TamaTac & SfxEngine + Sprite tools (#24)
This commit is contained in:
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/**
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* @file SfxDefinitions.h
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* @brief 52 curated SFX definitions for SfxEngine.
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*
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* Implements SfxEngine::loadSound() — mapping SfxId values to note sequences.
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*/
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#pragma once
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#include "SfxEngine.h"
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#include "esp_log.h"
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// Safety macro to prevent buffer overflow
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#define ADD_SFX_NOTE(seq, idx, ...) do { \
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if ((idx) < MAX_SFX_NOTES) { \
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SfxSequenceNote n = __VA_ARGS__; \
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(seq)[(idx)++] = n; \
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} else { \
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ESP_LOGE("SfxDef", "SFX note overflow at index %d", (idx)); \
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} \
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} while(0)
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inline void SfxEngine::loadSound(SfxId sound) {
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sequenceIndex_ = 0;
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sequenceDelaySamples_ = 0;
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sequenceLength_ = 0;
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// Stop all voices
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for (int i = 0; i < NUM_VOICES; i++) {
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voices_[i].active = false;
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voices_[i].envStage = EnvelopeStage::Off;
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}
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switch (sound) {
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// ── UI Sounds ────────────────────────────────────────────────────────
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case SfxId::Click:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 80, 30, 0, SfxWaveType::Square, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Confirm:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 80, 0, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 120, 70, SfxWaveType::Square, 0.4f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Cancel:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 80, 0, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 60, 120, 70, SfxWaveType::Square, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Error:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 48, 150, 0, SfxWaveType::Sawtooth, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {1, 51, 150, 0, SfxWaveType::Sawtooth, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::MenuOpen:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 60, 40, 0, SfxWaveType::Pulse25, 0.25f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 60, 30, SfxWaveType::Pulse25, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::MenuClose:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 40, 0, SfxWaveType::Pulse25, 0.25f});
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ADD_SFX_NOTE(sequence_, i, {0, 60, 60, 30, SfxWaveType::Pulse25, 0.2f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Toggle:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 84, 50, 0, SfxWaveType::Pulse12, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Slider:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 15, 0, SfxWaveType::Pulse25, 0.2f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Tab:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 67, 50, 0, SfxWaveType::Square, 0.25f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 70, 40, SfxWaveType::Square, 0.3f});
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sequenceLength_ = i;
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}
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break;
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// ── TamaTac Pet Sounds ───────────────────────────────────────────────
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case SfxId::Feed:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 80, 0, SfxWaveType::Pulse25, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 76, 80, 80, SfxWaveType::Pulse25, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 100, 80, SfxWaveType::Pulse25, 0.4f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Play:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 70, 0, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {1, 60, 280, 0, SfxWaveType::Triangle, 0.2f});
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ADD_SFX_NOTE(sequence_, i, {0, 76, 70, 70, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 70, 70, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 100, 70, SfxWaveType::Square, 0.35f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Medicine:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 200, 0, SfxWaveType::Triangle, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {1, 79, 200, 50, SfxWaveType::Sine, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Sleep:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 79, 200, 0, SfxWaveType::Triangle, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 76, 200, 180, SfxWaveType::Triangle, 0.3f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 300, 180, SfxWaveType::Triangle, 0.25f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Clean:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 84, 50, 0, SfxWaveType::Pulse12, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 50, 40, SfxWaveType::Pulse12, 0.3f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 80, 40, SfxWaveType::Pulse12, 0.25f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Evolve:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 60, 150, 0, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {1, 48, 600, 0, SfxWaveType::Triangle, 0.25f});
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ADD_SFX_NOTE(sequence_, i, {0, 64, 150, 130, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 67, 150, 130, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 400, 130, SfxWaveType::Square, 0.5f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Sick:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 100, 0, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 60, 100, 150, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 100, 150, SfxWaveType::Square, 0.4f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Death:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 67, 250, 0, SfxWaveType::Triangle, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 64, 250, 220, SfxWaveType::Triangle, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 60, 250, 220, SfxWaveType::Triangle, 0.3f});
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ADD_SFX_NOTE(sequence_, i, {0, 55, 350, 220, SfxWaveType::Triangle, 0.25f});
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ADD_SFX_NOTE(sequence_, i, {0, 48, 500, 300, SfxWaveType::Triangle, 0.2f});
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sequenceLength_ = i;
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}
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break;
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// ── Game Sounds ──────────────────────────────────────────────────────
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case SfxId::Coin:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 83, 60, 0, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 88, 150, 50, SfxWaveType::Square, 0.35f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Powerup:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 60, 80, 0, SfxWaveType::Pulse25, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 64, 80, 60, SfxWaveType::Pulse25, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 67, 80, 60, SfxWaveType::Pulse25, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 80, 60, SfxWaveType::Pulse25, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 76, 80, 60, SfxWaveType::Pulse25, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 80, 60, SfxWaveType::Pulse25, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 200, 60, SfxWaveType::Pulse25, 0.5f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Jump:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 60, 30, 0, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 65, 30, 25, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 70, 30, 25, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 75, 30, 25, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 80, 40, 25, SfxWaveType::Square, 0.3f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 50, 30, SfxWaveType::Square, 0.25f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Land:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 36, 80, 0, SfxWaveType::Triangle, 0.5f});
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ADD_SFX_NOTE(sequence_, i, {1, 40, 60, 0, SfxWaveType::Noise, 0.15f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Laser:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 96, 25, 0, SfxWaveType::Pulse25, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 90, 25, 20, SfxWaveType::Pulse25, 0.38f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 25, 20, SfxWaveType::Pulse25, 0.36f});
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ADD_SFX_NOTE(sequence_, i, {0, 78, 30, 20, SfxWaveType::Pulse25, 0.34f});
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ADD_SFX_NOTE(sequence_, i, {0, 72, 40, 25, SfxWaveType::Pulse25, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Explosion:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 48, 50, 0, SfxWaveType::Noise, 0.5f});
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ADD_SFX_NOTE(sequence_, i, {1, 30, 300, 0, SfxWaveType::Triangle, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {0, 36, 150, 40, SfxWaveType::Noise, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {0, 30, 200, 100, SfxWaveType::Noise, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 24, 250, 150, SfxWaveType::Noise, 0.25f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Hurt:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 60, 80, 0, SfxWaveType::Sawtooth, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 48, 120, 60, SfxWaveType::Sawtooth, 0.35f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Warp:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 48, 40, 0, SfxWaveType::Sine, 0.3f});
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ADD_SFX_NOTE(sequence_, i, {1, 36, 350, 0, SfxWaveType::Noise, 0.12f});
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ADD_SFX_NOTE(sequence_, i, {0, 55, 40, 35, SfxWaveType::Sine, 0.32f});
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ADD_SFX_NOTE(sequence_, i, {0, 62, 40, 35, SfxWaveType::Sine, 0.34f});
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ADD_SFX_NOTE(sequence_, i, {0, 69, 40, 35, SfxWaveType::Sine, 0.36f});
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ADD_SFX_NOTE(sequence_, i, {0, 76, 40, 35, SfxWaveType::Sine, 0.38f});
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ADD_SFX_NOTE(sequence_, i, {0, 83, 50, 35, SfxWaveType::Sine, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 90, 60, 40, SfxWaveType::Sine, 0.3f});
