521 lines
22 KiB
Python
521 lines
22 KiB
Python
# The menu backdrop's sound: the sting the intro runs to, with a bed underneath it that fades out
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# as the menu takes the screen. It is written from nothing -- there is no sample library here, and
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# an engine shipping media nobody can account for is exactly what the drawn backdrop was made to
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# stop -- so every noise below is an oscillator, a burst of noise, or an envelope over one of the
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# two. numpy does the arithmetic, as it does for the model tools; the reverb is a convolution and
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# wants the FFT.
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#
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# One file comes out of it, menuIntro.flac, exactly as long as the backdrop's intro. Nothing loops:
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# music under a menu that is waiting for someone to choose a game wears out its welcome in about
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# fifteen seconds, so the bed fades away once the menu has the screen and what is left is quiet.
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# That is also why the recording's looping section carries silence.
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#
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# No length is written down here. util/renderMenuVideo.py asks the backdrop where its intro ends
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# and passes it in, so the sound cannot drift out of step with the picture.
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#
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# Usage: python3 util/renderMenuVideo.py (which calls makeSound below)
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# python3 util/makeMenuSound.py --intro 9.90 --out assets
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import argparse
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import math
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import os
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import subprocess
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import wave
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import numpy as np
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RATE = 44100
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SEED = 20260913 # Two runs write the same file, so a re-render can be compared with the
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# last one and the difference is the picture, not the dice.
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TAIL = 0.006 # Seconds an envelope is given to reach silence before it is cut off.
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BED_PEAK = 0.34 # How loud the bed is. Everything else is fitted around it, because it
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# is the one thing playing under the whole intro.
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PEAK = 0.97 # Where the limiter tops out.
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KNEE = 0.80 # and where it starts to bend. Below this nothing is touched at all.
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# High, so the charge's transient comes through as it was made rather
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# than rounded off: the limiter is here to catch the last of it, not to
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# flatten the loudest moment in the file into the same shape as the rest.
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# The intro's marks, in seconds, from assets/Backdrop.singe. They are here rather than read out of
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# it because the Lua is the picture's copy and this is the sound's; what has to agree between the
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# two -- where the whole thing ends -- is passed in instead of guessed at.
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FLY_START = 0.30
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FLY_END = 1.90
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FLAP_FAST = 13.0
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FLAP_SLOW = 3.4
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BREATH_START = 3.46
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BREATH_END = 4.35
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GRID_UP = 4.30
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GRID_LIT = 5.60
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LIFT_FROM = 5.90
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LIFT_TO = 7.30 # The menu has the screen from here, and the music starts leaving.
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# The tempo comes out of the picture: four bars land exactly on LIFT_TO, so the last chord of the
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# phrase is the one the menu arrives on.
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BEATS = 4
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BARS_TO_MENU = 4
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ROOT = 220.0 # A3. The grid is magenta and the sun is orange; the key is A minor.
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HARMONICS = 12 # Partials in the sawtooth. Twelve keeps the top of the arpeggio, the
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# highest note here, inside half the sample rate, so nothing aliases.
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# The chord for each bar in turn, as semitones from the root, and the bass note beneath it.
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CHORDS = (((0, 3, 7, 12), -12), ((-4, 0, 5, 8), -16), ((-5, 0, 3, 7), -17), ((-4, 0, 5, 8), -16))
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ARPEGGIO = (0, 7, 12, 15, 12, 7, 12, 3) # Sixteenths, the same shape over every chord.
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# The room the sting is heard in. A blast with nothing around it is a click: what makes it big is
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# the second and a half of room that answers it.
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ROOM_SECONDS = 2.6
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ROOM_DECAY = 0.85 # Seconds the room falls by a factor of e.
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ROOM_DARK = 1500 # It loses its top as it goes, the way a room does, and a long way off
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# only the bottom of a blast is left at all.
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ROOM_PREDELAY = 0.014 # The dry sound is heard on its own first, or it arrives already blurred.
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CHARGE_DRIVE = 0.9 # How hard the blast and the flame are saturated. Gently: it is for
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FLAME_DRIVE = 1.3 # grit, and anything more flattens the very dynamics that are the punch.
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ROOM_SLAPS = ((0.061, 0.30), (0.113, 0.20), (0.187, 0.12)) # Distinct returns off whatever is out
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# there. A blast in the open is heard once and then answered; a smooth
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# tail on its own is a plate reverb, which is a studio and not a place.
