Add Sway and Bob
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309
addons/godot_sfxr/SfxrGenerator.gd
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309
addons/godot_sfxr/SfxrGenerator.gd
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extends RefCounted
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class_name SfxrGenerator
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var params
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var wave_shape: int
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var repeat_time: float
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var elapsed_since_repeat: float
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var arpeggio_time: int
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var arpeggio_multiplier: float
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var period: float
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var period_mult: float
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var period_mult_slide: float
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var period_max: float
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var enable_frequency_cutoff: bool
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var duty_cycle: float
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var duty_cycle_slide: float
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var fltw: float
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var fltw_d: float
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var fltdmp: float
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var flthp: float
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var flthp_d: float
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var enable_low_pass_filter: bool
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var vibrato_speed: float
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var vibrato_amplitude: float
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var envelope_length: Array
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var envelope_punch: float
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var flanger_offset: float
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var flanger_offset_slide: float
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var gain: float
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var sample_rate: float
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func init_params(stream_player) -> void:
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params = stream_player
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prepare_values()
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# Wave shape
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wave_shape = params.wave_type
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# Filter
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fltw = pow(params.p_lpf_freq, 3.0) * 0.1
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enable_low_pass_filter = params.p_lpf_freq != 1.0
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fltw_d = 1.0 + params.p_lpf_ramp * 0.0001
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fltdmp = 5.0 / (1.0 + pow(params.p_lpf_resonance, 2.0) * 20.0) * (0.01 + fltw)
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if (fltdmp > 0.8):
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fltdmp = 0.8
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flthp = pow(params.p_hpf_freq, 2.0) * 0.1
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flthp_d = 1 + params.p_hpf_ramp * 0.0003
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# Vibrato
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vibrato_speed = pow(params.p_vib_speed, 2.0) * 0.01
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vibrato_amplitude = params.p_vib_strength * 0.5
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# Envelope
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envelope_length = [
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floor(params.p_env_attack * params.p_env_attack * 100000.0),
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floor(params.p_env_sustain * params.p_env_sustain * 100000.0),
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floor(params.p_env_decay * params.p_env_decay * 100000.0),
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]
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envelope_punch = params.p_env_punch
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# Flanger
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flanger_offset = pow(params.p_pha_offset, 2.0) * 1020.0
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if (params.p_pha_offset < 0.0):
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flanger_offset = -flanger_offset
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flanger_offset_slide = pow(params.p_pha_ramp, 2.0) * 1.0
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if (params.p_pha_ramp < 0.0):
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flanger_offset_slide = -flanger_offset_slide
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# Repeat
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repeat_time = floor(pow(1 - params.p_repeat_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_repeat_speed == 0.0):
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repeat_time = 0.0
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gain = exp(params.sound_vol) - 1.0
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sample_rate = params.sample_rate
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func prepare_values() -> void:
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elapsed_since_repeat = 0.0
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period = 100.0 / (params.p_base_freq * params.p_base_freq + 0.001)
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period_max = 100.0 / (params.p_freq_limit * params.p_freq_limit + 0.001)
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enable_frequency_cutoff = params.p_freq_limit > 0.0
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period_mult = 1.0 - pow(params.p_freq_ramp, 3.0) * 0.01
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period_mult_slide = -pow(params.p_freq_dramp, 3.0) * 0.000001
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duty_cycle = 0.5 - params.p_duty * 0.5
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duty_cycle_slide = -params.p_duty_ramp * 0.00005
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if (params.p_arp_mod >= 0.0):
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arpeggio_multiplier = 1.0 - pow(params.p_arp_mod, 2.0) * 0.9
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else:
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arpeggio_multiplier = 1.0 + pow(params.p_arp_mod, 2.0) * 10.0
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arpeggio_time = floor(pow(1.0 - params.p_arp_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_arp_speed == 1.0):
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arpeggio_time = 0
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func get_raw_buffer() -> Array:
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randomize()
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var fltp: float = 0.0
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var fltdp: float = 0.0
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var fltphp: float = 0.0
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var noise_buffer_length: int = 32
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var noise_buffer: Array = []
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for i in noise_buffer_length:
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noise_buffer.append(randf() * 2.0 - 1.0)
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var envelope_stage: int = 0
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var envelope_elapsed: float = 0.0
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var vibrato_phase: float = 0.0
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var phase: int = 0
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var ipp: int = 0
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var flanger_buffer_length: int = 1024
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var flanger_buffer: Array = []
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for i in flanger_buffer_length:
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flanger_buffer.append(0.0)
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var _buffer: Array = []
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var sample_sum: float = 0.0
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var num_summed: float = 0.0
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var summands: int = floor(44100.0 / sample_rate)
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var t: float = -1.0
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while t < INF:
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t += 1
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# Repeats
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elapsed_since_repeat += 1.0
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if (repeat_time != 0.0 and elapsed_since_repeat >= repeat_time):
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prepare_values()
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# Arpeggio (single)
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if (arpeggio_time != 0 and t >= arpeggio_time):
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arpeggio_time = 0
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period *= arpeggio_multiplier
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# Frequency slide, and frequency slide slide!