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ADD_SFX_NOTE(sequence_, i, {0, 96, 80, 50, SfxWaveType::Sine, 0.25f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Pickup:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 84, 60, 0, SfxWaveType::Pulse12, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 88, 60, 50, SfxWaveType::Pulse12, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 91, 100, 50, SfxWaveType::Pulse12, 0.35f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::OneUp:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 100, 0, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 76, 100, 80, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 100, 80, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 250, 80, SfxWaveType::Square, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {1, 60, 450, 0, SfxWaveType::Triangle, 0.2f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::BrickHit:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 76, 20, 0, SfxWaveType::Pulse25, 0.25f});
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sequenceLength_ = i;
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}
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break;
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// ── Notifications ────────────────────────────────────────────────────
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case SfxId::Alert:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 84, 80, 0, SfxWaveType::Square, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 80, 120, SfxWaveType::Square, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 80, 120, SfxWaveType::Square, 0.45f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Notify:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 79, 100, 0, SfxWaveType::Sine, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 150, 90, SfxWaveType::Sine, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {1, 67, 250, 0, SfxWaveType::Triangle, 0.15f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Success:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 100, 0, SfxWaveType::Square, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {0, 79, 100, 80, SfxWaveType::Square, 0.4f});
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ADD_SFX_NOTE(sequence_, i, {0, 84, 200, 80, SfxWaveType::Square, 0.45f});
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ADD_SFX_NOTE(sequence_, i, {1, 60, 400, 0, SfxWaveType::Triangle, 0.2f});
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sequenceLength_ = i;
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}
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break;
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// ── Drum Kit ─────────────────────────────────────────────────────────
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case SfxId::Kick:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 48, 15, 0, SfxWaveType::Triangle, 0.6f});
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ADD_SFX_NOTE(sequence_, i, {0, 36, 60, 10, SfxWaveType::Triangle, 0.55f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Snare:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 60, 50, 0, SfxWaveType::Noise, 0.35f});
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ADD_SFX_NOTE(sequence_, i, {1, 48, 30, 0, SfxWaveType::Triangle, 0.3f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::HiHat:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 80, 15, 0, SfxWaveType::Noise, 0.2f});
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sequenceLength_ = i;
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}
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break;
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case SfxId::Crash:
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{
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int i = 0;
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ADD_SFX_NOTE(sequence_, i, {0, 72, 250, 0, SfxWaveType::Noise, 0.3f});
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sequenceLength_ = i;
|
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}
|
||||
break;
|
||||
|
||||
// ── Synth Percussion ─────────────────────────────────────────────────
|
||||
|
||||
case SfxId::SynthKick:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 55, 10, 0, SfxWaveType::Sine, 0.6f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 36, 120, 8, SfxWaveType::Sine, 0.55f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::SynthSnare:
|
||||
// MetalNoise -> Noise substitution
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 80, 0, SfxWaveType::Noise, 0.35f});
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 55, 40, 0, SfxWaveType::Triangle, 0.3f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::SynthHat:
|
||||
// MetalNoise -> Noise substitution
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 30, 0, SfxWaveType::Noise, 0.25f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::SynthTom:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 15, 0, SfxWaveType::Triangle, 0.5f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 48, 100, 12, SfxWaveType::Triangle, 0.45f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::SynthRim:
|
||||
// MetalNoise -> Noise substitution
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 25, 0, SfxWaveType::Noise, 0.35f});
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 84, 15, 0, SfxWaveType::Pulse12, 0.25f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
// ── Extra Effects ────────────────────────────────────────────────────
|
||||
|
||||
case SfxId::Zap:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 96, 15, 0, SfxWaveType::Square, 0.35f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 15, 10, SfxWaveType::Square, 0.30f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 15, 10, SfxWaveType::Square, 0.25f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 20, 10, SfxWaveType::Square, 0.20f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::Blip:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 90, 20, 0, SfxWaveType::Square, 0.3f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::Chirp:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 20, 0, SfxWaveType::Pulse25, 0.3f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 30, 15, SfxWaveType::Pulse25, 0.25f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::Whoosh:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 48, 30, 0, SfxWaveType::Noise, 0.15f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 30, 25, SfxWaveType::Noise, 0.20f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 30, 25, SfxWaveType::Noise, 0.25f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 40, 25, SfxWaveType::Noise, 0.20f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::Ding:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 300, 0, SfxWaveType::Sine, 0.4f});
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 91, 200, 0, SfxWaveType::Sine, 0.2f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::RisingWhoosh:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 36, 30, 0, SfxWaveType::Noise, 0.15f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 48, 30, 25, SfxWaveType::Noise, 0.20f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 30, 25, SfxWaveType::Noise, 0.25f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 40, 25, SfxWaveType::Noise, 0.30f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 50, 30, SfxWaveType::Noise, 0.25f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::FallingWhoosh:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 30, 0, SfxWaveType::Noise, 0.30f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 30, 25, SfxWaveType::Noise, 0.25f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 30, 25, SfxWaveType::Noise, 0.20f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 48, 40, 25, SfxWaveType::Noise, 0.15f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 36, 50, 30, SfxWaveType::Noise, 0.10f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::GlitchHit:
|
||||
// MetalNoise -> Noise substitution
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 48, 20, 0, SfxWaveType::Noise, 0.45f});
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 36, 80, 0, SfxWaveType::Sawtooth, 0.40f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 96, 15, 15, SfxWaveType::Pulse12, 0.30f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 40, 10, SfxWaveType::Noise, 0.25f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::DigitalBurst:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 25, 0, SfxWaveType::Pulse12, 0.35f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 25, 20, SfxWaveType::Pulse12, 0.35f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 96, 25, 20, SfxWaveType::Pulse12, 0.35f});
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 108, 30, 20, SfxWaveType::Pulse12, 0.30f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::RetroBell:
|
||||
// HarmonicSquare -> Square substitution
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 200, 0, SfxWaveType::Square, 0.15f});
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 91, 180, 0, SfxWaveType::Pulse25, 0.10f});
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
// ── Jingles ──────────────────────────────────────────────────────────
|
||||
|
||||
// Rising arpeggio (C4-E4-G4-C5-E5-G5-C6) with sustained bass (C3)
|
||||
case SfxId::LevelUp:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 100, 0, SfxWaveType::Square, 0.28f}); // C4
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 48, 800, 0, SfxWaveType::Triangle, 0.16f}); // C3 bass pad
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 64, 100, 80, SfxWaveType::Square, 0.28f}); // E4
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 67, 100, 80, SfxWaveType::Square, 0.28f}); // G4
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 150, 80, SfxWaveType::Square, 0.32f}); // C5
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 76, 100, 130, SfxWaveType::Square, 0.32f}); // E5
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 79, 100, 80, SfxWaveType::Square, 0.32f}); // G5
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 84, 300, 80, SfxWaveType::Square, 0.40f}); // C6 (hold)
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
// Descending chromatic line (C5-B4-A4-G4-F4-E4-C4) with bass drone
|
||||
case SfxId::GameOver:
|
||||
{
|
||||
int i = 0;
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 72, 200, 0, SfxWaveType::Square, 0.30f}); // C5
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 60, 800, 0, SfxWaveType::Triangle, 0.15f}); // C4 bass drone
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 71, 200, 180, SfxWaveType::Square, 0.28f}); // B4
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 69, 200, 180, SfxWaveType::Square, 0.27f}); // A4
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 67, 200, 180, SfxWaveType::Square, 0.25f}); // G4
|
||||
ADD_SFX_NOTE(sequence_, i, {1, 55, 600, 0, SfxWaveType::Triangle, 0.15f}); // G3 bass shift
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 65, 250, 180, SfxWaveType::Square, 0.24f}); // F4
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 64, 400, 230, SfxWaveType::Square, 0.22f}); // E4
|
||||
ADD_SFX_NOTE(sequence_, i, {0, 60, 600, 380, SfxWaveType::Square, 0.18f}); // C4 (hold)
|
||||
sequenceLength_ = i;
|
||||
}
|
||||
break;
|
||||
|
||||
case SfxId::None:
|
||||
default:
|
||||
sequenceLength_ = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// Start sequence
|
||||
if (sequenceLength_ > 0) {
|
||||
sequenceDelaySamples_ = (sequence_[0].delayMs * SAMPLE_RATE) / 1000;
|
||||
}
|
||||
}
|
||||
|
||||
#undef ADD_SFX_NOTE
|
||||
@@ -0,0 +1,341 @@
|
||||
/**
|
||||
* @file SfxEngine.h
|
||||
* @brief Lightweight SFX-only audio engine for ESP32/Tactility apps (~1.5KB RAM)
|
||||
*
|
||||
* A stripped-down version of SoundEngine focused on sound effects only.
|
||||
* No background music, no advanced synthesis (FM, filters, pluck, delay).
