Sounds: three presets (Cosmic, Abyss, Wood & glass), chosen overall or per sound; nudge sound

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
foxyzandClaude Opus 5.5 committed 2026-10-09 20:21:43 +03:00
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@@ -17,6 +17,8 @@ enum SfxKind {
/// The connection to the server dropped / came back.
lost,
back,
/// Someone pokes you for attention; plays only on your end.
nudge,
}
class SfxCue {
+204 -32
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@@ -1,83 +1,254 @@
import 'sfx.dart';
import 'synth.dart';
// The sound of the house: koto for readiness, the wind chime for people
// arriving and leaving, the shoji door for a new video, bamboo for chat,
// clappers for a kick, the singing bowl for the idle warning, a string
// going slack and re-tuned for the connection. All in the Yo scale on D
// (D E G A B), so overlapping sounds agree; quiet and short.
// The app's sounds come in presets; each action can take its sound from any
// of them. Every preset is quiet, short and on D, so sounds from different
// presets still agree when they overlap.
// - Cosmic: star bells, stardust, bubbles, soft pads, a space tail.
// - Abyss: deep space and its dread. Far beacons, nebula washes, slow
// beating clusters and tritone sags, on D phrygian, with a vast tail.
// - Wood & glass: plucked strings, glass bells, wood knocks, a short room.
const _d4 = -7, _a4 = 0, _b4 = 2;
const _d5 = 5, _g5 = 10, _a5 = 12, _b5 = 14;
const _d6 = 17, _e6 = 19, _g6 = 22, _a6 = 24, _b6 = 26;
enum SoundPreset { cosmic, abyss, woodAndGlass }
/// Shown in Settings: name and feel.
const presetInfo = {
SoundPreset.cosmic: ('Cosmic', 'Star bells, stardust and a soft space tail'),
SoundPreset.abyss: ('Abyss', 'Deep space: far beacons, nebula, a vast dark tail'),
SoundPreset.woodAndGlass: ('Wood & glass', 'Plucked strings, glass bells and wood, close and dry'),
};
/// The preset used when nothing else is chosen.
const defaultPreset = SoundPreset.abyss;
const _d3 = -19, _ab3 = -13;
const _d4 = -7, _eb4 = -6, _ab4 = -1, _a4 = 0, _b4 = 2;
const _d5 = 5, _eb5 = 6, _e5 = 7, _f5 = 8, _fs5 = 9, _g5 = 10, _a5 = 12, _bb5 = 13, _b5 = 14;
const _c6 = 15, _cs6 = 16, _d6 = 17, _e6 = 19, _f6 = 20, _fs6 = 21, _g6 = 22, _a6 = 24, _b6 = 26;
double _p(int s) => semi(s);
/// The ready pluck's answer climbs with each person ready.
const _readyLadder = [_g5, _a5, _b5, _d6, _e6, _g6];
/// The ready sound's answer climbs with each person ready.
const _cosmicLadder = [_a5, _b5, _d6, _e6, _fs6, _a6];
const _abyssLadder = [_f5, _g5, _a5, _c6, _d6, _f6];
const _woodLadder = [_g5, _a5, _b5, _d6, _e6, _g6];
SoundSpec readySound(int readyIndex) {
final top = _readyLadder[(readyIndex - 1).clamp(0, _readyLadder.length - 1)];
return SoundSpec([
Note(0, _p(_d5), 0.9, gain: 0.75, bright: 0.55),
Note(0.085, _p(top), 1.1, bright: 0.65),
], peakDb: -17);
SoundSpec readySound(int readyIndex, {SoundPreset preset = defaultPreset}) =>
soundFor(SfxKind.ready, readyIndex: readyIndex, preset: preset);
SoundSpec soundFor(SfxKind kind, {int readyIndex = 1, SoundPreset preset = defaultPreset}) {
final i = (readyIndex - 1).clamp(0, 5);
return switch (preset) {
SoundPreset.cosmic => _cosmic(kind, i),
SoundPreset.abyss => _abyss(kind, i),
SoundPreset.woodAndGlass => _wood(kind, i),
};
}
SoundSpec soundFor(SfxKind kind, {int readyIndex = 1}) => switch (kind) {
SfxKind.ready => readySound(readyIndex),
SoundSpec _cosmic(SfxKind kind, int i) => switch (kind) {
SfxKind.ready => SoundSpec([
Note(0, _p(_d4), 1.0, voice: Voice.pad, gain: 0.3),
Note(0, _p(_d5), 1.2, voice: Voice.star, gain: 0.8, bright: 0.4),
Note(0.09, _p(_cosmicLadder[i]), 1.5, voice: Voice.star, bright: 0.5),
], peakDb: -17, room: 0.3),
// The same bells, dimmed and stepping down.