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period_mult += period_mult_slide
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period *= period_mult
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if (period > period_max):
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period = period_max
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if (enable_frequency_cutoff):
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break
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# Vibrato
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var rfperiod: float = period
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if (vibrato_amplitude > 0.0):
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vibrato_phase += vibrato_speed
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rfperiod = period * (1.0 + sin(vibrato_phase) * vibrato_amplitude)
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var iperiod: int = floor(rfperiod)
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if (iperiod < SfxrGlobals.OVERSAMPLING):
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iperiod = SfxrGlobals.OVERSAMPLING
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# Square wave duty cycle
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duty_cycle = duty_cycle + duty_cycle_slide
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if (duty_cycle > 0.5):
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duty_cycle = 0.5
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elif (duty_cycle < 0.0):
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duty_cycle = 0.0
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# Volume envelope
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envelope_elapsed += 1.0
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if (envelope_elapsed > envelope_length[envelope_stage]):
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envelope_elapsed = 0.0
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envelope_stage += 1.0
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if (envelope_stage > 2.0):
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break
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if (envelope_length[envelope_stage] == 0):
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continue
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var env_vol: float = 0.0
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var envf: float = envelope_elapsed / envelope_length[envelope_stage]
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if (envelope_stage == 0.0): # Attack
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env_vol = envf
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elif (envelope_stage == 1.0): # Sustain
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env_vol = 1.0 + (1.0 - envf) * 2.0 * envelope_punch
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else: # Decay
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env_vol = 1.0 - envf
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# Flanger step
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flanger_offset += flanger_offset_slide
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var iphase: int = abs(floor(flanger_offset))
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if (iphase > 1023):
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iphase = 1023
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if (flthp_d != 0.0):
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flthp = flthp * flthp_d
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if (flthp > 0.1):
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flthp = 0.1
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elif (flthp < 0.00001):
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flthp = 0.00001
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# 8x Oversampling
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var sample: float = 0.0
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for i in SfxrGlobals.OVERSAMPLING:
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var sub_sample: float = 0.0
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phase += 1
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if (phase >= iperiod):
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phase %= iperiod
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if (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
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for j in noise_buffer_length:
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noise_buffer[i] = randf() * 2.0 - 1.0
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# Base waveform
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var fp: float = float(phase) / float(iperiod)
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if (wave_shape == SfxrGlobals.WAVE_SHAPES.SQUARE):
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if (fp < duty_cycle):
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sub_sample = 0.5
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else:
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sub_sample = -0.5
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elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SAWTOOTH):
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if (fp < duty_cycle):
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sub_sample = -1.0 + 2.0 * fp / duty_cycle
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else:
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sub_sample = 1.0 - 2.0 * (fp - duty_cycle) / (1 - duty_cycle)
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elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SINE):
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sub_sample = sin(fp * 2.0 * PI)
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elif (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
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sub_sample = noise_buffer[int(floor(phase * 32.0 / iperiod))]
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else:
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printerr("ERROR: Bad wave type: " + str(wave_shape))
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sub_sample = 0
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# Low-pass filter
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var pp: float = fltp
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fltw *= fltw_d
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if (fltw > 0.1):
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fltw = 0.1
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elif (fltw < 0.0):
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fltw = 0.0
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if (enable_low_pass_filter):
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fltdp += (sub_sample - fltp) * fltw
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fltdp -= fltdp * fltdmp
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else:
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fltp = sub_sample
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fltdp = 0.0
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fltp += fltdp
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# High-pass filter
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fltphp += fltp - pp
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fltphp -= fltphp * flthp
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sub_sample = fltphp
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# Flanger
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flanger_buffer[ipp & 1023] = sub_sample
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sub_sample += flanger_buffer[(ipp - iphase + 1024) & 1023]
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ipp = (ipp + 1) & 1023
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# Final accumulation and envelope application
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sample += sub_sample * env_vol
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# Accumulate samples appropriately for sample rate
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sample_sum += sample
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num_summed += 1.0
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if (num_summed >= summands):
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num_summed = 0.0
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sample = sample_sum / summands
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sample_sum = 0.0
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else:
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continue
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sample = sample / SfxrGlobals.OVERSAMPLING * SfxrGlobals.MASTER_VOLUME
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sample *= gain
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sample = floor((sample + 1) * 128)
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if (sample > 255):
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sample = 255;
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elif (sample < 0):
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sample = 0
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sample += 128
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if sample > 255:
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sample -= 255
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_buffer.append(sample)
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return _buffer
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func build_sample(stream_player):
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init_params(stream_player)
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var sample: AudioStreamWAV = stream_player.stream
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if (not sample):
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stream_player.stream = AudioStreamWAV.new()
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sample = stream_player.stream
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sample.mix_rate = sample_rate
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sample.data = PackedByteArray(get_raw_buffer())
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return sample
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