-
Notifications
You must be signed in to change notification settings - Fork 0
/
default-instruments.zig
838 lines (779 loc) · 32.5 KB
/
default-instruments.zig
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
// Copyright © 2024 Jocelyn Turcotte <turcotte.j@gmail.com>
// SPDX-License-Identifier: CC0-1.0
const std = @import("std");
const math = std.math;
const ct = @import("ct");
const gba = ct.gba;
// We can't read the current state from the sound chip, so we have to keep a static copy
// here and update it every time before writing it to the sound chip so that instruments
// can update channels independently.
var sound_ctrl = gba.SoundCtrl.init();
const Fraction = struct {
num: u16,
de: u16,
fn apply(self: Fraction, freq: u32) u32 {
return freq * self.num / self.de;
}
fn reverse(self: Fraction) Fraction {
return .{ .num = self.de, .de = self.num };
}
};
// Approximation of semitone frequency ratios using integer fractions
// to avoid floating point operations on the GBA.
const semitone_ratios = [_]Fraction{
.{ .num = 1, .de = 1 },
.{ .num = 107, .de = 101 },
.{ .num = 55, .de = 49 },
.{ .num = 44, .de = 37 },
.{ .num = 160, .de = 127 },
.{ .num = 227, .de = 170 },
.{ .num = 239, .de = 169 },
.{ .num = 253, .de = 169 },
.{ .num = 227, .de = 143 },
.{ .num = 37, .de = 22 },
.{ .num = 98, .de = 55 },
.{ .num = 185, .de = 98 },
.{ .num = 2, .de = 1 },
};
fn semitones_steps(semitones: u32, accum: *u32) u32 {
const freq: u32 = accum.*;
accum.* = semitone_ratios[semitones].apply(freq);
return freq;
}
fn apply_semitone(freq: u32, semitone: i8) u32 {
const abs_semitone = @abs(semitone);
var r = semitone_ratios[abs_semitone % 12];
// Multiply the numerator by 2^(semitone/12) for octaves
r.num *= @shlExact(@as(u16, 1), @intCast(abs_semitone / 12));
if (semitone < 0) {
r = r.reverse();
}
return r.apply(freq);
}
fn arpeggio(freq: u32, t: u32, semitones: []const i8) u32 {
const semitone = semitones[t % semitones.len];
return apply_semitone(freq, semitone);
}
fn vibrato(delay: u32, p: u16, freq: u32, t: u32) u32 {
// Use almost half a semitone (0.475) amplitude for the delta triangle wave.
// This fixed ratio is smaller than one so use the inverse ratio to avoid floating points.
const inv_ratio = comptime @as(u32, @intFromFloat(math.round(1 / (math.pow(f32, 1.0594630943592953, 0.475) - 1))));
const a = freq / inv_ratio;
const delta = 1 + 4 * a / p * @abs(@mod((@mod(@as(i32, @intCast(t - delay)) - p / 4, p) + p), p) - p / 2) - a;
return freq + delta;
}
const ADSR = struct {
const State = enum {
attack,
decay,
sustain,
release,
};
level: i8 = 0,
state: State = State.attack,
attack_step: i8,
decay_step: i8,
sustain_level: i8,
release_step: i8,
/// Returns a new ADSR in the attack state using the provided envelope parameters:
/// `attack_step` is the increment per `frame` call from 0 to 15 during the attack state.
/// `decay_step` is the decrement from 15 to `sustain_level` during the decay state.
/// `sustain_level` is volume during the sustain state.
/// `release_step` is the decrement from `sustain_level` to 0 during the release state.
pub fn init(attack_step: i8, decay_step: i8, sustain_level: i8, release_step: i8) ADSR {
return ADSR{
.attack_step = attack_step,
.decay_step = decay_step,
.sustain_level = sustain_level,
.release_step = release_step,
};
}
/// Call this once per instrument frame
pub fn frame(self: *ADSR) u4 {
switch (self.state) {
.attack => {
self.level += self.attack_step;
if (self.level >= 15) {
self.state = State.decay;
self.level = 15;
}
},
.decay => {
self.level -= self.decay_step;
if (self.level <= self.sustain_level) {
self.state = State.sustain;
self.level = self.sustain_level;
}
},
.sustain => {},
.release => {
self.level -= self.release_step;
if (self.level < 0) {
// Re-use the state
self.state = State.sustain;
self.level = 0;
}
},
}
return @intCast(self.level);
}
/// Call this when the instrument is released
pub fn release(self: *ADSR) void {
self.state = State.release;
self.level = self.sustain_level;
}
/// Returns how many frames are needed to finish the release state after `release` is called.
