"""Procedural chiptune SFX & music synthesis. No audio files - everything is generated into PCM buffers at startup.""" import array import math import random import pygame SR = 22050 # sample rate # note -> frequency NOTE = { "C": 261.63, "C#": 277.18, "D": 293.66, "D#": 311.13, "E": 329.63, "F": 349.23, "F#": 369.99, "G": 392.00, "G#": 415.30, "A": 440.00, "A#": 466.16, "B": 493.88, } def freq(note, octave): return NOTE[note] * (2 ** (octave - 4)) class Synth: """Builds Sound objects through pygame.mixer (falls back silently if no audio).""" def __init__(self): self.ok = False self.sounds = {} try: if not pygame.mixer.get_init(): pygame.mixer.init(SR, -16, 1, 512) self.ok = True except Exception: return self._rng = random.Random(7) self._build_all() self.music_channel = pygame.mixer.Channel(0) self.sfx_channels = [pygame.mixer.Channel(i) for i in range(1, 6)] self._ch_i = 0 # ---- sample builders ------------------------------------------------- @staticmethod def _env(n, attack=0.005, release=0.25): """Apply simple AD envelope to n samples.""" a = max(1, int(attack * SR)) r = max(1, int(release * SR)) out = [] for i in range(n): if i < a: v = i / a elif i > n - r: v = max(0.0, (n - i) / r) else: v = 1.0 out.append(v) return out @staticmethod def _wave(shape, phase, duty=0.5): p = phase % 1.0 if shape == "square": return 1.0 if p < duty else -1.0 if shape == "saw": return 2.0 * p - 1.0 if shape == "tri": return 4.0 * abs(p - 0.5) - 1.0 if shape == "noise": return 1.0 return math.sin(2 * math.pi * p) def tone(self, f, dur, vol=0.5, shape="square", slide=0.0, duty=0.5): """slide: freq multiplier change over duration (e.g. 0.7 sweeps down).""" n = max(1, int(SR * dur)) env = self._env(n) out = array.array("h") phase = 0.0 for i in range(n): t = i / n ff = f * (1.0 + (slide - 1.0) * t) phase += ff / SR v = self._wave(shape, phase, duty) * env[i] * vol out.append(int(max(-1.0, min(1.0, v)) * 32000)) return out def noise(self, dur, vol=0.35, lp=0.3, slide=1.0): """Filtered-ish noise burst. lp = lowpass smoothing (0..1).""" n = max(1, int(SR * dur)) env = self._env(n) out = array.array("h") acc = 0.0 for i in range(n): acc += (self._rng.uniform(-1, 1) - acc) * lp v = acc * env[i] * vol out.append(int(max(-1.0, min(1.0, v)) * 32000)) return out @staticmethod def _mix(*arrays): ln = max(len(a) for a in arrays) acc = [0] * ln for a in arrays: for i, v in enumerate(a): acc[i] += v peak = max(1, max(abs(v) for v in acc)) scale = 32000.0 / peak if peak > 32000 else 1.0 return array.array("h", (int(v * scale) for v in acc)) def _snd(self, name, samples): try: self.sounds[name] = pygame.mixer.Sound(buffer=samples.tobytes()) except Exception: self.sounds[name] = None # ---- all effects ----------------------------------------------------- def _build_all(self): self._snd("flipL", self.tone(180, 0.07, 0.5, "square", slide=0.7)) self._snd("flipR", self.tone(210, 0.07, 0.5, "square", slide=0.7)) self._snd("wall", self.tone(90, 0.045, 0.18, "square", duty=0.3)) self._snd("launch", self._mix( self.noise(0.28, 0.5, lp=0.25), self.tone(160, 0.3, 0.35, "saw", slide=1.9))) self._snd("drain", self.tone(500, 0.55, 0.5, "saw", slide=0.18)) self._snd("tick", self.tone(2400, 0.015, 0.12, "square")) # bumpers: pitched by combo (choose at play time via 'bump' variants) for i in range(12): f = 300 * (1.08 ** i) self._snd("bump%d" % i, self.tone(f, 0.16, 0.5, "square", slide=0.85)) self._snd("sling", self._mix( self.tone(700, 0.05, 0.4, "square", slide=0.5), self.tone(350, 0.09, 0.4, "saw", slide=0.8))) self._snd("star", self.tone(880, 0.12, 0.42, "tri", slide=1.5)) self._snd("starLit", self._mix( self.tone(660, 