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 fps -- audio samples per game-step
30 local game_time -- counts up to fps
32 local ball_x, ball_y -- ball position [0..1]
33 local dx, dy -- current ball speed
34 local lost_sound -- audio-sample counter for game-over [0..3*fps]
35 local ping_sound -- audio-sample counter for ping-sound [0..fps]
36 local ping_phase -- ping note phase-difference per sample
39 function dsp_init (rate)
40 -- allocate a "shared memory" area to transfer state to the GUI
41 self:shmem ():allocate (3)
42 self:shmem ():clear ()
43 -- initialize some variables
45 ping_pitch = 752 / rate
51 game_time = fps -- start the ball immediately (notify GUI)
52 ping_sound = fps -- set to end of synth cycle
57 -- callback: process "n_samples" of audio
58 -- ins, outs are http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
59 -- pointers to the audio buffers
60 function dsp_run (ins, outs, n_samples)
61 local ctrl = CtrlPorts:array () -- get control port array (read/write)
63 local changed = false -- flag to notify GUI on every game-step
64 game_time = game_time + n_samples
66 -- reset (allow to write automation from a given start-point)
67 -- ctrl[2] corresponds to the "Reset" input control
78 while game_time > fps and ctrl[2] <= 0 do
80 game_time = game_time - fps
83 ball_x = ball_x + dx * ctrl[3]
84 ball_y = ball_y + dy * ctrl[3]
87 if ball_x >= 1 or ball_x <= 0 then dx = -dx end
88 -- keep the ball in the field
89 if ball_x >= 1 then ball_x = 1 end
90 if ball_x <= 0 then ball_x = 0 end
92 -- single player (reflect top) -- TODO "stereo" version, 2 ctrls :)
93 if ball_y <= 0 then dy = - dy y = 0 end
97 local bar = ctrl[1] -- get bar position
98 if math.abs (bar - ball_x) < 0.1 then
102 dx = dx - 0.04 * (bar - ball_x)
103 -- make sure it's moving (not stuck on borders)
104 if math.abs (dx) < 0.0001 then dx = 0.0001 end
105 -- queue 'ping' sound (unless it's already playing to prevent clicks)
106 if (ping_sound >= fps) then
110 game_score = game_score + 1
112 -- game over, reset game
113 lost_sound = 0 -- re-start noise
121 -- forward audio if processing is not in-place
123 -- check if output and input buffers for this channel are identical
124 -- http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
125 if not ins[c]:sameinstance (outs[c]) then
126 -- fast (accelerated) copy
127 -- http://manual.ardour.org/lua-scripting/class_reference/#ARDOUR:DSP
128 ARDOUR.DSP.copy_vector (out[c], ins[c], n_samples)
132 -- simple synth -- TODO Optimize
133 if ping_sound < fps then
134 -- cache audio data buffers for direct access, later
137 abufs[c] = outs[c]:array()
139 -- simple sine synth with a sine-envelope
140 for s = 1, n_samples do
141 ping_sound = ping_sound + 1
142 ping_phase = ping_phase + ping_pitch
143 local snd = 0.7 * math.sin(6.283185307 * ping_phase) * math.sin (3.141592 * ping_sound / fps)
144 -- add synthesized sound to all channels
146 abufs[c][s] = abufs[c][s] + snd
148 -- break out of the loop when the sound finished
149 if ping_sound >= fps then goto ping_end end
154 if lost_sound < 3 * fps then
157 abufs[c] = outs[c]:array()
159 for s = 1, n_samples do
160 lost_sound = lost_sound + 1
161 -- -12dBFS white noise
162 local snd = 0.5 * (math.random () - 0.5)
164 abufs[c][s] = abufs[c][s] + snd
166 if lost_sound >= 3 * fps then goto noise_end end
173 local shmem = self:shmem () -- get the shared memory region
174 local state = shmem:to_float (0):array () -- "cast" into lua-table
178 state[3] = game_score
179 -- ..and wake up the UI
185 -------------------------------------------------------------------------------
188 local txt = nil -- cache font description (in GUI context)
190 function render_inline (ctx, w, max_h)
191 local ctrl = CtrlPorts:array () -- control port array
192 local shmem = self:shmem () -- shared memory region (game state from DSP)
193 local state = shmem:to_float (0):array () -- cast to lua-table
201 -- prepare text rendering
203 -- allocate PangoLayout and set font
204 --http://manual.ardour.org/lua-scripting/class_reference/#Cairo:PangoLayout
205 txt = Cairo.PangoLayout (ctx, "Mono 10px")
208 -- ctx is-a http://manual.ardour.org/lua-scripting/class_reference/#Cairo:Context
209 -- 2D vector graphics http://cairographics.org/
212 ctx:rectangle (0, 0, w, h)
213 ctx:set_source_rgba (.2, .2, .2, 1.0)
216 -- print the current score
217 if (state[3] > 0) then
218 txt:set_text (string.format ("%.0f", state[3]));
219 local tw, th = txt:get_pixel_size ()
220 ctx:set_source_rgba (1, 1, 1, 1.0)
221 ctx:move_to (w - tw - 3, 3)
222 txt:show_in_cairo_context (ctx)
225 -- prepare line and dot rendering
226 ctx:set_line_cap (Cairo.LineCap.Round)
227 ctx:set_line_width (3.0)
228 ctx:set_source_rgba (.8, .8, .8, 1.0)
231 local bar_width = w * .1
232 local bar_space = w - bar_width
234 ctx:move_to (bar_space * ctrl[1], h - 3)
235 ctx:rel_line_to (bar_width, 0)
239 ctx:move_to (1 + state[1] * (w - 3), state[2] * (h - 5))