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extends AudioStreamPlayer
# control wave form
export(String, "sine", "square", "triangle", "sawtooth", "white_noise", "brown_noise") var waveform = "sine"
# controllable frequency interface
export(float, 20, 8000, 5) var freq = 440.0
# bending the waveform
export(bool) var apply_bend = false
export(Vector2) var phasor_bend = Vector2(0.5, 0.5)
# duration related
export(bool) var continuous = true
export(int, 0, 5000, 100) var duration = 3000
#Attack/Decay/Release/Sustain
export(int, 0, 5000, 100) var attack = 100
export(int, 0, 5000, 100) var decay = 100
export(int, 0, 5000, 100) var release = 100
export(float, 0.0, 1.0, 0.1) var sustain = 0.5
#Cutoff
export(float, 20, 8000, 5) var cutoff = 6000
# Frequency Modulation
export(bool) var frequency_modulation = false
export(float, 0.0, 50.0, 0.1) var fm_multiplier = 1.0
export(float, 0.0, 1000.0, 1.0) var fm_index = 1.0
# load the GDNative script connected to the rust lib
var MonoSynth = preload("res://MonoSynth.gdns")
# make an instance of our one "class" in rust lib
var synth = MonoSynth.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(synth.frames(to_fill))
#func _check_waveform():
#if waveform == "square":
#synth.square()
#elif waveform == "sine":
#synth.sine()
#elif waveform == "triangle":
#synth.triangle()
#elif waveform == "sawtooth":
#synth.sawtooth()
#elif waveform == "white_noise":
#synth.white_noise()
#elif waveform == "brown_noise":
#synth.brown_noise()
func _process(_delta):
if self.is_playing():
# synth.apply_bend(apply_bend)
# synth.frequency(freq)
# synth.phasor_bend(phasor_bend)
synth.frequency_modulation(frequency_modulation)
# synth.fm_frequency(fm_multiplier * freq)
synth.fm_depth(fm_index)
synth.continuous(continuous)
synth.set_attack(attack)
synth.set_decay(decay)
synth.set_sustain(sustain)
synth.set_release(release)
# _check_waveform()
_fill_buffer()
func _ready() -> void:
# buffer length of 10ms gives us ~realtime response to input changes
self.stream.buffer_length = 0.05
# ensure Godot/Sine have the same sample rate
synth.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)
#_check_waveform()
_fill_buffer()
func _input(event):
# Mouse in viewport coordinates.
if event is InputEventMouseButton && event.is_pressed():
print("Mouse Click/Unclick at: ", event.position)
synth.trigger()
elif event is InputEventMouseMotion:
freq = event.position.x
# synth.frequency(freq)
# phasor_bend.x = event.position.x / 1024
# phasor_bend.y = event.position.y / 600
fm_multiplier = 600 / (event.position.y + 1)
synth.fm_frequency(fm_multiplier * freq)
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