-- sfxr.lua -- original by Tomas Pettersson, ported to Lua by nucular --[[ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- --[[-- A port of the sfxr sound effect synthesizer to pure Lua, designed to be used together with the *awesome* [LÖVE](https://love2d.org) game framework. ]]-- -- @module sfxr local sfxr = {} local bit = bit32 or require("bit") -- Constants --- The module version (SemVer format) -- @within Constants sfxr.VERSION = "0.0.2" --- [Waveform](https://en.wikipedia.org/wiki/Waveform) constants -- @within Constants -- @field SQUARE [square wave](https://en.wikipedia.org/wiki/Square_wave) (`= 0`) -- @field SAWTOOTH [sawtooth wave](https://en.wikipedia.org/wiki/Sawtooth_wave) (`= 1`) -- @field SINE [sine wave](https://en.wikipedia.org/wiki/Sine_wave) (`= 2`) -- @field NOISE [white noise](https://en.wikipedia.org/wiki/White_noise) (`= 3`) sfxr.WAVEFORM = { SQUARE = 0, [0] = 0, SAWTOOTH = 1, [1] = 1, SINE = 2, [2] = 2, NOISE = 3, [3] = 3 } --- [Sampling rate](https://en.wikipedia.org/wiki/Sampling_(signal_processing)#Sampling_rate) constants -- (use the number values directly, these are just for lookup) -- @within Constants -- @field 22050 22.05 kHz (`= 22050`) -- @field 44100 44.1 kHz (`= 44100`) sfxr.SAMPLERATE = { [22050] = 22050, --- 22.05 kHz [44100] = 44100 --- 44.1 kHz } --- [Bit depth](https://en.wikipedia.org/wiki/Audio_bit_depth) constants -- (use the number values directly, these are just for lookup) -- @within Constants -- @field 0 floating point bit depth, -1 to 1 (`= 0`) -- @field 8 unsigned 8 bit, 0x00 to 0xFF (`= 8`) -- @field 16 unsigned 16 bit, 0x0000 to 0xFFFF (`= 16`) sfxr.BITDEPTH = { [0] = 0, [16] = 16, [8] = 8 } --- [Endianness](https://en.wikipedia.org/wiki/Endianness) constants -- @within Constants -- @field LITTLE little endian (`= 0`) -- @field BIG big endian (`= 1`) sfxr.ENDIANNESS = { LITTLE = 0, [0] = 0, BIG = 1, [1] = 1 } -- Utilities --- Truncate a number to an unsigned integer. -- @tparam number n a (signed) number -- @treturn int the number, truncated and unsigned local function trunc(n) if n >= 0 then return math.floor(n) else return -math.floor(-n) end end --- Set the random seed and initializes the generator. -- @tparam number seed the random seed local function setseed(seed) math.randomseed(seed) for i=0, 5 do math.random() end end --- Return a random number between low and high. -- @tparam number low the lower bound -- @tparam number high the upper bound -- @treturn number a random number where `low < n < high` local function random(low, high) return low + math.random() * (high - low) end --- Return a random boolean weighted towards false by n. -- w = 1: uniform distribution -- w = n: false is n times as likely as true -- Note: n < 0 do not work, use `not maybe(w)` instead -- @tparam[opt=1] number w the weight towards false -- @treturn bool a random boolean local function maybe(w) return trunc(random(0, w or 1)) == 0 end --- Clamp n between min and max. -- @tparam number n the number -- @tparam number min the lower bound -- @tparam number max the upper bound -- @treturn number the number where `min <= n <= max` local function clamp(n, min, max) return math.max(min or -math.huge, math.min(max or math.huge, n)) end --- Copy a table (shallow) or a primitive. -- @param t a table or primitive -- @return a copy of t local function shallowcopy(t) if type(t) == "table" then local t2 = {} for k,v in pairs(t) do t2[k] = v end return t2 else return t end end --- Recursively merge table t2 into t1. -- @tparam tab t1 a table -- @tparam tab t2 a table to merge into t1 -- @treturn tab t1 local function mergetables(t1, t2) for k, v in pairs(t2) do if type(v) == "table" then if type(t1[k] or false) == "table" then mergetables(t1[k] or {}, t2[k] or {}) else t1[k] = v end else t1[k] = v end end return t1 end --- Pack a number into a IEEE754 32-bit big-endian floating point binary string. -- [source](https://stackoverflow.com/questions/14416734/) -- @tparam number number a number -- @treturn string a binary string local function packIEEE754(number) if number == 0 then return string.char(0x00, 0x00, 0x00, 0x00) elseif number ~= number then return string.char(0xFF, 0xFF, 0xFF, 0xFF) else local sign = 0x00 if number < 0 then sign = 0x80 number = -number end local mantissa, exponent = math.frexp(number) exponent = exponent + 0x7F if exponent <= 0 then mantissa = math.ldexp(mantissa, exponent - 1) exponent = 0 elseif exponent > 0 then if exponent >= 0xFF then return string.char(sign + 0x7F, 0x80, 0x00, 0x00) elseif exponent == 1 then exponent = 0 else mantissa = mantissa * 2 - 1 exponent = exponent - 1 end end mantissa = math.floor(math.ldexp(mantissa, 23) + 0.5) return string.char( sign + math.floor(exponent / 2), (exponent % 2) * 0x80 + math.floor(mantissa / 0x10000), math.floor(mantissa / 0x100) % 0x100, mantissa % 0x100) end end --- Unpack a IEEE754 32-bit big-endian floating point string to a number. -- [source](https://stackoverflow.com/questions/14416734/) -- @tparam string packed a binary string -- @treturn number a number local function unpackIEEE754(packed) local b1, b2, b3, b4 = string.byte(packed, 1, 4) local exponent = (b1 % 0x80) * 0x02 + math.floor(b2 / 0x80) local mantissa = math.ldexp(((b2 % 0x80) * 0x100 + b3) * 0x100 + b4, -23) if exponent == 0xFF then if mantissa > 0 then return 0 / 0 else mantissa = math.huge exponent = 0x7F end elseif exponent > 0 then mantissa = mantissa + 1 else exponent = exponent + 1 end if b1 >= 0x80 then mantissa = -mantissa end return math.ldexp(mantissa, exponent - 0x7F) end --- Construct and return a new @{Sound} instance. -- @treturn Sound a Sound instance function sfxr.newSound(...) local instance = setmetatable({}, sfxr.Sound) instance:__init(...) return instance end --- The main Sound class. -- @type Sound sfxr.Sound = {} sfxr.Sound.__index = sfxr.Sound --- Initialize the Sound instance. -- Called by @{sfxr.newSound|the constructor}. function sfxr.Sound:__init() --- Number of supersampling passes to perform (*default* 8) -- @within Parameters self.supersampling = 8 --- Repeat speed: -- Times to repeat the frequency slide over the course of the envelope -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Parameters self.repeatspeed = 0.0 --- The base @{WAVEFORM|waveform} (*default* @{WAVEFORM|SQUARE}) -- @within Parameters self.waveform = sfxr.WAVEFORM.SQUARE -- Build tables to store the parameters in --- **The sound volume and gain all samples are multiplied with** -- @within Volume self.volume = {} --- **The [ASD envelope](https://en.wikipedia.org/wiki/Synthesizer#Attack_ --Decay_Sustain_Release_.28ADSR.29_envelope) that controls the sound -- amplitude (volume) over time** -- @within Envelope self.envelope = {} --- **The base and minimum frequencies of the tone generator and their -- slides** -- @within Frequency self.frequency = {} --- **A [vibrato](https://en.wikipedia.org/wiki/Vibrato)-like amplitude -- modulation effect** -- SerializationVibrato self.vibrato = {} --- **Changes the frequency mid-sound to create a characteristic -- "coin"-effect** -- @within Change self.change = {} --- **The [duty](https://en.wikipedia.org/wiki/Duty_cycle) of the square -- waveform** -- @within Duty self.duty = {} --- **A simple [phaser](https://en.wikipedia.org/wiki/Phaser_(effect)) -- effect** -- @within Phaser self.phaser = {} --- **A [lowpass filter](https://en.wikipedia.org/wiki/Low-pass_filter) -- effect** -- @within Lowpass self.lowpass = {} --- **A [highpass filter](https://en.wikipedia.org/wiki/High-pass_filter) -- effect** -- @within Highpass self.highpass = {} -- These are not affected by resetParameters() --- Master volume (*default* 0.5) -- @within Volume self.volume.master = 0.5 --- Additional gain (*default* 0.5) -- @within Volume self.volume.sound = 0.5 self:resetParameters() end --- Set all parameters to their default values. Does not affect -- @{self.supersampling|supersampling} and @{self.volume|volume}. -- Called by @{sfxr.Sound:__init|the initializer}. function sfxr.Sound:resetParameters() self.repeatspeed = 0.0 self.waveform = sfxr.WAVEFORM.SQUARE --- Attack time: -- Time the sound takes to reach its peak amplitude -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Envelope self.envelope.attack = 0.0 --- Sustain time: -- Time the sound stays on its peak amplitude -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Envelope self.envelope.sustain = 0.3 --- Sustain punch: -- Amount by which the sound peak amplitude is increased at the start of the -- sustain time -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Envelope self.envelope.punch = 0.0 --- Decay time: -- Time the sound takes to decay after its sustain time -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Envelope self.envelope.decay = 0.4 --- Start frequency: -- Base tone of the sound, before sliding -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Frequency self.frequency.start = 0.3 --- Min frequency: -- Tone below which the sound will get cut off -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Frequency self.frequency.min = 0.0 --- Slide: -- Amount by which the frequency is increased or decreased over time -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Frequency self.frequency.slide = 0.0 --- Delta slide: -- Amount by which the slide is increased or decreased over time -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Frequency self.frequency.dslide = 0.0 --- Vibrato depth: -- Amount of amplitude modulation -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Vibrato