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-rw-r--r--internal/generator/theme_sounds.go1196
1 files changed, 42 insertions, 1154 deletions
diff --git a/internal/generator/theme_sounds.go b/internal/generator/theme_sounds.go
index 234a964..788a76a 100644
--- a/internal/generator/theme_sounds.go
+++ b/internal/generator/theme_sounds.go
@@ -2,8 +2,11 @@ package generator
import (
"encoding/json"
+ "fmt"
"html/template"
- "math"
+ "sync"
+
+ "codeberg.org/snonux/snonux/internal/generator/templates"
)
// melodyNote is a single note in a looping ambient melody.
@@ -79,1179 +82,64 @@ type themeSounds struct {
Ambient ambientSounds `json:"ambient,omitempty"`
}
-// ── basic note + chord helpers ─────────────────────────────────────
-
-// ns builds a note that rings for 'dur' but advances the sequencer by 'step',
-// so multiple voices appended back-to-back can overlap when dur > step.
-func ns(freq, dur, step float64) melodyNote {
- return melodyNote{Freq: freq, Dur: dur, Step: step}
-}
-
+// soundCache holds unmarshalled themeSounds indexed by theme name. It is
+// populated lazily on first access so repeated calls to loadThemeSounds are
+// essentially free.
var (
- intMajor3rd = math.Pow(2, 4.0/12)
- intMinor3rd = math.Pow(2, 3.0/12)
- intPerf5th = math.Pow(2, 7.0/12)
- intMinor7th = math.Pow(2, 10.0/12)
+ soundCache map[string]themeSounds
+ soundCacheMu sync.RWMutex
)
-func major(freq float64) [3]float64 {
- return [3]float64{freq, freq * intMajor3rd, freq * intPerf5th}
-}
-func minor(freq float64) [3]float64 {
- return [3]float64{freq, freq * intMinor3rd, freq * intPerf5th}
-}
-
-// ── voice builders ────────────────────────────────────────────────
-// Each builder returns a slice of notes appended back-to-back into a melody.
-// Because the engine advances time by note.Step (not note.Dur), notes with
-// dur > step ring through the next entries — that is how distinct "voices"
-// (bass, pad, lead) are stacked into one flat array.
-
-// hook turns explicit (freq, beats) pairs into a melodic phrase. A pair with
-// freq <= 0 OR beats <= 0 is treated as a rest, and its duration is folded
-// into the preceding note's step so the next real note triggers later. We
-// can't emit a zero-frequency rest entry because the JS engine substitutes
-// 440 Hz for falsy freq values, which would turn rests into audible tones.
-//
-// beat = seconds-per-quarter-note. dur multiplier of 1.0 = quarter note.
-func hook(beat float64, pairs ...float64) []melodyNote {
- out := make([]melodyNote, 0, len(pairs)/2)
- leadIn := 0.0
- for i := 0; i+1 < len(pairs); i += 2 {
- f, b := pairs[i], pairs[i+1]
- if f <= 0 || b <= 0 {
- silence := math.Abs(b) * beat
- if len(out) == 0 {
- leadIn += silence
- } else {
- out[len(out)-1].Step += silence
- }
+// initSoundCache eagerly loads every sounds.json from the embedded theme FS.
+// It is called lazily under soundCacheMu.
+func initSoundCache() {
+ soundCache = make(map[string]themeSounds)
+ for name := range getThemeSet() {
+ b, err := templates.ThemeSounds(name)
+ if err != nil {
continue
}
- step := b * beat
- // 0.92 leaves a small gap so repeated notes re-trigger cleanly.
- out = append(out, ns(f, step*0.92, step))
- }
- // A leading rest in a looped phrase is equivalent to a trailing delay on
- // the last note (the loop wraps), so push it onto the final note's step.
- if leadIn > 0 && len(out) > 0 {
- out[len(out)-1].Step += leadIn
- }
- return out
-}
-
-// padHold lays a chord triad as a long sustained pad. The three notes are
-// emitted back-to-back but each rings for almost the full duration, so they
-// pile into a held chord.
-func padHold(chord [3]float64, totalBeats, beat float64) []melodyNote {
- dur := totalBeats * beat
- return []melodyNote{
- ns(chord[0], dur*0.96, dur*0.34),
- ns(chord[1], dur*0.62, dur*0.33),
- ns(chord[2], dur*0.30, dur*0.33),
- }
-}
-
-// octaveBass: pumping synth-pop bassline — root, octave, root, fifth — over 4
-// quarter-notes. Iconic Outrun / "Take On Me" feel.
-func octaveBass(root, beat float64) []melodyNote {
- fifth := root * intPerf5th
- return []melodyNote{
- ns(root, beat*0.85, beat),
- ns(root*2, beat*0.85, beat),
- ns(root, beat*0.85, beat),
- ns(fifth, beat*0.85, beat),
- }
-}
-
-// palmMute: 8 chugging eighth-notes alternating root and fifth — heavy-metal
-// palm-mute feel (think Doom Eternal / Megadeth).
