diff options
Diffstat (limited to 'internal/generator/theme_sounds.go')
| -rw-r--r-- | internal/generator/theme_sounds.go | 1196 |
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. |