self.vibrato.depth = 0.0 --- Vibrato speed: -- Oscillation speed of the vibrato -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Vibrato self.vibrato.speed = 0.0 --- Vibrato delay: -- Unused and unimplemented -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Vibrato self.vibrato.delay = 0.0 --- Change amount: -- Amount by which the frequency is changed mid-sound -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Change self.change.amount = 0.0 --- Change speed: -- Time before the frequency change happens -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Change self.change.speed = 0.0 --- Square duty: -- Width of the square wave pulse cycle (doesn't affect other waveforms) -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Duty self.duty.ratio = 0.0 --- Duty sweep: -- Amount by which the square duty is increased or decreased over time -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Duty self.duty.sweep = 0.0 --- Phaser offset: -- Amount by which the phaser signal is offset from the sound -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Phaser self.phaser.offset = 0.0 --- Phaser sweep: -- Amount by which the phaser offset is increased or decreased over time -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Phaser self.phaser.sweep = 0.0 --- Lowpass filter cutoff: -- Lower bound for frequencies allowed to pass through this filter -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Lowpass self.lowpass.cutoff = 1.0 --- Lowpass filter cutoff sweep: -- Amount by which the LP filter cutoff is increased or decreased -- over time -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Lowpass self.lowpass.sweep = 0.0 --- Lowpass filter resonance: -- Amount by which certain resonant frequencies near the cutoff are -- increased -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Lowpass self.lowpass.resonance = 0.0 --- Highpass filter cutoff: -- Upper bound for frequencies allowed to pass through this filter -- (*default* 0.0, *min* 0.0, *max* 1.0) -- @within Highpass self.highpass.cutoff = 0.0 --- Highpass filter cutoff sweep: -- Amount by which the HP filter cutoff is increased or decreased -- over time -- (*default* 0.0, *min* -1.0, *max* 1.0) -- @within Highpass self.highpass.sweep = 0.0 end --- Clamp all parameters within their sane ranges. function sfxr.Sound:sanitizeParameters() self.repeatspeed = clamp(self.repeatspeed, 0, 1) self.waveform = clamp(self.waveform, 0, #sfxr.WAVEFORM) self.envelope.attack = clamp(self.envelope.attack, 0, 1) self.envelope.sustain = clamp(self.envelope.sustain, 0, 1) self.envelope.punch = clamp(self.envelope.punch, 0, 1) self.envelope.decay = clamp(self.envelope.decay, 0, 1) self.frequency.start = clamp(self.frequency.start, 0, 1) self.frequency.min = clamp(self.frequency.min, 0, 1) self.frequency.slide = clamp(self.frequency.slide, -1, 1) self.frequency.dslide = clamp(self.frequency.dslide, -1, 1) self.vibrato.depth = clamp(self.vibrato.depth, 0, 1) self.vibrato.speed = clamp(self.vibrato.speed, 0, 1) self.vibrato.delay = clamp(self.vibrato.delay, 0, 1) self.change.amount = clamp(self.change.amount, -1, 1) self.change.speed = clamp(self.change.speed, 0, 1) self.duty.ratio = clamp(self.duty.ratio, 0, 1) self.duty.sweep = clamp(self.duty.sweep, -1, 1) self.phaser.offset = clamp(self.phaser.offset, -1, 1) self.phaser.sweep = clamp(self.phaser.sweep, -1, 1) self.lowpass.cutoff = clamp(self.lowpass.cutoff, 0, 1) self.lowpass.sweep = clamp(self.lowpass.sweep, -1, 1) self.lowpass.resonance = clamp(self.lowpass.resonance, 0, 1) self.highpass.cutoff = clamp(self.highpass.cutoff, 0, 1) self.highpass.sweep = clamp(self.highpass.sweep, -1, 1) end --- Generate the sound and yield the sample data. -- @tparam[opt=44100] SAMPLERATE rate the sampling rate -- @tparam[opt=0] BITDEPTH depth the bit depth -- @treturn function() a generator that yields the next sample when called -- @usage for s in sound:generate(44100, 0) do -- -- do something with s -- end -- @raise "invalid sampling rate: x", "invalid bit depth: x" function sfxr.Sound:generate(rate, depth) rate = rate or 44100 depth = depth or 0 assert(sfxr.SAMPLERATE[rate], "invalid sampling rate: " .. tostring(rate)) assert(sfxr.BITDEPTH[depth], "invalid bit depth: " .. tostring(depth)) -- Initialize all locals local fperiod, maxperiod local slide, dslide local square_duty, square_slide local chg_mod, chg_time, chg_limit local phaserbuffer = {} local noisebuffer = {} -- Initialize the sample buffers for i=1, 1024 do phaserbuffer[i] = 0 end for i=1, 32 do noisebuffer[i] = random(-1, 1) end --- Reset the sound period local function reset() fperiod = 100 / (self.frequency.start^2 + 0.001) maxperiod = 100 / (self.frequency.min^2 + 0.001) period = trunc(fperiod) slide = 1.0 - self.frequency.slide^3 * 0.01 dslide = -self.frequency.dslide^3 * 0.000001 square_duty = 0.5 - self.duty.ratio * 0.5 square_slide = -self.duty.sweep * 0.00005 if self.change.amount >= 0 then chg_mod = 1.0 - self.change.amount^2 * 0.9 else chg_mod = 1.0 + self.change.amount^2 * 10 end chg_time = 0 if self.change.speed == 1 then chg_limit = 0 else chg_limit = trunc((1 - self.change.speed)^2 * 20000 + 32) end end local phase = 0 reset() local second_sample = false local env_vol = 0 local env_stage = 1 local env_time = 0 local env_length = {self.envelope.attack^2 * 100000, self.envelope.sustain^2 * 100000, self.envelope.decay^2 * 100000} local fphase = self.phaser.offset^2 * 1020 if self.phaser.offset < 0 then fphase = -fphase end local dphase = self.phaser.sweep^2 if self.phaser.sweep < 0 then dphase = -dphase end local ipp = 0 local iphase = math.abs(trunc(fphase)) local fltp = 0 local fltdp = 0 local fltw = self.lowpass.cutoff^3 * 0.1 local fltw_d = 1 + self.lowpass.sweep * 0.0001 local fltdmp = 5 / (1 + self.lowpass.resonance^2 * 20) * (0.01 + fltw) fltdmp = clamp(fltdmp, nil, 0.8) local fltphp = 0 local flthp = self.highpass.cutoff^2 * 0.1 local flthp_d = 1 + self.highpass.sweep * 0.0003 local vib_phase = 0 local vib_speed = self.vibrato.speed^2 * 0.01 local vib_amp = self.vibrato.depth * 0.5 local rep_time = 0 local rep_limit = trunc((1 - self.repeatspeed)^2 * 20000 + 32) if self.repeatspeed == 0 then rep_limit = 0 end -- The main closure (returned as a generator) local function next() -- Repeat when needed rep_time = rep_time + 1 if rep_limit ~= 0 and rep_time >= rep_limit then rep_time = 0 reset() end -- Update the change time and apply it if needed chg_time = chg_time + 1 if chg_limit ~= 0 and chg_time >= chg_limit then chg_limit = 0 fperiod = fperiod * chg_mod end -- Apply the frequency slide and stuff slide = slide + dslide fperiod = fperiod * slide if fperiod > maxperiod then fperiod = maxperiod -- Fail if the minimum frequency is too small if (self.frequency.min > 0) then return nil end end -- Vibrato local rfperiod = fperiod if vib_amp > 0 then vib_phase = vib_phase + vib_speed -- Apply to the frequency period rfperiod = fperiod * (1.0 + math.sin(vib_phase) * vib_amp) end -- Update the period period = trunc(rfperiod) if (period < 8) then period = 8 end -- Update the square duty square_duty = clamp(square_duty + square_slide, 0, 0.5) -- Volume envelopes env_time = env_time + 1 if env_time > env_length[env_stage] then env_time = 0 env_stage = env_stage + 1 -- After the decay stop generating if env_stage == 4 then return nil end end -- Attack, Sustain, Decay/Release if env_stage == 1 then env_vol = env_time / env_length[1] elseif env_stage == 2 then env_vol = 1 + (1 - env_time / env_length[2])^1 * 2 * self.envelope.punch elseif env_stage == 3 then env_vol = 1 - env_time / env_length[3] end -- Phaser fphase = fphase + dphase iphase = clamp(math.abs(trunc(fphase)), nil, 1023) -- Filter stuff if flthp_d ~= 0 then flthp = clamp(flthp * flthp_d, 0.00001, 0.1) end -- And finally the actual tone generation and supersampling local ssample = 0 for si = 0, self.supersampling-1 do local sample = 0 phase = phase + 1 -- fill the noise buffer every period if phase >= period then --phase = 0 phase = phase % period if self.waveform == sfxr.WAVEFORM.NOISE then for i = 1, 32 do noisebuffer[i] = random(-1, 1) end end end -- Tone generators ahead local fp = phase / period -- Square, including square duty if self.waveform == sfxr.WAVEFORM.SQUARE then if fp < square_duty then sample = 0.5 else sample = -0.5 end -- Sawtooth elseif self.waveform == sfxr.WAVEFORM.SAWTOOTH then sample = 1 - fp * 2 -- Sine elseif self.waveform == sfxr.WAVEFORM.SINE then sample = math.sin(fp * 2 * math.pi) -- Pitched white noise elseif self.waveform == sfxr.WAVEFORM.NOISE then sample = noisebuffer[trunc(phase * 32 / period) % 32 + 1] end -- Apply the lowpass filter to the sample local pp = fltp fltw = clamp(fltw * fltw_d, 0, 0.1) if self.lowpass.cutoff ~= 1 then fltdp = fltdp + (sample - fltp) * fltw fltdp = fltdp - fltdp * fltdmp else fltp = sample fltdp = 0 end fltp = fltp + fltdp -- Apply the highpass filter to the sample fltphp = fltphp + (fltp - pp) fltphp = fltphp - (fltphp * flthp) sample = fltphp -- Apply the phaser to the sample phaserbuffer[bit.band(ipp, 1023) + 1] = sample sample = sample + phaserbuffer[bit.band(ipp - iphase + 1024, 1023) + 1] ipp = bit.band(ipp + 1, 1023) -- Accumulation and envelope application ssample = ssample + sample * env_vol end -- Apply the volumes ssample = (ssample / self.supersampling) * self.volume.master ssample = ssample * (2 * self.volume.sound) -- Hard limit ssample = clamp(ssample, -1, 1) -- Frequency conversion second_sample = not second_sample if rate == 22050 and