added cool markovy visualiser
parent
0bb207bbca
commit
5909dad9f8
3
ampler.c
3
ampler.c
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@ -30,7 +30,8 @@ Ampler_state *init() {
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puts(SDL_GetError());
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// TODO: iterate a directory to load samples
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load_track(state);
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load_sample(state, "loop2.wav");
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load_sample(state, "chord.wav");
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puts("init.");
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return state;
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4
ampler.h
4
ampler.h
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@ -24,6 +24,7 @@ typedef double f64;
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#define do )
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#define or ||
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#define and &&
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#define arraylen(a) (sizeof (a) / sizeof ((a)[0]))
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@ -45,6 +46,8 @@ struct Sound_src {
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f32 speed; // in samples, per sample, can be negative
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s32 start; // play start in samples
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s32 end; // play end in samples
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s8 name[32]; // includes null terminator
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f32 note_speed; // multiplies with base speed, CANNOT be negative
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enum { SND_FREE = 0, SND_STOPPED, SND_PLAYING, SND_LOOPING, } state;
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};
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@ -61,6 +64,7 @@ struct Ampler_state {
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Sound_src sounds[64];
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s32 played_audio_last_frame;
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Udp_msg messages[64];
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s8 frame_mix[CHANNELS][FRAME_SAMPLES];
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};
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31
audio.c
31
audio.c
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@ -24,12 +24,14 @@ void trigger_sounds(Ampler_state *state) {
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}
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void sound_src_frame(Sound_src *s, s8 *mix[]) {
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if s -> state == SND_LOOPING or s -> state == SND_PLAYING do
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if s->state != SND_LOOPING and s->state != SND_PLAYING do
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return;
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for int i = 0; i < FRAME_SAMPLES; i += 1 do {
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for int c = 0; c < CHANNELS; c += 1 do
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mix[c][i] += s -> tracks[c][(int) s -> pos];
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s -> pos += s -> speed;
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s -> pos += s->speed * s->note_speed;
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if s -> state == SND_LOOPING do {
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while s -> pos < s -> start do
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@ -58,13 +60,14 @@ int audio_frame(Ampler_state *state) {
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trigger_sounds(state);
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// TODO: We should use CHANNELS here
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static s8 mix_l[FRAME_SAMPLES] = { 0 }, mix_r[FRAME_SAMPLES] = { 0 };
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SDL_memset(mix_l, 0, sizeof mix_l);
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SDL_memset(mix_r, 0, sizeof mix_r);
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// static s8 mix_l[FRAME_SAMPLES] = { 0 }, mix_r[FRAME_SAMPLES] = { 0 };
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s8 *mix_l = state->frame_mix[0], *mix_r = state->frame_mix[1];
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SDL_memset(mix_l, 0, FRAME_SAMPLES / sizeof s8);
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SDL_memset(mix_r, 0, FRAME_SAMPLES / sizeof s8);
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s8 *mix[] = { mix_l, mix_r };
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foreach_ptr(Sound_src, snd, state -> sounds) //for int s = 0; s < arraylen(state -> sounds); s += 1 do
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sound_src_frame(snd, mix); //sound_src_frame(&(state -> sounds[s]), mix);
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foreach_ptr(Sound_src, snd, state -> sounds)
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sound_src_frame(snd, mix);
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const int vol = 100;
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static s16 frame[FRAME_SAMPLES * CHANNELS] = { 0 };
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@ -78,7 +81,7 @@ int audio_frame(Ampler_state *state) {
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return 1; // audio was qued
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}
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void load_track(Ampler_state *state) {
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void load_sample(Ampler_state *state, const char *file_name) {
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Sound_src *snd = NULL;
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foreach_ptr(Sound_src, s, state -> sounds)
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if s -> state == SND_FREE do {
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@ -94,7 +97,7 @@ void load_track(Ampler_state *state) {
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s16 *buffer = NULL;
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u32 bytes = 0;
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SDL_LoadWAV("sample.wav", &spec, &buffer, &bytes);
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SDL_LoadWAV(file_name, &spec, &buffer, &bytes);
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if spec.format != AUDIO_S16 do {
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puts("error: sample.wav is not s16");
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@ -110,14 +113,20 @@ void load_track(Ampler_state *state) {
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snd -> start = 0;
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snd -> end = snd->track_len;
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snd -> state = SND_STOPPED;
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snd -> note_speed = 1.0f; // TODO: Look up a note ?