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def seconds(count):
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return np.arange(count) / RATE
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def note(semitones):
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return ROOT * (2.0 ** (semitones / 12.0))
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# Convolution through the FFT. Every fixed filter here is one of these -- a one pole low pass is
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# just a decaying exponential to convolve with -- which keeps the whole file to array arithmetic
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# instead of a per sample loop, and makes the reverb affordable at all.
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def convolve(signal, kernel):
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size = 1
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while size < len(signal) + len(kernel):
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size *= 2
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out = np.fft.irfft(np.fft.rfft(signal, size) * np.fft.rfft(kernel, size), size)
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return out[:len(signal)]
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# A one pole low pass, as the exponential it is. The kernel is cut off where it has fallen below
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# a hundred thousandth, which is inaudible and keeps the transform small.
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def lowpass(signal, cutoff):
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pole = math.exp(-2.0 * math.pi * cutoff / RATE)
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length = min(int(math.log(1e-5) / math.log(pole)) + 1, len(signal))
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kernel = (1.0 - pole) * pole ** np.arange(length)
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return convolve(signal, kernel)
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def highpass(signal, cutoff):
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return signal - lowpass(signal, cutoff)
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def bandpass(signal, low, high):
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return highpass(lowpass(signal, high), low)
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# A low pass whose cutoff moves, which no single convolution can do: a blast is a bright crack
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# that turns into a rumble, and that turn is the filter closing. One pole, one multiply a sample,
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# written out because the recursion cannot be vectorised.
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def sweepLowpass(signal, cutoffs):
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poles = np.exp(-2.0 * math.pi * np.clip(cutoffs, 10.0, RATE / 2.2) / RATE)
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out = np.empty(len(signal))
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last = 0.0
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for i, pole in enumerate(poles):
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last = signal[i] * (1.0 - pole) + last * pole
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out[i] = last
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return out
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# A two pole state variable filter with a moving cutoff, which rings at the cutoff as the resonance
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# goes up. The ring is the whole point of a riser: a swept resonance is what makes noise sound
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# like it is climbing towards something.
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def resonant(signal, cutoffs, resonance):
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out = np.empty(len(signal))
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steps = 2.0 * np.sin(np.pi * np.clip(cutoffs, 10.0, RATE / 2.2) / RATE)
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damping = 1.0 / resonance
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low = 0.0
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band = 0.0
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for i, step in enumerate(steps):
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high = signal[i] - low - band * damping
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band += step * high
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low += step * band
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out[i] = low
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return out
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# A slow random wander between 0 and 1: noise with everything above a few hertz taken off it.
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# This is what the fire and the blast are modulated by. The first attempt used a pair of sine
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# waves instead and that is precisely what made them sound made up: nothing in a fire repeats.
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def flutter(count, rate, rng):
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shape = lowpass(noise(count, rng), rate)
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shape -= shape.min()
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worst = shape.max()
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return shape / worst if worst > 0.0 else shape
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# Sparse pops: rubble coming down, or the spitting inside a flame. An impulse every so often at
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# a random moment and a random size, each one smeared into a short burst of its own. Fire and
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# debris are made of these, and a filtered hiss without them is a hiss.
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def crackle(count, perSecond, rng, low, high, length=0.05):
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train = np.zeros(count)
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at = rng.integers(0, count, size=max(int(perSecond * count / RATE), 1))
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np.add.at(train, at, rng.uniform(0.2, 1.0, size=len(at)) * rng.choice((-1.0, 1.0), size=len(at)))
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burst = noise(int(length * RATE), rng) * np.exp(-seconds(int(length * RATE)) / (length / 4.0))
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return bandpass(convolve(train, burst), low, high)
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# A band pass whose band moves, for a flame whose resonance wanders. Two sweeping one poles: the
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# lower one taken off the upper leaves what is between them.
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def sweepBandpass(signal, low, high):
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return sweepLowpass(signal, high) - sweepLowpass(signal, low)
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# An envelope follower: fast to rise, slow to fall, which is how a compressor hears a sound and
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# how the blast gets to push everything else out of its way.