pub fn frames_after_release(self: ADSR) u32 {
return self.sustain_level / self.release_step + 1;
}
};
const adsr_template = ADSR.init(0x8, 0x5, 0xa, 0x3);
var square1_adsr = ADSR{
.attack_step = 0,
.decay_step = 0,
.sustain_level = 0,
.release_step = 0,
};
var square2_adsr = ADSR{
.attack_step = 0,
.decay_step = 0,
.sustain_level = 0,
.release_step = 0,
};
var wave_adsr = ADSR{
.attack_step = 0,
.decay_step = 0,
.sustain_level = 0,
.release_step = 0,
};
//=== The instruments definition starts here ===//
/// This is a very basic instruments that holds the note until it's released.
const square1_1 = struct {
pub const id: [*:0]const u8 = "S1";
pub fn press(freq: u32, _: u8, _: i8, _: i8) callconv(.C) void {
// Reset the Sweep here since another instrument might have set it.
gba.Sweep.init().writeTo(gba.square1);
// Set the volume to 0xa out of 0xf (4 bits).
gba.EnvDutyLen.init()
.withEnvStart(0xa)
.withDuty(gba.dut_2_4)
.writeTo(gba.square1);
// Set the frequency and trigger the note, this also applies the envelope.
gba.CtrlFreq.init()
.withSquareFreq(freq)
.withTrigger(1)
.writeTo(gba.square1);
}
pub fn release(freq: u32, _: u8, _: u32) callconv(.C) void {
// Set a decreasing envelope from 0xa down to 0x0
// with a decrease of 1 per env clock (64Hz).
gba.EnvDutyLen.init()
.withEnvDir(gba.env_dec)
.withEnvStart(0xa)
.withEnvInterval(1)
.withDuty(gba.dut_2_4)
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withSquareFreq(freq)
.withTrigger(1)
.writeTo(gba.square1);
}
};
/// A square instrument with a vibrato effect.
const square1_2 = struct {
pub const id: [*:0]const u8 = "S2";
pub const param_0 = ct.Parameter{ .name = "Duty", .default = 2, .min = 0, .max = 3, .set_param = set_duty };
pub const param_1 = ct.Parameter{ .name = "VP Vibrato Period", .default = 12, .min = 2, .set_param = set_p };
pub const frames_after_release: u32 = adsr_template.frames_after_release();
var env_duty = gba.EnvDutyLen{ .duty = gba.dut_1_4 };
var p: u16 = 8;
fn set_duty(val: i8) callconv(.C) void {
env_duty.duty = @intCast(val);
}
fn set_p(val: i8) callconv(.C) void {
p = @max(1, @as(u16, @intCast(val)));
}
pub fn press(_: u32, _: u8, duty_val: i8, p_val: i8) callconv(.C) void {
set_duty(duty_val);
set_p(p_val);
square1_adsr = adsr_template;
gba.Sweep.init().writeTo(gba.square1);
}
pub fn release(_: u32, _: u8, _: u32) callconv(.C) void {
square1_adsr.release();
}
pub fn frame(freq: u32, _: u8, t: u32) callconv(.C) void {
const delay = 21;
env_duty
.withEnvStart(square1_adsr.frame())
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withSquareFreq(if (t > delay) vibrato(delay, p, freq, t) else freq)
.withTrigger(1)
.writeTo(gba.square1);
}
};
/// Using the length counter for a short bleep.
const square1_3 = struct {
pub const id: [*:0]const u8 = "S3";
pub const param_0 = ct.Parameter{ .name = "Duty", .default = 2, .min = 0, .max = 3 };
pub fn press(freq: u32, _: u8, p0: i8, _: i8) callconv(.C) void {
gba.Sweep.init().writeTo(gba.square1);
gba.EnvDutyLen.init()
.withDuty(@intCast(p0))
.withEnvDir(gba.env_dec)
.withEnvStart(0xa)
.withEnvInterval(1)
.withLength(48)
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withSquareFreq(freq)
.withTrigger(1)
.withLengthEnabled(1)
.writeTo(gba.square1);
}
};
/// An instrument alternating the duty cycle every 2 frames.