|
||||
*
|
||||
* Features:
|
||||
* - 4 simultaneous voices (polyphony)
|
||||
* - Waveforms: Square, Pulse (25%/12.5%/75%), Triangle, Sawtooth, Sine, Noise, RetroNoise
|
||||
* - ADSR envelope + special types (Punch, Flare, Swell, Twang, Decay)
|
||||
* - Effects: Vibrato, Pitch Sweep
|
||||
* - 52 curated predefined sound effects
|
||||
* - Queue-based triggering (thread-safe)
|
||||
* - Persistent audio task
|
||||
*
|
||||
* Usage:
|
||||
* SfxEngine* engine = new SfxEngine();
|
||||
* engine->start();
|
||||
* engine->play(SfxId::Coin);
|
||||
* engine->playNote(0, 72, 200);
|
||||
* engine->stop();
|
||||
* delete engine;
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <tactility/device.h>
|
||||
#include "freertos/FreeRTOS.h"
|
||||
#include "freertos/task.h"
|
||||
#include "freertos/queue.h"
|
||||
#include "freertos/semphr.h"
|
||||
|
||||
//==============================================================================
|
||||
// Configuration
|
||||
//==============================================================================
|
||||
|
||||
#ifndef SFX_ENGINE_NUM_VOICES
|
||||
#define SFX_ENGINE_NUM_VOICES 4
|
||||
#endif
|
||||
|
||||
#ifndef SFX_ENGINE_SAMPLE_RATE
|
||||
#define SFX_ENGINE_SAMPLE_RATE 16000
|
||||
#endif
|
||||
|
||||
#ifndef SFX_ENGINE_BUFFER_SAMPLES
|
||||
#define SFX_ENGINE_BUFFER_SAMPLES 256
|
||||
#endif
|
||||
|
||||
//==============================================================================
|
||||
// Types
|
||||
//==============================================================================
|
||||
|
||||
enum class SfxWaveType : uint8_t {
|
||||
Square, // 50% duty cycle
|
||||
Pulse25, // 25% duty cycle (NES-style)
|
||||
Pulse12, // 12.5% duty cycle
|
||||
Pulse75, // 75% duty cycle (bright, hollow)
|
||||
Triangle,
|
||||
Sawtooth,
|
||||
Sine,
|
||||
Noise, // White noise (random)
|
||||
RetroNoise // NES-style LFSR noise
|
||||
};
|
||||
|
||||
enum class SfxId : uint8_t {
|
||||
None = 0,
|
||||
|
||||
// UI Sounds (9)
|
||||
Click, Confirm, Cancel, Error,
|
||||
MenuOpen, MenuClose, Toggle, Slider, Tab,
|
||||
|
||||
// TamaTac Pet Sounds (8)
|
||||
Feed, Play, Medicine, Sleep, Clean, Evolve, Sick, Death,
|
||||
|
||||
// Game Sounds (11)
|
||||
Coin, Powerup, Jump, Land, Laser, Explosion,
|
||||
Hurt, Warp, Pickup, OneUp, BrickHit,
|
||||
|
||||
// Notifications (3)
|
||||
Alert, Notify, Success,
|
||||
|
||||
// Drum Kit (4)
|
||||
Kick, Snare, HiHat, Crash,
|
||||
|
||||
// Synth Percussion (5)
|
||||
SynthKick, SynthSnare, SynthHat, SynthTom, SynthRim,
|
||||
|
||||
// Extra Effects (10)
|
||||
Zap, Blip, Chirp, Whoosh, Ding,
|
||||
RisingWhoosh, FallingWhoosh, GlitchHit, DigitalBurst, RetroBell,
|
||||
|
||||
// Jingles (2)
|
||||
LevelUp, GameOver
|
||||
};
|
||||
|
||||
enum class SfxEnvelopeType : uint8_t {
|
||||
ADSR, // Standard attack-decay-sustain-release
|
||||
Punch, // Constant volume with boost at start
|
||||
Flare, // Exponential rise then decay
|
||||
Swell, // Linear fade-in
|
||||
Twang, // Extremely fast decay
|
||||
Decay // Linear decay to zero
|
||||
};
|
||||
|
||||
// Compact note for SFX sequences
|
||||
struct SfxSequenceNote {
|
||||
uint8_t voice;
|
||||
uint8_t pitch;
|
||||
uint16_t durationMs;
|
||||
uint16_t delayMs;
|
||||
SfxWaveType wave;
|
||||
float volume;
|
||||
// Optional ADSR override (all zero = use defaults)
|
||||
uint16_t attackMs = 0;
|
||||
uint16_t decayMs = 0;
|
||||
float sustain = 0.0f;
|
||||
uint16_t releaseMs = 0;
|
||||
SfxEnvelopeType envType = SfxEnvelopeType::ADSR;
|
||||
|
||||
constexpr SfxSequenceNote()
|
||||
: voice(0), pitch(0), durationMs(0), delayMs(0),
|
||||
wave(SfxWaveType::Square), volume(0.0f) {}
|
||||
|
||||
constexpr SfxSequenceNote(uint8_t v, uint8_t p, uint16_t dur, uint16_t del,
|
||||
SfxWaveType w, float vol,
|
||||
uint16_t att = 0, uint16_t dec = 0, float sus = 0.0f,
|
||||
uint16_t rel = 0, SfxEnvelopeType et = SfxEnvelopeType::ADSR)
|
||||
: voice(v), pitch(p), durationMs(dur), delayMs(del), wave(w), volume(vol),
|
||||
attackMs(att), decayMs(dec), sustain(sus), releaseMs(rel), envType(et) {}
|
||||
};
|
||||
|
||||
//==============================================================================
|
||||
// SfxEngine Class
|
||||
//==============================================================================
|
||||
|
||||
class SfxEngine {
|
||||
public:
|
||||
SfxEngine() = default;
|
||||
~SfxEngine() { stop(); }
|
||||
|
||||
SfxEngine(const SfxEngine&) = delete;
|
||||
SfxEngine& operator=(const SfxEngine&) = delete;
|
||||
SfxEngine(SfxEngine&&) = delete;
|
||||
SfxEngine& operator=(SfxEngine&&) = delete;
|
||||
|
||||
// Lifecycle
|
||||
bool start();
|
||||
void stop();
|
||||
bool isRunning() const { return running_; }
|
||||
|
||||
// SFX API
|
||||
void play(SfxId sound);
|
||||
void stopAllSounds();
|
||||
|
||||
// Manual note API
|
||||
void playNote(uint8_t voice, uint8_t midiNote, uint16_t durationMs,
|
||||
SfxWaveType wave = SfxWaveType::Square, float volume = 0.5f);
|
||||
void stopVoice(uint8_t voice);
|
||||
|
||||
// Settings
|
||||
void setEnabled(bool enabled) { enabled_ = enabled; }
|
||||
bool isEnabled() const { return enabled_; }
|
||||
void setVolume(float vol) { masterVolume_ = (vol < 0) ? 0 : (vol > 1.0f) ? 1.0f : vol; }
|
||||
float getVolume() const { return masterVolume_; }
|
||||
|
||||
// Volume presets (consistent with SoundEngine naming)
|
||||
enum class VolumePreset { Quiet, Normal, Loud };
|
||||
void applyVolumePreset(VolumePreset preset);
|
||||
|
||||
// Polyphonic gate (consistent with SoundEngine)
|
||||
void setPolyphonicGateEnabled(bool enabled) { polyphonicGateEnabled_ = enabled; }
|
||||
bool isPolyphonicGateEnabled() const { return polyphonicGateEnabled_; }
|
||||
void setSoftGateThreshold(float threshold) {
|
||||
softGateThreshold_ = (threshold < 0.5f) ? 0.5f : (threshold > 1.0f) ? 1.0f : threshold;
|
||||
}
|
||||
float getSoftGateThreshold() const { return softGateThreshold_; }
|
||||
|
||||
// Auto-normalization (consistent with SoundEngine)
|
||||
void setAutoNormalization(bool enabled) { autoNormalize_ = enabled; }
|
||||
bool isAutoNormalizationEnabled() const { return autoNormalize_; }
|
||||
void setTargetRms(float rms) {
|
||||
targetRms_ = (rms < 0.1f) ? 0.1f : (rms > 0.8f) ? 0.8f : rms;
|
||||
}
|
||||
float getTargetRms() const { return targetRms_; }
|
||||
void setRmsSmoothing(float smoothing) {
|
||||
rmsSmoothing_ = (smoothing < 0.9f) ? 0.9f : (smoothing > 0.99999f) ? 0.99999f : smoothing;
|
||||
}
|
||||
float getRmsSmoothing() const { return rmsSmoothing_; }
|
||||
|
||||
static constexpr int NUM_VOICES = SFX_ENGINE_NUM_VOICES;
|
||||
static constexpr int SAMPLE_RATE = SFX_ENGINE_SAMPLE_RATE;
|
||||
|
||||
private:
|
||||
static constexpr const char* TAG = "SfxEngine";
|
||||
static constexpr int BUFFER_SAMPLES = SFX_ENGINE_BUFFER_SAMPLES;
|
||||
static constexpr int MAX_SFX_NOTES = 64;
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Voice State
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
enum class EnvelopeStage { Off, Attack, Decay, Sustain, Release };
|
||||
|
||||
struct Voice {
|
||||
// Oscillator
|
||||
SfxWaveType wave = SfxWaveType::Square;
|
||||
float phase = 0.0f;
|
||||
float baseFreq = 0.0f;
|
||||
float currentFreq = 0.0f;
|
||||
|
||||
// Timing
|
||||
int samplePos = 0;
|
||||
int totalSamples = 0;
|
||||
|
||||
// Envelope
|
||||
SfxEnvelopeType envType = SfxEnvelopeType::ADSR;
|
||||
EnvelopeStage envStage = EnvelopeStage::Off;
|
||||
float envLevel = 0.0f;
|
||||
int envSamplePos = 0;
|
||||
int attackSamples = 0;
|
||||
int decaySamples = 0;
|
||||
float sustainLevel = 0.7f;
|
||||
int releaseSamples = 0;
|
||||
|
||||
// Volume
|
||||
float volume = 0.5f;
|
||||
|
||||
// Pitch effects
|
||||
float vibratoDepth = 0.0f;
|
||||
float vibratoRate = 0.0f;
|
||||
float vibratoPhase = 0.0f;
|
||||
float pitchSweep = 0.0f;
|
||||
|
||||
bool active = false;
|
||||
};
|
||||
|
||||
Voice voices_[NUM_VOICES] = {};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// SFX Sequence
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
SfxSequenceNote sequence_[MAX_SFX_NOTES] = {};
|
||||
int sequenceLength_ = 0;
|
||||
int sequenceIndex_ = 0;
|
||||
int sequenceDelaySamples_ = 0;
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Queue Messages
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
enum class MsgType : uint8_t {
|
||||
PlaySound, PlayNote, StopVoice, StopAll
|
||||
};
|
||||
|
||||
struct PlayNoteMsg {
|
||||
uint8_t voice;
|
||||
uint8_t midiNote;
|
||||
uint16_t durationMs;
|
||||
SfxWaveType wave;
|
||||
float volume;
|
||||
};
|
||||
|
||||
struct QueueMsg {
|
||||
MsgType type;
|
||||
union {
|
||||
SfxId sfxId;
|
||||
PlayNoteMsg note;
|
||||
uint8_t voiceIndex;
|
||||
};
|
||||
|
||||
QueueMsg() : type(MsgType::StopAll), sfxId(SfxId::None) {}
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// State
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
Device* i2sDevice_ = nullptr;
|
||||
TaskHandle_t task_ = nullptr;
|
||||
SemaphoreHandle_t stopSemaphore_ = nullptr; // Signaled when audio task exits
|
||||
QueueHandle_t msgQueue_ = nullptr;
|
||||
|
||||
volatile bool running_ = false;
|
||||
volatile bool enabled_ = true;
|
||||
volatile float masterVolume_ = 0.5f;
|
||||
|
||||
// Polyphonic gate
|
||||
volatile bool polyphonicGateEnabled_ = true;
|
||||
volatile float softGateThreshold_ = 0.95f;
|
||||
|
||||
// Auto-normalization
|
||||
volatile bool autoNormalize_ = true;
|
||||
