antialiased squarewave generator

Former-commit-id: c7d69891460f8f04681c28e1d05421ec1a93379d
Former-commit-id: 5767a006dd9221f1839eec3b1b0223670262f8fd
This commit is contained in:
Song Minjae
2016-09-26 14:50:15 +09:00
parent 51cc29b4e4
commit 49fc723e66
2 changed files with 117 additions and 14 deletions

View File

@@ -1,11 +1,24 @@
package net.torvald.terrarum
import com.jme3.math.FastMath
import net.torvald.terrarum.gameactors.floorInt
import net.torvald.terrarum.gameactors.roundInt
import net.torvald.terrarum.virtualcomputer.terminal.ALException
import org.apache.commons.csv.CSVRecord
import org.lwjgl.BufferUtils
import org.lwjgl.openal.AL
import org.lwjgl.openal.AL10
import org.newdawn.slick.GameContainer
import org.newdawn.slick.Graphics
import org.newdawn.slick.state.BasicGameState
import org.newdawn.slick.state.StateBasedGame
import java.io.ByteArrayInputStream
import java.nio.ByteBuffer
import java.util.*
import javax.sound.sampled.AudioFormat
import javax.sound.sampled.AudioInputStream
import javax.sound.sampled.AudioSystem
/**
* Created by minjaesong on 16-09-05.
@@ -13,28 +26,118 @@ import org.newdawn.slick.state.StateBasedGame
class StateTestingSandbox : BasicGameState() {
override fun init(container: GameContainer?, game: StateBasedGame?) {
playTone()
}
private val sampleRate = 22050
private var beepSource: Int? = null
private var beepBuffer: Int? = null
/**
* @param duration : milliseconds
*/
private fun makeAudioData(duration: Int, freq: Float): ByteBuffer {
val audioData = BufferUtils.createByteBuffer(duration.times(sampleRate).div(1000))
val realDuration = duration * sampleRate / 1000
val chopSize = freq * 2f / sampleRate
val amp = Math.max(4600f / freq, 1f)
val nHarmonics = 4
val transitionThre = 1150f
if (freq < transitionThre) { // chopper generator (for low freq)
for (x in 0..realDuration - 1) {
var sine: Float = amp * FastMath.cos(FastMath.PI * x * chopSize)
if (sine > 1f) sine = 1f
else if (sine < -1f) sine = -1f
audioData.put(
(0.5f + 0.5f * sine).times(0xFF).toByte()
)
}
}
else { // harmonics generator (for high freq)
for (x in 0..realDuration - 1) {
var sine: Float = 0f
for (k in 0..nHarmonics) { // mix only odd harmonics to make squarewave
sine += (1f / (2*k + 1)) *
FastMath.sin((2*k + 1) * FastMath.PI * x * chopSize)
}
audioData.put(
(0.5f + 0.5f * sine).times(0xFF).toByte()
)
}
}
audioData.rewind()
return audioData
}
var audioData: ByteBuffer? = null
private fun playTone() {
if (audioData == null) audioData = makeAudioData(5000, 27.5f)
if (!AL.isCreated()) AL.create()
// Clear error stack.
AL10.alGetError()
beepBuffer = AL10.alGenBuffers()
checkALError()
try {
AL10.alBufferData(beepBuffer!!, AL10.AL_FORMAT_MONO8, audioData, sampleRate)
checkALError()
beepSource = AL10.alGenSources()
checkALError()
try {
AL10.alSourceQueueBuffers(beepSource!!, beepBuffer!!)
checkALError()
AL10.alSource3f(beepSource!!, AL10.AL_POSITION, 0f, 0f, 1f)
AL10.alSourcef(beepSource!!, AL10.AL_REFERENCE_DISTANCE, 1f)
AL10.alSourcef(beepSource!!, AL10.AL_MAX_DISTANCE, 1f)
AL10.alSourcef(beepSource!!, AL10.AL_GAIN, 0.3f)
checkALError()
AL10.alSourcePlay(beepSource!!)
checkALError()
}
catch (e: ALException) {
AL10.alDeleteSources(beepSource!!)
}
}
catch (e: ALException) {
if (beepSource != null) AL10.alDeleteSources(beepSource!!)
}
}
override fun update(container: GameContainer?, game: StateBasedGame?, delta: Int) {
throw UnsupportedOperationException("not implemented") //To change body of created functions use File | Settings | File Templates.
}
// Custom implementation of Util.checkALError() that uses our custom exception.
private fun checkALError() {
val errorCode = AL10.alGetError()
if (errorCode != AL10.AL_NO_ERROR) {
throw ALException(errorCode)
}
}
override fun getID() = Terrarum.STATE_ID_TEST_SHIT
override fun render(container: GameContainer?, game: StateBasedGame?, g: Graphics?) {
}
private fun intVal(rec: CSVRecord, s: String): Int {
var ret = -1
try {
ret = Integer.decode(rec.get(s))!!
}
catch (e: NullPointerException) {
}
return ret
}
}

View File

@@ -100,8 +100,8 @@ constructor(gamename: String) : StateBasedGame(gamename) {
gc.graphics.clear() // clean up any 'dust' in the buffer
addState(StateVTTest())
//addState(StateTestingSandbox())
//addState(StateVTTest())
addState(StateTestingSandbox())
//addState(StateSplash())
//addState(StateMonitorCheck())
//addState(StateFontTester())