SfxKind.unready => SoundSpec([
Note(0, _p(_fs5), 0.6, voice: Voice.star, gain: 0.8, bright: 0.15),
Note(0.1, _p(_d5), 0.8, voice: Voice.star, bright: 0.1),
], cutoff: 3500, peakDb: -20, room: 0.25),
// Just the bell, left hanging in space: playback is the rest of the cue.
SfxKind.forceReady => SoundSpec([
Note(0, _p(_d6), 1.8, voice: Voice.star, bright: 0.7),
], cutoff: 7000, peakDb: -18, room: 0.35, tail: 1.6),
// A star arriving: dust rising into a bell.
SfxKind.join => SoundSpec([
Note(0, _p(_d6), 1.0, voice: Voice.dust, to: _p(_a6), gain: 0.5),
Note(0.15, _p(_a5), 1.4, voice: Voice.star, bright: 0.35, gain: 0.6),
], cutoff: 7000, peakDb: -19, room: 0.3),
// Dust drifting down, a low bell going out.
SfxKind.leave => SoundSpec([
Note(0, _p(_a6), 0.9, voice: Voice.dust, to: _p(_d6), gain: 0.5),
Note(0.1, _p(_d5), 1.3, voice: Voice.star, bright: 0.2, gain: 0.5),
], cutoff: 5000, peakDb: -22, room: 0.3),
// Falling into the dark: a deep tone sinking an octave under a sagging pad.
SfxKind.kick => SoundSpec([
Note(0, _p(_d4), 1.0, voice: Voice.sub, to: _p(_d3)),
Note(0, _p(_a4), 0.9, voice: Voice.pad, to: _p(_d4), gain: 0.4),
], cutoff: 3000, peakDb: -19, room: 0.25),
// Something new opens up: a rush of air, then a wide chord blooms.
SfxKind.swap => SoundSpec([
Note(0, 300, 0.6, voice: Voice.slide, to: 2400, gain: 0.35),
Note(0.35, _p(_d4), 1.4, voice: Voice.pad, gain: 0.5, bright: 0.3),
Note(0.35, _p(_a4), 1.4, voice: Voice.pad, gain: 0.5, bright: 0.3),
Note(0.35, _p(_e5), 1.4, voice: Voice.pad, gain: 0.4, bright: 0.3),
Note(0.38, _p(_fs6), 1.2, voice: Voice.star, bright: 0.3, gain: 0.3),
], peakDb: -18, room: 0.3),
// Two bubbles rising: bloop-bloop, the second higher.
SfxKind.chat => SoundSpec([
Note(0, _p(_a5), 0.18, voice: Voice.drop, gain: 0.8),
Note(0.08, _p(_e6), 0.22, voice: Voice.drop),
], peakDb: -19, room: 0.15, tail: 1.0),
// Something huge drifting past: a slow, deep swell.
SfxKind.warn => SoundSpec([
Note(0, _p(_d4), 2.0, voice: Voice.pad),
Note(0, _p(_a4), 2.0, voice: Voice.pad, gain: 0.5),
Note(0.3, _p(_d3), 1.7, voice: Voice.sub, gain: 0.4),
], cutoff: 3000, peakDb: -20, room: 0.2, tail: 1.0),
// The signal fading: a chord sagging down and dimming.
SfxKind.lost => SoundSpec([
Note(0, _p(_a4), 1.2, voice: Voice.pad, to: _p(_d4), gain: 0.7),
Note(0, _p(_e5), 1.2, voice: Voice.pad, to: _p(_a4), gain: 0.4),
], cutoff: 2500, peakDb: -19, room: 0.3, tail: 1.2),
// Re-acquired: a bell gliding up into tune, landing with dust.
