clean up a-pong
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@ -20,29 +20,30 @@ function dsp_params ()
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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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local fps -- audio samples per game-step
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local game_time -- counts up to fps
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local ball_x, ball_y -- ball position [0..1]
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local dx, dy -- current ball speed
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local lost_sound -- audio-sample counter for game-over [0..3*fps]
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local ping_sound -- audio-sample counter for ping-sound [0..fps]
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local ping_phase -- ping note phase
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local ping_pitch
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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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ping_pitch = 752 / 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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dy = 0.0237
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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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game_time = fps -- start the ball immediately (notfiy GUI)
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ping_sound = fps -- set to end of synth cycle
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lost_sound = 3 * fps
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end
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function dsp_run (ins, outs, n_samples)
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@ -50,34 +51,38 @@ function dsp_run (ins, outs, n_samples)
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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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local changed = false -- flag to notify GUI on every game-step
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game_time = game_time + n_samples
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-- simple game engine
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while gametime > fps do
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while game_time > fps do
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changed = true
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gametime = gametime - fps
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game_time = game_time - fps
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-- move the ball
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ball_x = ball_x + dx
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ball_y = ball_y + dy
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-- reflect left/right
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if ball_x >= 1 or ball_x <= 0 then dx = -dx end
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-- single player (reflect top) -- TODO "stereo" version, 2 ctrls
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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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local bar = ctrl[1] -- get bar position
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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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if (ping_sound >= fps) then
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ping_sound = 0
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ping_phase = 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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lost_sound = 0
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ball_y = 0
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dx = 0.011
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end
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@ -85,32 +90,39 @@ function dsp_run (ins, outs, n_samples)
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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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if ping_sound < fps then
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local abufs = {}
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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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abufs[c] = outs[c]:array();
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end
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::note_end::
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for s = 1, n_samples do
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ping_sound = ping_sound + 1
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ping_phase = ping_phase + ping_pitch
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local snd = 0.7 * math.sin(6.283185307 * ping_phase) * math.sin (3.141592 * ping_sound / fps)
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for c = 1,#outs do
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abufs[c][s] = abufs[c][s] + snd
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end
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if ping_sound >= fps then goto ping_end end
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end
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::ping_end::
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end
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if lostsound <= 3 * fps then
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if lost_sound < 3 * fps then
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local abufs = {}
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for c = 1,#outs do
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abufs[c] = outs[c]:array();
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end
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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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lost_sound = lost_sound + 1
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-- -12dBFS white noise
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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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abufs[c][s] = abufs[c][s] + snd
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end
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if lost_sound >= 3 * fps then goto noise_end end
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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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