@glissade/sfx 0.5.0-pre.2

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@@ -0,0 +1,122 @@
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+ import { AudioClip } from "@glissade/core";
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+
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+ //#region src/index.d.ts
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+
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+ declare class SfxError extends Error {
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+ constructor(message: string);
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+ }
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+ type SfxWaveform = 'square' | 'saw' | 'sine' | 'noise';
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+ /** The synth's knob set. Times are seconds; frequencies Hz; levels 0..1. */
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+ interface SfxrParams {
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+ waveform: SfxWaveform;
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+ /** linear fade-in */
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+ attack: number;
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+ /** flat hold at full level */
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+ sustain: number;
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+ /** linear fade-out to silence */
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+ decay: number;
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+ /** pitch at t=0 */
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+ startFreq: number;
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+ /** linear pitch glide, Hz per second (may be negative) */
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+ slide?: number;
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+ /** square-wave duty cycle, 0..1; ignored by other waveforms. Default 0.5 */
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+ duty?: number;
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+ /** output level, 0..1. Default 1 */
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+ volume?: number;
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+ /** one-shot arpeggio: after `arpTime` s, multiply the base pitch by this */
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+ arpMul?: number;
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+ arpTime?: number;
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+ /** deterministic seed for the noise waveform. Default a fixed constant. */
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+ noiseSeed?: number;
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+ /** render sample rate. Default 44100 */
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+ sampleRate?: number;
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+ }
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+ /**
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+ * Render params to mono Int16 PCM. Pure and platform-stable: only IEEE-754
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+ * float math + the seeded RNG, quantized to Int16 last (the determinism
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+ * boundary), so the same params yield byte-identical samples everywhere.
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+ */
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+ declare function renderSfxr(params: SfxrParams): Int16Array;
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+ /** Standard 44-byte mono 16-bit PCM WAV. Deterministic byte-for-byte. */
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+ declare function encodeWavMono(samples: Int16Array, sampleRate?: number): Uint8Array;
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+ type SfxPreset = 'click' | 'tap' | 'pop' | 'whoosh' | 'success' | 'error' | 'type' | 'select' | 'coin' | 'blip';
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+ /** The ten built-in voices. Frozen so a render is a pure function of the id. */
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+ declare const PRESETS: Readonly<Record<SfxPreset, Readonly<SfxrParams>>>;
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+ /** Every preset id, in declaration order. */
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+ declare const SFX_PRESETS: readonly SfxPreset[];
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+ interface SfxVoiceRef {
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+ id: string;
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+ }
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+ /**
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+ * A renderable bank of effect voices. `version()` feeds the prepare-step cache
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+ * key (bump to invalidate committed WAVs); `render()` returns committable audio
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+ * bytes for one voice. Bring your own (a different synth, a studio-rendered
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+ * pack) by implementing these three members.
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+ */
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+ interface SfxSource {
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+ readonly id: string;
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+ version(): string;
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+ voices(): SfxVoiceRef[];
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+ /** committable audio bytes (WAV) for one voice id */
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+ render(voiceId: string): Uint8Array;
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+ }
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+ /** The clean-room procedural source over the ten built-in presets. */
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+ declare function sfxrSource(opts?: {
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+ sampleRate?: number;
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+ }): SfxSource;
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+ /** A sample pack: pre-rendered audio with MANDATORY license + provenance. */
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+ interface SfxSamplePack {
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+ id: string;
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+ /** SPDX id or license name — REQUIRED so nothing unlicensed ships silently */
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+ license: string;
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+ /** where the samples came from — REQUIRED provenance */
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+ source: string;
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+ /** voice id → audio bytes (WAV) */
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+ samples: Record<string, Uint8Array>;
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+ }
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+ /**
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+ * A source backed by committed sample files. License + source are mandatory and
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+ * validated at construction (a hard throw, like validateMusicTiming) — the
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+ * SuperDirt/lessac lesson: unlicensed audio must never ship by omission.
