SFX library - Marcus - 02-16-2024
Here comes a library for creating sound effects. It's an improvement of the thing I made for that Defender-clone. You now have more advanced control over the frequency and volume of the sounds you create. You can also add echo effects and save your masterpieces as wav files.
sfx_library_example.n7
Code: ' sfx_library_example
' -------------------
#win32
' Include the sfx library.
include "sfx.n7"
' Create a window and print instructions.
set window "SFX", 640, 480
wln "1 - Play a square wave sound effect"
wln "2 - Play a sine wave sound effect"
wln "3 - Play a noise sound effect"
wln
wln "Esc - Quit"
' Create an sfx instance.
sfx = SFX()
' You can use 'SetSampleRate(value)' to change the sample rate that is used when creating sounds.
' It defaults to 16000 (so the call below is just for show). There's no point setting a higher value
' than 22050, since that is the output frequency of all audio in n7.
sfx.SetSampleRate(16000)
' Use 'SetEcho(count, delay, dropOff, panning)' to enable an echo effect for all sound effects
' created. Set the 'count' parameter to 0 to disable echo. Echo is disabled by default. 'count' is
' the number of echos and 'delay' is the delay in seconds between them. 'dropOff' decides how much
' the volume will decrase for each echo. If 'dropOff' is 0.5, the first echo will have that volume,
' the second one 0.5*0.5 = 0.26 and so on. 'panning', [-1..1] can be used to make the echo bounce
' between the left and right speakers. The 'panning' value is inverted after each echo. Set
' 'panning' to 0 to disable panning.
sfx.SetEcho(2, 0.4, 0.1, 0)
' Use 'SquareWave(duration, freq, vol)' to create a square wave sound. 'duration' is the duration in
' seconds (excluding any echo effect). 'freq' is the frequency. It can be either a number or an
' array of numbers. In the case of an array, it is evaluated as a one dimensional bezier curve. It's
' not as complicated as it may sound. To make a sound start with a frequencey of 500 and end with
' 1000, simply set the 'freq' parameter to [500, 1000]. 'vol' is the volume, and just like 'freq' it
' can be a number or an array. The 'vol' value(s) should be in the range [0..1].
crispSound = sfx.SquareWave(0.5, [50, 100, -500, 1000], [0.5, 1, 0])
' You can also use 'SaveSquareWave(filename, duration, freq, vol)' to save a sound to a wav file.
'sfx.SaveSquareWave("crisp_sound.wav", 0.5, [50, 100, -500, 1000], [0.5, 1, 0])
' Change the echo effect and use 'SineWave(duration, freq, vol)' to create a sine wave sound. The
' parameters work just as they do for 'SquareWave'.
sfx.SetEcho(2, 0.15, 0.2, 0)
blubSound = sfx.SineWave(0.2, [0, 500, 25, 500], [0, 1, 0])
' You can also use 'SaveSine'Wave(filename, duration, freq, vol)' to save a sound to a wav file.
'sfx.SaveSineWave("blub_sound.wav", 0.2, [0, 500, 25, 500], [0, 1, 0])
' This time, use panning for the echo effect. 'Noise(duration, freq, vol)' creates a noise sound,
' and the parameters work just the same way as they do for 'SquareWave' and 'SineWave'.
sfx.SetEcho(2, 0.4, 0.2, -0.5)
boomSound = sfx.Noise(0.6, [5000, 100], [1, 0, 1, 0])
' You can also use 'SaveNoise(filename, duration, freq, vol)' to save a sound to a wav file.
'sfx.SaveNoise("boom_sound.wav", 0.6, [5000, 100], [1, 0, 1, 0])
' Let the user play the sound effects.
while not keydown(KEY_ESCAPE)
if keydown(KEY_1, true) play sound crispSound
if keydown(KEY_2, true) play sound blubSound
if keydown(KEY_3, true) play sound boomSound
fwait 60
wend
sfx.n7
Code: ' SFX
' ---
' A library for creating simple sound effects.
'
' By Marcus.
