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[ardour.git] / scripts / _pong.lua
index 5cf4495ec2e690994569a9498b993889c6d65cb8..8eef49f00470f00167593897dfa64f53bf71c097 100644 (file)
@@ -26,6 +26,7 @@ end
 
 -- Game State (for this instance)
 -- NOTE: these variables are for the DSP part (not shared with the GUI instance)
+local sample_rate -- sample-rate
 local fps -- audio samples per game-step
 local game_time -- counts up to fps
 local game_score
@@ -41,6 +42,7 @@ function dsp_init (rate)
        self:shmem ():allocate (3)
        self:shmem ():clear ()
        -- initialize some variables
+       sample_rate = rate
        fps = rate / 25
        ping_pitch = 752 / rate
        ball_x = 0.5
@@ -53,6 +55,17 @@ function dsp_init (rate)
        lost_sound = 3 * fps
 end
 
+function queue_beep ()
+       -- queue 'ping' sound (unless one is already playing to prevent clicks)
+       if (ping_sound >= fps) then
+               -- major scale, 2 octaves
+               local scale = { 0, 2, 4, 5, 7, 9, 11, 12, 14, 16, 17, 19, 21, 23, 24 }
+               local midi_note = 60 + scale[1 + math.floor (math.random () * 14)]
+               ping_pitch = (440 / 32) * 2^((midi_note - 10.0) / 12.0) / sample_rate
+               ping_sound = 0
+               ping_phase = 0
+       end
+end
 
 -- callback: process "n_samples" of audio
 -- ins, outs are http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
@@ -84,13 +97,20 @@ function dsp_run (ins, outs, n_samples)
                ball_y = ball_y + dy * ctrl[3]
 
                -- reflect left/right
-               if ball_x >= 1 or ball_x <= 0 then dx = -dx end
-               -- keep the ball in the field
-               if ball_x >= 1 then ball_x = 1 end
-               if ball_x <= 0 then ball_x = 0 end
+               if ball_x >= 1 or ball_x <= 0 then
+                       dx = -dx
+                       queue_beep ()
+               end
 
                -- single player (reflect top) -- TODO "stereo" version, 2 ctrls :)
-               if ball_y <= 0 then dy = - dy y = 0 end
+               if ball_y <= 0 then
+                       dy = - dy y = 0
+                       queue_beep ()
+               end
+
+               -- keep the ball in the field at all times
+               if ball_x >= 1 then ball_x = 1 end
+               if ball_x <= 0 then ball_x = 0 end
 
                -- bottom edge
                if ball_y > 1 then
@@ -102,12 +122,8 @@ function dsp_run (ins, outs, n_samples)
                                dx = dx - 0.04 * (bar - ball_x)
                                -- make sure it's moving (not stuck on borders)
                                if math.abs (dx) < 0.0001 then dx = 0.0001 end
-                               -- queue 'ping' sound (unless it's already playing to prevent clicks)
-                               if (ping_sound >= fps) then
-                                       ping_sound = 0
-                                       ping_phase = 0
-                               end
                                game_score = game_score + 1
+                               queue_beep ()
                        else
                                -- game over, reset game
                                lost_sound = 0 -- re-start noise
@@ -122,10 +138,10 @@ function dsp_run (ins, outs, n_samples)
        for c = 1,#outs do
                -- check if output and input buffers for this channel are identical
                -- http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
-               if not ins[c]:sameinstance (outs[c]) then
+               if ins[c] ~= outs[c] then
                        -- fast (accelerated) copy
                        -- http://manual.ardour.org/lua-scripting/class_reference/#ARDOUR:DSP
-                       ARDOUR.DSP.copy_vector (out[c], ins[c], n_samples)
+                       ARDOUR.DSP.copy_vector (outs[c], ins[c], n_samples)
                end
        end