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def follow(signal, attack, release):
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out = np.empty(len(signal))
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rise = math.exp(-1.0 / (attack * RATE))
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fall = math.exp(-1.0 / (release * RATE))
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last = 0.0
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for i, value in enumerate(np.abs(signal)):
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pole = rise if value > last else fall
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last = value * (1.0 - pole) + last * pole
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out[i] = last
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return out
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# Everything that is not the blast, pushed out of the blast's way and let back in. Punch is
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# contrast: a loud sound with nothing standing next to it is heard as louder than the same sound
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# with the rest of the mix holding its level underneath.
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def duck(signal, trigger, amount, attack, release):
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envelope = follow(trigger, attack, release)
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worst = envelope.max()
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return signal * (1.0 - amount * envelope / worst) if worst > 0.0 else signal
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# The room, as an impulse to convolve with: noise that dies away, darkening as it goes, with the
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# first few milliseconds left empty so the dry sound arrives before its reflections do.
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def room(rng):
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count = int(ROOM_SECONDS * RATE)
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impulse = rng.standard_normal(count) * np.exp(-seconds(count) / ROOM_DECAY)
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for at, level in ROOM_SLAPS:
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impulse[int(at * RATE)] += level
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impulse = lowpass(impulse, ROOM_DARK)
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impulse[:int(ROOM_PREDELAY * RATE)] = 0.0
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return impulse / math.sqrt(float(np.sum(impulse * impulse)))
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# An oscillator whose frequency is given a sample at a time.
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def sweep(frequencies):
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return np.sin(2.0 * math.pi * np.cumsum(frequencies) / RATE)
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# A band limited sawtooth, built one harmonic at a time.
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def saw(t, frequency):
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out = np.zeros(len(t))
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for h in range(1, HARMONICS + 1):
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if frequency * h < RATE / 2.0:
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out += np.sin(2.0 * math.pi * frequency * h * t) / h
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return out * 2.0 / math.pi
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def noise(count, rng):
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return rng.standard_normal(count)
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# An envelope that rises in attack seconds and falls away over decay, fast to start and slow to
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# finish: a struck sound rather than a triangle. An exponential never actually reaches zero, so
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# the last few milliseconds are taken down by hand; cutting one off where it still had a tenth of
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# its level left is a click, and the bed has hundreds of these in it.
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def hit(attack, decay, length):
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count = int(length * RATE)
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t = seconds(count)
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rise = np.clip(t / max(attack, 1e-6), 0.0, 1.0)
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fall = np.exp(-np.clip(t - attack, 0.0, None) / decay)
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close = np.clip((count - 1 - np.arange(count)) / (TAIL * RATE), 0.0, 1.0)
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return rise * fall * close
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# A window that comes up, holds, and goes down again: for the parts of the intro that have a
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# length of their own rather than a decay.
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def swell(length, rise, fall):
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count = int(length * RATE)
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up = np.clip(np.arange(count) / (rise * RATE), 0.0, 1.0)
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down = np.clip((count - 1 - np.arange(count)) / (fall * RATE), 0.0, 1.0)
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return np.minimum(up, down)
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# Lays a signal into the take at a time, as long as whatever is shorter.
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def lay(into, signal, start, level=1.0):
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first = max(int(start * RATE), 0)
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length = min(len(signal), len(into) - first)
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if length > 0:
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into[first:first + length] += signal[:length] * level
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# Where the dragon's wings reach the bottom of a beat, worked out the way assets/Backdrop.singe
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# works it out: the flap is sin(t * rate) with the rate easing from fast to slow as the logo flies
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# out of the blast, so the gusts land on the animation rather than near it.
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def flapTimes(until):
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t = np.arange(0.0, until, 1.0 / 240.0)
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span = np.clip((t - FLY_START) / (FLY_END - FLY_START), 0.0, 1.0)
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value = np.sin(t * (FLAP_FAST + (FLAP_SLOW - FLAP_FAST) * (1.0 - (1.0 - span) ** 3)))
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falling = (value[:-1] > 0.0) & (value[1:] <= 0.0) & (t[:-1] > FLY_START)
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return t[:-1][falling]
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# The charge. This is the one sound in the intro that has to be felt rather than heard, and the
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# first two attempts were not. The first peaked the meter with a sine at thirty hertz, which moves
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# no air at all on the speaker a cabinet or a laptop actually has. The second had the weight and
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# still sounded made up, for the reason every synthesised blast sounds made up: smooth envelopes
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# over steady noise. Nothing about an explosion is smooth or steady. What is here now is five
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# layers with the detail put back -- a crack, a slam through the middle of the bass, a drop that
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# falls away twice over, a body whose level flickers at random as it closes, and rubble coming
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# down afterwards -- and then the sum of them driven into a soft clipper, which is what a blast
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# does to whatever is recording it and what turns five layers into one sound rather than five.