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+ */
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+ declare function samplePackSource(pack: SfxSamplePack): SfxSource;
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+ /** FNV-1a 32-bit — a stable, deterministic string hash for voice seeding. */
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+ declare function hashStr(s: string): number;
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+ /** The committed WAV filename for a (source, voice) pair — used by both the
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+ * prepare step and the clip URLs, so they match by construction. */
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+ declare function sfxFileName(sourceId: string, voiceId: string): string;
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+ /**
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+ * Render every referenced voice once (deduped) — the prepare step's output, a
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+ * map of committed filename → WAV bytes.
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+ */
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+ declare function renderSfxAssets(source: SfxSource, voiceIds: Iterable<string>): Record<string, Uint8Array>;
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+ /** One placed effect: a voice at a timeline second, with an optional gain. */
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+ interface SfxHit {
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+ voice: string;
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+ /** timeline seconds — e.g. beats.at('beat', 0.2) */
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+ at: number;
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+ /** per-hit linear gain; default 1 */
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+ gain?: number;
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+ }
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+ interface SfxClipOptions {
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+ /** base url prefixing each committed WAV; default '.' */
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+ baseUrl?: string;
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+ /** scene seed for the index-seeded variation; default 0 */
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+ seed?: number;
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+ /** ± playbackRate jitter fraction (0 = off); e.g. 0.06 = ±6% pitch */
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+ jitterRate?: number;
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+ /** ± gain jitter fraction (0 = off) */
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+ jitterGain?: number;
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+ /** overall gain applied on top of each hit's gain; default 1 */
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+ gain?: number;
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+ }
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+ /**
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+ * Place hits as AudioClips for the timeline's `audio` array — one clip per hit
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+ * at `at`, referencing the committed WAV. Per-hit pitch/gain variation is
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+ * INDEX-SEEDED from core's `random` (seed ^ hash(source/voice) ^ index), so it
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+ * is a pure function of position: identical inputs → identical clip, and
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+ * re-evaluation out of order never drifts. Mirrors buildNarrationClips.
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+ */
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+ declare function buildSfxClips(hits: readonly SfxHit[], source: SfxSource, opts?: SfxClipOptions): AudioClip[];
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+ //#endregion
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+ export { PRESETS, SFX_PRESETS, SfxClipOptions, SfxError, SfxHit, SfxPreset, SfxSamplePack, SfxSource, SfxVoiceRef, SfxWaveform, SfxrParams, buildSfxClips, encodeWavMono, hashStr, renderSfxAssets, renderSfxr, samplePackSource, sfxFileName, sfxrSource };
package/dist/index.js ADDED
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+ import { random } from "@glissade/core";
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+ //#region src/index.ts
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+ /**
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+ * @glissade/sfx — sound effects, the determinism-safe way. A clean-room
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+ * procedural synth (sfxr-style: waveform + envelope + pitch slide + one-shot
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+ * arpeggio) renders byte-identical Int16 WAVs from a fixed param set — no
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+ * Math.random (the noise voice draws from core's seeded `random`), no
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+ * third-party synth code, so bundled effects are unambiguously license-clean.
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+ * Sample packs are supported too, but only with mandatory license + provenance.
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+ *
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+ * The render contract mirrors narration/music: effects are committed WAVs the
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+ * offline FFmpeg mix consumes. `buildSfxClips` places one AudioClip per hit,
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+ * with deterministic INDEX-SEEDED variation (pitch/gain) so repeated hits don't
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+ * sound machine-gun identical while staying a pure function of (seed, voice,
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+ * index) — re-evaluation never drifts.
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+ */
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+ var SfxError = class extends Error {
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+ constructor(message) {
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+ super(message);
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+ this.name = "SfxError";
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+ }
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+ };
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+ const DEFAULT_SAMPLE_RATE = 44100;
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+ const clamp = (v, lo, hi) => v < lo ? lo : v > hi ? hi : v;
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+ /**
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+ * Render params to mono Int16 PCM. Pure and platform-stable: only IEEE-754
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+ * float math + the seeded RNG, quantized to Int16 last (the determinism
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+ * boundary), so the same params yield byte-identical samples everywhere.