volatile float targetRms_ = 0.35f;
|
||||
volatile float rmsSmoothing_ = 0.999f;
|
||||
|
||||
// Noise generator state (per-instance, audio task only)
|
||||
uint16_t lfsr_ = 0xACE1;
|
||||
uint16_t retroLfsr_ = 0xACE1;
|
||||
|
||||
// Auto-normalization working state (audio task only)
|
||||
float currentRms_ = 0.0f;
|
||||
int rmsCalcCounter_ = 0;
|
||||
float cachedNormGain_ = 1.0f;
|
||||
|
||||
// Audio buffer (member to avoid stack pressure in audio task)
|
||||
int16_t audioBuffer_[BUFFER_SAMPLES * 2] = {};
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Audio Generation
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
static float midiToFreq(uint8_t midi);
|
||||
float generateNoise();
|
||||
float generateRetroNoise();
|
||||
float oscillator(SfxWaveType wave, float phase);
|
||||
void updateEnvelope(Voice& v);
|
||||
float generateVoiceSample(Voice& v);
|
||||
void fillStereoBuffer(int16_t* buf, int samples);
|
||||
float applyPolyphonicGate(float mix, int activeVoices);
|
||||
float applyAutoNormalization(float mix);
|
||||
float applyBrickWallLimiter(float sample);
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Sound Loading
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
void loadSound(SfxId sound);
|
||||
void triggerNote(Voice& v, uint8_t midiNote, uint16_t durationMs,
|
||||
SfxWaveType wave, float volume, SfxEnvelopeType envType,
|
||||
uint16_t attackMs = 0, uint16_t decayMs = 0,
|
||||
float sustain = 0.0f, uint16_t releaseMs = 0);
|
||||
void processSequence();
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Task
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
static void audioTaskFunc(void* param);
|
||||
};
|
||||
@@ -0,0 +1,675 @@
|
||||
# GNU GENERAL PUBLIC LICENSE
|
||||
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc.
|
||||
<https://fsf.org/>
|
||||
|
||||
Everyone is permitted to copy and distribute verbatim copies of this
|
||||
license document, but changing it is not allowed.
|
||||
|
||||
## Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom
|
||||
to share and change all versions of a program--to make sure it remains
|
||||
free software for all its users. We, the Free Software Foundation, use
|
||||
the GNU General Public License for most of our software; it applies
|
||||
also to any other work released this way by its authors. You can apply
|
||||
it to your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you
|
||||
have certain responsibilities if you distribute copies of the
|
||||
software, or if you modify it: responsibilities to respect the freedom
|
||||
of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the
|
||||
manufacturer can do so. This is fundamentally incompatible with the
|
||||
aim of protecting users' freedom to change the software. The
|
||||
systematic pattern of such abuse occurs in the area of products for
|
||||
individuals to use, which is precisely where it is most unacceptable.
|
||||
Therefore, we have designed this version of the GPL to prohibit the
|
||||
practice for those products. If such problems arise substantially in
|
||||
other domains, we stand ready to extend this provision to those
|
||||
domains in future versions of the GPL, as needed to protect the
|
||||
freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish
|
||||
to avoid the special danger that patents applied to a free program
|
||||
could make it effectively proprietary. To prevent this, the GPL
|
||||
assures that patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
## TERMS AND CONDITIONS
|
||||
|
||||
### 0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds
|
||||
of works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of
|
||||
an exact copy. The resulting work is called a "modified version" of
|
||||
the earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user
|
||||
through a computer network, with no transfer of a copy, is not
|
||||
conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices" to
|
||||
the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
### 1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work for
|
||||
making modifications to it. "Object code" means any non-source form of
|
||||
a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users can
|
||||
regenerate automatically from other parts of the Corresponding Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that same
|
||||
work.
|
||||
|
||||
### 2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not convey,
|
||||
without conditions so long as your license otherwise remains in force.
|
||||
You may convey covered works to others for the sole purpose of having
|
||||
them make modifications exclusively for you, or provide you with
|
||||
facilities for running those works, provided that you comply with the
|
||||
terms of this License in conveying all material for which you do not
|
||||
control copyright. Those thus making or running the covered works for
|
||||
you must do so exclusively on your behalf, under your direction and
|
||||
control, on terms that prohibit them from making any copies of your
|
||||
copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under the
|
||||
conditions stated below. Sublicensing is not allowed; section 10 makes
|
||||
it unnecessary.
|
||||
|
||||
### 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such
|
||||
circumvention is effected by exercising rights under this License with
|
||||
respect to the covered work, and you disclaim any intention to limit
|
||||
operation or modification of the work as a means of enforcing, against
|
||||
the work's users, your or third parties' legal rights to forbid
|
||||
circumvention of technological measures.
|
||||
|
||||
### 4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
### 5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these
|
||||
conditions:
|
||||
|
||||
- a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
- b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under
|
||||
section 7. This requirement modifies the requirement in section 4
|
||||
to "keep intact all notices".
|
||||
- c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
- d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
### 6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms of
|
||||
sections 4 and 5, provided that you also convey the machine-readable
|
||||
Corresponding Source under the terms of this License, in one of these
|
||||
ways:
|
||||
|
||||
- a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
- b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the Corresponding
|
||||
Source from a network server at no charge.
|
||||
- c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
- d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
- e) Convey the object code using peer-to-peer transmission,
|
||||
provided you inform other peers where the object code and
|
||||
Corresponding Source of the work are being offered to the general
|
||||
public at no charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal,
|
||||
family, or household purposes, or (2) anything designed or sold for
|
||||
incorporation into a dwelling. In determining whether a product is a
|
||||
consumer product, doubtful cases shall be resolved in favor of
|
||||
coverage. For a particular product received by a particular user,
|
||||
"normally used" refers to a typical or common use of that class of
|
||||
product, regardless of the status of the particular user or of the way
|
||||
in which the particular user actually uses, or expects or is expected
|
||||
to use, the product. A product is a consumer product regardless of
|
||||
whether the product has substantial commercial, industrial or
|
||||
non-consumer uses, unless such uses represent the only significant
|
||||
mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to
|
||||
install and execute modified versions of a covered work in that User
|
||||
Product from a modified version of its Corresponding Source. The
|
||||
information must suffice to ensure that the continued functioning of
|
||||
the modified object code is in no case prevented or interfered with
|
||||
solely because modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or
|
||||
updates for a work that has been modified or installed by the
|
||||
recipient, or for the User Product in which it has been modified or
|
||||
installed. Access to a network may be denied when the modification
|
||||
itself materially and adversely affects the operation of the network
|
||||
or violates the rules and protocols for communication across the
|
||||
network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
### 7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders
|
||||
of that material) supplement the terms of this License with terms:
|
||||
|
||||
- a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
- b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
- c) Prohibiting misrepresentation of the origin of that material,
|
||||
or requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
- d) Limiting the use for publicity purposes of names of licensors
|
||||
or authors of the material; or
|
||||
- e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
- f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions
|
||||
of it) with contractual assumptions of liability to the recipient,
|
||||
for any liability that these contractual assumptions directly
|
||||
impose on those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions; the
|
||||
above requirements apply either way.
