examples: rename sysaudio example -> piano
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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3 changed files with 4 additions and 13 deletions
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// A simple tone engine.
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//
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// `keyToFrequency` can be used to convert a keyboard key to a frequency, so that the
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// keys asdfghj on your QWERTY keyboard will map to the notes C/D/E/F/G/A/B[4], the
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// keys above qwertyu will map to C5 and the keys below zxcvbnm will map to C3.
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//
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// The duration is hard-coded to 1.5s. To prevent clicking, tones are faded in linearly over
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// the first 1/64th duration of the tone. To provide a cool sustained effect, tones are faded
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// out using 1-log10(x*10) (google it to see how it looks, it's strong for most of the duration of
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// the note then fades out slowly.)
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const std = @import("std");
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const builtin = @import("builtin");
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const mach = @import("mach");
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const math = mach.math;
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const sysaudio = mach.sysaudio;
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pub const App = @This();
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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pub const name = .piano;
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pub const Mod = mach.Mod(@This());
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pub const global_events = .{
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.init = .{ .handler = init },
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.tick = .{ .handler = tick },
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.audio_state_change = .{ .handler = audioStateChange },
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};
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pub const local_events = .{
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.init = .{ .handler = init },
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.tick = .{ .handler = tick },
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};
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pub const components = .{
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.play_after = .{ .type = f32 },
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};
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ghost_key_mode: bool = false,
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fn init(audio: *mach.Audio.Mod, piano: *Mod) void {
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// Initialize audio module
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audio.send(.init, .{});
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// Initialize piano module state
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piano.init(.{});
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std.debug.print("controls:\n", .{});
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std.debug.print("[typing] Play piano noises\n", .{});
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std.debug.print("[spacebar] enable ghost-key mode (demonstrate seamless back-to-back sound playback)\n", .{});
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std.debug.print("[arrow up] increase volume 10%\n", .{});
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std.debug.print("[arrow down] decrease volume 10%\n", .{});
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}
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fn audioStateChange(
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audio: *mach.Audio.Mod,
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which: mach.EntityID,
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piano: *Mod,
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) !void {
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if (audio.get(which, .playing) == false) {
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if (piano.get(which, .play_after)) |frequency| {
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// Play a new sound
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const entity = try audio.newEntity();
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try audio.set(entity, .samples, try fillTone(audio, frequency));
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try audio.set(entity, .playing, true);
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try audio.set(entity, .index, 0);
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}
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// Remove the entity for the old sound
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try audio.removeEntity(which);
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}
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}
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fn tick(
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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piano: *Mod,
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) !void {
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var iter = mach.core.pollEvents();
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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const vol = try audio.state().player.volume();
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switch (ev.key) {
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// Controls
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.space => piano.state().ghost_key_mode = !piano.state().ghost_key_mode,
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.down => try audio.state().player.setVolume(@max(0.0, vol - 0.1)),
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.up => try audio.state().player.setVolume(@min(1.0, vol + 0.1)),
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// Piano keys
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else => {
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// Play a new sound
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const entity = try audio.newEntity();
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try audio.set(entity, .samples, try fillTone(audio, keyToFrequency(ev.key)));
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try audio.set(entity, .playing, true);
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try audio.set(entity, .index, 0);
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if (piano.state().ghost_key_mode) {
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// After that sound plays, we'll chain on another sound that is one semi-tone higher.
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const one_semi_tone_higher = keyToFrequency(ev.key) * math.pow(f32, 2.0, (1.0 / 12.0));
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try piano.set(entity, .play_after, one_semi_tone_higher);
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}
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},
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}
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},
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.close => core.send(.exit, .{}),
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else => {},
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}
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}
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const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?;
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mach.core.swap_chain.present();
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back_buffer_view.release();
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}
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fn fillTone(audio: *mach.Audio.Mod, frequency: f32) ![]const f32 {
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const channels = audio.state().player.channels().len;
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const sample_rate: f32 = @floatFromInt(audio.state().player.sampleRate());
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const duration: f32 = 1.5 * @as(f32, @floatFromInt(channels)) * sample_rate; // play the tone for 1.5s
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const gain = 0.1;
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const samples = try gpa.allocator().alloc(f32, @intFromFloat(duration));
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var i: usize = 0;
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while (i < samples.len) : (i += channels) {
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const sample_index: f32 = @floatFromInt(i + 1);
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const sine_wave = math.sin(frequency * 2.0 * math.pi * sample_index / sample_rate) * gain;
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// A number ranging from 0.0 to 1.0 in the first 1/64th of the duration of the tone.
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const fade_in = @min(sample_index / (duration / 64.0), 1.0);
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// A number ranging from 1.0 to 0.0 over half the duration of the tone.
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const progression = sample_index / duration; // 0.0 (tone start) to 1.0 (tone end)
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const fade_out = 1.0 - math.clamp(math.log10(progression * 10.0), 0.0, 1.0);
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for (0..channels) |channel| {
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samples[i + channel] = sine_wave * fade_in * fade_out;
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}
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}
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return samples;
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}
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fn keyToFrequency(key: mach.core.Key) f32 {
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// The frequencies here just come from a piano frequencies chart. You can google for them.
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return switch (key) {
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// First row of piano keys, the highest.
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.q => 523.25, // C5
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.w => 587.33, // D5
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.e => 659.26, // E5
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.r => 698.46, // F5
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.t => 783.99, // G5
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.y => 880.0, // A5
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.u => 987.77, // B5
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.i => 1046.5, // C6
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.o => 1174.7, // D6
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.p => 1318.5, // E6
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.left_bracket => 1396.9, // F6
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.right_bracket => 1568.0, // G6
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// Second row of piano keys, the middle.
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.a => 261.63, // C4
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.s => 293.67, // D4
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.d => 329.63, // E4
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.f => 349.23, // F4
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.g => 392.0, // G4
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.h => 440.0, // A4
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.j => 493.88, // B4
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.k => 523.25, // C5
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.l => 587.33, // D5
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.semicolon => 659.26, // E5
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.apostrophe => 698.46, // F5
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// Third row of piano keys, the lowest.
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.z => 130.81, // C3
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.x => 146.83, // D3
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.c => 164.81, // E3
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.v => 174.61, // F3
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.b => 196.00, // G3
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.n => 220.0, // A3
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.m => 246.94, // B3
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.comma => 261.63, // C4
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.period => 293.67, // D4
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.slash => 329.63, // E5
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else => 0.0,
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};
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}
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