prosperon/scripts/sound.js

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/* This file runs after the audio system is initiated */
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Object.readonly(audio, "samplerate");
Object.readonly(audio, "channels");
Object.readonly(audio, "buffer_frames");
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var sources = [];
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audio.play = function (file, bus = audio.bus.master) {
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var filename = file;
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file = Resources.find_sound(file);
if (!file) {
console.error(`Cannot play sound ${file}: does not exist.`);
return;
}
var src = audio.dsp.source(file);
src.plugin(bus);
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src.guid = prosperon.guid();
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src.name = file;
src.type = "source";
sources.push(src);
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return src;
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};
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audio.bus = {};
audio.bus.master = dspsound.master();
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audio.dsp = {};
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audio.dsp = dspsound;
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audio.bus.master.__proto__.type = "bus";
audio.bus.master.name = "master";
var plugin_node = audio.bus.master.plugin;
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audio.bus.master.__proto__.plugin = function (to) {
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this.tos ??= [];
this.tos.push(to);
to.ins ??= [];
to.ins.push(this);
plugin_node.call(this, to);
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};
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var unplug_node = audio.bus.master.unplug;
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audio.bus.master.__proto__.unplug = function () {
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if (this.tos) {
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for (var node of this.tos) node.ins.remove(this);
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this.tos = [];
}
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unplug_node.call(this);
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};
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audio.dsp.mix().__proto__.imgui = function () {
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imgui.pushid(this.memid());
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this.volume = imgui.slider("Volume", this.volume);
this.off = imgui.checkbox("Mute", this.off);
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imgui.popid();
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};
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audio.cry = function (file, bus = audio.bus.sfx) {
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file = Resources.find_sound(file);
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var player = audio.play(file, bus);
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if (!player) return;
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player.ended = function () {
player.unplug();
player = undefined;
};
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return player.ended;
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};
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// This function is called when every audio source is finished
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var killer = Register.appupdate.register(function () {
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for (var src of sources) {
if (!src.loop && (src.frame < src.lastframe || src.frame === src.frames())) {
src.unplug();
src.ended?.();
}
src.lastframe = src.frame;
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}
});
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var song;
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// Play 'file' for new song, cross fade for seconds
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audio.music = function (file, fade = 0.5) {
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if (!file) {
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if (song) song.volume = 0;
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return;
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}
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file = Resources.find_sound(file);
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if (!fade) {
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song = audio.play(file, audio.bus.music);
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song.loop = true;
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return;
}
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if (!song) {
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song = audio.play(file, audio.bus.music);
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song.volume = 1;
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// tween(song,'volume', 1, fade);
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return;
}
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var temp = audio.play(file, audio.bus.music);
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if (!temp) return;
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temp.volume = 1;
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var temp2 = song;
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// tween(temp, 'volume', 1, fade);
// tween(temp2, 'volume', 0, fade);
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song = temp;
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song.loop = true;
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};
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audio.bus.music = audio.dsp.mix();
audio.bus.music.plugin(audio.bus.master);
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audio.bus.music.name = "music";
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audio.bus.sfx = audio.dsp.mix();
audio.bus.sfx.plugin(audio.bus.master);
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audio.bus.sfx.name = "sfx";
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audio.dsp.allpass = function (secs, decay) {
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var composite = {};
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var fwd = audio.dsp.fwd_delay(secs, -decay);
var fbk = audio.dsp.delay(secs, decay);
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composite.id = fwd.id;
composite.plugin = composite.plugin.bind(fbk);
composite.unplug = dsp_node.unplug.bind(fbk);
fwd.plugin(fbk);
return composite;
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};
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audio.dsp.doc = {
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delay: "Delays the input by secs, multiplied by decay",
fwd_delay: "Forward feedback delays the input by secs, multiplied by decay",
allpass: "Composite node of a delay and fwd_delay",
lpf: "Low pass filter at a given frequency",
hpf: "High pass filter at a given frequency",
midi: "A source node for a midi file with a given soundfont file",
crush: "Bitcrush the input to a given rate and bit depth",
limiter: "Limit audio to ceil with pleasent rolloff",
noise_gate: "Do not pass audio below the given floor",
pitchshift: "Shift sound by octaves",
noise: "Plain randon noise",
pink: "Pink noise",
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red: "Red noise",
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};
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audio.dsp.obscure("doc");
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Object.mixin(audio.bus.master.__proto__, {
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get db() {
return 20 * Math.log10(Math.abs(this.volume));
},
set db(x) {
x = Math.clamp(x, -100, 0);
this.volume = Math.pow(10, x / 20);
},
get volume() {
return this.gain;
},
set volume(x) {
this.gain = x;
},
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});
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audio.bus.master.__proto__.toJSON = function () {
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return {
volume: this.volume,
off: this.off,
pan: this.pan,
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pass: this.pass,
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};
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};
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/*Object.mixin(audio.dsp.source().__proto__, {
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length() { return this.frames()/audio.samplerate(); },
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time() { return this.frame/sound.samplerate(); },
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pct() { return this.time()/this.length(); },
});
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*/
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return { audio };