|
||||
|
||||
### 8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your license
|
||||
from a particular copyright holder is reinstated (a) provisionally,
|
||||
unless and until the copyright holder explicitly and finally
|
||||
terminates your license, and (b) permanently, if the copyright holder
|
||||
fails to notify you of the violation by some reasonable means prior to
|
||||
60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
### 9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or run
|
||||
a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
### 10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
### 11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims owned
|
||||
or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within the
|
||||
scope of its coverage, prohibits the exercise of, or is conditioned on
|
||||
the non-exercise of one or more of the rights that are specifically
|
||||
granted under this License. You may not convey a covered work if you
|
||||
are a party to an arrangement with a third party that is in the
|
||||
business of distributing software, under which you make payment to the
|
||||
third party based on the extent of your activity of conveying the
|
||||
work, and under which the third party grants, to any of the parties
|
||||
who would receive the covered work from you, a discriminatory patent
|
||||
license (a) in connection with copies of the covered work conveyed by
|
||||
you (or copies made from those copies), or (b) primarily for and in
|
||||
connection with specific products or compilations that contain the
|
||||
covered work, unless you entered into that arrangement, or that patent
|
||||
license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
### 12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under
|
||||
this License and any other pertinent obligations, then as a
|
||||
consequence you may not convey it at all. For example, if you agree to
|
||||
terms that obligate you to collect a royalty for further conveying
|
||||
from those to whom you convey the Program, the only way you could
|
||||
satisfy both those terms and this License would be to refrain entirely
|
||||
from conveying the Program.
|
||||
|
||||
### 13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
### 14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions
|
||||
of the GNU General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in
|
||||
detail to address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies that a certain numbered version of the GNU General Public
|
||||
License "or any later version" applies to it, you have the option of
|
||||
following the terms and conditions either of that numbered version or
|
||||
of any later version published by the Free Software Foundation. If the
|
||||
Program does not specify a version number of the GNU General Public
|
||||
License, you may choose any version ever published by the Free
|
||||
Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future versions
|
||||
of the GNU General Public License can be used, that proxy's public
|
||||
statement of acceptance of a version permanently authorizes you to
|
||||
choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
### 15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT
|
||||
WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND
|
||||
PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE
|
||||
DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR
|
||||
CORRECTION.
|
||||
|
||||
### 16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR
|
||||
CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
|
||||
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT
|
||||
NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR
|
||||
LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM
|
||||
TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER
|
||||
PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
### 17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
## How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these
|
||||
terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest to
|
||||
attach them to the start of each source file to most effectively state
|
||||
the exclusion of warranty; and each file should have at least the
|
||||
"copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper
|
||||
mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands \`show w' and \`show c' should show the
|
||||
appropriate parts of the General Public License. Of course, your
|
||||
program's commands might be different; for a GUI interface, you would
|
||||
use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. For more information on this, and how to apply and follow
|
||||
the GNU GPL, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your
|
||||
program into proprietary programs. If your program is a subroutine
|
||||
library, you may consider it more useful to permit linking proprietary
|
||||
applications with the library. If this is what you want to do, use the
|
||||
GNU Lesser General Public License instead of this License. But first,
|
||||
please read <https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,116 @@
|
||||
# SfxEngine Library
|
||||
|
||||
Lightweight SFX-only audio engine for ESP32/Tactility apps. A stripped-down alternative to SoundEngine (~1.5KB RAM vs ~66KB).
|
||||
|
||||
## Features
|
||||
|
||||
- **4 voices** with polyphonic mixing
|
||||
- **9 waveforms**: Square, Pulse (25%/12.5%/75%), Triangle, Sawtooth, Sine, Noise, RetroNoise
|
||||
- **ADSR envelope** + special types (Punch, Flare, Swell, Twang, Decay)
|
||||
- **Effects**: Vibrato, Pitch Sweep, Polyphonic Gate, Auto-Normalization
|
||||
- **52 curated SFX**: UI sounds, pet sounds, game sounds, drums, percussion, effects, jingles
|
||||
- **Thread-safe** queue-based API
|
||||
- **ESP32 optimized**: ~1.5KB RAM, heap-allocated
|
||||
|
||||
## When to Use
|
||||
|
||||
| | SfxEngine | SoundEngine |
|
||||
|---|-----------|-------------|
|
||||
| **RAM** | ~1.5KB | ~66KB |
|
||||
| **Voices** | 4 | 8 |
|
||||
| **SFX** | 52 curated | 100+ |
|
||||
| **BGM** | No | Yes (9 tracks) |
|
||||
| **Synthesis** | Basic | FM, Filter, Pluck, Drums |
|
||||
| **Effects** | Vibrato, Sweep, Gate, Norm | + Delay, Tremolo, Arp, Bitcrush |
|
||||
| **Use case** | UI feedback, simple games | Rich audio, music apps |
|
||||
|
||||
## Quick Start
|
||||
|
||||
```cpp
|
||||
#include "SfxEngine.h"
|
||||
|
||||
SfxEngine* engine = new SfxEngine();
|
||||
|
||||
if (!engine->start()) {
|
||||
ESP_LOGE(TAG, "Failed to start SfxEngine");
|
||||
return;
|
||||
}
|
||||
engine->applyVolumePreset(SfxEngine::VolumePreset::Normal);
|
||||
|
||||
engine->play(SfxId::Coin); // Predefined SFX
|
||||
engine->playNote(0, 60, 200); // Manual: voice 0, C4, 200ms
|
||||
engine->setVolume(0.7f); // Volume control
|
||||
|
||||
engine->stop();
|
||||
delete engine;
|
||||
```
|
||||
|
||||
## Available SFX
|
||||
|
||||
**UI** (9): Click, Confirm, Cancel, Error, MenuOpen, MenuClose, Toggle, Slider, Tab
|
||||
**TamaTac Pet** (8): Feed, Play, Medicine, Sleep, Clean, Evolve, Sick, Death
|
||||
**Game** (11): Coin, Powerup, Jump, Land, Laser, Explosion, Hurt, Warp, Pickup, OneUp, BrickHit
|
||||
**Notifications** (3): Alert, Notify, Success
|
||||
**Drums** (4): Kick, Snare, HiHat, Crash
|
||||
**Synth Percussion** (5): SynthKick, SynthSnare, SynthHat, SynthTom, SynthRim
|
||||
**Effects** (10): Zap, Blip, Chirp, Whoosh, Ding, RisingWhoosh, FallingWhoosh, GlitchHit, DigitalBurst, RetroBell
|
||||
**Jingles** (2): LevelUp, GameOver
|
||||
|
||||
## CMake Integration
|
||||
|
||||
```cmake
|
||||
file(GLOB_RECURSE SOURCE_FILES Source/*.c*)
|
||||
file(GLOB_RECURSE SFX_ENGINE_FILES ../../../Libraries/SfxEngine/Source/*.c*)
|
||||
|
||||
idf_component_register(
|
||||
SRCS ${SOURCE_FILES} ${SFX_ENGINE_FILES}
|
||||
INCLUDE_DIRS
|
||||
../../../Libraries/TactilityCpp/Include
|
||||
../../../Libraries/SfxEngine/Include
|
||||
REQUIRES TactilitySDK esp_driver_i2s esp_driver_gpio
|
||||
)
|
||||
```
|
||||
|
||||
## API Reference
|
||||
|
||||
### Lifecycle
|
||||
- `bool start()` - Start audio engine
|
||||
- `void stop()` - Stop audio engine
|
||||
- `bool isRunning()` - Check status
|
||||
|
||||
### SFX
|
||||
- `void play(SfxId)` - Play predefined sound
|
||||
- `void stopAllSounds()` - Stop all voices
|
||||
|
||||
### Manual Notes
|
||||
- `void playNote(voice, midiNote, durationMs, wave, volume)` - Play custom note
|
||||
- `void stopVoice(voice)` - Stop specific voice
|
||||
|
||||
### Settings
|
||||
- `void setVolume(float)` - Master volume (0.0-1.0, exponential curve)
|
||||
- `void setEnabled(bool)` - Mute/unmute
|
||||
- `void applyVolumePreset(VolumePreset)` - Apply Quiet/Normal/Loud preset (configures volume, gate, normalization)
|
||||
|
||||
### Mixing (consistent with SoundEngine)
|
||||
- `void setPolyphonicGateEnabled(bool)` - Soft gate when multiple voices clip (default: on)
|
||||
- `void setSoftGateThreshold(float)` - Gate threshold 0.5-1.0 (default: 0.95)
|
||||
- `void setAutoNormalization(bool)` - RMS-based auto-gain (default: on)
|
||||
- `void setTargetRms(float)` - Target RMS level 0.1-0.8 (default: 0.35)
|
||||
- `void setRmsSmoothing(float)` - Smoothing factor 0.9-0.99999 (default: 0.999)
|
||||
|
||||
## File Structure
|
||||
|
||||
```text
|
||||
Libraries/SfxEngine/
|
||||
Include/
|
||||
SfxEngine.h # Core engine header
|
||||
SfxDefinitions.h # 52 curated SFX definitions
|
||||
Source/
|
||||
SfxEngine.cpp # Implementation
|
||||
LICENSE.md # GPL v3
|
||||
README.md
|
||||
```
|
||||
|
||||
## License
|
||||
|
||||
Licensed under the [GNU General Public License v3.0](LICENSE.md).
|
||||
@@ -0,0 +1,649 @@
|
||||
/**
|
||||
* @file SfxEngine.cpp
|
||||
* @brief Lightweight SFX-only audio engine implementation.