second_sample then -- hah! local nsample = next() if nsample then return (ssample + nsample) / 2 else return nil end end -- bit conversions if depth == 0 then return ssample elseif depth == 16 then return trunc(ssample * 32000) else return trunc(ssample * 127 + 128) end end return next end --- Get the maximum sample limit allowed by the current envelope. -- Does not take any other limits into account, so the returned count might be -- higher than samples actually generated. Still useful though. -- @tparam[opt=44100] SAMPLERATE rate the sampling rate -- @raise "invalid sampling rate: x", "invalid bit depth: x" function sfxr.Sound:getEnvelopeLimit(rate) rate = rate or 44100 assert(sfxr.SAMPLERATE[rate], "invalid sampling rate: " .. tostring(rate)) local env_length = { self.envelope.attack^2 * 100000, --- attack self.envelope.sustain^2 * 100000, --- sustain self.envelope.decay^2 * 100000 --- decay } local limit = trunc(env_length[1] + env_length[2] + env_length[3] + 2) return math.ceil(limit / (rate / 44100)) end --- Generate the sound into a table. -- @tparam[opt=44100] SAMPLERATE rate the sampling rate -- @tparam[opt=0] BITDEPTH depth the bit depth -- @tparam[opt] {} tab the table to synthesize into -- @treturn {number,...} the table filled with sample data -- @treturn int the number of written samples (== #tab) -- @raise "invalid sampling rate: x", "invalid bit depth: x" function sfxr.Sound:generateTable(rate, depth, tab) rate = rate or 44100 depth = depth or 0 assert(sfxr.SAMPLERATE[rate], "invalid sampling rate: " .. tostring(rate)) assert(sfxr.BITDEPTH[depth], "invalid bit depth: " .. tostring(depth)) -- this could really use table pre-allocation, but Lua doesn't provide that local t = tab or {} local i = 1 for v in self:generate(rate, depth) do t[i] = v i = i + 1 end return t, i end --- Generate the sound to a binary string. -- @tparam[opt=44100] SAMPLERATE rate the sampling rate -- @tparam[opt=16] BITDEPTH depth the bit depth (may not be @{BITDEPTH|0}) -- @tparam[opt=0] ENDIANNESS endianness the endianness (ignored when depth == 8) -- @treturn string a binary string of sample data -- @treturn int the number of written samples -- @raise "invalid sampling rate: x", "invalid bit depth: x", "invalid endianness: x" function sfxr.Sound:generateString(rate, depth, endianness) rate = rate or 44100 depth = depth or 16 endianness = endianness or 0 assert(sfxr.SAMPLERATE[rate], "invalid sampling rate: " .. tostring(rate)) assert(sfxr.BITDEPTH[depth] and depth ~= 0, "invalid bit depth: " .. tostring(depth)) assert(sfxr.ENDIANNESS[endianness], "invalid endianness: " .. tostring(endianness)) local s = "" --- buffer for arguments to string.char local buf = {} buf[100] = 0 local bi = 1 local i = 0 for v in self:generate(rate, depth) do if depth == 8 then buf[i] = v bi = bi + 1 else if endianness == sfxr.ENDIANNESS.BIG then buf[bi] = bit.rshift(v, 8) buf[bi + 1] = bit.band(v, 0xFF) bi = bi + 2 else buf[bi] = bit.band(v, 0xFF) buf[bi + 1] = bit.rshift(v, 8) bi = bi + 2 end end if bi >= 100 then s = s .. string.char(unpack(buf)) bi = 0 end i = i + 1 end -- pass in up to 100 characters s = s .. string.char(unpack(buf, i, 100)) return s, i end --- Synthesize the sound to a LÖVE SoundData instance. -- @tparam[opt=44100] SAMPLERATE rate the sampling rate -- @tparam[opt=0] BITDEPTH depth the bit depth -- @tparam[opt] love.sound.SoundData sounddata a SoundData instance (will be -- created if not passed) -- @treturn love.sound.SoundData a SoundData instance -- @treturn int the number of written samples -- @raise "invalid sampling rate: x", "invalid bit depth: x" function sfxr.Sound:generateSoundData(rate, depth, sounddata) rate = rate or 44100 depth = depth or 0 assert(sfxr.SAMPLERATE[rate], "invalid sampling rate: " .. tostring(rate)) assert(sfxr.BITDEPTH[depth] and depth, "invalid bit depth: " .. tostring(depth)) local tab, count = self:generateTable(rate, depth) if count == 0 then return nil end local data = sounddata or love.sound.newSoundData(count, freq, bits, 1) for i = 0, #tab - 1 do data:setSample(i, tab[i + 1]) end return data, count end --- Randomize all sound parameters -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomize(seed) if seed then setseed(seed) end local waveform = self.waveform self:resetParameters() self.waveform = waveform if maybe() then self.repeatspeed = random(0, 1) end if maybe() then self.frequency.start = random(-1, 1)^3 + 0.5 else self.frequency.start = random(-1, 1)^2 end self.frequency.limit = 0 self.frequency.slide = random(-1, 1)^5 if self.frequency.start > 0.7 and self.frequency.slide > 0.2 then self.frequency.slide = -self.frequency.slide elseif self.frequency.start < 0.2 and self.frequency.slide <-0.05 then self.frequency.slide = -self.frequency.slide