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#include "audio.h"
void generate_audio(void);
struct game_sounds game_sounds;
Uint8 big_hum(unsigned int t);
Uint8 func0(int t);
void fill_audio(void *func, Uint8 *stream, int len) {
Uint8 (*wavegen)(int) = func;
static int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = wavegen(t);
}
}
void callbackfn3(void *unused, Uint8 *stream, int len) {
static int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = big_hum(t);
stream[i] = 0;
}
}
void start_audio(void) {
//audio_format.callback = callbackfn3;
/* just for playing background music
if (SDL_OpenAudio(&audio_format, NULL)) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
*/
//SDL_PauseAudio(0);
if (Mix_OpenAudio(G_AUDIO_SFREQ,AUDIO_U8,1,G_AUDIO_BSIZE) < 0) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
generate_audio();
Mix_Resume(-1);
}
void play_game_sound(Mix_Chunk *chunk, int len, int channel) {
if (Mix_Playing(channel)) {
return;
}
Mix_FadeInChannelTimed(channel, chunk, -1, 1, len);
}
void synthplay_now(Uint8 (*bbgen)(unsigned int t), int len) {
static Mix_Chunk *new_chunk = NULL;
if (Mix_Playing(1)) {
return;
}
if (new_chunk)
Mix_FreeChunk(new_chunk);
int generate_len = len * (512) * 8;
Uint8 raw_data[generate_len];
fill_audio(bbgen, raw_data, generate_len);
new_chunk = Mix_QuickLoad_RAW(raw_data, generate_len);
Mix_PlayChannelTimed(1, new_chunk, -1, -1);
}
void callbackfn2(void *unused, Uint8 *stream, int len) {
static int t = 1;
int i;
int yeet = rand();
for(i=0; i < len; i++,t++) {
stream[i] = func0(t);
}
}
void callbackfn(void *unused, Uint8 *stream, int len)
{
static int t = 0;
int i;
int yeet = rand();
for( i=0; i < len; i++,t++) {
/*
stream[i] = (t*5&(t>>7))|(t*3&(t>>8));
*/
//stream[i] = (( t >> 10 ) & 42) * t;
stream[i] = (t & yeet) % 73;
}
}
/* Waveform Generators */
Uint8 big_hum(unsigned int t) {
return ( (sin(t*2*3.14159265/16000*200)+1) * 20) + ( (sin(t*2*3.14159265/16000*110)+1) * 20) + ( (sin(t*2*3.14159265/16000*230)+1) * 20) + ( (sin((t % 80)*2*3.14159265/16000 * 6)+1) * 12);
}
unsigned int sine_wave_sound(int t) {
const double R=8000; // sample rate (samples per second)
const double C=261.625565; // frequency of middle-C (hertz)
const double F=R/256; // bytebeat frequency of 1*t due to 8-bit truncation (hertz)
const double V=127; // a volume constant
return (sin(t*2*M_PI/R*C)+1)*V;
}
unsigned int winch_sound(int t) {
return (t % 80) | (t % 36) | (6 * (t % 6));
}
unsigned int beat_2(int t) {
return ((((t % 250) / 2)) | (t % 129)) % 110;
}
Uint8 func0(int t) {
int note = 18;
if (t % 1240) {
note = (1 + rand()) % 18 + 1;
}
fflush(stdout);
return (t % note);
}
unsigned int func1(int t) {
int note = 10;
if (!(t % 8000)) {
note = (1 + rand()) % 10 + 5;
printf("%d %d\n", t, note);
}
return ((t & 110) % 73 | (t % 1711));
}
void generate_audio(void) {
const int sfx_len_ms = 2000;
unsigned int sfx_len = (G_AUDIO_SFREQ/1000) * G_AUDIO_BSIZE * sfx_len_ms;
Uint8 raw_data[sfx_len]; // 10 seconds
fill_audio(winch_sound, raw_data, sfx_len);
game_sounds.rope_pull = Mix_QuickLoad_RAW(raw_data, sfx_len);
fill_audio(beat_2, raw_data, sfx_len);
game_sounds.collision = Mix_QuickLoad_RAW(raw_data, sfx_len);
}