0.09, 0.4, "tri"), self.tone(990, 0.16, 0.4, "tri"))) # arpeggio helpers def arp(notes, step=0.11, vol=0.42): parts = [] for i, (nm, oc) in enumerate(notes): parts.append(self.tone(freq(nm, oc), step * 1.6, vol, "square", slide=1.1)) if i < len(notes) - 1: parts.append(array.array("h", [0]) * int(SR * step * 0.55)) return self._mix(*parts) if parts else array.array("h", [0]) self._snd("fever", arp([("C", 5), ("E", 5), ("G", 5), ("C", 6), ("E", 6), ("G", 6)], 0.09, 0.45)) self._snd("extra", arp([("C", 4), ("C", 5), ("G", 5), ("E", 5), ("C", 6)], 0.13, 0.5)) self._snd("milestone", arp([("C", 5), ("E", 5), ("A", 5), ("E", 6)], 0.1, 0.45)) self._snd("combo", arp([("A", 4), ("C", 5), ("E", 5)], 0.06, 0.35)) def seq(note_spec, step=0.13, vol=0.4, shape="square"): parts = [] for nm, oc in note_spec: parts.append(self.tone(freq(nm, oc), step * 1.35, vol, shape)) return self._mix(*parts) self._snd("gameover", seq( [("E", 5), ("C", 5), ("A", 4), ("F", 4), ("C", 4)], 0.24, 0.4, "saw")) self._snd("start", seq( [("C", 4), ("E", 4), ("G", 4), ("C", 5), ("E", 5), ("G", 5)], 0.09, 0.45)) self._snd("hi", seq([("C", 6), ("E", 6), ("G", 6), ("C", 7)], 0.08, 0.3, "tri")) self._build_music() def _build_music(self): """Two short generative loops: a dreamy menu loop and a bouncy play loop.""" # menu loop: soft arpeggio C - Am - F - G chords = [["C", "E", "G"], ["A", "C", "E"], ["F", "A", "C"], ["G", "B", "D"]] bass = [("C", 2), ("A", 2), ("F", 2), ("G", 2)] beat = 0.26 parts = [] for ci in range(4): n = int(SR * beat * 2) parts.append(self.tone(freq(bass[ci][0], bass[ci][1]), beat * 2.1, 0.22, "tri")) # melodic ripple over the chord for k in range(4): note = chords[ci][k % 3] f0 = freq(note, 4 if k < 2 else 5) parts.append(self.tone(f0, beat * 0.8, 0.14, "square", duty=0.4)) parts.append(array.array("h", [0]) * int(SR * beat * 0.2)) self._menu_music = self._mix(*parts) # play loop: bouncy 8th-note line C-C-G-G-A-A-G line = [("C", 4), ("C", 4), ("G", 4), ("G", 4), ("A", 4), ("A", 4), ("G", 4), ("E", 4)] bassp = [("C", 2), ("C", 2), ("G", 2), ("G", 2), ("A", 2), ("A", 2), ("E", 2), ("E", 2)] step = 0.16 parts = [] for i in range(16): nm, oc = line[i % 8] bn, bo = bassp[i % 8] parts.append(self.tone(freq(bn, bo), step * 1.8, 0.28, "tri")) parts.append(self.tone(freq(nm, oc), step * 1.3, 0.18, "square", duty=0.4)) if i % 2 == 1: parts.append(self.noise(0.03, 0.10, lp=0.15)) else: parts.append(array.array("h", [0]) * int(SR * step * 0.3)) self._play_music = self._mix(*parts) self._menu = pygame.mixer.Sound(buffer=self._menu_music.tobytes()) self._play = pygame.mixer.Sound(buffer=self._play_music.tobytes()) self._menu.set_volume(0.5) self._play.set_volume(0.45) # ---- playback -------------------------------------------------------- def play(self, name, vol=1.0, pitch_var=0): if not self.ok: return key = name if pitch_var: key = "%s%d" % (name, pitch_var) s = self.sounds.get(key) if s is None: s = self.sounds.get(name) if s is None: return ch = self.sfx_channels[self._ch_i] self._ch_i = (self._ch_i + 1) % len(self.sfx_channels) ch.set_volume(min(1.0, vol)) ch.play(s) def start_menu_music(self): if not self.ok: return self.music_channel.set_volume(0.8) self.music_channel.play(self._menu, loops=-1) def start_play_music(self): if not self.ok: return self.music_channel.set_volume(0.8) self.music_channel.play(self._play, loops=-1) def stop_music(self): if self.ok: self.music_channel.stop() def set_muted(self, m): self.muted = m if self.ok: self.music_channel.set_volume(0.0 if m else 0.8) def set_sfx_muted(self, m): self.sfx_muted = m if self.ok: for ch in self.sfx_channels: ch.set_volume(0.0 if m else 1.0)