|
||||
*
|
||||
* Stripped-down version of SoundEngine — no BGM, no delay, no advanced synthesis.
|
||||
* Sound definitions are in SfxDefinitions.h (inline loadSound).
|
||||
*/
|
||||
|
||||
#include "SfxEngine.h"
|
||||
#include "SfxDefinitions.h"
|
||||
|
||||
#include <tactility/drivers/i2s_controller.h>
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
#include "esp_log.h"
|
||||
|
||||
#ifndef M_PI
|
||||
#define M_PI 3.14159265358979323846f
|
||||
#endif
|
||||
|
||||
//==============================================================================
|
||||
// Noise Generators
|
||||
//==============================================================================
|
||||
|
||||
float SfxEngine::generateNoise() {
|
||||
uint16_t bit = ((lfsr_ >> 0) ^ (lfsr_ >> 2) ^ (lfsr_ >> 3) ^ (lfsr_ >> 5)) & 1;
|
||||
lfsr_ = (lfsr_ >> 1) | (bit << 15);
|
||||
return (lfsr_ & 1) ? 1.0f : -1.0f;
|
||||
}
|
||||
|
||||
float SfxEngine::generateRetroNoise() {
|
||||
uint16_t bit = ((retroLfsr_ >> 0) ^ (retroLfsr_ >> 1)) & 1;
|
||||
retroLfsr_ = (retroLfsr_ >> 1) | (bit << 14);
|
||||
return (retroLfsr_ & 1) ? 1.0f : -1.0f;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Utility
|
||||
//==============================================================================
|
||||
|
||||
float SfxEngine::midiToFreq(uint8_t midi) {
|
||||
if (midi == 0) return 0.0f;
|
||||
if (midi > 127) midi = 127;
|
||||
return 440.0f * powf(2.0f, (midi - 69.0f) / 12.0f);
|
||||
}
|
||||
|
||||
float SfxEngine::oscillator(SfxWaveType wave, float phase) {
|
||||
switch (wave) {
|
||||
case SfxWaveType::Square:
|
||||
return (phase < 0.5f) ? 1.0f : -1.0f;
|
||||
case SfxWaveType::Pulse25:
|
||||
return (phase < 0.25f) ? 1.0f : -1.0f;
|
||||
case SfxWaveType::Pulse12:
|
||||
return (phase < 0.125f) ? 1.0f : -1.0f;
|
||||
case SfxWaveType::Pulse75:
|
||||
return (phase < 0.75f) ? 1.0f : -1.0f;
|
||||
case SfxWaveType::Triangle:
|
||||
return 4.0f * fabsf(phase - 0.5f) - 1.0f;
|
||||
case SfxWaveType::Sawtooth:
|
||||
return 2.0f * phase - 1.0f;
|
||||
case SfxWaveType::Sine:
|
||||
return sinf(phase * 2.0f * M_PI);
|
||||
case SfxWaveType::Noise:
|
||||
return generateNoise();
|
||||
case SfxWaveType::RetroNoise:
|
||||
return generateRetroNoise();
|
||||
default:
|
||||
return 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Envelope Processing
|
||||
//==============================================================================
|
||||
|
||||
void SfxEngine::updateEnvelope(Voice& v) {
|
||||
if (v.envStage == EnvelopeStage::Off) {
|
||||
v.envLevel = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
v.envSamplePos++;
|
||||
|
||||
// Special envelope types
|
||||
if (v.envType == SfxEnvelopeType::Punch) {
|
||||
if (v.envSamplePos < v.attackSamples) {
|
||||
v.envLevel = 1.0f + (1.0f - static_cast<float>(v.envSamplePos) / v.attackSamples);
|
||||
} else {
|
||||
v.envLevel = 1.0f;
|
||||
}
|
||||
if (v.samplePos >= v.totalSamples && v.totalSamples > 0) {
|
||||
v.envStage = EnvelopeStage::Off;
|
||||
v.active = false;
|
||||
}
|
||||
if (v.envLevel > 1.5f) v.envLevel = 1.5f;
|
||||
return;
|
||||
} else if (v.envType == SfxEnvelopeType::Flare) {
|
||||
if (v.envSamplePos < v.attackSamples) {
|
||||
float progress = static_cast<float>(v.envSamplePos) / v.attackSamples;
|
||||
v.envLevel = progress * progress;
|
||||
} else if (v.envSamplePos < v.attackSamples + v.decaySamples) {
|
||||
float progress = static_cast<float>(v.envSamplePos - v.attackSamples) / v.decaySamples;
|
||||
v.envLevel = 1.0f - progress;
|
||||
} else {
|
||||
v.envLevel = 0.0f;
|
||||
v.envStage = EnvelopeStage::Off;
|
||||
v.active = false;
|
||||
}
|
||||
return;
|
||||
} else if (v.envType == SfxEnvelopeType::Swell) {
|
||||
if (v.totalSamples > 0) {
|
||||
v.envLevel = static_cast<float>(v.samplePos) / v.totalSamples;
|
||||
if (v.envLevel > 1.0f) v.envLevel = 1.0f;
|
||||
} else {
|
||||
v.envLevel = 1.0f;
|
||||
}
|
||||
if (v.samplePos >= v.totalSamples && v.totalSamples > 0) {
|
||||
v.envStage = EnvelopeStage::Off;
|
||||
v.active = false;
|
||||
}
|
||||
return;
|
||||
} else if (v.envType == SfxEnvelopeType::Twang) {
|
||||
if (v.envSamplePos == 1) v.envLevel = 1.0f;
|
||||
v.envLevel *= 0.992f;
|
||||
if (v.envLevel < 0.001f) {
|
||||
v.envLevel = 0.0f;
|
||||
v.envStage = EnvelopeStage::Off;
|
||||
v.active = false;
|
||||
}
|
||||
return;
|
||||
} else if (v.envType == SfxEnvelopeType::Decay) {
|
||||
if (v.totalSamples > 0) {
|
||||
v.envLevel = 1.0f - (static_cast<float>(v.samplePos) / v.totalSamples);
|
||||
if (v.envLevel < 0.0f) v.envLevel = 0.0f;
|
||||
}
|
||||
if (v.samplePos >= v.totalSamples && v.totalSamples > 0) {
|
||||
v.envStage = EnvelopeStage::Off;
|
||||
v.active = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Standard ADSR
|
||||
switch (v.envStage) {
|
||||
case EnvelopeStage::Attack:
|
||||
if (v.attackSamples > 0) {
|
||||
v.envLevel = static_cast<float>(v.envSamplePos) / v.attackSamples;
|
||||
} else {
|
||||
v.envLevel = 1.0f;
|
||||
}
|
||||
if (v.envSamplePos >= v.attackSamples) {
|
||||
v.envStage = EnvelopeStage::Decay;
|
||||
v.envSamplePos = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case EnvelopeStage::Decay:
|
||||
if (v.decaySamples > 0) {
|
||||
float progress = static_cast<float>(v.envSamplePos) / v.decaySamples;
|
||||
v.envLevel = 1.0f - progress * (1.0f - v.sustainLevel);
|
||||
} else {
|
||||
v.envLevel = v.sustainLevel;
|
||||
}
|
||||
if (v.envSamplePos >= v.decaySamples) {
|
||||
v.envStage = EnvelopeStage::Sustain;
|
||||
v.envSamplePos = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case EnvelopeStage::Sustain:
|
||||
v.envLevel = v.sustainLevel;
|
||||
if (v.samplePos >= v.totalSamples && v.totalSamples > 0) {
|
||||
v.envStage = EnvelopeStage::Release;
|
||||
v.envSamplePos = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case EnvelopeStage::Release:
|
||||
if (v.releaseSamples > 0) {
|
||||
float progress = static_cast<float>(v.envSamplePos) / v.releaseSamples;
|
||||
v.envLevel = v.sustainLevel * (1.0f - progress);
|
||||
} else {
|
||||
v.envLevel = 0.0f;
|
||||
}
|
||||
if (v.envSamplePos >= v.releaseSamples) {
|
||||
v.envStage = EnvelopeStage::Off;
|
||||
v.active = false;
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (v.envLevel < 0.0f) v.envLevel = 0.0f;
|
||||
if (v.envLevel > 1.0f) v.envLevel = 1.0f;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Advanced Mixing Functions
|
||||
//==============================================================================
|
||||
|
||||
float SfxEngine::applyPolyphonicGate(float mix, int activeVoices) {
|
||||
if (!polyphonicGateEnabled_ || activeVoices <= 1) return mix;
|
||||
|
||||
float absMix = fabsf(mix);
|
||||
if (absMix <= softGateThreshold_) return mix;
|
||||
|
||||
float excess = absMix - softGateThreshold_;
|
||||
float gainReduction = 1.0f - (excess / (1.0f + activeVoices * 0.25f));
|
||||
gainReduction = fmaxf(gainReduction, 0.3f);