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def chargeTake(length, rng):
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count = int(length * RATE)
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t = seconds(count)
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out = np.zeros(count)
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# The crack: a fraction of a millisecond to full scale, and gone in twenty. This is the part
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# that is heard as the thing having happened suddenly.
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out += highpass(noise(count, rng), 1600) * hit(0.0002, 0.02, length) * 1.8
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# The slam: two hundred to nine hundred hertz, gone in a twentieth of a second. It is this
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# band, not the sub, that a small speaker turns into "loud".
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out += bandpass(noise(count, rng), 200, 900) * hit(0.0008, 0.05, length) * 1.8
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# The drop. Two decays rather than one -- most of it goes in a tenth of a second and the rest
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# takes a second to follow -- because a single exponential is heard as a synthesiser's kick.
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# Saturated, so the harmonics carry the pitch that a small speaker cannot make.
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drop = sweep(33.0 + 150.0 * np.exp(-t / 0.16)) * (0.72 * np.exp(-t / 0.085) + 0.28 * np.exp(-t / 0.85))
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out += np.tanh(drop * 3.4) / math.tanh(3.4) * 1.0
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# The body: noise with its top closing, flickering at random as it goes. The flicker is the
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# difference between a blast and a cymbal.
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body = sweepLowpass(noise(count, rng), 4200.0 * np.exp(-t / 0.26) + 80.0) * hit(0.001, 0.5, length)
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out += body * (0.35 + 0.65 * flutter(count, 26, rng)) * 1.3
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# Rubble.
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out += crackle(count, 110, rng, 160, 3000) * hit(0.12, 1.5, length) * 0.8
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# A little grit, and only a little. Driving the sum of the layers hard is how the second
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# attempt lost its punch altogether: everything from the crack to the last of the rubble came
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# out at the same level, which is a wall and not a blast. The sum is brought to full scale
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# first so the amount of drive is the amount asked for rather than however many layers happen
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# to be sounding at that instant.
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return drive(out, CHARGE_DRIVE)
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# The dragon's fire. Filtered noise with a tremolo on it is the textbook fake flame, and that is
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# what this was: a band of noise wobbled by two sine waves. A flame is three things happening at
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# once and none of them is periodic -- air catching alight, a roar whose loudness wanders at random,
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# and the spitting inside it -- and the resonance of the column moves the whole time, which is why
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# the band pass here is swept by a random walk rather than fixed.
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def flameTake(length, rng):
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count = int(length * RATE)
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t = seconds(count)
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out = np.zeros(count)
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# The air catching: a bright burst that closes almost at once.
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out += sweepLowpass(noise(count, rng), 6000.0 * np.exp(-t / 0.07) + 320.0) * hit(0.005, 0.11, length) * 1.1
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# The roar, and the column's own resonance wandering over it.
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loud = 0.30 + 0.70 * flutter(count, 9, rng)
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out += lowpass(noise(count, rng), 420) * loud * 1.5
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centre = 520.0 * (1.0 + 1.4 * flutter(count, 5, rng))
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out += sweepBandpass(noise(count, rng), centre * 0.55, centre * 2.2) * loud * 1.2
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# The spitting, and the hiss of the jet. Both go with the roar rather than running underneath
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# it at a level of their own: what a flame does is surge, and everything in it surges together.
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out += crackle(count, 190, rng, 700, 7000) * loud * 0.5
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out += highpass(noise(count, rng), 4500) * loud * 0.35
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return drive(out, FLAME_DRIVE)
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# The sting: the charge and everything that comes out of it, in a room. The bed is not in here;
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# it goes underneath afterwards.
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def stingTake(length, rng):
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count = int(length * RATE)
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out = np.zeros(count)
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charge = np.zeros(count)
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lay(charge, chargeTake(min(3.0, length), rng), 0.0, 1.0)
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# The logo coming out of the blast: a rush that rises as it arrives and stops when it stops.