end self.frequency.dslide = random(-1, 1)^3 self.duty.ratio = random(-1, 1) self.duty.sweep = random(-1, 1)^3 self.vibrato.depth = random(-1, 1)^3 self.vibrato.speed = random(-1, 1) self.vibrato.delay = random(-1, 1) self.envelope.attack = random(-1, 1)^3 self.envelope.sustain = random(-1, 1)^2 self.envelope.punch = random(-1, 1)^2 self.envelope.decay = random(-1, 1) if self.envelope.attack + self.envelope.sustain + self.envelope.decay < 0.2 then self.envelope.sustain = self.envelope.sustain + 0.2 + random(0, 0.3) self.envelope.decay = self.envelope.decay + 0.2 + random(0, 0.3) end self.lowpass.resonance = random(-1, 1) self.lowpass.cutoff = 1 - random(0, 1)^3 self.lowpass.sweep = random(-1, 1)^3 if self.lowpass.cutoff < 0.1 and self.lowpass.sweep < -0.05 then self.lowpass.sweep = -self.lowpass.sweep end self.highpass.cutoff = random(0, 1)^3 self.highpass.sweep = random(-1, 1)^5 self.phaser.offset = random(-1, 1)^3 self.phaser.sweep = random(-1, 1)^3 self.change.speed = random(-1, 1) self.change.amount = random(-1, 1) self:sanitizeParameters() end --- Mutate all sound parameters -- @within Randomization -- @tparam[opt=1] number amount by how much to mutate the parameters -- @tparam[opt] number seed a random seed -- @tparam[changefreq=true] bool changefreq whether to change the frequency parameters function sfxr.Sound:mutate(amount, seed, changefreq) if seed then setseed(seed) end local amount = (amount or 1) local a = amount / 20 local b = (1 - a) * 10 local changefreq = (changefreq == nil) and true or changefreq if changefreq == true then if maybe(b) then self.frequency.start = self.frequency.start + random(-a, a) end if maybe(b) then self.frequency.slide = self.frequency.slide + random(-a, a) end if maybe(b) then self.frequency.dslide = self.frequency.dslide + random(-a, a) end end if maybe(b) then self.duty.ratio = self.duty.ratio + random(-a, a) end if maybe(b) then self.duty.sweep = self.duty.sweep + random(-a, a) end if maybe(b) then self.vibrato.depth = self.vibrato.depth + random(-a, a) end if maybe(b) then self.vibrato.speed = self.vibrato.speed + random(-a, a) end if maybe(b) then self.vibrato.delay = self.vibrato.delay + random(-a, a) end if maybe(b) then self.envelope.attack = self.envelope.attack + random(-a, a) end if maybe(b) then self.envelope.sustain = self.envelope.sustain + random(-a, a) end if maybe(b) then self.envelope.punch = self.envelope.punch + random(-a, a) end if maybe(b) then self.envelope.decay = self.envelope.decay + random(-a, a) end if maybe(b) then self.lowpass.resonance = self.lowpass.resonance + random(-a, a) end if maybe(b) then self.lowpass.cutoff = self.lowpass.cutoff + random(-a, a) end if maybe(b) then self.lowpass.sweep = self.lowpass.sweep + random(-a, a) end if maybe(b) then self.highpass.cutoff = self.highpass.cutoff + random(-a, a) end if maybe(b) then self.highpass.sweep = self.highpass.sweep + random(-a, a) end if maybe(b) then self.phaser.offset = self.phaser.offset + random(-a, a) end if maybe(b) then self.phaser.sweep = self.phaser.sweep + random(-a, a) end if maybe(b) then self.change.speed = self.change.speed + random(-a, a) end if maybe(b) then self.change.amount = self.change.amount + random(-a, a) end if maybe(b) then self.repeatspeed = self.repeatspeed + random(-a, a) end self:sanitizeParameters() end --- Randomize all sound parameters to generate a "pick up" sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomPickup(seed) if seed then setseed(seed) end self:resetParameters() self.frequency.start = random(0.4, 0.9) self.envelope.attack = 0 self.envelope.sustain = random(0, 0.1) self.envelope.punch = random(0.3, 0.6) self.envelope.decay = random(0.1, 0.5) if maybe() then self.change.speed = random(0.5, 0.7) self.change.amount = random(0.2, 0.6) end end --- Randomize all sound parameters to generate a laser sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomLaser(seed) if seed then setseed(seed) end self:resetParameters() self.waveform = trunc(random(0, 3)) if self.waveform == sfxr.WAVEFORM.SINE and maybe() then self.waveform = trunc(random(0, 1)) end if maybe(2) then self.frequency.start = random(0.3, 0.9) self.frequency.min = random(0, 0.1) self.frequency.slide = random(-0.65, -0.35) else self.frequency.start = random(0.5, 1) self.frequency.min = clamp(self.frequency.start - random(0.2, 0.4), 0.2) self.frequency.slide = random(-0.35, -0.15) 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(-0.7, 0) 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(-0.2, 0) end if maybe() then self.highpass.cutoff = random(0, 0.3) end end --- Randomize all sound parameters to generate an explosion sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomExplosion(seed) if seed then setseed(seed) end self:resetParameters() self.waveform = sfxr.WAVEFORM.