const square1_4 = struct {
pub const id: [*:0]const u8 = "S4";
pub const frames_after_release: u32 = adsr_template.frames_after_release();
pub fn press(_: u32, _: u8, _: i8, _: i8) callconv(.C) void {
square1_adsr = adsr_template;
gba.Sweep.init().writeTo(gba.square1);
}
pub fn release(_: u32, _: u8, _: u32) callconv(.C) void {
square1_adsr.release();
}
pub fn frame(freq: u32, _: u8, t: u32) callconv(.C) void {
const duties = [_]u2{
gba.dut_1_4,
gba.dut_2_4,
gba.dut_3_4,
gba.dut_2_4,
};
gba.EnvDutyLen.init()
.withDuty(duties[(t / 2) % duties.len])
.withEnvStart(square1_adsr.frame())
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withSquareFreq(freq)
.withTrigger(1)
.writeTo(gba.square1);
}
};
/// Sweep the frequency down with an automatic envelope.
const square1_5 = struct {
pub const id: [*:0]const u8 = "S5";
pub fn press(freq: u32, _: u8, _: i8, _: i8) callconv(.C) void {
gba.Sweep.init()
.withTime(2)
.withDir(gba.swe_dec)
.withShift(2)
.writeTo(gba.square1);
gba.EnvDutyLen.init()
.withDuty(gba.dut_2_4)
.withEnvStart(0xd)
.withEnvDir(gba.env_dec)
.withEnvInterval(2)
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withSquareFreq(freq)
.withTrigger(1)
.writeTo(gba.square1);
}
};
/// Example of an instrument that uses both square channels and applies a vibrato effect to both.
const square2_1 = struct {
pub const id: [*:0]const u8 = "T1";
pub const param_0 = ct.Parameter{ .name = "Detune (semitones)", .default = 4 };
// Keep calling frame until the envelope is finished
pub const frames_after_release: u32 = 13;
var steps: i8 = 0;
pub fn press(freq: u32, _: u8, p0: i8, _: i8) callconv(.C) void {
steps = p0;
gba.Sweep.init().writeTo(gba.square1);
(gba.EnvDutyLen{ .duty = gba.dut_3_4, .env_start = 10 })
.writeTo(gba.square1);
(gba.EnvDutyLen{ .duty = gba.dut_2_4, .env_start = 13 })
.writeTo(gba.square2);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(freq)
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(apply_semitone(freq, steps))
.writeTo(gba.square2);
}
pub fn frame(freq: u32, _: u8, t: u32) callconv(.C) void {
const delay = 14;
const p = 12;
if (t > delay) {
gba.CtrlFreq.init()
.withSquareFreq(vibrato(delay, p, freq, t))
.writeTo(gba.square1);
// Same vibrato parameters for the second square channel but phase it so that it's opposite.
gba.CtrlFreq.init()
.withSquareFreq(vibrato(delay + p / 2, p, apply_semitone(freq, steps), t))
.writeTo(gba.square2);
}
}
pub fn release(freq: u32, _: u8, _: u32) callconv(.C) void {
(gba.EnvDutyLen{ .duty = gba.dut_3_4, .env_interval = 1, .env_dir = gba.env_dec, .env_start = 10 })
.writeTo(gba.square1);
(gba.EnvDutyLen{ .duty = gba.dut_2_4, .env_interval = 1, .env_dir = gba.env_dec, .env_start = 13 })
.writeTo(gba.square2);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(freq)
.writeTo(gba.square1);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(apply_semitone(freq, steps))
.writeTo(gba.square2);
}
};
/// Arpeggio effect alternating between 3 tones based on the sequenced note.
const square2_2 = struct {
pub const id: [*:0]const u8 = "T2";
pub const param_0 = ct.Parameter{ .name = "A1 Arp 1. (semitones)", .default = 4 };
pub const param_1 = ct.Parameter{ .name = "A2 Arp 2. (semitones)", .default = 7 };
pub const frames_after_release: u32 = 24;
var semitones = [_]i8{ 0, 4, 7, 12 };
pub fn press(_: u32, _: u8, p0: i8, p1: i8) callconv(.C) void {
square2_adsr = adsr_template;
semitones[1] = p0;
semitones[2] = p1;
}
pub fn frame(freq: u32, _: u8, t: u32) callconv(.C) void {
gba.EnvDutyLen.init()
.withDuty(gba.dut_2_4)
.withEnvStart(square2_adsr.frame())
.writeTo(gba.square2);
gba.CtrlFreq.init()
.withSquareFreq(arpeggio(freq, t, &semitones))
.withTrigger(1)
.writeTo(gba.square2);
}
pub fn release(_: u32, _: u8, _: u32) callconv(.C) void {
square2_adsr.release();
}
};
/// Square instrument with a switch effect between the left and right channels.
