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scripts/_pong.lua
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156
scripts/_pong.lua
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ardour {
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["type"] = "dsp",
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name = "a-Pong",
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category = "Visualization",
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license = "MIT",
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author = "Ardour Lua Task Force",
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description = [[classic game of mixer pong]]
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}
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-- return possible i/o configurations
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function dsp_ioconfig ()
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-- -1, -1 = any number of channels as long as input and output count matches
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return { [1] = { audio_in = -1, audio_out = -1}, }
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end
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function dsp_params ()
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return
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{
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{ ["type"] = "input", name = "Bar", min = 0, max = 1, default = 0.5 },
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}
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end
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local gametime
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local fps
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local ball_x, ball_y
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local dx, dy
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local pingsound
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local lotsound
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local pingnote
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function dsp_init (rate)
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self:shmem ():allocate (4)
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self:shmem ():clear ()
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fps = rate / 25
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pingnote = 352 / rate
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ball_x = 0.5
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ball_y = 0
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dx = 0.011
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dy = 0.021
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end
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function dsp_configure (ins, outs)
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gametime = fps
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pingsound = fps
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lostsound = 3 * fps
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end
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function dsp_run (ins, outs, n_samples)
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local ctrl = CtrlPorts:array () -- get control port array (read/write)
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local shmem = self:shmem ()
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local state = shmem:to_float (0):array () -- "cast" into lua-table
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local changed = false
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gametime = gametime + n_samples
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-- simple game engine
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while gametime > fps do
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changed = true
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gametime = gametime - fps
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ball_x = ball_x + dx
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ball_y = ball_y + dy
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if ball_x >= 1 or ball_x <= 0 then dx = -dx end
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if ball_y <= 0 then dy = - dy end
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if ball_y > 1 then
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local bar = ctrl[1]
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if math.abs (bar - ball_x) < 0.1 then
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dy = - dy
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ball_y = 1.0
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dx = dx + 0.1 * (bar - ball_x)
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-- queue sound (unless it's playing)
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if (pingsound > fps) then
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pingsound = 0
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end
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phase = 0
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else
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-- game over
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lostsound = 0
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ball_y = 0
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dx = 0.011
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end
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end
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end
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-- simple synth -- TODO Optimize
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if pingsound <= fps then
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for s = 1, n_samples do
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pingsound = pingsound + 1
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if pingsound > fps then goto note_end end
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phase = phase + pingnote
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local snd = 0.7 * math.sin(6.283185307 * phase) * math.sin (3.141592 * pingsound / fps)
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for c = 1,#outs do
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-- don't copy this code, it's quick/dirty and not efficient
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outs[c]:array()[s] = outs[c]:array()[s] + snd
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end
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::note_end::
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end
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end
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if lostsound <= 3 * fps then
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for s = 1, n_samples do
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lostsound = lostsound + 1
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if lostsound > 3 * fps then goto noise_end end
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local snd = 0.5 * (math.random () - 0.5)
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for c = 1,#outs do
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-- don't copy this code, it's quick/dirty and not efficient
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outs[c]:array()[s] = outs[c]:array()[s] + snd
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end
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::noise_end::
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end
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end
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if changed then
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state[1] = ball_x
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state[2] = ball_y
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self:queue_draw ()
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end
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end
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function render_inline (ctx, w, max_h)
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local ctrl = CtrlPorts:array () -- get control port array (read/write)
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local shmem = self:shmem () -- get shared memory region
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local state = shmem:to_float (0):array () -- "cast" into lua-table
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if (w > max_h) then
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h = max_h
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else
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h = w
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end
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-- clear background
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ctx:rectangle (0, 0, w, h)
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ctx:set_source_rgba (.2, .2, .2, 1.0)
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ctx:fill ()
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-- display bar
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local bar_width = w * .1
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local bar_space = w - bar_width
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ctx:set_line_cap (Cairo.LineCap.Round)
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ctx:set_source_rgba (.8, .8, .8, 1.0)
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ctx:set_line_width (3.0)
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ctx:move_to (bar_space * ctrl[1], h - 3)
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ctx:rel_line_to (bar_width, 0)
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ctx:stroke ()
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-- display ball
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ctx:move_to (state[1] * w, state[2] * (h - 5))
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ctx:close_path ()
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ctx:stroke ()
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return {w, h}
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end
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