|
||||
|
||||
return mix * gainReduction;
|
||||
}
|
||||
|
||||
float SfxEngine::applyAutoNormalization(float mix) {
|
||||
float sampleSquared = mix * mix;
|
||||
currentRms_ = currentRms_ * rmsSmoothing_ + sampleSquared * (1.0f - rmsSmoothing_);
|
||||
|
||||
if (!autoNormalize_) return mix;
|
||||
|
||||
if (++rmsCalcCounter_ >= 16) {
|
||||
rmsCalcCounter_ = 0;
|
||||
|
||||
if (currentRms_ >= 0.001f) {
|
||||
float currentRmsLinear = sqrtf(currentRms_);
|
||||
float gainAdjust = targetRms_ / currentRmsLinear;
|
||||
|
||||
gainAdjust = fminf(gainAdjust, 1.5f);
|
||||
gainAdjust = fmaxf(gainAdjust, 0.5f);
|
||||
|
||||
cachedNormGain_ = gainAdjust;
|
||||
} else {
|
||||
cachedNormGain_ = 1.0f;
|
||||
}
|
||||
}
|
||||
|
||||
return mix * cachedNormGain_;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Brick-Wall Limiter
|
||||
//==============================================================================
|
||||
|
||||
float SfxEngine::applyBrickWallLimiter(float sample) {
|
||||
constexpr float threshold = 0.98f;
|
||||
constexpr float knee = 0.02f;
|
||||
|
||||
float absSample = fabsf(sample);
|
||||
if (absSample <= threshold - knee) {
|
||||
return sample;
|
||||
} else if (absSample >= threshold) {
|
||||
return (sample > 0.0f) ? threshold : -threshold;
|
||||
} else {
|
||||
float excess = absSample - (threshold - knee);
|
||||
float compression = knee * tanhf(excess / knee);
|
||||
float limited = (threshold - knee) + compression;
|
||||
return (sample > 0.0f) ? limited : -limited;
|
||||
}
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Sample Generation
|
||||
//==============================================================================
|
||||
|
||||
float SfxEngine::generateVoiceSample(Voice& v) {
|
||||
if (!v.active && v.envStage == EnvelopeStage::Off) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Apply vibrato
|
||||
float freq = v.currentFreq;
|
||||
if (v.vibratoDepth > 0.0f && v.vibratoRate > 0.0f) {
|
||||
float vibrato = sinf(v.vibratoPhase * 2.0f * M_PI) * v.vibratoDepth;
|
||||
freq = freq * powf(2.0f, vibrato / 12.0f);
|
||||
v.vibratoPhase += v.vibratoRate / SAMPLE_RATE;
|
||||
if (v.vibratoPhase >= 1.0f) v.vibratoPhase -= 1.0f;
|
||||
}
|
||||
|
||||
// Apply pitch sweep
|
||||
if (v.pitchSweep != 0.0f) {
|
||||
float semitonesSwept = v.pitchSweep * (static_cast<float>(v.samplePos) / SAMPLE_RATE);
|
||||
freq = freq * powf(2.0f, semitonesSwept / 12.0f);
|
||||
}
|
||||
|
||||
// Generate oscillator output
|
||||
float sample = oscillator(v.wave, v.phase);
|
||||
|
||||
// Advance phase
|
||||
if (freq > 0.0f) {
|
||||
v.phase += freq / SAMPLE_RATE;
|
||||
while (v.phase >= 1.0f) v.phase -= 1.0f;
|
||||
}
|
||||
|
||||
// Update envelope
|
||||
updateEnvelope(v);
|
||||
|
||||
// Advance sample position
|
||||
v.samplePos++;
|
||||
|
||||
// Apply envelope and volume
|
||||
return sample * v.envLevel * v.volume;
|
||||
}
|
||||
|
||||
void SfxEngine::fillStereoBuffer(int16_t* buf, int samples) {
|
||||
for (int i = 0; i < samples; i++) {
|
||||
processSequence();
|
||||
|
||||
float mix = 0.0f;
|
||||
|
||||
if (enabled_) {
|
||||
int activeVoices = 0;
|
||||
for (int v = 0; v < NUM_VOICES; v++) {
|
||||
if (voices_[v].active || voices_[v].envStage != EnvelopeStage::Off) {
|
||||
mix += generateVoiceSample(voices_[v]);
|
||||
activeVoices++;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply polyphonic soft gate (proportional reduction when clipping threatened)
|
||||
mix = applyPolyphonicGate(mix, activeVoices);
|
||||
|
||||
// Apply master volume (exponential curve for perceptual linearity)
|
||||
float volCurve = masterVolume_ * masterVolume_;
|
||||
mix *= volCurve;
|
||||
|
||||
// Apply auto-normalization (consistent volume across different SFX)
|
||||
mix = applyAutoNormalization(mix);
|
||||
|
||||
// Brick-wall limiter (final safety net before soft clip)
|
||||
mix = applyBrickWallLimiter(mix);
|
||||
}
|
||||
|
||||
// Cubic soft clip
|
||||
if (mix > 1.0f) mix = 1.0f;
|
||||
else if (mix < -1.0f) mix = -1.0f;
|
||||
else mix = (3.0f - mix * mix) * mix / 2.0f;
|
||||
|
||||
// Convert to 16-bit stereo
|
||||
int16_t s = static_cast<int16_t>(mix * 28000);
|
||||
buf[i * 2] = s;
|
||||
buf[i * 2 + 1] = s;
|
||||
}
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Note Triggering
|
||||
//==============================================================================
|
||||
|
||||
void SfxEngine::triggerNote(Voice& v, uint8_t midiNote, uint16_t durationMs,
|
||||
SfxWaveType wave, float volume, SfxEnvelopeType envType,
|
||||
uint16_t attackMs, uint16_t decayMs,
|
||||
float sustain, uint16_t releaseMs) {
|
||||
v.wave = wave;
|
||||
v.baseFreq = midiToFreq(midiNote);
|
||||
v.currentFreq = v.baseFreq;
|
||||
v.phase = 0.0f;
|
||||
v.samplePos = 0;
|
||||
v.totalSamples = (durationMs * SAMPLE_RATE) / 1000;
|
||||
v.volume = volume;
|
||||
|
||||
// Envelope
|
||||
v.envType = envType;
|
||||
v.envStage = EnvelopeStage::Attack;
|
||||
v.envLevel = 0.0f;
|
||||
v.envSamplePos = 0;
|
||||
|
||||
if (attackMs > 0 || decayMs > 0 || releaseMs > 0 || envType != SfxEnvelopeType::ADSR) {
|
||||
v.attackSamples = (attackMs * SAMPLE_RATE) / 1000;
|
||||
v.decaySamples = (decayMs * SAMPLE_RATE) / 1000;
|
||||
v.sustainLevel = sustain;
|
||||
v.releaseSamples = (releaseMs * SAMPLE_RATE) / 1000;
|
||||
} else {
|
||||
// Default quick envelope for SFX
|
||||
v.attackSamples = (10 * SAMPLE_RATE) / 1000;
|
||||
v.decaySamples = (30 * SAMPLE_RATE) / 1000;
|
||||
v.sustainLevel = 0.8f;
|
||||
v.releaseSamples = (50 * SAMPLE_RATE) / 1000;
|
||||
}
|
||||
|
||||
// Reset pitch effects
|
||||
v.vibratoDepth = 0.0f;
|
||||
v.vibratoRate = 0.0f;
|
||||
v.vibratoPhase = 0.0f;
|
||||
v.pitchSweep = 0.0f;
|
||||
|
||||
v.active = true;
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Sequence Processing
|
||||
//==============================================================================
|
||||
|
||||
void SfxEngine::processSequence() {
|
||||
if (sequenceIndex_ >= sequenceLength_) return;
|
||||
|
||||
if (sequenceDelaySamples_ > 0) {
|
||||
sequenceDelaySamples_--;
|
||||
return;
|
||||
}
|
||||
|
||||
const SfxSequenceNote& note = sequence_[sequenceIndex_];
|
||||
|
||||
if (note.voice < NUM_VOICES && note.pitch > 0) {
|
||||
triggerNote(voices_[note.voice], note.pitch, note.durationMs,
|
||||
note.wave, note.volume, note.envType,
|
||||
note.attackMs, note.decayMs, note.sustain, note.releaseMs);
|
||||
}
|
||||
|
||||
sequenceIndex_++;
|
||||
|
||||
if (sequenceIndex_ < sequenceLength_) {
|
||||
sequenceDelaySamples_ = (sequence_[sequenceIndex_].delayMs * SAMPLE_RATE) / 1000;
|
||||
}
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Audio Task
|
||||
//==============================================================================
|
||||
|
||||
void SfxEngine::audioTaskFunc(void* param) {
|
||||
auto* self = static_cast<SfxEngine*>(param);
|
||||
|
||||
size_t written;
|
||||
QueueMsg msg;
