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https://github.com/nucular/sfxrlua.git
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53 lines
1.6 KiB
Markdown
53 lines
1.6 KiB
Markdown
sfxr.lua
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========
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A port of the sfxr sound effect synthesizer to pure Lua, designed to be used
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together with the *awesome* Löve2D game framework.
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Example usage
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-------------
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These examples should play a randomly generated sound.
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With [Löve2D](http://love2d.org) 0.9:
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```lua
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local sfxr = require("sfxr")
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function love.load()
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local sound = sfxr.newSound()
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sound:randomize()
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love.audio.newSource(sound:generateSoundData()):play()
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end
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```
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With [lao](https://github.com/TheLinx/lao):
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```lua
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require("ao")
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local sfxr = require("sfxr")
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local driverId = ao.defaultDriverId()
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local device = ao.openLive(driverId, {bits = 16, rate = 44100, channels = 1})
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local sound = sfxr.newSound()
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sound:randomize()
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local buffer = sound:generateString()
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device:play(buffer, #buffer)
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```
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Known Issues
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------------
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Issues marked with an exclamation mark should be prioritized to be fixed before
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adding any more complicated features. These marked with a question mark either
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are of less priority or it is unknown if they should be handled as a bug.
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- ! The sine wave sound distorts when played with a frequency lower than 0.33.
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- ! The phaser offset has no audible effect, the phaser sweep however has.
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- ! The Lowpass and Highpass filters sounds distorted.
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- ! Changing is broken when the amount is < 0.
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- Sometimes (sometimes!) the generator yields nil, which causes setSample to fail.
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- ? `Sound.repeatSpeed`, `Sound.waveType` and `Sound.frequency.deltaSlide` should be lowercased instead of camelcased.
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- ? Everything seems to be pitched slightly higher than at the original (floating point error?)
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