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 = random(-0.2, -0.4) 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(-0.3, 0) end if maybe() then self.vibrato.depth = random(0, 0.7) self.vibrato.speed = random(0, 0.6) end if maybe(2) then self.change.speed = random(0.6, 0.9) self.change.amount = random(-0.8, 0.8) end end --- Randomize all sound parameters to generate a "power up" sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomPowerup(seed) if seed then setseed(seed) end self:resetParameters() if maybe() then self.waveform = sfxr.WAVEFORM.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(0.05, 0.25) if maybe() then self.vibrato.depth = random(0, 0.7) self.vibrato.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 --- Randomize all sound parameters to generate a hit sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomHit(seed) if seed then setseed(seed) end self:resetParameters() self.waveform = trunc(random(0, 3)) if self.waveform == sfxr.WAVEFORM.SINE then self.waveform = sfxr.WAVEFORM.NOISE elseif self.waveform == sfxr.WAVEFORM.SQUARE then self.duty.ratio = random(0, 0.6) end self.frequency.start = random(0.2, 0.8) self.frequency.slide = random(-0.7, -0.3) 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 --- Randomize all sound parameters to generate a jump sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomJump(seed) if seed then setseed(seed) end self:resetParameters() self.waveform = sfxr.WAVEFORM.SQUARE self.duty.value = random(0, 0.6) self.frequency.start = 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 = random(0.4, 1) end end --- Randomize all sound parameters to generate a "blip" sound -- @within Randomization -- @tparam[opt] number seed a random seed function sfxr.Sound:randomBlip(seed) if seed then setseed(seed) end self:resetParameters() self.waveform = trunc(random(0, 2)) if self.waveform == sfxr.WAVEFORM.SQUARE 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 --- Generate and export the audio data to a PCM WAVE file. -- @within Serialization -- @tparam ?string|file|love.filesystem.File f a path or file in `wb`-mode -- (passed files will not be closed) -- @tparam[opt=44100] SAMPLERATE rate the sampling rate -- @tparam[opt=0] BITDEPTH depth the bit depth -- @raise "invalid sampling rate: x", "invalid bit depth: x" function sfxr.Sound:exportWAV(f, rate, depth) rate = rate or 44100 depth = depth or 16 assert(sfxr.SAMPLERATE[rate], "invalid sampling rate: " .. tostring(rate)) assert(sfxr.BITDEPTH[depth] and depth ~= 0, "invalid bit depth: " .. tostring(depth)) local close = false if type(f) == "string" then f = io.open(f, "wb") close = true end -- Some utility functions function seek(pos) if io.type(f) == "file" then f:seek("set", pos) else f:seek(pos) end end function tell() if io.type(f) == "file" then return f:seek() else return f:tell() end end function bytes(num, len) local str = "" for i = 1, len do str = str .. string.char(num % 256) num = math.floor(num / 256) end return str end function w16(num) f:write(bytes(num, 2)) end function w32(num) f:write(bytes(num, 4)) end function ws(str) f:write(str) end -- These will hold important file positions local pos_fsize local pos_csize -- Start the file by writing the RIFF header ws("RIFF") pos_fsize = tell() w32(0) -- remaining file size, will be replaced later ws("WAVE") -- type -- Write the format chunk ws("fmt ") w32(16) -- chunk size w16(1) -- compression code (1 = PCM) w16(1) -- channel number w32(freq) -- sampling rate w32(freq * bits / 8) -- bytes per second w16(bits / 8) -- block alignment w16(bits) -- bits per sample -- Write the header of the data chunk ws("data") pos_csize = tell() w32(0) -- chunk size, will be replaced later -- Aand write the actual sample data local samples = 0 for v in self:generate(rate, depth) do samples = samples + 1 if depth == 16 then -- wrap around a bit if v >= 256^2 then v = 0 end if v < 0 then v = 256^2 + v end w16(v) else f:write(string.char(v)) end end -- Seek back to the stored positions seek(pos_fsize) w32(pos_csize - 4 + samples * bits / 8) -- remaining file size seek(pos_csize) w32(samples * bits / 8) -- chunk size if close then f:close() end end --- Save the sound parameters to a file as a Lua table -- @within Serialization -- @tparam ?string|file|love.filesystem.File f a path or file in `w`-mode -- (passed files will not be closed) -- @tparam[opt=true] bool minify whether to minify the output or not function sfxr.Sound:save(f, minify) local close = false if type(f) == "string" then f = io.open(f, "w") close = true end local code = "local " -- we'll compare the current parameters with the defaults local defaults = sfxr.newSound() -- this part is pretty awful but it works for now