit = 0
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if self.change.speed == 1 then
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chg_limit = 0
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else
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chg_limit = (1 - self.change.speed)^2 * 20000 + 32
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end
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end
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reset()
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local phase = 0
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local env_vol = 0
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local env_stage = 1
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local env_time = 0
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local env_length = {self.envelope.attack^2 * 100000,
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self.envelope.sustain^2 * 100000,
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self.envelope.decay^2 * 100000}
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local phase = self.phaser.offset^2 * 1020
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phase = cpypol(phase, self.phaser.offset)
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local dphase = self.phaser.sweep^2
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dphase = cpypol(dphase, self.phaser.sweep)
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local ipp = 0
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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 vib_phase = 0
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local vib_speed = self.vibrato.speed^2 * 0.01
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local vib_amp = self.vibrato.depth * 0.5
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local rep_time = 0
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local rep_limit = trunc((1 - self.repeatSpeed)^2 * 20000 + 32)
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if self.repeatSpeed == 0 then
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rep_limit = 0
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end
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-- Yay, the main closure
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return function()
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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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end
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-- Update the change time and apply it if needed
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chg_time = chg_time + 1
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if chg_limit ~= 0 and chg_time >= chg_limit then
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chg_limit = 0
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fperiod = fperiod * chg_mod
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end
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-- Apply the frequency slide and stuff
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slide = slide + dslide
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fperiod = fperiod * slide
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if fperiod > maxperiod then
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fperiod = maxperiod
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-- If the frequency is too low, stop generating
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if (self.frequency.min > 0) then
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return nil
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end
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end
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-- Vibrato
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local rfperiod = fperiod
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if vib_amp > 0 then
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vib_phase = vib_phase + vib_speed
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rfperiod = fperiod * (1.0 + math.sin(vib_phase) * vib_amp)
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end
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-- Update the period
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period = trunc(rfperiod)
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if (period < 8) then period = 8 end
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-- Update the square duty
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square_duty = clamp(square_duty + square_slide, 0, 0.5)
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-- Volume envelopes
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env_time = env_time + 1
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if env_time > env_length[env_stage] then
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env_time = 0
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env_stage = env_stage + 1
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-- After the decay stop generating
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if env_stage == 4 then
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return nil
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end
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end
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if env_stage == 1 then
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env_vol = env_time / env_length[1]
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elseif env_stage == 2 then
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env_vol = 1 + (1 - env_time / env_length[2])^1 * 2 * self.envelope.punch
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elseif env_stage == 3 then
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env_vol = 1 - env_time / env_length[3]
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end
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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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-- Lowpass 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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end
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-- And finally the actual tone generation and supersampling
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local ssample = 0
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for si = 0, self.superSamples do
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local sample = 0
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phase = phase + 1
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-- fill the noise buffer every period
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if phase >= period then
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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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self.noiseBuffer[i] = random(-1, 1)
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end
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end
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end
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-- Tone oscillators ahead!!!