' SFX
' ---
function SFX()
sfx = [sr: 16000, ech: 0, echDel: 0, echDO: 0]
' GetSampleRate
' -------------
' Return number of samples per second.
sfx.GetSampleRate = function()
return this.sr
endfunc
' SetSampleRate
' -------------
' Set number of samples per second.
sfx.SetSampleRate = function(sampleRate)
assert sampleRate >= 8000 and sampleRate <= 22050, "SFX.SetSampleRate: Invalid sample rate"
this.sr = sampleRate
endfunc
' SetEcho
' -------
' Add 'count' number of echos with a delay of 'delay' seconds. Set 'count' to 0 to disable echo.
' The volume is multiplied by 'dropOff' for each echo. 'pan', [-1..1], can be used to make the
' sound bounce between the left and right speaker. A value of -1 means that the first echo will
' be played only on the left side, and 1 means it will be played on the right side. After each
' echo the pan value is inverted. Set 'pan' to 0 to disable panning.
sfx.SetEcho = function(count, delay, dropOff, pan)
assert count >= 0, "SFX.SetEcho: Invalid count"
assert delay >= 0, "SFX.SetEcho: Invalid delay"
this.ech = count
this.echDel = delay
this.echDO = dropOff
this.echPan = pan
endfunc
' SineWaveData
' ------------
' Return sine wave data lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be in
' the range [0..1].
sfx.SineWaveData = function(duration, freq, vol)
assert duration > 0, "SFX.SineWaveData: Invalid duration"
if typeof(freq) <> TYPE_TABLE freq = [freq]
if typeof(vol) <> TYPE_TABLE vol = [vol]
freqDegree = sizeof(freq) - 1
freqBc = BinomialCoefficients(freqDegree)
volDegree = sizeof(vol) - 1
volBc = BinomialCoefficients(volDegree)
data = []
a = 0
p = 0
dp = 1/(duration*this.sr)
for i = 0 to duration*this.sr - 1
data[i] = sin(a)*EvaluateCurve(vol, volBc, p)
a = a + 2*PI*EvaluateCurve(freq, freqBc, p)/this.sr
p = p + dp
next
if this.ech
return ApplyEcho(data, this.ech, int(this.echDel*this.sr), this.echDO, this.echPan)
else
return [data, data]
endif
endfunc
' SineWave
' --------
' Return a sine wave sound lasting for 'duration' seconds. 'freq' is the frequency and can be
' a number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be
' a number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.SineWave = function(duration, freq, vol)
data = this.SineWaveData(duration, freq, vol)
return createsound(data[0], data[1], this.sr)
endfunc
' SaveSineWave
' ------------
' Save sine wave sound lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be in
' the range [0..1].
sfx.SaveSineWave = function(filename, duration, freq, vol)
data = this.SineWaveData(duration, freq, vol)
return SaveWav(filename, data[0], data[1], this.sr)
endfunc
' SquareWaveData
' --------------
' Return square wave data lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.SquareWaveData = function(duration, freq, vol)
assert duration > 0, "SFX.SquareWave: Invalid duration"
if typeof(freq) <> TYPE_TABLE freq = [freq]
if typeof(vol) <> TYPE_TABLE vol = [vol]
freqDegree = sizeof(freq) - 1
freqBc = BinomialCoefficients(freqDegree)
volDegree = sizeof(vol) - 1
volBc = BinomialCoefficients(volDegree)
data = []
a = 0
p = 0
dp = 1/(duration*this.sr)
for i = 0 to duration*this.sr - 1
sa = sin(a)
if sa < 0 sa = -1
elseif sa > 0 sa = 1
data[i] = sa*EvaluateCurve(vol, volBc, p)
a = a + 2*PI*EvaluateCurve(freq, freqBc, p)/this.sr
p = p + dp
next
if this.ech
return ApplyEcho(data, this.ech, int(this.echDel*this.sr), this.echDO, this.echPan)