-func palmMute(root, beat float64) []melodyNote {
- out := make([]melodyNote, 0, 8)
- half := beat * 0.5
- fifth := root * intPerf5th
- for i := 0; i < 8; i++ {
- f := root
- if i == 4 || i == 6 {
- f = fifth
+ var s themeSounds
+ if err := json.Unmarshal(b, &s); err != nil {
+ continue
}
- out = append(out, ns(f, half*0.45, half))
- }
- return out
-}
-
-// arpUpDown: chord up-and-down across 8 sixteenths (1-3-5-8-5-3-1-3) — Mario
-// chiptune feel.
-func arpUpDown(chord [3]float64, beat float64) []melodyNote {
- s := beat * 0.5
- return []melodyNote{
- ns(chord[0], s*0.85, s), ns(chord[1], s*0.85, s),
- ns(chord[2], s*0.85, s), ns(chord[0]*2, s*0.85, s),
- ns(chord[2], s*0.85, s), ns(chord[1], s*0.85, s),
- ns(chord[0], s*0.85, s), ns(chord[1], s*0.85, s),
- }
-}
-
-// walkBass: jazz quarter-note walking pattern root → 3rd → 5th → 3rd.
-func walkBass(root, beat float64) []melodyNote {
- return []melodyNote{
- ns(root, beat*0.92, beat),
- ns(root*intMajor3rd, beat*0.92, beat),
- ns(root*intPerf5th, beat*0.92, beat),
- ns(root*intMajor3rd, beat*0.92, beat),
- }
-}
-
-// chromDesc: 8-note chromatic descent from 'top' — Bond / Pink Panther feel.
-func chromDesc(top, beat float64) []melodyNote {
- out := make([]melodyNote, 0, 8)
- step := beat * 0.5
- for i := 0; i < 8; i++ {
- f := top * math.Pow(2, -float64(i)/12.0)
- out = append(out, ns(f, step*0.6, step))
- }
- return out
-}
-
-// fanfareStab: a punchy orchestral chord-hit held across 'beats' beats.
-// Three voices land together because each rings for most of the duration.
-func fanfareStab(chord [3]float64, beats, beat float64) []melodyNote {
- dur := beats * beat
- return []melodyNote{
- ns(chord[0], dur*0.9, dur*0.34),
- ns(chord[1], dur*0.7, dur*0.33),
- ns(chord[2], dur*0.5, dur*0.33),
- }
-}
-
-// reverseKick: hardstyle reverse-bass effect — a sub-octave thump followed by
-// a short octave-up snap (the "wub" before the kick).
-func reverseKick(root, beat float64) []melodyNote {
- return []melodyNote{
- ns(root/2, beat*0.85, beat*0.5),
- ns(root, beat*0.45, beat*0.5),
- }
-}
-
-// bossaBass: bossa nova bass — dotted-quarter root, eighth fifth, repeat.
-func bossaBass(root, beat float64) []melodyNote {
- fifth := root * intPerf5th
- return []melodyNote{
- ns(root, beat*1.4, beat*1.5),
- ns(fifth, beat*0.45, beat*0.5),
- ns(root, beat*1.4, beat*1.5),
- ns(fifth, beat*0.45, beat*0.5),
- }
-}
-
-// dubSwell: very long sustained bass — held across the whole bar. Caller
-// passes the actual played frequency (no implicit octave-down) so we don't
-// drop below ~30 Hz, where most speakers reproduce nothing but clicks.
-func dubSwell(freq, beats, beat float64) []melodyNote {
- return []melodyNote{ns(freq, beats*beat*0.95, beats*beat)}
-}
-
-// alienSlide: 4 sliding atonal arpeggio notes spaced by minor-3rds and tritones.
-func alienSlide(root, beat float64) []melodyNote {
- tritone := math.Pow(2, 6.0/12)
- s := beat * 0.5
- return []melodyNote{
- ns(root, s*0.85, s),
- ns(root*intMinor3rd, s*0.85, s),
- ns(root*tritone, s*0.85, s),
- ns(root*intMinor7th, s*0.85, s),
- }
-}
-
-// concat flattens several voices into one note slice.
-func concat(parts ...[]melodyNote) []melodyNote {
- var out []melodyNote
- for _, p := range parts {
- out = append(out, p...)
- }
- return out
-}
-
-// ── drum patterns ─────────────────────────────────────────────────
-// Each is a 16-step bar (one entry per 16th-note at the preset BPM).
-
-func pat(names ...string) []string { return names }
-
-var (
- // Synth-pop punch — kick on 1+4+8, claps on 16.
- drumPop = pat("kick", "_", "hat", "kick", "snare", "_", "hat", "_", "kick", "kick", "hat", "_", "snare", "_", "hat", "clap")
- // Four-on-the-floor dance — kick every quarter, hat offbeat.
- drumFour = pat("kick", "_", "hat", "_", "kick", "_", "hat", "_", "kick", "_", "hat", "_", "kick", "_", "hat", "_")
- // Heavy rock — straight 4/4 with offbeat hats (Duke Nukem feel).
- drumRock = pat("kick", "_", "hat", "_", "snare", "_", "hat", "_", "kick", "_", "hat", "_", "snare", "_", "hat", "kick")
- // Industrial pulse — hammering double-kick, syncopated snare.
- drumPulse = pat("kick", "kick", "_", "hat", "snare", "_", "kick", "hat", "kick", "_", "_", "hat", "snare", "kick", "_", "hat")
- // Hardstyle — kick on every beat plus the offbeats (gabber).