SfxKind.back => SoundSpec([
Note(0, _p(_a4), 0.6, voice: Voice.star, to: _p(_d5), bright: 0.3, gain: 0.5),
Note(0.22, _p(_a5), 1.2, voice: Voice.star, bright: 0.5),
Note(0.25, _p(_d6), 0.6, voice: Voice.dust, to: _p(_a6), gain: 0.3),
], peakDb: -18, room: 0.25),
// A poke: two quick bright bubbles flicking up, a glint on the second.
// High and dry so it cuts through a video and stays a patter when spammed.
SfxKind.nudge => SoundSpec([
Note(0, _p(_d6), 0.12, voice: Voice.drop, to: _p(_fs6), gain: 0.8),
Note(0.09, _p(_a6), 0.16, voice: Voice.drop),
Note(0.09, _p(_cs6) * 2, 0.3, voice: Voice.star, bright: 0.6, gain: 0.2),
], cutoff: 7000, peakDb: -18, room: 0.05, tail: 0.6),
};
SoundSpec _abyss(SfxKind kind, int i) => switch (kind) {
// A beacon pinging far out, the void humming under it.
SfxKind.ready => SoundSpec([
Note(0, _p(_d3), 1.2, voice: Voice.pad, gain: 0.35),
Note(0, _p(_d5), 1.4, voice: Voice.star, gain: 0.8, bright: 0.25),
Note(0.12, _p(_abyssLadder[i]), 1.6, voice: Voice.star, bright: 0.3),
], cutoff: 5000, peakDb: -18, room: 0.4, tail: 1.8),
// The beacon answering itself a tritone down, dimmer.
SfxKind.unready => SoundSpec([
Note(0, _p(_a4), 0.7, voice: Voice.star, gain: 0.8, bright: 0.1),
Note(0.12, _p(_eb4), 0.9, voice: Voice.star, bright: 0.1),
], cutoff: 2500, peakDb: -21, room: 0.35, tail: 1.6),
// One bell, huge and very far away.
SfxKind.forceReady => SoundSpec([
Note(0, _p(_d5), 1.7, voice: Voice.star, bright: 0.5),
], cutoff: 5000, peakDb: -18, room: 0.45, tail: 1.8),
// Something emerging from the nebula: a dark wash brightening into a bell.
SfxKind.join => SoundSpec([
Note(0, 150, 1.2, voice: Voice.slide, to: 900, gain: 0.4),
Note(0.05, _p(_d4), 1.2, voice: Voice.pad, gain: 0.3),
Note(0.3, _p(_a5), 1.3, voice: Voice.star, bright: 0.3, gain: 0.5),
], cutoff: 4500, peakDb: -19, room: 0.4, tail: 1.6),
// Swallowed back into it: the wash darkening over a fading bell.
SfxKind.leave => SoundSpec([
Note(0, 900, 1.1, voice: Voice.slide, to: 150, gain: 0.4),
Note(0.1, _p(_d5), 1.2, voice: Voice.star, bright: 0.15, gain: 0.4),
], cutoff: 3500, peakDb: -22, room: 0.4, tail: 1.6),
// Pulled under: a deep fall with a tritone sagging over it.
SfxKind.kick => SoundSpec([
Note(0, _p(_d4), 1.3, voice: Voice.sub, to: _p(_d3)),
Note(0, _p(_ab4), 1.2, voice: Voice.pad, to: _p(_d4), gain: 0.35),
], cutoff: 2000, peakDb: -19, room: 0.35, tail: 1.6),
// A door into the dark: low air, then an unresolved chord opens.
SfxKind.swap => SoundSpec([
Note(0, 120, 0.8, voice: Voice.slide, to: 1200, gain: 0.35),
Note(0.45, _p(_d4), 1.3, voice: Voice.pad, gain: 0.5, bright: 0.2),
Note(0.45, _p(_a4), 1.3, voice: Voice.pad, gain: 0.45, bright: 0.2),
Note(0.45, _p(_eb5), 1.3, voice: Voice.pad, gain: 0.3, bright: 0.2),
Note(0.5, _p(_bb5), 1.1, voice: Voice.star, bright: 0.2, gain: 0.25),
], cutoff: 4000, peakDb: -19, room: 0.35, tail: 1.4),
// Bubbles rising from deep water.