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+ */
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+ function renderSfxr(params) {
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+ const sr = params.sampleRate ?? DEFAULT_SAMPLE_RATE;
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+ const attack = Math.max(0, params.attack);
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+ const sustain = Math.max(0, params.sustain);
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+ const decay = Math.max(0, params.decay);
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+ const total = attack + sustain + decay;
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+ const n = Math.max(1, Math.round(total * sr));
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+ const out = new Int16Array(n);
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+ const slide = params.slide ?? 0;
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+ const duty = clamp(params.duty ?? .5, 0, 1);
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+ const volume = clamp(params.volume ?? 1, 0, 1);
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+ const noise = random((params.noiseSeed ?? 1831565813) >>> 0);
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+ let phase = 0;
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+ for (let i = 0; i < n; i++) {
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+ const t = i / sr;
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+ let base = params.startFreq;
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+ if (params.arpTime !== void 0 && params.arpMul !== void 0 && t >= params.arpTime) base *= params.arpMul;
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+ const freq = clamp(base + slide * t, 1, sr / 2);
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+ phase += freq / sr;
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+ phase -= Math.floor(phase);
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+ let s;
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+ switch (params.waveform) {
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+ case "square":
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+ s = phase < duty ? 1 : -1;
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+ break;
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+ case "saw":
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+ s = 2 * phase - 1;
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+ break;
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+ case "sine":
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+ s = Math.sin(2 * Math.PI * phase);
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+ break;
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+ case "noise":
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+ s = noise() * 2 - 1;
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+ break;
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+ }
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+ let amp;
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+ if (t < attack) amp = attack > 0 ? t / attack : 1;
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+ else if (t < attack + sustain) amp = 1;
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+ else amp = decay > 0 ? 1 - (t - attack - sustain) / decay : 0;
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+ amp = clamp(amp, 0, 1);
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+ const v = s * amp * volume;
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+ out[i] = clamp(Math.round(v * 32767), -32768, 32767);
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+ }
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+ return out;
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+ }
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+ /** Standard 44-byte mono 16-bit PCM WAV. Deterministic byte-for-byte. */
76
+ function encodeWavMono(samples, sampleRate = DEFAULT_SAMPLE_RATE) {
77
+ const dataLen = samples.length * 2;
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+ const buf = new ArrayBuffer(44 + dataLen);
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+ const dv = new DataView(buf);
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+ const str = (off, s) => {
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+ for (let i = 0; i < s.length; i++) dv.setUint8(off + i, s.charCodeAt(i));
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+ };
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+ str(0, "RIFF");
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+ dv.setUint32(4, 36 + dataLen, true);
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+ str(8, "WAVE");
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+ str(12, "fmt ");
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+ dv.setUint32(16, 16, true);
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+ dv.setUint16(20, 1, true);
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+ dv.setUint16(22, 1, true);
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+ dv.setUint32(24, sampleRate, true);
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+ dv.setUint32(28, sampleRate * 2, true);
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+ dv.setUint16(32, 2, true);
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+ dv.setUint16(34, 16, true);
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+ str(36, "data");
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+ dv.setUint32(40, dataLen, true);
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+ for (let i = 0; i < samples.length; i++) dv.setInt16(44 + i * 2, samples[i], true);
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+ return new Uint8Array(buf);
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+ }
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+ /** The ten built-in voices. Frozen so a render is a pure function of the id. */
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+ const PRESETS = Object.freeze({
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+ click: {
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+ waveform: "square",
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+ attack: .001,
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+ sustain: .004,
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+ decay: .03,
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+ startFreq: 1e3,
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+ slide: -1600,
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+ duty: .5,
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+ volume: .7
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+ },
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+ tap: {
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+ waveform: "sine",
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+ attack: .001,
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+ sustain: .004,
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+ decay: .05,
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+ startFreq: 560,
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+ slide: -700,