- drumHardstyle = pat("kick", "_", "_", "kick", "kick", "_", "_", "kick", "kick", "_", "_", "kick", "kick", "kick", "_", "kick")
- // DnB amen-break — kick on 1+11, snare with ghosted "skips" on 4.
- drumDnb = pat("kick", "_", "hat", "kick", "snare", "hat", "_", "snare", "_", "kick", "hat", "_", "snare", "_", "hat", "kick")
- // Bossa nova clave (3-2 son) — Latin syncopation.
- drumBossa = pat("kick", "_", "hat", "_", "_", "_", "hat", "snare", "_", "kick", "hat", "_", "snare", "_", "hat", "_")
- // Boom-bap — hip-hop / film-noir groove.
- drumBoom = pat("kick", "_", "_", "hat", "snare", "_", "_", "hat", "_", "_", "kick", "hat", "snare", "_", "kick", "hat")
- // Dub — kick on 1, snare on 9, hi-hat on 16. Spacious.
- drumDub = pat("kick", "_", "_", "_", "_", "_", "_", "_", "snare", "_", "_", "_", "_", "_", "_", "hat")
- // Ambient — single soft kick + sparse clap. Mostly silence.
- drumAmbient = pat("kick", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "clap", "_", "_", "_")
- // March — kick/snare alternate, no hat (cosmos military feel).
- drumMarch = pat("kick", "_", "_", "_", "snare", "_", "_", "_", "kick", "_", "_", "_", "snare", "_", "_", "_")
- // Bell tolls — only deep kicks, very sparse (cathedral).
- drumBell = pat("kick", "_", "_", "_", "_", "_", "_", "_", "kick", "_", "_", "_", "_", "_", "_", "_")
- // Latin funk — busy clave with conga-like accents.
- drumLatin = pat("kick", "hat", "_", "hat", "snare", "kick", "hat", "_", "kick", "hat", "_", "hat", "snare", "_", "hat", "kick")
- // Chiptune — bouncy NES drum-machine: kick+snare on every other 16th.
- drumChip = pat("kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare")
- // Spy — sneaky offbeat snare with double-kick pickup.
- drumSpy = pat("kick", "_", "hat", "_", "_", "snare", "hat", "_", "kick", "kick", "hat", "_", "snare", "_", "hat", "snare")
- // Organic / biomech — irregular limb-like accents.
- drumOrganic = pat("kick", "_", "hat", "kick", "_", "snare", "kick", "_", "_", "kick", "hat", "_", "snare", "_", "kick", "hat")
- // Metal chug — double-kick galloping metal rhythm (plasma normal).
- drumChug = pat("kick", "kick", "_", "kick", "snare", "_", "kick", "_", "kick", "kick", "_", "kick", "snare", "kick", "kick", "kick")
- // Gated 80s electro — tight punchy clap on 5+13 (synthwave).
- drumElectro = pat("kick", "_", "_", "_", "clap", "_", "hat", "_", "kick", "kick", "_", "_", "clap", "_", "hat", "snare")
- // Wild rock — extra-busy version of drumRock for wild mode.
- drumRockWild = pat("kick", "kick", "hat", "kick", "snare", "_", "hat", "kick", "kick", "kick", "hat", "kick", "snare", "_", "hat", "kick")
-)
-
-// ── theme songs ───────────────────────────────────────────────────
-//
-// Each theme builds two ambient presets (normal + wild). Wild is the same
-// musical character as normal but faster, denser, brighter — never a
-// different song, so the listener always hears "the theme" intensifying.
-
-// ════════════════════════════════════════════════════════════════════
-// NEON – synth-pop banger, C major, Outrun pumping octave bass
-// ════════════════════════════════════════════════════════════════════
-func soundsNeon() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{523.25, 659.25, 783.99, 1046.5}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.055, 0.09, "sine"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 330, "square", 0.055, 0.11
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 523.25, 1046.5, 0.13, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 880, 261.63, 0.16, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 180, 90, 0.12, 0.1
-
- // Hook: sparkly major arpeggio that resolves down — C-E-G-C-A-G-E-C feel.
- beat := 0.4 // 150 BPM quarter
- mel := concat(
- octaveBass(130.81, beat), padHold(major(261.63), 4, beat),
- hook(beat, 1046.5, 0.5, 783.99, 0.5, 659.25, 0.5, 1046.5, 0.5,
- 880.00, 0.5, 783.99, 0.5, 659.25, 0.5, 523.25, 0.5),
- octaveBass(174.61, beat), padHold(major(349.23), 4, beat),
- hook(beat, 1396.92, 0.5, 1046.5, 0.5, 880.00, 0.5, 1396.92, 0.5,
- 1174.66, 0.5, 1046.5, 0.5, 880.00, 0.5, 698.46, 0.5),
- )
- wbeat := 0.273 // 220 BPM
- wmel := concat(
- octaveBass(261.63, wbeat), padHold(major(523.25), 4, wbeat),
- hook(wbeat, 1046.5, 0.25, 1318.5, 0.25, 1567.98, 0.25, 2093.0, 0.25,
- 1567.98, 0.25, 1318.5, 0.25, 1046.5, 0.25, 783.99, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.03, BPM: 150, Wave: "square",
- DroneFreqs: []float64{130.81, 196.00, 261.63}, Attack: 0.02, Release: 0.15,
- CutoffMin: 1200, CutoffMax: 5000, Drums: drumPop, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.06, BPM: 220, Wave: "square",
- DroneFreqs: []float64{130.81, 261.63, 392.00, 523.25}, Attack: 0.02, Release: 0.08,
- CutoffMin: 2000, CutoffMax: 7000, DetuneCents: 12, Drums: drumPop, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// TERMINAL – industrial techno, E minor, hammering pulse
-// ════════════════════════════════════════════════════════════════════
-func soundsTerminal() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{523.25, 659.25, 783.99}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.11, "square"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 800, "square", 0.045, 0.12
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 600, 1200, 0.12, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 900, 400, 0.14, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 200, 100, 0.1, 0.1
-
- // Hook: dissonant rising tritone stab — Hotline Miami / industrial menace.