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lay(out, bandpass(noise(int(1.65 * RATE), rng), 300, 4000) * swell(1.65, 0.5, 0.45), FLY_START, 0.26)
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# Wings.
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gust = bandpass(noise(int(0.35 * RATE), rng), 180, 2200) * hit(0.03, 0.12, 0.35)
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for at in flapTimes(length):
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lay(out, gust, at, 0.16)
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# The flame.
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burn = BREATH_END - BREATH_START
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lay(out, flameTake(burn, rng) * swell(burn, 0.05, 0.4), BREATH_START, 0.5)
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# The grid coming up out of the dark, twice over: a note that rises with it, and noise through
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# a resonance climbing the same way, which is the sound of something being switched on.
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climb = GRID_LIT - GRID_UP
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count = int(climb * 1.1 * RATE)
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ramp = np.clip(seconds(count) / climb, 0.0, 1.0)
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lay(out, sweep(note(-12) * (1.0 + ramp * 3.0)) * swell(climb * 1.1, 0.9, 0.5), GRID_UP, 0.11)
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lay(out, resonant(noise(count, rng), 180.0 * (1.0 + ramp * 32.0), 9.0) * swell(climb * 1.1, 1.0, 0.35), GRID_UP, 0.11)
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# The logo leaving.
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lay(out, bandpass(noise(int((LIFT_TO - LIFT_FROM) * RATE), rng), 2000, 11000) * swell(LIFT_TO - LIFT_FROM, 0.5, 0.6), LIFT_FROM, 0.08)
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# Everything else gets out of the charge's way and comes back over the next quarter second.
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out = duck(out, charge, 0.8, 0.003, 0.22) + charge
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space = room(rng)
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return out + convolve(out, space) * 0.42
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# The bed: a pad, a bass and an arpeggio, bar after bar for as long as it is wanted. It is played
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# straight through rather than made once and repeated, so the echo and the pad carry across a bar
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# line the way they would if somebody played it.
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def bedTake(length, beat, rng):
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count = int(length * RATE)
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out = np.zeros(count)
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sixteenth = beat / 4.0
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held = swell(BEATS * beat + 0.25, 0.35, 0.5)
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plucked = hit(0.004, sixteenth * 1.6, sixteenth * 4)
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struck = hit(0.01, beat * 0.7, beat * 2)
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heldT = seconds(len(held))
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pluckT = seconds(len(plucked))
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struckT = seconds(len(struck))
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|
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for bar in range(int(math.ceil(length / (BEATS * beat)))):
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chord, bass = CHORDS[bar % len(CHORDS)]
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barAt = bar * BEATS * beat
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|
|
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# The pad: the chord held for the whole bar, soft, slow to arrive, and detuned against
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# itself so it moves rather than sits there.
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for semitone in chord:
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lay(out, (saw(heldT, note(semitone)) + saw(heldT, note(semitone) * 1.004)) * held, barAt, 0.045)
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# The bass: one note a bar, and another on the last beat to lean into the next one.
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for at, level in ((barAt, 0.5), (barAt + 3 * beat, 0.34)):
|
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lay(out, np.sin(2.0 * math.pi * note(bass) * struckT) * struck, at, level)
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lay(out, saw(struckT, note(bass) * 2) * struck, at, level * 0.25)
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# The arpeggio: sixteenths, plucked, riding on top.
|
|
for step in range(BEATS * 4):
|
|
semitone = chord[0] + ARPEGGIO[step % len(ARPEGGIO)]
|
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lay(out, saw(pluckT, note(semitone) * 2) * plucked, barAt + step * sixteenth, 0.06)
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|
|
|
# A quarter note echo, and a breath of air under all of it.
|
|
echo = int(round(beat * RATE))
|
|
for _ in range(3):