SfxKind.chat => SoundSpec([
Note(0, _p(_d5), 0.25, voice: Voice.drop, gain: 0.8),
Note(0.1, _p(_a5), 0.3, voice: Voice.drop),
], cutoff: 4500, peakDb: -19, room: 0.3, tail: 1.4),
// Something vast drawing near: a slow swell of two notes rubbing.
SfxKind.warn => SoundSpec([
Note(0, _p(_d4), 2.0, voice: Voice.pad),
Note(0, _p(_eb4), 2.0, voice: Voice.pad, gain: 0.35),
Note(0.3, _p(_d3), 1.7, voice: Voice.sub, gain: 0.45),
], cutoff: 2200, peakDb: -20, room: 0.25, tail: 1.0),
// The signal drowning: a chord sagging by a tritone into static.
SfxKind.lost => SoundSpec([
Note(0, _p(_a4), 1.3, voice: Voice.pad, to: _p(_eb4), gain: 0.7),
Note(0, _p(_d4), 1.3, voice: Voice.pad, to: _p(_ab3), gain: 0.5),
Note(0.2, 600, 1.0, voice: Voice.slide, to: 200, gain: 0.2),
], cutoff: 2000, peakDb: -19, room: 0.35, tail: 1.4),
// Found again: a bell climbing out of the tritone into tune.
SfxKind.back => SoundSpec([
Note(0, _p(_ab4), 0.6, voice: Voice.star, to: _p(_d5), bright: 0.25, gain: 0.5),
Note(0.25, _p(_a5), 1.3, voice: Voice.star, bright: 0.4),
Note(0.28, _p(_d5), 0.6, voice: Voice.dust, to: _p(_a5), gain: 0.25),
], cutoff: 5000, peakDb: -18, room: 0.35, tail: 1.6),
// A poke from the dark: two quick bubbles flicking up, a pale glint.
// Still high and fairly dry so it cuts through a video when spammed.
SfxKind.nudge => SoundSpec([
Note(0, _p(_a5), 0.13, voice: Voice.drop, to: _p(_c6), gain: 0.8),
Note(0.1, _p(_d6), 0.18, voice: Voice.drop),
Note(0.1, _p(_a6), 0.35, voice: Voice.star, bright: 0.5, gain: 0.2),
], cutoff: 6000, peakDb: -18, room: 0.1, tail: 1.0),
};
SoundSpec _wood(SfxKind kind, int i) => switch (kind) {
SfxKind.ready => SoundSpec([
Note(0, _p(_d5), 0.9, gain: 0.75, bright: 0.55),
Note(0.085, _p(_woodLadder[i]), 1.1, bright: 0.65),
], peakDb: -17, room: 0.14, tail: 0.5),
// The same strings, muted and stepping down.
SfxKind.unready => SoundSpec([
Note(0, _p(_a5), 0.35, gain: 0.8, bright: 0.2),
Note(0.09, _p(_g5), 0.45, bright: 0.15),
], cutoff: 3800, peakDb: -20, room: 0.1),
], cutoff: 3800, peakDb: -20, room: 0.1, tail: 0.5),
// Just the bell: playback starting is the rest of the cue.
SfxKind.forceReady => SoundSpec([
Note(0, _p(_d6) * 2, 1.6, voice: Voice.chime),
], cutoff: 7000, peakDb: -18, room: 0.18),
// Wind through the furin: three uneven tinkles.
], cutoff: 7000, peakDb: -18, room: 0.18, tail: 0.5),
// Wind through glass: three uneven tinkles.
SfxKind.join => SoundSpec([
Note(0, _p(_a6), 1.3, voice: Voice.chime, gain: 0.8),
Note(0.11, _p(_d6) * 2, 1.2, voice: Voice.chime, gain: 0.55),
Note(0.26, _p(_e6) * 2, 1.4, voice: Voice.chime, gain: 0.45),
], cutoff: 7000, peakDb: -19, room: 0.18),
], cutoff: 7000, peakDb: -19, room: 0.18, tail: 0.5),
// The wind settling: two softer, lower tinkles.