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local fp = phase / period
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if self.waveType == sfxr.SQUARE then
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if fp < square_duty then
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sample = 0.5
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else
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sample = -0.5
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end
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elseif self.waveType == sfxr.SAWTOOTH then
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sample = 1 - fp * 2
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elseif self.waveType == sfxr.SINE then
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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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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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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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else
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ltp = sample
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ltdp = 0
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end
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ltp = ltp + ltdp
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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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-- Apply the phaser to the sample
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self.phaserBuffer[bit.band(ipp, 1023) + 1] = sample
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sample = sample + self.phaserBuffer[bit.band(ipp - iphase + 1024, 1023) + 1]
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ipp = bit.band(ipp + 1, 1023)
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-- Accumulation and envelope application
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ssample = ssample + sample * env_vol
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end
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-- Apply the volumes
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ssample = ssample / self.superSamples * self.volume.master
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ssample = ssample * 2 * self.volume.sound
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-- Hard limit
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ssample = clamp(ssample, -1, 1)
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-- Aaaand finally
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return ssample
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end
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end
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function sfxr.Sound:getEnvelopeLimit()
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local env_length = {self.envelope.attack^2 * 100000,
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self.envelope.sustain^2 * 100000,
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self.envelope.decay^2 * 100000}
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return trunc(env_length[1] + env_length[2] + env_length[3] + 2)
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end
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function sfxr.Sound:getLimit()
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return self:getEnvelopeLimit()
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end
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function sfxr.Sound:generateTable()
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local t = {}
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t[self:getLimit()] = 0
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local i = 1
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for v in self:generate() do
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if not v then
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break
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end
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t[i] = v
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i = i + 1
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end
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return t
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end
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function sfxr.Sound:generateSoundData(freq, bits)
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local tab = self:generateTable()
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local data = love.sound.newSoundData(#tab, freq, bits, 1)
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for i = 0, #tab - 1 do
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data:setSample(i, tab[i + 1])
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end
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return data
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end
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function sfxr.Sound:randomize(seed)
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math.randomseed(seed)
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self.repeatSpeed = random(1, 2)
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if maybe() then
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self.frequency.start = random(-1, 1)^3 + 0.5
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else
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self.frequency.start = random(-1, 1)^2
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end
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self.frequency.limit = 0
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self.frequency.slide = random(-1, 1)^5
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if self.frequency.start > 0.7 and self.frequency.slide > 0.2 then