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+ volume: .6
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+ },
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+ pop: {
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+ waveform: "sine",
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+ attack: .001,
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+ sustain: .002,
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+ decay: .06,
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+ startFreq: 420,
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+ slide: 2600,
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+ volume: .7
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+ },
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+ whoosh: {
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+ waveform: "noise",
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+ attack: .04,
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+ sustain: .02,
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+ decay: .26,
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+ startFreq: 1,
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+ volume: .45
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+ },
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+ success: {
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+ waveform: "square",
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+ attack: .002,
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+ sustain: .05,
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+ decay: .18,
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+ startFreq: 660,
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+ arpMul: 1.5,
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+ arpTime: .09,
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+ duty: .5,
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+ volume: .55
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+ },
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+ error: {
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+ waveform: "saw",
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+ attack: .004,
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+ sustain: .06,
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+ decay: .22,
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+ startFreq: 320,
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+ slide: -260,
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+ volume: .5
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+ },
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+ type: {
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+ waveform: "square",
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+ attack: 5e-4,
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+ sustain: .003,
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+ decay: .018,
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+ startFreq: 1200,
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+ slide: -900,
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+ duty: .4,
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+ volume: .5
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+ },
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+ select: {
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+ waveform: "sine",
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+ attack: .001,
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+ sustain: .01,
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+ decay: .05,
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+ startFreq: 760,
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+ slide: 900,
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+ volume: .6
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+ },
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+ coin: {
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+ waveform: "square",
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+ attack: .001,
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+ sustain: .02,
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+ decay: .16,
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+ startFreq: 900,
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+ arpMul: 1.6,
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+ arpTime: .045,
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+ duty: .5,
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+ volume: .55
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+ },
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+ blip: {
188
+ waveform: "square",
189
+ attack: .001,
190
+ sustain: .012,
191
+ decay: .05,
192
+ startFreq: 880,
193
+ duty: .5,
194
+ volume: .6
195
+ }
196
+ });
197
+ /** Every preset id, in declaration order. */
198
+ const SFX_PRESETS = Object.freeze(Object.keys(PRESETS));
199
+ /** The clean-room procedural source over the ten built-in presets. */
200
+ function sfxrSource(opts = {}) {
201
+ const sr = opts.sampleRate ?? DEFAULT_SAMPLE_RATE;
202
+ return {
203
+ id: "sfxr",
204
+ version: () => `sfxr-1/${sr}`,
205
+ voices: () => SFX_PRESETS.map((id) => ({ id })),
206
+ render: (voiceId) => {
207
+ const preset = PRESETS[voiceId];
208
+ if (!preset) throw new SfxError(`unknown sfx preset '${voiceId}' (have: ${SFX_PRESETS.join(", ")})`);
209
+ return encodeWavMono(renderSfxr({
210
+ ...preset,
211
+ sampleRate: sr
212
+ }), sr);
213
+ }
214
+ };
215
+ }
216
+ /**
217
+ * A source backed by committed sample files. License + source are mandatory and
218
+ * validated at construction (a hard throw, like validateMusicTiming) — the
219
+ * SuperDirt/lessac lesson: unlicensed audio must never ship by omission.
220
+ */
221
+ function samplePackSource(pack) {
222
+ if (!pack.license) throw new SfxError(`sfx sample pack '${pack.id}' is missing a license (required)`);
223
+ if (!pack.source) throw new SfxError(`sfx sample pack '${pack.id}' is missing a source/provenance (required)`);
224
+ return {
225
+ id: `pack-${pack.id}`,
226
+ version: () => `${pack.id}@${pack.license}`,
227
+ voices: () => Object.keys(pack.samples).map((id) => ({ id })),
228
+ render: (voiceId) => {
229
+ const data = pack.samples[voiceId];
230
+ if (!data) throw new SfxError(`sfx sample pack '${pack.id}' has no sample '${voiceId}'`);
231
+ return data;
232
+ }
233
+ };
234
+ }
235
+ /** FNV-1a 32-bit — a stable, deterministic string hash for voice seeding. */
236
+ function hashStr(s) {
237
+ let h = 2166136261;
238
+ for (let i = 0; i < s.length; i++) {
239
+ h ^= s.charCodeAt(i);
240
+ h = Math.imul(h, 16777619);
241
+ }
242
+ return h >>> 0;
243
+ }
244
+ /** The committed WAV filename for a (source, voice) pair — used by both the
245
+ * prepare step and the clip URLs, so they match by construction. */
246
+ function sfxFileName(sourceId, voiceId) {
247
+ const safe = (s) => s.replace(/[^a-zA-Z0-9_-]/g, "-");
248
+ return `${safe(sourceId)}-${safe(voiceId)}.wav`;
249
+ }
250
+ /**
251
+ * Render every referenced voice once (deduped) — the prepare step's output, a
252
+ * map of committed filename → WAV bytes.