SfxKind.leave => SoundSpec([
Note(0, _p(_b6), 1.0, voice: Voice.chime, gain: 0.6),
Note(0.17, _p(_e6), 1.3, voice: Voice.chime, gain: 0.5),
], cutoff: 5000, peakDb: -22, room: 0.18),
// Hyoshigi: clack… clack, then a low muted string.
], cutoff: 5000, peakDb: -22, room: 0.18, tail: 0.5),
// Two hardwood clacks, then a low muted string.
SfxKind.kick => SoundSpec([
Note(0, 1900, 0.09, voice: Voice.clack),
Note(0.16, 1750, 0.11, voice: Voice.clack, gain: 0.9),
Note(0.3, _p(_d4), 0.7, bright: 0.15, gain: 0.7),
], cutoff: 5000, peakDb: -19, room: 0.12),
], cutoff: 5000, peakDb: -19, room: 0.12, tail: 0.5),
// The door slides open on something new: air, then a fifth.
SfxKind.swap => SoundSpec([
Note(0, 500, 0.42, voice: Voice.slide, to: 1700, gain: 0.5),
Note(0.33, _p(_d5), 1.1, bright: 0.6, gain: 0.8),
Note(0.36, _p(_a5), 1.1, bright: 0.6, gain: 0.7),
], peakDb: -18),
// Bamboo: a hollow tok-tok, the second higher.
], peakDb: -18, tail: 0.5),
// A hollow wooden tok-tok, the second higher.
SfxKind.chat => SoundSpec([
Note(0, _p(_g5), 0.13, voice: Voice.bamboo, gain: 0.85),
Note(0.075, _p(_d6), 0.16, voice: Voice.bamboo),
], cutoff: 5500, peakDb: -19, room: 0.1),
// The singing bowl: one soft strike that hums.
], cutoff: 5500, peakDb: -19, room: 0.1, tail: 0.5),
// A bowl: one soft strike that hums.
SfxKind.warn => SoundSpec([
Note(0, _p(_d5), 2.6, voice: Voice.rin),
], cutoff: 4500, peakDb: -20, room: 0.1),
], cutoff: 4500, peakDb: -20, room: 0.1, tail: 0.5),
// A string going slack: plucked, its pitch sagging away.
SfxKind.lost => SoundSpec([
Note(0, _p(_a5), 1.1, to: _p(_d5), bright: 0.4),
Note(0.05, _p(_d5), 1.0, to: _p(_a4), bright: 0.3, gain: 0.6),
], cutoff: 3500, peakDb: -19),
], cutoff: 3500, peakDb: -19, tail: 0.5),
// Re-tuned: a quick bend up that lands, and a tinkle.
SfxKind.back => SoundSpec([
Note(0, _p(_b4), 0.9, to: _p(_d5), bright: 0.5),
Note(0.2, _p(_a5), 1.0, bright: 0.6, gain: 0.7),
Note(0.3, _p(_d6) * 2, 1.0, voice: Voice.chime, gain: 0.2),
], peakDb: -18),
], peakDb: -18, tail: 0.5),
// Two quick wooden taps, the second flicking up, with a glint.
SfxKind.nudge => SoundSpec([
Note(0, _p(_a5), 0.12, voice: Voice.bamboo, gain: 0.8),
Note(0.09, _p(_e6), 0.16, voice: Voice.bamboo),
Note(0.09, _p(_b6), 0.35, voice: Voice.chime, gain: 0.3),
], cutoff: 6500, peakDb: -18, room: 0.04, tail: 0.5),
};
/// Shown in Settings → Notifications & sounds: name and when it plays.