- beat := 0.375 // 160 BPM
- mel := concat(
- palmMute(82.41, beat), padHold(minor(164.81), 4, beat),
- hook(beat, 329.63, 0.5, 392.00, 0.5, 466.16, 0.5, 329.63, 0.5,
- 466.16, 0.5, 622.25, 0.5, 466.16, 0.5, 329.63, 0.5),
- palmMute(110.00, beat), padHold(minor(220.00), 4, beat),
- hook(beat, 440.00, 0.5, 523.25, 0.5, 622.25, 0.5, 440.00, 0.5,
- 622.25, 0.5, 783.99, 0.5, 622.25, 0.5, 440.00, 0.5),
- )
- wbeat := 0.353 // 170 BPM, but denser stabs
- wmel := concat(
- palmMute(164.81, wbeat),
- hook(wbeat, 659.25, 0.25, 783.99, 0.25, 932.33, 0.25, 659.25, 0.25,
- 932.33, 0.25, 1244.51, 0.25, 932.33, 0.25, 659.25, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.03, BPM: 160, Wave: "sawtooth",
- DroneFreqs: []float64{82.41, 123.47, 164.81}, Attack: 0.02, Release: 0.1,
- CutoffMin: 1000, CutoffMax: 5000, Drums: drumPulse, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.065, BPM: 170, Wave: "sawtooth",
- DroneFreqs: []float64{82.41, 164.81, 246.94, 329.63}, Attack: 0.02, Release: 0.05,
- CutoffMin: 2000, CutoffMax: 7000, DetuneCents: 18, Drums: drumPulse, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// SYNTHWAVE – Carpenter Brut "Turbo Killer" anthem rock, A minor
-// ════════════════════════════════════════════════════════════════════
-func soundsSynthwave() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{196, 246.94, 293.66, 349.23}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.1, 0.1, "sine"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 164.81, "triangle", 0.09, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sine", 220, 440, 0.18, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 110, 0.17, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "sine", 150, 75, 0.14, 0.09
-
- // Driving Am-F-C-G with a sawtooth-stab lead riff. Action-rock not chill.
- beat := 0.4 // 150 BPM — punchy synth-anthem
- mel := concat(
- octaveBass(110.00, beat), padHold(minor(220.00), 4, beat),
- hook(beat, 880.00, 0.25, 1046.5, 0.25, 1318.5, 0.5, 1046.5, 0.25, 880.00, 0.25,
- 659.25, 0.5, 880.00, 0.5, 1046.5, 1.0),
- octaveBass(87.31, beat), padHold(major(174.61), 4, beat),
- hook(beat, 698.46, 0.25, 880.00, 0.25, 1046.5, 0.5, 880.00, 0.25, 698.46, 0.25,
- 523.25, 0.5, 698.46, 0.5, 880.00, 1.0),
- octaveBass(130.81, beat), padHold(major(261.63), 4, beat),
- hook(beat, 1046.5, 0.25, 1318.5, 0.25, 1567.98, 0.5, 1318.5, 0.25, 1046.5, 0.25,
- 783.99, 0.5, 1046.5, 0.5, 1318.5, 1.0),
- octaveBass(98.00, beat), padHold(major(196.00), 4, beat),
- hook(beat, 783.99, 0.25, 987.77, 0.25, 1174.66, 0.5, 987.77, 0.25, 783.99, 0.25,
- 587.33, 0.5, 783.99, 0.5, 987.77, 1.0),
- )
- wbeat := 0.316 // 190 BPM
- wmel := concat(
- octaveBass(220.00, wbeat),
- hook(wbeat, 1760.00, 0.25, 2093.0, 0.25, 2637.0, 0.25, 2093.0, 0.25,
- 1760.00, 0.25, 1318.5, 0.25, 1760.00, 0.25, 2093.0, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 150, Wave: "sawtooth",
- DroneFreqs: []float64{110.00, 174.61, 220.00}, Attack: 0.02, Release: 0.08,
- CutoffMin: 1200, CutoffMax: 5500, Drums: drumElectro, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.065, BPM: 190, Wave: "sawtooth",
- DroneFreqs: []float64{220.00, 349.23, 440.00, 523.25}, Attack: 0.02, Release: 0.05,
- CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 14, Drums: drumElectro, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// PLASMA – Doom Eternal djent, F# minor, drop-tuned palm-mute chug
-// ════════════════════════════════════════════════════════════════════
-func soundsPlasma() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{369.99, 493.88, 587.33, 739.99}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.055, 0.09, "sine"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 246.94, "square", 0.055, 0.11
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sine", 370, 740, 0.14, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 740, 246.94, 0.17, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 120, 60, 0.1, 0.1
-
- // Djent: low palm-mute chugs against a screaming high lead.