|
||||
|
||||
ESP_LOGI(TAG, "Audio task started");
|
||||
|
||||
while (self->running_) {
|
||||
// Process queued messages (non-blocking)
|
||||
while (xQueueReceive(self->msgQueue_, &msg, 0) == pdTRUE) {
|
||||
switch (msg.type) {
|
||||
case MsgType::PlaySound:
|
||||
self->loadSound(msg.sfxId);
|
||||
break;
|
||||
|
||||
case MsgType::PlayNote:
|
||||
if (msg.note.voice < NUM_VOICES) {
|
||||
self->triggerNote(self->voices_[msg.note.voice],
|
||||
msg.note.midiNote, msg.note.durationMs,
|
||||
msg.note.wave, msg.note.volume,
|
||||
SfxEnvelopeType::ADSR);
|
||||
}
|
||||
break;
|
||||
|
||||
case MsgType::StopVoice:
|
||||
if (msg.voiceIndex < NUM_VOICES) {
|
||||
self->voices_[msg.voiceIndex].envStage = EnvelopeStage::Release;
|
||||
self->voices_[msg.voiceIndex].envSamplePos = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case MsgType::StopAll:
|
||||
for (int i = 0; i < NUM_VOICES; i++) {
|
||||
self->voices_[i].envStage = EnvelopeStage::Release;
|
||||
self->voices_[i].envSamplePos = 0;
|
||||
}
|
||||
self->sequenceLength_ = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Fill audio buffer (member buffer to avoid stack pressure)
|
||||
self->fillStereoBuffer(self->audioBuffer_, BUFFER_SAMPLES);
|
||||
|
||||
// Write to I2S
|
||||
error_t error = i2s_controller_write(self->i2sDevice_, self->audioBuffer_,
|
||||
sizeof(self->audioBuffer_), &written, pdMS_TO_TICKS(100));
|
||||
if (error != ERROR_NONE) {
|
||||
ESP_LOGE(TAG, "I2S write error");
|
||||
self->running_ = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Flush silence
|
||||
memset(self->audioBuffer_, 0, sizeof(self->audioBuffer_));
|
||||
i2s_controller_write(self->i2sDevice_, self->audioBuffer_, sizeof(self->audioBuffer_), &written, pdMS_TO_TICKS(50));
|
||||
|
||||
ESP_LOGI(TAG, "Audio task exiting");
|
||||
|
||||
// Signal stop() that we're done
|
||||
if (self->stopSemaphore_ != nullptr) {
|
||||
xSemaphoreGive(self->stopSemaphore_);
|
||||
}
|
||||
|
||||
vTaskDelete(NULL);
|
||||
}
|
||||
|
||||
//==============================================================================
|
||||
// Public API
|
||||
//==============================================================================
|
||||
|
||||
bool SfxEngine::start() {
|
||||
if (running_) return true;
|
||||
|
||||
// Find I2S device
|
||||
i2sDevice_ = nullptr;
|
||||
device_for_each_of_type(&I2S_CONTROLLER_TYPE, &i2sDevice_, [](Device* device, void* context) {
|
||||
if (!device_is_ready(device)) return true;
|
||||
Device** devicePtr = static_cast<Device**>(context);
|
||||
*devicePtr = device;
|
||||
return false;
|
||||
});
|
||||
|
||||
if (i2sDevice_ == nullptr) {
|
||||
ESP_LOGW(TAG, "No I2S device found");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Configure I2S
|
||||
I2sConfig config = {
|
||||
.communication_format = I2S_FORMAT_STAND_I2S,
|
||||
.sample_rate = SAMPLE_RATE,
|
||||
.bits_per_sample = 16,
|
||||
.channel_left = 0,
|
||||
.channel_right = 0
|
||||
};
|
||||
|
||||
error_t error = i2s_controller_set_config(i2sDevice_, &config);
|
||||
if (error != ERROR_NONE) {
|
||||
ESP_LOGE(TAG, "Failed to configure I2S: %s", error_to_string(error));
|
||||
i2sDevice_ = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create message queue
|
||||
msgQueue_ = xQueueCreate(8, sizeof(QueueMsg));
|
||||
if (msgQueue_ == nullptr) {
|
||||
ESP_LOGE(TAG, "Failed to create message queue");
|
||||
i2s_controller_reset(i2sDevice_);
|
||||
i2sDevice_ = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Start audio task
|
||||
running_ = true;
|
||||
BaseType_t result = xTaskCreate(audioTaskFunc, "sfxeng", 4096, this, 5, &task_);
|
||||
if (result != pdPASS) {
|
||||
ESP_LOGE(TAG, "Failed to create audio task");
|
||||
running_ = false;
|
||||
vQueueDelete(msgQueue_);
|
||||
msgQueue_ = nullptr;
|
||||
i2s_controller_reset(i2sDevice_);
|
||||
i2sDevice_ = nullptr;
|
||||
return false;
|
||||
}
|
||||
|
||||
ESP_LOGI(TAG, "SfxEngine started (voices=%d, sampleRate=%d)", NUM_VOICES, SAMPLE_RATE);
|
||||
return true;
|
||||
}
|
||||
|
||||
void SfxEngine::stop() {
|
||||
if (!running_) return;
|
||||
|
||||
// Create semaphore for deterministic shutdown
|
||||
stopSemaphore_ = xSemaphoreCreateBinary();
|
||||
running_ = false;
|
||||
|
||||
if (task_ != nullptr) {
|
||||
// Wait for audio task to signal completion (up to 500ms)
|
||||
if (stopSemaphore_ != nullptr) {
|
||||
xSemaphoreTake(stopSemaphore_, pdMS_TO_TICKS(500));
|
||||
}
|
||||
task_ = nullptr;
|
||||
}
|
||||
|
||||
if (stopSemaphore_ != nullptr) {
|
||||
vSemaphoreDelete(stopSemaphore_);
|
||||
stopSemaphore_ = nullptr;
|
||||
}
|
||||
|
||||
if (msgQueue_ != nullptr) {
|
||||
vQueueDelete(msgQueue_);
|
||||
msgQueue_ = nullptr;
|
||||
}
|
||||
|
||||
if (i2sDevice_ != nullptr) {
|
||||
i2s_controller_reset(i2sDevice_);
|
||||
i2sDevice_ = nullptr;
|
||||
}
|
||||
|
||||
ESP_LOGI(TAG, "SfxEngine stopped");
|
||||
}
|
||||
|
||||
void SfxEngine::applyVolumePreset(VolumePreset preset) {
|
||||
switch (preset) {
|
||||
case VolumePreset::Quiet:
|
||||
masterVolume_ = 0.3f;
|
||||
autoNormalize_ = true;
|
||||
targetRms_ = 0.25f;
|
||||
polyphonicGateEnabled_ = true;
|
||||
softGateThreshold_ = 0.90f;
|
||||
ESP_LOGI(TAG, "Applied Quiet preset");
|
||||
break;
|
||||
case VolumePreset::Normal:
|
||||
masterVolume_ = 0.5f;
|
||||
autoNormalize_ = true;
|
||||
targetRms_ = 0.35f;
|
||||
polyphonicGateEnabled_ = true;
|
||||
softGateThreshold_ = 0.95f;
|
||||
ESP_LOGI(TAG, "Applied Normal preset");
|
||||
break;
|
||||
case VolumePreset::Loud:
|
||||
masterVolume_ = 0.75f;
|
||||
autoNormalize_ = true;
|
||||
targetRms_ = 0.45f;
|
||||
polyphonicGateEnabled_ = true;
|
||||
softGateThreshold_ = 0.98f;
|
||||
ESP_LOGI(TAG, "Applied Loud preset");
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void SfxEngine::play(SfxId sound) {
|
||||
if (!running_ || msgQueue_ == nullptr) return;
|
||||
|
||||
QueueMsg msg;
|
||||
msg.type = MsgType::PlaySound;
|
||||
msg.sfxId = sound;
|
||||
xQueueSend(msgQueue_, &msg, 0);
|
||||
}
|
||||
|
||||
void SfxEngine::stopAllSounds() {
|
||||
if (!running_ || msgQueue_ == nullptr) return;
|
||||
|
||||
QueueMsg msg;
|
||||
msg.type = MsgType::StopAll;
|
||||
xQueueSend(msgQueue_, &msg, 0);
|
||||
}
|
||||
|
||||
void SfxEngine::playNote(uint8_t voice, uint8_t midiNote, uint16_t durationMs,
|
||||
SfxWaveType wave, float volume) {
|
||||
if (!running_ || msgQueue_ == nullptr || voice >= NUM_VOICES) return;
|
||||
|
||||
QueueMsg msg;
|
||||
msg.type = MsgType::PlayNote;
|
||||
msg.note = {voice, midiNote, durationMs, wave, volume};
|
||||
xQueueSend(msgQueue_, &msg, 0);
|
||||
}
|
||||
|
||||
void SfxEngine::stopVoice(uint8_t voice) {
|
||||
if (!running_ || msgQueue_ == nullptr || voice >= NUM_VOICES) return;
|
||||
|
||||
QueueMsg msg;
|
||||
msg.type = MsgType::StopVoice;
|
||||
msg.voiceIndex = voice;
|
||||
xQueueSend(msgQueue_, &msg, 0);
|
||||
}
|
||||
Reference in New Issue
Block a user