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extends AudioStreamPlayer
# controllable frequency interface
export(float, 20, 8000, 5) var freq = 440.0
# control wave form
export(String, "sine", "square") var waveform = "sine"
# load the GDNative script connected to the rust lib
var Osc = preload("res://Osc.gdns")
# make an instance of our one "class" in rust lib
var wave = Osc.new()
# initialize the Godot stream we fill up with samples
var playback: AudioStreamPlayback = null
func _fill_buffer() -> void:
# get count of Frames (sample, sample) available in stream
var to_fill = playback.get_frames_available()
if to_fill > 0:
# ask Rust to generate N frames at freq
# Array<Vector2> gets pushed to the
# playback stream buffer
playback.push_buffer(wave.frames(freq, to_fill))
func _process(delta):
if waveform == "square":
wave.square()
playback.clear_buffer()
else:
wave.sine()
playback.clear_buffer()
_fill_buffer()
func _ready() -> void:
# buffer length of 100ms gives us ~realtime response to input changes
self.stream.buffer_length = 0.1
# ensure Godot/Sine have the same sample rate
wave.set_sample_rate(self.stream.mix_rate)
# get our AudioStreamPlayback object
playback = self.get_stream_playback()
# prefill the stream's sample buffer (which feeds DAC)
_fill_buffer()
# start the audio
self.play()
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