// A simple tone engine. // // `keyToFrequency` can be used to convert a keyboard key to a frequency, so that the // keys asdfghj on your QWERTY keyboard will map to the notes C/D/E/F/G/A/B[4], the // keys above qwertyu will map to C5 and the keys below zxcvbnm will map to C3. // // The duration is hard-coded to 1.5s. To prevent clicking, tones are faded in linearly over // the first 1/64th duration of the tone. To provide a cool sustained effect, tones are faded // out using 1-log10(x*10) (google it to see how it looks, it's strong for most of the duration of // the note then fades out slowly.) const std = @import("std"); const builtin = @import("builtin"); const mach = @import("mach"); const gpu = mach.gpu; const math = mach.math; const sysaudio = mach.sysaudio; pub const App = @This(); var gpa = std.heap.GeneralPurposeAllocator(.{}){}; pub const name = .piano; pub const Mod = mach.Mod(@This()); pub const global_events = .{ .init = .{ .handler = init }, .deinit = .{ .handler = deinit }, .tick = .{ .handler = tick }, .audio_state_change = .{ .handler = audioStateChange }, }; pub const local_events = .{ .init = .{ .handler = init }, .tick = .{ .handler = tick }, }; pub const components = .{ .play_after = .{ .type = f32 }, }; ghost_key_mode: bool = false, fn init(audio: *mach.Audio.Mod, piano: *Mod) void { // Initialize audio module audio.send(.init, .{}); // Initialize piano module state piano.init(.{}); std.debug.print("controls:\n", .{}); std.debug.print("[typing] Play piano noises\n", .{}); std.debug.print("[spacebar] enable ghost-key mode (demonstrate seamless back-to-back sound playback)\n", .{}); std.debug.print("[arrow up] increase volume 10%\n", .{}); std.debug.print("[arrow down] decrease volume 10%\n", .{}); } fn deinit(audio: *mach.Audio.Mod) void { // Initialize audio module audio.send(.deinit, .{}); } fn audioStateChange( audio: *mach.Audio.Mod, which: mach.EntityID, piano: *Mod, ) !void { if (audio.get(which, .playing) == false) { if (piano.get(which, .play_after)) |frequency| { // Play a new sound const entity = try audio.newEntity(); try audio.set(entity, .samples, try fillTone(audio, frequency)); try audio.set(entity, .playing, true); try audio.set(entity, .index, 0); } // Remove the entity for the old sound try audio.removeEntity(which); } } fn tick( core: *mach.Core.Mod, audio: *mach.Audio.Mod, piano: *Mod, ) !void { // TODO(Core) var iter = mach.core.pollEvents(); while (iter.next()) |event| { switch (event) { .key_press => |ev| { const vol = try audio.state().player.volume(); switch (ev.key) { // Controls .space => piano.state().ghost_key_mode = !piano.state().ghost_key_mode, .down => try audio.state().player.setVolume(@max(0.0, vol - 0.1)), .up => try audio.state().player.setVolume(@min(1.0, vol + 0.1)), // Piano keys else => { // Play a new sound const entity = try audio.newEntity(); try audio.set(entity, .samples, try fillTone(audio, keyToFrequency(ev.key))); try audio.set(entity, .playing, true); try audio.set(entity, .index, 0); if (piano.state().ghost_key_mode) { // After that sound plays, we'll chain on another sound that is one semi-tone higher. const one_semi_tone_higher = keyToFrequency(ev.key) * math.pow(f32, 2.0, (1.0 / 12.0)); try piano.set(entity, .play_after, one_semi_tone_higher); } }, } }, .close => core.send(.exit, .{}), else => {}, } } // Grab the back buffer of the swapchain // TODO(Core) const back_buffer_view = mach.core.swap_chain.getCurrentTextureView().?; defer back_buffer_view.release(); // Create a command encoder const label = @tagName(name) ++ ".tick"; const encoder = core.state().device.createCommandEncoder(&.{ .label = label }); defer encoder.release(); // Begin render pass const sky_blue_background = gpu.Color{ .r = 0.776, .g = 0.988, .b = 1, .a = 1 }; const color_attachments = [_]gpu.RenderPassColorAttachment{.{ .view = back_buffer_view, .clear_value = sky_blue_background, .load_op = .clear, .store_op = .store, }}; const render_pass = encoder.beginRenderPass(&gpu.RenderPassDescriptor.init(.{ .label = label, .color_attachments = &color_attachments, })); // Draw nothing // Finish render pass render_pass.end(); // Submit our commands to the queue var command = encoder.finish(&.{ .label = label }); defer command.release(); core.state().queue.submit(&[_]*gpu.CommandBuffer{command}); // Present the frame core.send(.present_frame, .{}); } fn fillTone(audio: *mach.Audio.Mod, frequency: f32) ![]const f32 { const channels = audio.state().player.channels().len; const sample_rate: f32 = @floatFromInt(audio.state().player.sampleRate()); const duration: f32 = 1.5 * @as(f32, @floatFromInt(channels)) * sample_rate; // play the tone for 1.5s const gain = 0.1; const samples = try gpa.allocator().alloc(f32, @intFromFloat(duration)); var i: usize = 0; while (i < samples.len) : (i += channels) { const sample_index: f32 = @floatFromInt(i + 1); const sine_wave = math.sin(frequency * 2.0 * math.pi * sample_index / sample_rate) * gain; // A number ranging from 0.0 to 1.0 in the first 1/64th of the duration of the tone. const fade_in = @min(sample_index / (duration / 64.0), 1.0); // A number ranging from 1.0 to 0.0 over half the duration of the tone. const progression = sample_index / duration; // 0.0 (tone start) to 1.0 (tone end) const fade_out = 1.0 - math.clamp(math.log10(progression * 10.0), 0.0, 1.0); for (0..channels) |channel| { samples[i + channel] = sine_wave * fade_in * fade_out; } } return samples; } // TODO(Core) fn keyToFrequency(key: mach.core.Key) f32 { // The frequencies here just come from a piano frequencies chart. You can google for them. return switch (key) { // First row of piano keys, the highest. .q => 523.25, // C5 .w => 587.33, // D5 .e => 659.26, // E5 .r => 698.46, // F5 .t => 783.99, // G5 .y => 880.0, // A5 .u => 987.77, // B5 .i => 1046.5, // C6 .o => 1174.7, // D6 .p => 1318.5, // E6 .left_bracket => 1396.9, // F6 .right_bracket => 1568.0, // G6 // Second row of piano keys, the middle. .a => 261.63, // C4 .s => 293.67, // D4 .d => 329.63, // E4 .f => 349.23, // F4 .g => 392.0, // G4 .h => 440.0, // A4 .j => 493.88, // B4 .k => 523.25, // C5 .l => 587.33, // D5 .semicolon => 659.26, // E5 .apostrophe => 698.46, // F5 // Third row of piano keys, the lowest. .z => 130.81, // C3 .x => 146.83, // D3 .c => 164.81, // E3 .v => 174.61, // F3 .b => 196.00, // G3 .n => 220.0, // A3 .m => 246.94, // B3 .comma => 261.63, // C4 .period => 293.67, // D4 .slash => 329.63, // E5 else => 0.0, }; }