@@ -93,4 +264,5 @@ const soundInfo = {
SfxKind.warn: ('Idle warning', 'Auto-unready soon unless you press Space'),
SfxKind.lost: ('Connection lost', 'The server stopped answering; reconnecting'),
SfxKind.back: ('Reconnected', 'Back in the server after a drop'),
SfxKind.nudge: ('Nudge', 'Someone nudges you to get your attention'),
};
+170 -19
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@@ -1,10 +1,11 @@
import 'dart:math' as math;
import 'dart:typed_data';
// A tiny offline synthesizer for UI sounds, voiced as a Japanese house:
// koto strings (Karplus-Strong), a glass wind chime (furin), a singing
// bowl (rin), bamboo knocks, wooden clappers (hyoshigi) and the air of a
// sliding door (shoji). Renders to 16-bit mono WAV bytes. Pure Dart.
// A tiny offline synthesizer for UI sounds. The current palette is
// spacious: FM star bells, bubble drops, slow pads, a sub that falls away,
// stardust and a long dark space tail. Older voices (plucked string, glass
// and bowl bells, wood) stay available. Renders to 16-bit mono WAV bytes.
// Pure Dart.
const sampleRate = 44100;
@@ -22,6 +23,19 @@ enum Voice {
/// Breathy air sweeping up (a sliding door); [Note.hz]→[Note.to] is the
/// sweep of its band.
slide,
/// FM bell: strikes glassy, settles to a pure hanging tone; [Note.bright]
/// scales the strike, [Note.to] glides it.
star,
/// A bubble: the pitch rises into the note fast; [Note.to] flicks it on.
drop,
/// Slow detuned swell (in over a third of its length, then out);
/// [Note.bright] adds overtones, [Note.to] glides it.
pad,
/// Deep round tone that falls from [Note.hz] to [Note.to].
sub,
/// A scatter of tiny pings on the scale above [Note.hz], drifting
/// towards [Note.to].
dust,
}
class Note {
@@ -44,12 +58,15 @@ class SoundSpec {
final double cutoff;
/// Peak level after normalising, dBFS (quiet by design).
final double peakDb;
/// Room tail mix (0..1): the veranda, not a hall.
/// Space tail mix (0..1).
final double room;
const SoundSpec(this.notes, {this.cutoff = 6000, this.peakDb = -17, this.room = 0.14});
/// Space tail decay to -60 dB (s); the sound keeps about half of it.
final double tail;
const SoundSpec(this.notes,
{this.cutoff = 6000, this.peakDb = -17, this.room = 0.14, this.tail = 1.4});
double get length =>
notes.fold<double>(0, (m, n) => math.max(m, n.at + n.len)) + (room > 0 ? 0.25 : 0.02);
notes.fold<double>(0, (m, n) => math.max(m, n.at + n.len)) + (room > 0 ? tail * 0.55 : 0.02);
}
/// Semitones from A4 (440 Hz) to Hz.
@@ -69,13 +86,18 @@ Float64List render(SoundSpec spec, {int seed = 7}) {
Voice.bamboo => _bamboo(n, rnd),
Voice.clack => _clack(n, rnd),
Voice.slide => _slide(n, rnd),
Voice.star => _star(n),
Voice.drop => _drop(n),
Voice.pad => _pad(n, rnd),
Voice.sub => _sub(n),
Voice.dust => _dust(n, rnd),
};
for (var i = 0; i < s.length && start + i < total; i++) {
out[start + i] += n.gain * s[i];
}
}
_lowpass(out, spec.cutoff);
if (spec.room > 0) _room(out, spec.room);
if (spec.room > 0) _space(out, spec.room, spec.tail);
// 1 ms in, 10 ms out: no clicks at either end.
final fadeIn = (0.001 * sampleRate).round();
for (var i = 0; i < fadeIn && i < total; i++) {
@@ -276,20 +298,149 @@ void _lowpass(Float64List out, double cutoff) {
}
}
/// A few feedback delays: wood and paper walls, a short tail.
void _room(Float64List out, double mix) {
const taps = [0.029, 0.041, 0.059];
final dry = Float64List.fromList(out);
for (final d in taps) {
/// Space: four damped feedback combs and two allpasses (a dark, smooth
/// tail decaying to -60 dB in [tail] s) after a short pre-delay.