- beat := 0.4 // 150 BPM — heavy not blistering
- mel := concat(
- palmMute(46.25, beat), padHold(minor(92.50), 4, beat),
- hook(beat, 369.99, 0.5, 0, 0.5, 369.99, 0.5, 440.00, 0.5,
- 554.37, 0.5, 440.00, 0.5, 369.99, 1.0),
- palmMute(46.25, beat), padHold(minor(92.50), 4, beat),
- hook(beat, 369.99, 0.5, 440.00, 0.5, 554.37, 0.5, 739.99, 0.5,
- 659.25, 0.5, 554.37, 0.5, 440.00, 0.5, 369.99, 0.5),
- )
- wbeat := 0.333 // 180 BPM thrash
- wmel := concat(
- palmMute(92.50, wbeat),
- hook(wbeat, 739.99, 0.25, 880.00, 0.25, 1108.73, 0.25, 1480.00, 0.25,
- 1108.73, 0.25, 880.00, 0.25, 739.99, 0.25, 554.37, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 150, Wave: "square",
- DroneFreqs: []float64{46.25, 92.50, 138.59}, Attack: 0.01, Release: 0.08,
- CutoffMin: 800, CutoffMax: 5500, Drums: drumChug, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.07, BPM: 180, Wave: "square",
- DroneFreqs: []float64{46.25, 92.50, 138.59, 277.18}, Attack: 0.01, Release: 0.04,
- CutoffMin: 2400, CutoffMax: 8000, DetuneCents: 22, Drums: drumChug, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// BRUTALIST – Akira-style minimalist techno, C minor, concrete pulse
-// ════════════════════════════════════════════════════════════════════
-func soundsBrutalist() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{261.63, 329.63, 392.00, 523.25}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.1, "square"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.06, 0.11
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 440, 880, 0.15, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 660, 220, 0.15, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 200, 100, 0.1, 0.1
-
- // Hook: pulse-step bass with metallic stab leads. Cm-Ab-Gm-Fm.
- beat := 0.429 // 140 BPM driving
- mel := concat(
- palmMute(65.41, beat), padHold(minor(130.81), 4, beat),
- hook(beat, 523.25, 0.5, 0, 0.5, 622.25, 0.5, 0, 0.5,
- 783.99, 1.0, 622.25, 1.0),
- palmMute(51.91, beat), padHold(major(103.83), 4, beat),
- hook(beat, 415.30, 0.5, 0, 0.5, 622.25, 0.5, 0, 0.5,
- 830.61, 1.0, 622.25, 1.0),
- )
- wbeat := 0.375 // 160 BPM
- wmel := concat(
- palmMute(130.81, wbeat),
- hook(wbeat, 1046.5, 0.25, 1244.5, 0.25, 1567.98, 0.25, 1046.5, 0.25,
- 1244.5, 0.25, 1046.5, 0.25, 830.61, 0.25, 622.25, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 140, Wave: "sawtooth",
- DroneFreqs: []float64{65.41, 98.00, 130.81}, Attack: 0.02, Release: 0.1,
- CutoffMin: 1200, CutoffMax: 5500, Drums: drumPulse, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.075, BPM: 180, Wave: "sawtooth",
- DroneFreqs: []float64{65.41, 98.00, 130.81, 196.00}, Attack: 0.02, Release: 0.04,
- CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 20, Drums: drumPulse, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// VOLCANO – hardstyle / gabber, D minor, reverse-bass kicks
-// ════════════════════════════════════════════════════════════════════
-func soundsVolcano() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{293.66, 369.99, 440.00, 587.33}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 196, "triangle", 0.085, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 293.66, 587.33, 0.16, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 146.83, 0.18, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 130, 65, 0.12, 0.09
-
- // Reverse-bass + screech lead. Dm-Bb-F-C — classic hardstyle.
- beat := 0.4 // 150 BPM
- mel := concat(
- reverseKick(73.42, beat), reverseKick(73.42, beat),
- reverseKick(73.42, beat), reverseKick(73.42, beat),
- hook(beat, 587.33, 0.5, 698.46, 0.5, 880.00, 0.5, 1174.66, 0.5,
- 880.00, 0.5, 698.46, 0.5, 587.33, 1.0),
- reverseKick(58.27, beat), reverseKick(58.27, beat),
- reverseKick(87.31, beat), reverseKick(65.41, beat),
- hook(beat, 466.16, 0.5, 587.33, 0.5, 698.46, 0.5, 880.00, 0.5,
- 698.46, 0.5, 587.33, 0.5, 466.16, 1.0),
- )
- wbeat := 0.333 // 180 BPM
- wmel := concat(
- reverseKick(146.83, wbeat), reverseKick(146.83, wbeat),
- hook(wbeat, 1174.66, 0.25, 1396.92, 0.25, 1760.00, 0.25, 2349.32, 0.25,
- 1760.00, 0.25, 1396.92, 0.25, 1174.66, 0.25, 880.00, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 150, Wave: "sawtooth",
- DroneFreqs: []float64{73.42, 110.00, 146.83}, Attack: 0.01, Release: 0.08,
- CutoffMin: 1200, CutoffMax: 5500, Drums: drumHardstyle, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.07, BPM: 180, Wave: "sawtooth",
- DroneFreqs: []float64{73.42, 110.00, 146.83, 220.00}, Attack: 0.01, Release: 0.04,
- CutoffMin: 2400, CutoffMax: 8000, DetuneCents: 18, Drums: drumHardstyle, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// AURORA – arctic anthem rock, G major, soaring stadium lead
-// ════════════════════════════════════════════════════════════════════
-func soundsAurora() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{392.00, 493.88, 587.33, 783.99}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.09, "sine"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 261.63, "triangle", 0.085, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sine", 390, 780, 0.16, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 523, 196, 0.18, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 180, 90, 0.12, 0.09
-
- // Driving G-major anthem (G-Em-C-D) with a soaring fist-pump lead hook.
