6 author = "Ardour Lua Task Force",
7 description = [[A console classic for your console]]
10 -- return possible i/o configurations
11 function dsp_ioconfig ()
12 -- -1, -1 = any number of channels as long as input and output count matches
13 return { [1] = { audio_in = -1, audio_out = -1}, }
17 function dsp_params ()
20 { ["type"] = "input", name = "Bar", min = 0, max = 1, default = 0.5 },
21 { ["type"] = "input", name = "Reset", min = 0, max = 1, default = 0, toggled = true },
22 { ["type"] = "input", name = "Difficulty", min = 1, max = 10, default = 3},
27 -- Game State (for this instance)
28 -- NOTE: these variables are for the DSP part (not shared with the GUI instance)
29 local sample_rate -- sample-rate
30 local fps -- audio samples per game-step
31 local game_time -- counts up to fps
33 local ball_x, ball_y -- ball position [0..1]
34 local dx, dy -- current ball speed
35 local lost_sound -- audio-sample counter for game-over [0..3*fps]
36 local ping_sound -- audio-sample counter for ping-sound [0..fps]
37 local ping_phase -- ping note phase-difference per sample
40 function dsp_init (rate)
41 -- allocate a "shared memory" area to transfer state to the GUI
42 self:shmem ():allocate (3)
43 self:shmem ():clear ()
44 -- initialize some variables
47 ping_pitch = 752 / rate
53 game_time = fps -- start the ball immediately (notify GUI)
54 ping_sound = fps -- set to end of synth cycle
58 function queue_beep ()
59 -- queue 'ping' sound (unless one is already playing to prevent clicks)
60 if (ping_sound >= fps) then
63 local midi_note = math.floor (60 + math.random () * 24)
64 ping_pitch = (440 / 32) * 2^((midi_note - 10.0) / 12.0) / sample_rate
68 -- callback: process "n_samples" of audio
69 -- ins, outs are http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
70 -- pointers to the audio buffers
71 function dsp_run (ins, outs, n_samples)
72 local ctrl = CtrlPorts:array () -- get control port array (read/write)
74 local changed = false -- flag to notify GUI on every game-step
75 game_time = game_time + n_samples
77 -- reset (allow to write automation from a given start-point)
78 -- ctrl[2] corresponds to the "Reset" input control
89 while game_time > fps and ctrl[2] <= 0 do
91 game_time = game_time - fps
94 ball_x = ball_x + dx * ctrl[3]
95 ball_y = ball_y + dy * ctrl[3]
98 if ball_x >= 1 or ball_x <= 0 then
103 -- single player (reflect top) -- TODO "stereo" version, 2 ctrls :)
109 -- keep the ball in the field at all times
110 if ball_x >= 1 then ball_x = 1 end
111 if ball_x <= 0 then ball_x = 0 end
115 local bar = ctrl[1] -- get bar position
116 if math.abs (bar - ball_x) < 0.1 then
120 dx = dx - 0.04 * (bar - ball_x)
121 -- make sure it's moving (not stuck on borders)
122 if math.abs (dx) < 0.0001 then dx = 0.0001 end
123 game_score = game_score + 1
126 -- game over, reset game
127 lost_sound = 0 -- re-start noise
135 -- forward audio if processing is not in-place
137 -- check if output and input buffers for this channel are identical
138 -- http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
139 if not ins[c]:sameinstance (outs[c]) then
140 -- fast (accelerated) copy
141 -- http://manual.ardour.org/lua-scripting/class_reference/#ARDOUR:DSP
142 ARDOUR.DSP.copy_vector (out[c], ins[c], n_samples)
146 -- simple synth -- TODO Optimize
147 if ping_sound < fps then
148 -- cache audio data buffers for direct access, later
151 abufs[c] = outs[c]:array()
153 -- simple sine synth with a sine-envelope
154 for s = 1, n_samples do
155 ping_sound = ping_sound + 1
156 ping_phase = ping_phase + ping_pitch
157 local snd = 0.7 * math.sin(6.283185307 * ping_phase) * math.sin (3.141592 * ping_sound / fps)
158 -- add synthesized sound to all channels
160 abufs[c][s] = abufs[c][s] + snd
162 -- break out of the loop when the sound finished
163 if ping_sound >= fps then goto ping_end end
168 if lost_sound < 3 * fps then
171 abufs[c] = outs[c]:array()
173 for s = 1, n_samples do
174 lost_sound = lost_sound + 1
175 -- -12dBFS white noise
176 local snd = 0.5 * (math.random () - 0.5)
178 abufs[c][s] = abufs[c][s] + snd
180 if lost_sound >= 3 * fps then goto noise_end end
187 local shmem = self:shmem () -- get the shared memory region
188 local state = shmem:to_float (0):array () -- "cast" into lua-table
192 state[3] = game_score
193 -- ..and wake up the UI
199 -------------------------------------------------------------------------------
202 local txt = nil -- cache font description (in GUI context)
204 function render_inline (ctx, w, max_h)
205 local ctrl = CtrlPorts:array () -- control port array
206 local shmem = self:shmem () -- shared memory region (game state from DSP)
207 local state = shmem:to_float (0):array () -- cast to lua-table
215 -- prepare text rendering
217 -- allocate PangoLayout and set font
218 --http://manual.ardour.org/lua-scripting/class_reference/#Cairo:PangoLayout
219 txt = Cairo.PangoLayout (ctx, "Mono 10px")
222 -- ctx is-a http://manual.ardour.org/lua-scripting/class_reference/#Cairo:Context
223 -- 2D vector graphics http://cairographics.org/
226 ctx:rectangle (0, 0, w, h)
227 ctx:set_source_rgba (.2, .2, .2, 1.0)
230 -- print the current score
231 if (state[3] > 0) then
232 txt:set_text (string.format ("%.0f", state[3]));
233 local tw, th = txt:get_pixel_size ()
234 ctx:set_source_rgba (1, 1, 1, 1.0)
235 ctx:move_to (w - tw - 3, 3)
236 txt:show_in_cairo_context (ctx)
239 -- prepare line and dot rendering
240 ctx:set_line_cap (Cairo.LineCap.Round)
241 ctx:set_line_width (3.0)
242 ctx:set_source_rgba (.8, .8, .8, 1.0)
245 local bar_width = w * .1
246 local bar_space = w - bar_width
248 ctx:move_to (bar_space * ctrl[1], h - 3)
249 ctx:rel_line_to (bar_width, 0)
253 ctx:move_to (1 + state[1] * (w - 3), state[2] * (h - 5))