253
+ */
254
+ function renderSfxAssets(source, voiceIds) {
255
+ const out = {};
256
+ for (const v of new Set(voiceIds)) out[sfxFileName(source.id, v)] = source.render(v);
257
+ return out;
258
+ }
259
+ /**
260
+ * Place hits as AudioClips for the timeline's `audio` array — one clip per hit
261
+ * at `at`, referencing the committed WAV. Per-hit pitch/gain variation is
262
+ * INDEX-SEEDED from core's `random` (seed ^ hash(source/voice) ^ index), so it
263
+ * is a pure function of position: identical inputs → identical clip, and
264
+ * re-evaluation out of order never drifts. Mirrors buildNarrationClips.
265
+ */
266
+ function buildSfxClips(hits, source, opts = {}) {
267
+ const baseUrl = opts.baseUrl ?? ".";
268
+ const seed = opts.seed ?? 0;
269
+ const jitterRate = opts.jitterRate ?? 0;
270
+ const jitterGain = opts.jitterGain ?? 0;
271
+ const masterGain = opts.gain ?? 1;
272
+ return hits.map((hit, index) => {
273
+ const rng = random((seed ^ hashStr(`${source.id}/${hit.voice}`) ^ Math.imul(index + 1, 2654435769)) >>> 0);
274
+ const rate = 1 + (rng() * 2 - 1) * jitterRate;
275
+ const gainScale = 1 + (rng() * 2 - 1) * jitterGain;
276
+ const gain = (hit.gain ?? 1) * masterGain * gainScale;
277
+ const clip = {
278
+ asset: {
279
+ kind: "audio",
280
+ url: `${baseUrl}/${sfxFileName(source.id, hit.voice)}`
281
+ },
282
+ at: hit.at
283
+ };
284
+ if (jitterRate !== 0) clip.playbackRate = rate;
285
+ if (gain !== 1) clip.gain = { keys: [{
286
+ t: 0,
287
+ value: gain
288
+ }] };
289
+ return clip;
290
+ });
291
+ }
292
+ //#endregion
293
+ export { PRESETS, SFX_PRESETS, SfxError, buildSfxClips, encodeWavMono, hashStr, renderSfxAssets, renderSfxr, samplePackSource, sfxFileName, sfxrSource };
package/package.json ADDED
@@ -0,0 +1,29 @@
1
+ {
2
+ "name": "@glissade/sfx",
3
+ "version": "0.5.0-pre.2",
4
+ "description": "glissade sound effects: a clean-room procedural (sfxr-style) synth, license-checked sample packs, and deterministic index-seeded variation — committed WAVs feed the same offline FFmpeg mix as narration and music.",
5
+ "license": "Apache-2.0",
6
+ "type": "module",
7
+ "sideEffects": false,
8
+ "exports": {
9
+ ".": {
10
+ "types": "./dist/index.d.ts",
11
+ "default": "./dist/index.js"
12
+ }
13
+ },
14
+ "files": [
15
+ "dist"
16
+ ],
17
+ "dependencies": {
18
+ "@glissade/core": "0.5.0-pre.2"
19
+ },
20
+ "repository": {
21
+ "type": "git",
22
+ "url": "git+https://github.com/tyevco/glissade.git",
23
+ "directory": "packages/sfx"
24
+ },
25
+ "scripts": {
26
+ "build": "tsdown",
27
+ "typecheck": "tsc --noEmit"
28
+ }
29
+ }