- beat := 0.462 // 130 BPM
- mel := concat(
- octaveBass(98.00, beat), padHold(major(196.00), 4, beat),
- hook(beat, 783.99, 0.5, 880.00, 0.5, 987.77, 0.5, 1174.66, 0.5,
- 987.77, 0.5, 880.00, 1.0, 783.99, 0.5),
- octaveBass(82.41, beat), padHold(minor(164.81), 4, beat),
- hook(beat, 659.25, 0.5, 783.99, 0.5, 880.00, 0.5, 987.77, 0.5,
- 880.00, 0.5, 783.99, 1.0, 659.25, 0.5),
- octaveBass(65.41, beat), padHold(major(130.81), 4, beat),
- hook(beat, 783.99, 0.5, 880.00, 0.5, 987.77, 0.5, 1174.66, 0.5,
- 1318.5, 1.0, 1174.66, 1.0),
- octaveBass(73.42, beat), padHold(major(146.83), 4, beat),
- hook(beat, 880.00, 0.5, 987.77, 0.5, 1174.66, 0.5, 1318.5, 0.5,
- 1174.66, 0.5, 987.77, 1.0, 880.00, 0.5),
- )
- wbeat := 0.353 // 170 BPM thrash anthem
- wmel := concat(
- octaveBass(196.00, wbeat),
- hook(wbeat, 1567.98, 0.25, 1760.00, 0.25, 1975.53, 0.25, 2349.32, 0.25,
- 1975.53, 0.25, 1760.00, 0.25, 1567.98, 0.25, 1318.5, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 130, Wave: "triangle",
- DroneFreqs: []float64{98.00, 146.83, 196.00}, Attack: 0.02, Release: 0.1,
- CutoffMin: 1200, CutoffMax: 5500, Drums: drumPop, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.065, BPM: 170, Wave: "sawtooth",
- DroneFreqs: []float64{98.00, 196.00, 293.66, 392.00}, Attack: 0.02, Release: 0.05,
- CutoffMin: 2200, CutoffMax: 7500, DetuneCents: 12, Drums: drumPop, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// MATRIX – liquid drum-and-bass, C minor, sub-bass + amen-break stabs
-// ════════════════════════════════════════════════════════════════════
-func soundsMatrix() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{261.63, 311.13, 392.00, 466.16}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.1, "square"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.055, 0.11
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 440, 880, 0.13, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 660, 220, 0.15, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 180, 90, 0.1, 0.1
-
- // Reese-bass + glitchy stabs. Cm-Ab-Bb-Cm.
- beat := 0.353 // 170 BPM DnB
- mel := concat(
- dubSwell(41.20, 4, beat), padHold(minor(130.81), 4, beat),
- hook(beat, 783.99, 0.25, 0, 0.25, 783.99, 0.5, 932.33, 0.5,
- 0, 0.5, 1046.5, 0.5, 932.33, 1.0),
- dubSwell(34.65, 4, beat), padHold(major(103.83), 4, beat),
- hook(beat, 622.25, 0.25, 0, 0.25, 622.25, 0.5, 783.99, 0.5,
- 0, 0.5, 932.33, 0.5, 783.99, 1.0),
- )
- wbeat := 0.333 // 180 BPM neurofunk
- wmel := concat(
- palmMute(65.41, wbeat),
- hook(wbeat, 1046.5, 0.25, 1244.5, 0.25, 1567.98, 0.25, 1244.5, 0.25,
- 1864.66, 0.25, 1567.98, 0.25, 1244.5, 0.25, 1046.5, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.03, BPM: 170, Wave: "sawtooth",
- DroneFreqs: []float64{32.70, 65.41, 130.81}, Attack: 0.02, Release: 0.1,
- CutoffMin: 1000, CutoffMax: 5500, DetuneCents: 6, Drums: drumDnb, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.07, BPM: 180, Wave: "sawtooth",
- DroneFreqs: []float64{65.41, 130.81, 196.00, 261.63}, Attack: 0.02, Release: 0.04,
- CutoffMin: 2200, CutoffMax: 8000, DetuneCents: 18, Drums: drumDnb, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// OCEAN – surf rock, E minor, Dick Dale tremolo guitar
-// ════════════════════════════════════════════════════════════════════
-func soundsOcean() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{329.63, 392.00, 493.88, 587.33}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 220, "sine", 0.08, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 329.63, 659.25, 0.18, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 493.88, 164.81, 0.18, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 140, 70, 0.12, 0.09
-
- // "Misirlou"-style tremolo-picked surf riff over driving rock drums.