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self.frequency.slide = -self.frequency.slide
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elseif self.frequency.start < 0.2 and self.frequency.slide <-0.05 then
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self.frequency.slide = -self.frequency.slide
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end
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self.frequency.deltaSlide = random(-1, 1)^3
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self.duty.ratio = random(-1, 1)
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self.duty.sweep = random(-1, 1)^3
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self.vibrato.depth = random(-1, 1)^3
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self.vibrato.speed = random(-1, 1)
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self.vibrato.delay = random(-1, 1)
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self.envelope.attack = random(-1, 1)^3
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self.envelope.sustain = random(-1, 1)^2
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self.envelope.punch = random(-1, 1)^2
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self.envelope.decay = random(-1, 1)
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if self.envelope.attack + self.envelope.sustain + self.envelope.decay < 0.2 then
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self.envelope.sustain = self.envelope.sustain + 0.2 + random(0, 0.3)
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self.envelope.decay = self.envelope.decay + 0.2 + random(0, 0.3)
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end
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self.lowpass.resonance = random(-1, 1)
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self.lowpass.cutoff = 1 - random(0, 1)^3
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self.lowpass.sweep = random(-1, 1)^3
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if self.lowpass.cutoff < 0.1 and self.lowpass.sweep < -0.05 then
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self.lowpass.sweep = -self.lowpass.sweep
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end
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self.highpass.cutoff = random(0, 1)^3
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self.highpass.sweep = random(-1, 1)^5
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self.phaser.offset = random(-1, 1)^3
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self.phaser.sweep = random(-1, 1)^3
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self.change.speed = random(-1, 1)
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self.change.amount = random(-1, 1)
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end
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function sfxr.Sound:mutate(amount, changeFreq)
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local amount = (amount or 1)
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local a = amount / 20
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local b = (1 - a) * 10
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local changeFreq = changeFreq or true
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if changeFreq == true then
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if maybe(b) then self.frequency.start = self.frequency.start + random(-a, a) end
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if maybe(b) then self.frequency.slide = self.frequency.slide + random(-a, a) end
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if maybe(b) then self.frequency.deltaSlide = self.frequency.deltaSlide + random(-a, a) end
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end
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if maybe(b) then self.duty.ratio = self.duty.ratio + random(-a, a) end
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if maybe(b) then self.duty.sweep = self.duty.sweep + random(-a, a) end
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if maybe(b) then self.vibrato.depth = self.vibrato.depth + random(-a, a) end
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if maybe(b) then self.vibrato.speed = self.vibrato.speed + random(-a, a) end
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if maybe(b) then self.vibrato.delay = self.vibrato.delay + random(-a, a) end
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if maybe(b) then self.envelope.attack = self.envelope.attack + random(-a, a) end
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if maybe(b) then self.envelope.sustain = self.envelope.sustain + random(-a, a) end
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if maybe(b) then self.envelope.punch = self.envelope.punch + random(-a, a) end
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if maybe(b) then self.envelope.decay = self.envelope.decay + random(-a, a) end
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if maybe(b) then self.lowpass.resonance = self.lowpass.resonance + random(-a, a) end
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if maybe(b) then self.lowpass.cutoff = self.lowpass.cutoff + random(-a, a) end
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if maybe(b) then self.lowpass.sweep = self.lowpass.sweep + random(-a, a) end
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if maybe(b) then self.highpass.cutoff = self.highpass.cutoff + random(-a, a) end
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if maybe(b) then self.highpass.sweep = self.highpass.sweep + random(-a, a) end
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if maybe(b) then self.phaser.offset = self.phaser.offset + random(-a, a) end
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if maybe(b) then self.phaser.sweep = self.phaser.sweep + random(-a, a) end
