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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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foxyzandClaude Opus 5.5 committed 2026-10-09 20:21:43 +03:00
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commit a4be24a2a5
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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.