- // Em-D-C-B7 with a chromatic descending phrygian lead.
- beat := 0.429 // 140 BPM
- mel := concat(
- palmMute(82.41, beat), padHold(minor(164.81), 4, beat),
- hook(beat, 659.25, 0.25, 698.46, 0.25, 783.99, 0.25, 698.46, 0.25,
- 659.25, 0.25, 622.25, 0.25, 587.33, 0.25, 523.25, 0.25,
- 493.88, 0.5, 587.33, 0.5, 659.25, 1.0),
- palmMute(73.42, beat), padHold(major(146.83), 4, beat),
- hook(beat, 587.33, 0.25, 622.25, 0.25, 698.46, 0.25, 622.25, 0.25,
- 587.33, 0.25, 523.25, 0.25, 493.88, 0.25, 440.00, 0.25,
- 493.88, 0.5, 587.33, 0.5, 659.25, 1.0),
- )
- wbeat := 0.353 // 170 BPM
- wmel := concat(
- palmMute(164.81, wbeat),
- hook(wbeat, 1318.5, 0.125, 1396.92, 0.125, 1567.98, 0.125, 1396.92, 0.125,
- 1318.5, 0.125, 1244.5, 0.125, 1174.66, 0.125, 1046.5, 0.125,
- 987.77, 0.25, 1174.66, 0.25, 1318.5, 0.5),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 140, Wave: "triangle",
- DroneFreqs: []float64{82.41, 130.81, 164.81}, Attack: 0.02, Release: 0.08,
- CutoffMin: 1500, CutoffMax: 6000, Drums: drumRock, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.065, BPM: 170, Wave: "sawtooth",
- DroneFreqs: []float64{82.41, 164.81, 246.94, 329.63}, Attack: 0.02, Release: 0.04,
- CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 14, Drums: drumRockWild, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// DOS – Duke Nukem 3D "Grabbag" lick, E minor, palm-muted metal
-// ════════════════════════════════════════════════════════════════════
-func soundsDos() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{261.63, 329.63, 392.00, 523.25}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.06, 0.08, "square"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.05, 0.11
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 440, 880, 0.14, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 660, 220, 0.15, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 180, 90, 0.1, 0.1
-
- // THE Lee Jackson Grabbag riff: E5 E5 G5 A5 | E5 E5 G5 A5 Bb5 A5 G5 E5
- // then drop down B4 D5 E5 ... Iconic 1996 PC-DOS metal.
- beat := 0.462 // 130 BPM
- const (
- E2, E3, B3 = 82.41, 164.81, 246.94
- E4, G4, A4 = 329.63, 392.00, 440.00
- Bb4, B4 = 466.16, 493.88
- )
- riff := []float64{
- E4, 0.5, E4, 0.5, G4, 0.5, A4, 0.5, // bar 1a
- E4, 0.5, E4, 0.5, G4, 0.5, A4, 0.5, // bar 1b
- B4, 0.5, A4, 0.5, G4, 0.5, E4, 0.5, // bar 2 — the climbs-then-drops hook
- Bb4, 0.5, A4, 0.5, G4, 0.5, E4, 0.5,
+ soundCache[name] = s
}
- mel := concat(
- palmMute(E2, beat), padHold([3]float64{E3, B3, E4}, 4, beat),
- hook(beat, riff...),
- )
- wbeat := 0.375 // 160 BPM thrash
- wmel := concat(
- palmMute(E3, wbeat),
- hook(wbeat, E4*2, 0.25, E4*2, 0.25, G4*2, 0.25, A4*2, 0.25,
- E4*2, 0.25, E4*2, 0.25, G4*2, 0.25, A4*2, 0.25,
- B4*2, 0.25, A4*2, 0.25, G4*2, 0.25, E4*2, 0.25,
- Bb4*2, 0.25, A4*2, 0.25, G4*2, 0.25, E4*2, 0.25),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 130, Wave: "square",
- DroneFreqs: []float64{82.41, 164.81, 246.94}, Attack: 0.01, Release: 0.08,
- CutoffMin: 1200, CutoffMax: 5500, Drums: drumRock, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.07, BPM: 160, Wave: "square",
- DroneFreqs: []float64{82.41, 164.81, 246.94, 329.63}, Attack: 0.01, Release: 0.04,
- CutoffMin: 2400, CutoffMax: 8000, DetuneCents: 12, Drums: drumRockWild, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// RETRO – 8-bit chiptune Mario bounce, A minor, NES arpeggios
-// ════════════════════════════════════════════════════════════════════
-func soundsRetro() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{220.00, 261.63, 329.63, 440.00}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.09, "sine"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 164.81, "triangle", 0.085, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 220, 440, 0.16, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 330, 110, 0.16, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 150, 75, 0.12, 0.09
-
- // Bouncy Am-F-G-Em arp lead — Mega Man action-platformer pace.