else
return [data, data]
endif
endfunc
' SquareWave
' ----------
' Return a square wave sound lasting for 'duration' seconds. 'freq' is the frequency and can be
' a number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be
' a number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.SquareWave = function(duration, freq, vol)
data = this.SquareWaveData(duration, freq, vol)
return createsound(data[0], data[1], this.sr)
endfunc
' SaveSquareWave
' --------------
' Save a square wave sound lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.SaveSquareWave = function(filename, duration, freq, vol)
data = this.SquareWaveData(duration, freq, vol)
return SaveWav(filename, data[0], data[1], this.sr)
endfunc
' NoiseData
' ---------
' Return noise data lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.NoiseData = function(duration, freq, vol)
assert duration > 0, "SFX.Noise: Invalid duration"
if typeof(freq) <> TYPE_TABLE freq = [freq]
if typeof(vol) <> TYPE_TABLE vol = [vol]
freqDegree = sizeof(freq) - 1
freqBc = BinomialCoefficients(freqDegree)
volDegree = sizeof(vol) - 1
volBc = BinomialCoefficients(volDegree)
data = []
tick = 0
value = 0
deta = 0
p = 0
dp = 1/(duration*this.sr)
for i = 0 to duration*this.sr - 1
tick = tick - 1
if tick <= 0
tick = this.sr/EvaluateCurve(freq, freqBc, p)
delta = ((rnd()*2 - 1) - value)/tick
endif
value = value + delta
data[i] = value*EvaluateCurve(vol, volBc, p)
p = p + dp
next
if this.ech
return ApplyEcho(data, this.ech, int(this.echDel*this.sr), this.echDO, this.echPan)
else
return [data, data]
endif
endfunc
' Noise
' -----
' Return a noise sound lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.Noise = function(duration, freq, vol)
data = this.NoiseData(duration, freq, vol)
return createsound(data[0], data[1], this.sr)
endfunc
' SaveNoise
' ---------
' Save a noise sound lasting for 'duration' seconds. 'freq' is the frequency and can be a
' number or an array of numbers, treated as a 1D bezier curve. 'vol' is the volume and can be a
' number or an array of numbers, treated as a 1D bezier curve. The 'vol' value(s) should be
' in the range [0..1].
sfx.SaveNoise = function(filename, duration, freq, vol)
data = this.NoiseData(duration, freq, vol)
return SaveWav(filename, data[0], data[1], this.sr)
endfunc
return sfx
' BinomialCoefficients
' --------------------
function BinomialCoefficients(n)
function bc(n, k)
if n = k return 1
v = 1
i = 1
while i <= k
v = v*int((n + 1 - i)/i)
i = i + 1
wend
return v
endfunc
c = []
for i = 0 to n c[i] = bc(n, i)
return c
endfunc
' EvaluateCurve
' -------------
function EvaluateCurve(points, bcs, param)
n = sizeof(points) - 1
v = 0
for i = 0 to n v = v + bcs[i]*(1 - param)^(n - i)*param^i*points[i]
return v
endfunc
' ApplyEcho
' ---------
function ApplyEcho(data, count, offset, dropOff, pan)
pan = max(min(pan, 1), -1)
ldata = fill(0, count*offset + sizeof(data))
rdata = fill(0, count*offset + sizeof(data))
for i = 0 to sizeof(data) - 1
ldata[i] = data[i]
rdata[i] = data[i]
next
for i = 1 to count
offs = i*offset
vol = dropOff^i
lvol = vol*cos((pan + 1)*0.5*PI*0.5)
rvol = vol*sin((pan + 1)*0.5*PI*0.5)
for j = 0 to sizeof(data) - 1
ldata[offs + j] = ldata[offs + j] + data[j]*lvol
rdata[offs + j] = rdata[offs + j] + data[j]*rvol
next
pan = -pan
next
return [ldata, rdata]
endfunc
' SaveWav
' -------