|
|
out[echo:] += out[:-echo] * 0.32
|
|
out += lowpass(noise(count, rng), 900) * 0.012
|
|
|
|
return out
|
|
|
|
|
|
# Saturation, over a signal brought to full scale first. tanh on its own is only a soft clipper --
|
|
# how much it does depends entirely on how loud what goes into it happens to be -- and that is not
|
|
# a control, it is an accident.
|
|
def drive(signal, amount):
|
|
signal = normalise(signal, 1.0)
|
|
|
|
return np.tanh(signal * amount) / math.tanh(amount)
|
|
|
|
|
|
def normalise(signal, peak):
|
|
worst = float(np.max(np.abs(signal)))
|
|
|
|
return signal * (peak / worst) if worst > 0.0 else signal
|
|
|
|
|
|
# The music leaves as the menu arrives: full level until LIFT_TO, then away to nothing by the end
|
|
# of the file. A cosine rather than a straight line, because a straight fade is heard as a shove
|
|
# at the start and a long nothing at the end.
|
|
def fade(signal, at):
|
|
first = int(at * RATE)
|
|
away = (1.0 + np.cos(math.pi * np.arange(len(signal) - first) / (len(signal) - first))) / 2.0
|
|
signal[first:] *= away
|
|
|
|
return signal
|
|
|
|
|
|
# A soft limiter, so the loudest moment can be loud without deciding how loud everything else is.
|
|
# Below the knee nothing is touched; above it the curve bends over towards the ceiling, which is
|
|
# what lets the charge sit at the top of the scale without the rest of the intro being scaled down
|
|
# to make room for its peak.
|
|
def limit(signal):
|
|
over = np.abs(signal) > KNEE
|
|
room = PEAK - KNEE
|
|
signal = signal.copy()
|
|
signal[over] = np.sign(signal[over]) * (KNEE + room * np.tanh((np.abs(signal[over]) - KNEE) / room))
|
|
|
|
return signal
|
|
|
|
|
|
# A little width: the same sound a few samples apart is enough for a menu, and it stays mono
|
|
# compatible, which matters on a cabinet with one speaker.
|
|
def stereo(signal, shift=48):
|
|
late = np.concatenate((np.zeros(shift), signal[:-shift]))
|
|
|
|
return np.stack((signal * 0.92 + late * 0.08, signal * 0.92 - late * 0.08), axis=1)
|
|
|
|
|
|
# FLAC rather than a compressed format: it is what the video's audio track is muxed from, and a
|
|
# lossy encoder pads both ends of what it encodes, which the engine's seeks would find.
|
|
def writeFlac(path, frames):
|
|
temp = path + ".wav"
|
|
data = np.clip(frames, -1.0, 1.0)
|
|
with wave.open(temp, "wb") as out:
|
|
out.setnchannels(2)
|
|
out.setsampwidth(2)
|
|
out.setframerate(RATE)
|
|
out.writeframes((data * 32767.0).astype("<i2").tobytes())
|
|
subprocess.run(["ffmpeg", "-y", "-loglevel", "error", "-i", temp, "-c:a", "flac", path], check=True)
|
|
os.unlink(temp)
|
|
|
|
|
|
# Writes the file and answers its path. Called by util/renderMenuVideo.py with the length the
|
|
# backdrop itself reported, so nothing here has to know how long the intro is.
|
|
def makeSound(introSeconds, folder):
|
|
rng = np.random.default_rng(SEED)
|
|
path = os.path.join(folder, "menuIntro.flac")
|
|
beat = LIFT_TO / (BARS_TO_MENU * BEATS)
|
|
bed = normalise(bedTake(introSeconds, beat, rng), BED_PEAK)
|
|
# Only a little above full scale: enough that the loudest moment meets the limiter and nothing
|
|
# else does. At 1.5 the limiter was holding the whole first second at the same level, which
|
|
# took the shape out of the blast as surely as over-driving it had.
|
|
sting = normalise(stingTake(introSeconds, rng), 1.15)
|
|
|
|
# The bed comes up under the flame and is established by the time the grid is.
|
|
rising = np.clip((seconds(len(bed)) - BREATH_START) / (GRID_UP - BREATH_START), 0.0, 1.0)
|
|
writeFlac(path, stereo(fade(limit(sting + bed * rising), LIFT_TO)))
|
|
|
|
return path
|
|
|
|
|
|
def main():
|
|
parser = argparse.ArgumentParser(description="write the menu backdrop's sound")
|
|
parser.add_argument("--intro", type=float, required=True, help="seconds the backdrop's intro lasts")
|
|
parser.add_argument("--out", default=os.path.join(os.path.dirname(os.path.dirname(os.path.abspath(__file__))), "assets"))
|
|
args = parser.parse_args()
|
|
print(makeSound(args.intro, args.out))
|
|
|
|
|
|
if __name__ == "__main__":
|
|
main()
|