- beat := 0.4 // 150 BPM
- mel := concat(
- octaveBass(110.00, beat), arpUpDown(minor(220.00), beat),
- hook(beat, 880.00, 0.25, 1046.5, 0.25, 1318.5, 0.25, 1760.00, 0.25,
- 1318.5, 0.25, 1046.5, 0.25, 880.00, 0.25, 659.25, 0.25),
- octaveBass(87.31, beat), arpUpDown(major(174.61), beat),
- hook(beat, 698.46, 0.25, 880.00, 0.25, 1046.5, 0.25, 1396.92, 0.25,
- 1046.5, 0.25, 880.00, 0.25, 698.46, 0.25, 523.25, 0.25),
- octaveBass(98.00, beat), arpUpDown(major(196.00), beat),
- hook(beat, 783.99, 0.25, 987.77, 0.25, 1174.66, 0.25, 1567.98, 0.25,
- 1174.66, 0.25, 987.77, 0.25, 783.99, 0.25, 587.33, 0.25),
- octaveBass(82.41, beat), arpUpDown(minor(164.81), beat),
- hook(beat, 659.25, 0.25, 783.99, 0.25, 987.77, 0.25, 1318.5, 0.25,
- 987.77, 0.25, 783.99, 0.25, 659.25, 0.25, 493.88, 0.25),
- )
- wbeat := 0.316 // 190 BPM
- wmel := concat(
- octaveBass(220.00, wbeat),
- hook(wbeat, 1760.00, 0.125, 2093.0, 0.125, 2637.0, 0.125, 3520.0, 0.125,
- 2637.0, 0.125, 2093.0, 0.125, 1760.00, 0.125, 1318.5, 0.125,
- 880.00, 0.125, 1046.5, 0.125, 1318.5, 0.125, 1760.00, 0.125,
- 1318.5, 0.125, 1046.5, 0.125, 880.00, 0.125, 659.25, 0.125),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 150, Wave: "square",
- DroneFreqs: []float64{55.00, 110.00, 220.00}, Attack: 0.01, Release: 0.05,
- CutoffMin: 1500, CutoffMax: 6500, Drums: drumChip, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.07, BPM: 190, Wave: "square",
- DroneFreqs: []float64{110.00, 220.00, 329.63, 440.00}, Attack: 0.005, Release: 0.03,
- CutoffMin: 2500, CutoffMax: 8000, DetuneCents: 8, Drums: drumChip, Melody: wmel,
- }
- return s
-}
-
-// ════════════════════════════════════════════════════════════════════
-// COSMOS – Imperial March stomp, D minor, action fanfare
-// ════════════════════════════════════════════════════════════════════
-func soundsCosmos() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{293.66, 369.99, 440.00, 523.25}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.09, "sine"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 220, "triangle", 0.08, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 293.66, 587.33, 0.16, 0.1
- s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 146.83, 0.18, 0.09
- s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 150, 75, 0.12, 0.09
-
- // Imperial-March-style stomping brass fanfare at action tempo.
- beat := 0.4 // 150 BPM driving
- mel := concat(
- palmMute(73.42, beat), padHold(minor(146.83), 4, beat),
- hook(beat, 587.33, 0.75, 587.33, 0.25, 587.33, 0.5, 880.00, 0.5,
- 698.46, 0.25, 659.25, 0.25, 622.25, 0.25, 587.33, 0.25, 880.00, 1.0),
- palmMute(58.27, beat), padHold(major(116.54), 4, beat),
- hook(beat, 466.16, 0.75, 466.16, 0.25, 466.16, 0.5, 698.46, 0.5,
- 554.37, 0.25, 523.25, 0.25, 493.88, 0.25, 466.16, 0.25, 698.46, 1.0),
- palmMute(65.41, beat), padHold(minor(130.81), 4, beat),
- hook(beat, 523.25, 0.75, 523.25, 0.25, 523.25, 0.5, 783.99, 0.5,
- 622.25, 0.25, 587.33, 0.25, 554.37, 0.25, 523.25, 0.25, 783.99, 1.0),
- )
- wbeat := 0.333 // 180 BPM
- wmel := concat(
- palmMute(146.83, wbeat),
- hook(wbeat, 1174.66, 0.25, 1174.66, 0.25, 1396.92, 0.5, 1760.00, 0.5,
- 2349.32, 0.5, 2093.0, 0.25, 1760.00, 0.25, 1396.92, 0.5, 1174.66, 0.5),
- )
- s.Ambient.Normal = ambientPreset{
- Gain: 0.032, BPM: 150, Wave: "sawtooth",
- DroneFreqs: []float64{73.42, 110.00, 146.83}, Attack: 0.02, Release: 0.08,
- CutoffMin: 1200, CutoffMax: 5500, Drums: drumMarch, Melody: mel,
- }
- s.Ambient.Wild = ambientPreset{
- Gain: 0.07, BPM: 180, Wave: "sawtooth",
- DroneFreqs: []float64{73.42, 146.83, 220.00, 293.66}, Attack: 0.02, Release: 0.05,
- CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 16, Drums: drumChug, Melody: wmel,
- }
- return s
}
-// ════════════════════════════════════════════════════════════════════
-// RETROFUTURE – Tron / Daft Punk filter-square, E major
-// ════════════════════════════════════════════════════════════════════
-func soundsRetrofuture() themeSounds {
- var s themeSounds
- s.Splash.Freqs = []float64{329.63, 415.30, 493.88, 659.25}
- s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle"
- s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 246.94, "sine", 0.085, 0.1
- s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 329.63, 659.25, 0.