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if maybe(b) then self.change.speed = self.change.speed + random(-a, a) end
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if maybe(b) then self.change.amount = self.change.amount + 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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function sfxr.Sound:randomPickup()
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self:resetParameters()
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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.sustain = random(0, 0.1)
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self.envelope.punch = random(0.3, 0.6)
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self.envelope.decay = random(0.1, 0.5)
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if maybe() then
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self.change.speed = random(0.5, 0.7)
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self.change.amount = random(0.4, 0.6)
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end
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end
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function sfxr.Sound:randomLaser()
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self:resetParameters()
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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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self.waveType = trunc(random(0, 1))
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end
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if maybe(2) then
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self.frequency.start = random(0.3, 0.9)
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self.frequency.min = random(0, 0.1)
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self.frequency.slide = -0.35 - random(0, 0.3)
|
|
else
|
|
self.frequency.start = random(0.5, 1)
|
|
self.frequency.min = clamp(self.frequency.start - 0.5 - random(0, 0.6), 0.2)
|
|
self.frequency.slide = -0.15 - random(0, 0.2)
|
|
end
|
|
|
|
if maybe() then
|
|
self.duty.ratio = random(0, 0.5)
|
|
self.duty.sweep = random(0, 0.2)
|
|
else
|
|
self.duty.ratio = random(0.4, 0.9)
|
|
self.duty.sweep = -random(0, 0.7)
|
|
end
|
|
|
|
self.envelope.attack = 0
|
|
self.envelope.sustain = random(0.1, 0.3)
|
|
self.envelope.decay = random(0, 0.4)
|
|
|
|
if maybe() then
|
|
self.envelope.punch = random(0, 0.3)
|
|
end
|
|
|
|
if maybe(2) then
|
|
self.phaser.offset = random(0, 0.2)
|
|
self.phaser.sweep = -random(0, 0.2)
|
|
end
|
|
|
|
if maybe() then
|
|
self.highpass.cutoff = random(0, 0.3)
|
|
end
|
|
end
|
|
|
|
function sfxr.Sound:randomExplosion()
|
|
self:resetParameters()
|
|
self.waveType = sfxr.NOISE
|
|
|
|
if maybe() then
|
|
self.frequency.start = random(0.1, 0.5)
|
|
self.frequency.slide = random(-0.1, 0.3)
|
|
else
|
|
self.frequency.start = random(0.2, 0.9)
|
|
self.frequency.slide = -0.2 - random(0, 0.2)
|
|
end
|
|
self.frequency.start = self.frequency.start^2
|
|
|
|
if maybe(4) then
|
|
self.frequency.slide = 0
|
|
end
|
|
if maybe(2) then
|
|
self.repeatSpeed = random(0.3, 0.8)
|
|
end
|
|
|
|
self.envelope.attack = 0
|
|
self.envelope.sustain = random(0.1, 0.4)
|
|
self.envelope.punch = random(0.2, 0.8)
|
|
self.envelope.decay = random(0, 0.5)
|
|
|
|
if maybe() then
|
|
self.phaser.offset = random(-0.3, 0.6)
|
|
self.phaser.sweep = -random(0, 0.3)
|
|
end
|
|
if maybe(2) then
|
|
self.change.speed = random(0.6, 0.8)
|
|
self.change.amount = random(0.8, 2.4)
|
|
elseif maybe() then
|
|
self.change.amount = random(0, 0.7)
|
|
self.change.speed = random(0, 0.6)
|
|
end
|
|
end
|
|
|
|
function sfxr.Sound:randomPowerup()
|
|
self:resetParameters()
|
|
if maybe() then
|
|
self.waveType = sfxr.SAWTOOTH
|
|
else
|
|
self.duty.ratio = random(0, 0.6)
|
|
end
|
|
|
|
if maybe() then
|
|
self.frequency.start = random(0.2, 0.5)
|
|
self.frequency.slide = random(0.1, 0.5)
|
|
self.repeatSpeed = random(0.4, 0.8)
|
|
else
|
|
self.frequency.start = random(0.2, 0.5)
|
|
self.frequency.slide = random(0.1, 0.5)
|
|
if maybe() then
|
|
self.change.amount = random(0, 0.7)
|
|
self.change.speed = random(0, 0.6)
|
|
end
|
|
end
|
|
self.envelope.attack = 0
|
|
self.envelope.sustain = random(0, 0.4)
|
|
self.envelope.decay = random(0.1, 0.5)
|
|
end
|
|
|
|
function sfxr.Sound:randomHit()
|
|
self:resetParameters()
|
|
self.waveType = trunc(random(0, 2))
|
|
|
|
if self.waveType == sfxr.SINE then
|
|
self.waveType = 3
|
|
elseif self.waveType == sfxr.SQUARE then
|
|
self.duty.ratio = random(0, 0.6)
|
|
end
|
|
|
|
self.frequency.start = random(0.2, 0.8)
|
|
self.frequency.glide = -0.3 - random(0, 0.4)
|
|
self.envelope.attack = 0
|
|
self.envelope.sustain = random(0, 0.1)
|
|
self.envelope.decay = random(0.1, 0.3)
|
|
|
|
if maybe() then
|
|
self.highpass.cutoff = random(0, 0.3)
|
|
end
|
|
end
|
|
|
|
function sfxr.Sound:randomJump()
|
|
self:resetParameters()
|
|
self.waveType = sfxr.SQUARE
|
|
|
|
self.duty.value = random(0, 0.6)
|
|
self.frequency.cutoff = random(0.3, 0.6)
|
|
self.frequency.slide = random(0.1, 0.3)
|
|
|
|
self.envelope.attack = 0
|
|
self.envelope.sustain = random(0.1, 0.4)
|
|
self.envelope.decay = random(0.1, 0.3)
|
|
|
|
if maybe() then
|
|
self.highpass.cutoff = random(0, 0.3)
|
|
end
|
|
if maybe() then
|
|
self.lowpass.cutoff = 1 - random(0, 0.6)
|
|
end
|
|
end
|
|
|
|
function sfxr.Sound:randomBlip()
|
|
self:resetParameters()
|
|
self.waveType = trunc(random(0, 1))
|
|
|
|
if self.waveType == 0 then
|
|
self.duty.ratio = random(0, 0.6)
|
|
end
|
|
|
|
self.frequency.start = random(0.2, 0.6)
|
|
self.envelope.attack = 0
|
|
self.envelope.sustain = random(0.1, 0.2)
|
|
self.envelope.decay = random(0, 0.2)
|
|
self.highpass.cutoff = 0.1
|
|
end
|
|
|
|
-- Constructor
|
|
|
|
function sfxr.newSound(...)
|
|
local instance = setmetatable({}, sfxr.Sound)
|
|
instance:__init(...)
|
|
return instance
|
|
end
|
|
|
|
return sfxr |