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SDL_memset(snd->name, 0, sizeof snd->name);
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for int i = 0; i < arraylen(snd->name) - 1; i += 1 do
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if file_name[i] == '\0' or file_name[i] == '.' do break;
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else snd->name[i] = file_name[i];
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if snd == &(state->sounds[0]) do
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snd -> state = SND_LOOPING;
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snd -> end /= 2;
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snd -> start = snd -> end / 2;
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for int i = 0; i < CHANNELS; i += 1 do
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snd -> tracks[i] = malloc(snd -> track_len);
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// TODO: Change to a malloc wrapper that does gur error
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// checking for us and also adds ptrs to gur half gc
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for int i = 0; i < CHANNELS; i += 1 do
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if !(snd -> tracks[i]) do
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puts("fffuuuck");
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67
draw.c
67
draw.c
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@ -2,31 +2,68 @@
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void draw_frame(SDL_Window *w, SDL_Renderer *r, Ampler_state *state) {
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SDL_SetRenderDrawColor(r, 0x1D, 0x2B, 0x53, 255);
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//SDL_SetRenderDrawColor(r, 10, 10, 10, 100);
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SDL_RenderClear(r);
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SDL_SetRenderDrawBlendMode(r, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(r, 10, 10, 10, 20);
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SDL_Rect screen = { 0, 0, 512, 512 };
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SDL_RenderFillRect(r, &screen);
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// SDL_RenderClear(r);
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// TODO: DRAW WITH X SCALE FACTOR
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// TODO: DRAW SMOLER
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SDL_SetRenderDrawColor(r, 0xFF, 0x00, 0x4D, 255);
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const space = (44100 * 8) / 512;
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// TODO: DRAW L / R OVERLAPPED IN DIFF COLORS ?
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const int t = 0;
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const int t = 0; // TODO: DRAW L / R OVERLAPPED IN DIFF COLORS ?
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const int wav_h = 128;
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if 0 do
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foreach_ptr(Sound_src, snd, state -> sounds)
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if snd -> state != SND_FREE do
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for int x = 0; x < 512; x += 1 do {
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const int y = 128 + 256 * snd_i;
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if snd -> state != SND_FREE do {
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const int y = wav_h / 2 + (wav_h + 4) * snd_i;
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const int top = y - 64, bot = y + 64;
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for int x = 0; x < 512 and x * space < snd->track_len; x += 1 do {
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const int val = snd -> tracks[t][x * space];
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SDL_RenderDrawLine(r, x, y + val / 8, x, y + val);
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//SDL_RenderDrawPoint(r, x, y + val);
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const int sign = val < 0 ? -1 : 1;
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SDL_RenderDrawLine(r, x, y + sign, x, y + val / 2);
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//SDL_RenderDrawPoint(r, x, y + val / 2);
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}
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if state -> played_audio_last_frame do
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foreach_ptr(Sound_src, snd, state -> sounds)
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if snd->state == SND_PLAYING or snd->state == SND_LOOPING do {
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const int x = snd -> pos / space;
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SDL_RenderDrawLine(r, x, 0, x, 512);
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SDL_RenderDrawLine(r, snd->start / space, 0, snd->start / space, 512);
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SDL_RenderDrawLine(r, snd->end / space, 0, snd->end / space, 512);
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if state -> played_audio_last_frame do
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SDL_RenderDrawLine(r, x, top, x, bot);
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SDL_RenderDrawLine(r, snd->start / space, top, snd->start / space, bot);
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SDL_RenderDrawLine(r, snd->end / space, top, snd->end / space, bot);
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}
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static u8 markov[256][256];
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SDL_memset(markov, 0, sizeof markov);
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for int x = 0; x < FRAME_SAMPLES - 1; x += 1 do {
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u8 cur = state->frame_mix[0][x] + 128;
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u8 next = state->frame_mix[0][x + 1] + 128;
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markov[cur][255 - next] += 1;
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}
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for int x = 0; x < 256; x += 1 do {
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u8 to = 0;
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for int y = 0; y < 255; y += 1 do to += markov[x][y];
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markov[x][255] = to;
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}
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for int x = 0; x < 256; x += 1 do {
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u8 to = markov[x][255];
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if to == 0 do continue;
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for int y = 0; y < 255; y += 1 do
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; //markov[x][y] *= to;
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}
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for int x = 0; x < 256; x += 1 do
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for int y = 0; y < 256; y += 1 do {
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u8 m = markov[x][y];
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const int s = 20;
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SDL_SetRenderDrawColor(r, m * s, m * s, m * s, 255);
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if m != 0 do {
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SDL_RenderDrawPoint(r, x * 2, y * 2);
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SDL_RenderDrawPoint(r, x * 2 + 1, y * 2);
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SDL_RenderDrawPoint(r, x * 2, y * 2 + 1);
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SDL_RenderDrawPoint(r, x * 2 + 1, y * 2 + 1);
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}
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}
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SDL_RenderPresent(r);
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