void _space(Float64List out, double mix, double tail) {
const combs = [0.0297, 0.0371, 0.0411, 0.0437];
const damp = 0.35;
final len = out.length;
final pre = _n(0.018);
final dry = Float64List(len);
for (var i = pre; i < len; i++) {
dry[i] = out[i - pre];
}
final wet = Float64List(len);
for (final d in combs) {
final delay = _n(d);
final buf = Float64List(out.length);
for (var i = delay; i < out.length; i++) {
buf[i] = dry[i - delay] + 0.42 * buf[i - delay];
}
for (var i = 0; i < out.length; i++) {
out[i] += mix / taps.length * buf[i];
final g = math.pow(0.001, d / tail).toDouble();
final y = Float64List(len);
var lp = 0.0;
for (var i = 0; i < len; i++) {
final back = i >= delay ? y[i - delay] : 0.0;
lp = back * (1 - damp) + lp * damp;
y[i] = dry[i] + g * lp;
wet[i] += y[i] / combs.length;
}
}
for (final d in const [0.005, 0.0017]) {
final delay = _n(d);
final x = Float64List.fromList(wet);
for (var i = 0; i < len; i++) {
final xd = i >= delay ? x[i - delay] : 0.0;
final yd = i >= delay ? wet[i - delay] : 0.0;
wet[i] = -0.5 * x[i] + xd + 0.5 * yd;
}
}
for (var i = 0; i < len; i++) {
out[i] += mix * wet[i];
}
}
/// [Note.hz] gliding to [Note.to] over the first ~60% of the note.
double _glide(Note n, double t) =>
n.to == null ? n.hz : n.hz * math.pow(n.to! / n.hz, _smooth(math.min(1, t * 1.6))).toDouble();
Float64List _star(Note n) {
final len = _n(n.len);
final out = Float64List(len);
final k = math.log(100) / len;
final attack = _n(0.004);
final index0 = 0.3 + 3.0 * n.bright;
final idxTau = _n(0.09 + 0.12 * n.bright);
const ratio = 3.5;
var c1 = 0.0, c2 = 0.0, m1 = 0.0, m2 = 0.0;
for (var i = 0; i < len; i++) {
final hz = _glide(n, i / len);
final w = 2 * math.pi * hz / sampleRate;
c1 += w;
c2 += w * 1.0017;
m1 += w * ratio;
m2 += w * ratio * 1.0017;
final idx = index0 * math.exp(-i / idxTau);
final env = math.exp(-k * i) * (i < attack ? _smooth(i / attack) : 1);
out[i] = env * 0.5 * (math.sin(c1 + idx * math.sin(m1)) + math.sin(c2 + idx * math.sin(m2)));
}
return out;
}
Float64List _drop(Note n) {
final len = _n(n.len);
final out = Float64List(len);
final k = math.log(100) / len;
final attack = _n(0.002);
final riseTau = _n(0.016);
var ph = 0.0;
for (var i = 0; i < len; i++) {
final t = i / len;
final base = n.to == null ? n.hz : n.hz * math.pow(n.to! / n.hz, _smooth(math.min(1, t * 2.5)));
final hz = base * (0.62 + 0.38 * (1 - math.exp(-i / riseTau)));
ph += 2 * math.pi * hz / sampleRate;
final env = math.exp(-k * i) * (i < attack ? _smooth(i / attack) : 1);
out[i] = env * (math.sin(ph) + 0.15 * math.sin(2 * ph));
}
return out;
}
Float64List _pad(Note n, math.Random rnd) {
final len = _n(n.len);
final out = Float64List(len);
const detune = [-9.0, -3.0, 4.0, 10.0];
final ph = [for (var j = 0; j < detune.length + 1; j++) rnd.nextDouble() * 2 * math.pi];
final ratios = [for (final c in detune) math.pow(2, c / 1200).toDouble(), 0.5];
final amps = [for (final _ in detune) 1.0, 0.45];
const a = 0.33;
for (var i = 0; i < len; i++) {
final t = i / len;
final env = t < a ? _smooth(t / a) : math.pow(1 - _smooth((t - a) / (1 - a)), 2).toDouble();
final vib = 1 + 0.002 * math.sin(2 * math.pi * 0.3 * i / sampleRate);
final hz = _glide(n, t) * vib;
var v = 0.0;
for (var j = 0; j < ratios.length; j++) {
ph[j] += 2 * math.pi * hz * ratios[j] / sampleRate;
v += amps[j] * (math.sin(ph[j]) + n.bright * (0.25 * math.sin(2 * ph[j]) + 0.1 * math.sin(3 * ph[j])));
}
out[i] = env * v / ratios.length;
}
return out;
}
Float64List _sub(Note n) {
final len = _n(n.len);
final out = Float64List(len);
final k = math.log(100) / len;
final attack = _n(0.025);
var ph = 0.0;
for (var i = 0; i < len; i++) {
final t = i / len;
final hz = n.to == null ? n.hz : n.hz * math.pow(n.to! / n.hz, _smooth(t));
ph += 2 * math.pi * hz / sampleRate;
final env = math.exp(-k * i) * (i < attack ? _smooth(i / attack) : 1);
// Overtones so it still reads on small speakers.