function store(keys, obj) local name = keys[#keys] if type(obj) == "number" then -- fetch the default value local def = defaults for i=2, #keys do def = def[keys[i]] end if obj ~= def then local k = table.concat(keys, ".") if not minify then code = code .. "\n" .. string.rep(" ", #keys - 1) end code = code .. string.format("%s=%s;", name, obj) end elseif type(obj) == "table" then local spacing = minify and "" or "\n" .. string.rep(" ", #keys - 1) code = code .. spacing .. string.format("%s={", name) for k, v in pairs(obj) do local newkeys = shallowcopy(keys) newkeys[#newkeys + 1] = k store(newkeys, v) end code = code .. spacing .. "};" end end store({"s"}, self) code = code .. "\nreturn s, \"" .. sfxr.VERSION .. "\"" f:write(code) if close then f:close() end end --- Load the sound parameters from a file containing a Lua table -- @within Serialization -- @tparam ?string|file|love.filesystem.File f a path or file in `r`-mode -- (passed files will not be closed) -- @raise "incompatible version: x.x.x" function sfxr.Sound:load(f) local close = false if type(f) == "string" then f = io.open(f, "r") close = true end local code if io.type(f) == "file" then code = f:read("*a") else code = f:read() end local params, version = assert(loadstring(code))() -- check version compatibility assert(version > sfxr.VERSION, "incompatible version: " .. tostring(version)) self:resetParameters() -- merge the loaded table into the own mergetables(self, params) if close then f:close() end end --- Save the sound parameters to a file in the sfxr binary format (version 102) -- @within Serialization -- @tparam ?string|file|love.filesystem.File f a path or file in `wb`-mode -- (passed files will not be closed) function sfxr.Sound:saveBinary(f) local close = false if type(f) == "string" then f = io.open(f, "w") close = true end function writeFloat(x) local packed = packIEEE754(x):reverse() assert(packed:len() == 4) f:write(packed) end f:write('\x66\x00\x00\x00') -- version 102 assert(self.waveform < 256) f:write(string.char(self.waveform) .. '\x00\x00\x00') writeFloat(self.volume.sound) writeFloat(self.frequency.start) writeFloat(self.frequency.min) writeFloat(self.frequency.slide) writeFloat(self.frequency.dslide) writeFloat(self.duty.ratio) writeFloat(self.duty.sweep) writeFloat(self.vibrato.depth) writeFloat(self.vibrato.speed) writeFloat(self.vibrato.delay) writeFloat(self.envelope.attack) writeFloat(self.envelope.sustain) writeFloat(self.envelope.decay) writeFloat(self.envelope.punch) f:write('\x00') -- unused filter_on boolean writeFloat(self.lowpass.resonance) writeFloat(self.lowpass.cutoff) writeFloat(self.lowpass.sweep) writeFloat(self.highpass.cutoff) writeFloat(self.highpass.sweep) writeFloat(self.phaser.offset) writeFloat(self.phaser.sweep) writeFloat(self.repeatspeed) writeFloat(self.change.speed) writeFloat(self.change.amount) if close then f:close() end end --- Load the sound parameters from a file in the sfxr binary format -- (version 100-102) -- @within Serialization -- @tparam ?string|file|love.filesystem.File f a path or file in `rb`-mode -- (passed files will not be closed) -- @raise "incompatible version: x", "unexpected file length" function sfxr.Sound:loadBinary(f) local close = false if type(f) == "string" then f = io.open(f, "r") close = true end local s if io.type(f) == "file" then s = f:read("*a") else s = f:read() end if close then f:close() end self:resetParameters() local off = 1 local function readFloat() local f = unpackIEEE754(s:sub(off, off+3):reverse()) off = off + 4 return f end -- Start reading the string local version = s:byte(off) off = off + 4 if version < 100 or version > 102 then error("incompatible version: " .. tostring(version)) end self.waveform = s:byte(off) off = off + 4 self.volume.sound = version==102 and readFloat() or 0.5 self.frequency.start = readFloat() self.frequency.min = readFloat() self.frequency.slide = readFloat() self.frequency.dslide = version>=101 and readFloat() or 0 self.duty.ratio = readFloat() self.duty.sweep = readFloat() self.vibrato.depth = readFloat() self.vibrato.speed = readFloat() self.vibrato.delay = readFloat() self.envelope.attack = readFloat() self.envelope.sustain = readFloat() self.envelope.decay = readFloat() self.envelope.punch = readFloat() off = off + 1 -- filter_on - seems to be ignored in the C++ version self.lowpass.resonance = readFloat() self.lowpass.cutoff = readFloat() self.lowpass.sweep = readFloat() self.highpass.cutoff = readFloat() self.highpass.sweep = readFloat() self.phaser.offset = readFloat() self.phaser.sweep = readFloat() self.repeatspeed = readFloat() if version >= 101 then self.change.speed = readFloat() self.change.amount = readFloat() end assert(off-1 == s:len(), "unexpected file length") end return sfxr