function SaveWav(filename, ldata, rdata, sampleRate)
function WriteBinChars(f, txt)
for i = 0 to len(txt) - 1 write file f, asc(mid(txt, i)), 8
endfunc
f = createfile(filename, true)
if typeof(f)
if ldata = rdata channels = 1
else channels = 2
for i = 0 to sizeof(ldata) - 1 ldata[i] = max(min(ldata[i], 1), -1)
if channels = 2 for i = 0 to sizeof(rdata) - 1 rdata[i] = max(min(rdata[i], 1), -1)
WriteBinChars(f, "RIFF")
frameCount = sizeof(ldata)
bits = 16
mul = 32767
length = int(frameCount*channels*bits/8)
write file f, length + 44 - 8, 32, false
WriteBinChars(f, "WAVE")
WriteBinChars(f, "fmt ")
write file f, 16, 32, false
write file f, 1, 16, false
write file f, channels, 16, false
write file f, sampleRate, 32, false
write file f, int(sampleRate*bits*channels/8), 32, false
write file f, int(channels*bits/8), 16, false
write file f, bits, 16, false
WriteBinChars(f, "data")
write file f, length, 32, false
if channels = 1
for i = 0 to sizeof(ldata) - 1 write file f, ldata[i]*mul, 16, true
else
for i = 0 to sizeof(ldata) - 1
write file f, ldata[i]*mul, 16, true
write file f, rdata[i]*mul, 16, true
next
endif
free file f
return true
else
return false
endif
endfunc
endfunc
RE: SFX library - aliensoldier - 02-16-2024
Brilliant.
Well, I'm going to try it in the little platform game I'm making.
RE: SFX library - kevin - 02-17-2024
Thanks Marcus - I'm looking forward to experimenting with this......
RE: SFX library - Marcus - 02-17-2024
A small program that generates random sound effects and displays their curves. You can also save them to wav files.
Code: #win32
include "sfx.n7"
set window "Sound data", 640, 480
set redraw off
set caret 320, 400
center "RETURN - Generate and play a random sound effect"
center "SPACE - Play the last generated sound effect"
center "S - Save sound as WAV file"
sfx = SFX()
snd = unset
randomize time()
snd = unset
while not keydown(KEY_ESCAPE, true)
if keydown(KEY_RETURN, true)
' Generate random sound.
freqPointCount = 2 + rnd(3)
volPointCount = 2 + rnd(3)
freq = []
for i = 0 to freqPointCount - 1 freq[i] = rnd()*1500
vol = []
for i = 0 to volPointCount - 2 vol[i] = rnd()
vol[volPointCount - 1] = 0
dur = 0.1 + rnd()*0.5
sfx.SetEcho(rnd(3), 0.1*dur + rnd()*dur*0.8, rnd()*0.5, 0)
type = rnd(3)
select type
case 0 soundData = sfx.SineWaveData(dur, freq, vol)
case 1 soundData = sfx.SquareWaveData(dur, freq, vol)
case 2 soundData = sfx.NoiseData(dur, freq, vol)
endsel
if typeof(snd) free sound snd
snd = createsound(soundData[0], soundData[1], sfx.GetSampleRate())
' Display sound data.
set color 0, 0, 0
draw rect 0, 0, 640, 400, true
delta = sizeof(soundData[0])/640
index = 0
set color 0, 200, 0
draw pixel 0, 240 + soundData[0][0]*100
for i = 1 to 639
draw line to i, 240 + soundData[0][index]*100
index = index + delta
next
set color 255, 255, 255, 128
draw line 0, 240, 640, 240
play sound snd
' Already have a sound effect?
elseif typeof(snd)
' Play sound?
if keydown(KEY_SPACE, true)
play sound snd
' Save sound?
elseif keydown(KEY_S, true)
filename = savefiledialog("wav")
if filename
if instr(filename, ".wav") < 0 filename = filename + ".wav"
select type
case 0 sfx.SaveSineWave(filename, dur, freq, vol)
case 1 sfx.SaveSquareWave(filename, dur, freq, vol)
case 2 sfx.SaveNoise(filename, dur, freq, vol)
endsel
endif
endif
endif
redraw
fwait 60
wend
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