out[i] = env * (math.sin(ph) + 0.35 * math.sin(2 * ph) + 0.12 * math.sin(3 * ph));
}
return out;
}
Float64List _dust(Note n, math.Random rnd) {
final len = _n(n.len);
final out = Float64List(len);
const steps = [0, 2, 4, 7, 9, 12, 14];
final count = math.max(4, (n.len * 14).round());
for (var g = 0; g < count; g++) {
final tg = (g + rnd.nextDouble() * 0.6) / count * 0.75;
final start = _n(tg * n.len);
final centre = n.to == null ? n.hz : n.hz * math.pow(n.to! / n.hz, tg);
final f = centre * math.pow(2, steps[rnd.nextInt(steps.length)] / 12);
final glen = math.min(_n(0.1 + 0.15 * rnd.nextDouble()), len - start);
if (glen <= 0) continue;
final amp = (1 - tg) * (0.5 + 0.5 * rnd.nextDouble());
final k = math.log(100) / glen;
final w = 2 * math.pi * f / sampleRate;
for (var i = 0; i < glen; i++) {
out[start + i] += amp * math.exp(-k * i) * (i < 88 ? i / 88 : 1) * math.sin(w * i);
}
}
return out;
}
/// 16-bit PCM mono WAV.
+16 -5
View File
@@ -16,7 +16,11 @@ import 'synth.dart';
class SynthSfx implements SfxService {
final double Function() volume;
final bool Function(SfxKind kind) enabled;
SynthSfx({required this.volume, bool Function(SfxKind kind)? enabled}) : enabled = enabled ?? ((_) => true);
/// Which sound set each sound plays from.
final SoundPreset Function(SfxKind kind) presetFor;
SynthSfx({required this.volume, bool Function(SfxKind kind)? enabled, SoundPreset Function(SfxKind kind)? presetFor})
: enabled = enabled ?? ((_) => true),
presetFor = presetFor ?? ((_) => defaultPreset);
static const _poolSize = 3;
final List<Player> _pool = [];
@@ -27,12 +31,19 @@ class SynthSfx implements SfxService {
@override
Future<void> play(SfxCue cue) async {
if (!enabled(cue.kind)) return;
await playSpec('${cue.kind.name}-${cue.readyIndex}', soundFor(cue.kind, readyIndex: cue.readyIndex));
final preset = presetFor(cue.kind);
await playSpec('${preset.name}-${cue.kind.name}-${cue.readyIndex}',
soundFor(cue.kind, readyIndex: cue.readyIndex, preset: preset));
}
/// Plays [kind] even when it is switched off (Settings' preview).
Future<void> preview(SfxKind kind, {int readyIndex = 1}) =>
playSpec('${kind.name}-$readyIndex', soundFor(kind, readyIndex: readyIndex));
/// Plays [kind] even when it is switched off (Settings' preview), always
/// freshly rendered: an edited spec plays after a hot reload.
Future<void> preview(SfxKind kind, {int readyIndex = 1, SoundPreset? preset}) {
final p = preset ?? presetFor(kind);
final key = '${p.name}-${kind.name}-$readyIndex';
_files.remove(key);
return playSpec(key, soundFor(kind, readyIndex: readyIndex, preset: p));
}
/// Plays [spec], cached under [key] (same key = same sound).
Future<void> playSpec(String key, SoundSpec spec) async {