const square2_3 = struct {
pub const id: [*:0]const u8 = "T3";
pub const param_0 = ct.Parameter{ .name = "LP (left pan period)", .default = 4 };
pub const param_1 = ct.Parameter{ .name = "RP (right pan period)", .default = 5 };
var left_p: u7 = 0;
var right_p: u7 = 0;
pub fn press(freq: u32, _: u8, p0: i8, p1: i8) callconv(.C) void {
left_p = @intCast(p0);
right_p = @intCast(p1);
(gba.EnvDutyLen{ .duty = gba.dut_2_4, .env_start = 13 })
.writeTo(gba.square2);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(freq)
.writeTo(gba.square2);
}
pub fn frame(_: u32, _: u8, t: u32) callconv(.C) void {
const u7t: u7 = @intCast(t);
// Every p0 frames, switch the square2 left channel.
if (u7t % left_p == 0)
sound_ctrl.square2_l ^= 1;
// Every p1 frames for the right.
if (u7t % right_p == 0)
sound_ctrl.square2_r ^= 1;
sound_ctrl.write();
}
pub fn release(freq: u32, _: u8, _: u32) callconv(.C) void {
(gba.EnvDutyLen{ .duty = gba.dut_2_4, .env_interval = 1, .env_dir = gba.env_dec, .env_start = 13 })
.writeTo(gba.square2);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(freq)
.writeTo(gba.square2);
// Re-enable left+right channels.
sound_ctrl.square2_l = 1;
sound_ctrl.square2_r = 1;
sound_ctrl.write();
}
};
/// Basic square instrument with a manual per frame envelope instead of using EnvDutyLen's automatic envelope.
const square2_4 = struct {
pub const id: [*:0]const u8 = "T4";
pub const frames_after_release: u32 = adsr_template.frames_after_release();
pub fn press(_: u32, _: u8, _: i8, _: i8) callconv(.C) void {
square2_adsr = adsr_template;
}
pub fn release(_: u32, _: u8, _: u32) callconv(.C) void {
square2_adsr.release();
}
pub fn frame(freq: u32, _: u8, _: u32) callconv(.C) void {
gba.EnvDutyLen.init()
.withDuty(gba.dut_3_4)
.withEnvStart(square2_adsr.frame())
.writeTo(gba.square2);
gba.CtrlFreq.init()
.withTrigger(1)
.withSquareFreq(freq)
.writeTo(gba.square2);
}
};
const wave_env_frames = [_]gba.WaveVolLen{
.{ .volume = gba.vol_75 },
.{ .volume = gba.vol_50 },
.{ .volume = gba.vol_25 },
.{ .volume = gba.vol_0 },
};
var wave_released_at: ?u32 = null;
fn wave_p(freq: u32, table: *const gba.WavTable) void {
gba.WaveRam.setTable(table);
gba.WaveVolLen.init()
.withVolume(gba.vol_100)
.writeTo(gba.wave);
gba.CtrlFreq.init()
.withWaveFreq(freq)
.withTrigger(1)
.writeTo(gba.wave);
wave_released_at = null;
}
fn wave_env_r(_: u32, _: u8, t: u32) callconv(.C) void {
wave_released_at = t;
}
fn wave_env_f(_: u32, _: u8, t: u32) callconv(.C) void {
if (wave_released_at) |r_frame| {
if (t - r_frame < wave_env_frames.len)
wave_env_frames[t - r_frame].writeTo(gba.wave);
}
}
/// Triangle wave
const wave_1 = struct {
pub const id: [*:0]const u8 = "W1";
const table = gba.wav(0x0123456789abcdeffedcba9876543210);
pub fn press(freq: u32, _: u8, _: i8, _: i8) callconv(.C) void {
wave_p(freq, &table);
}
pub const release = wave_env_r;
pub const frame = wave_env_f;
pub const frames_after_release: u32 = 4;
};
/// Bass-like wave sound when played at lower frequencies.
const wave_2 = struct {
pub const id: [*:0]const u8 = "W2";
const table = gba.wav(0x11235678999876679adffec985421131);
pub fn press(freq: u32, _: u8, _: i8, _: i8) callconv(.C) void {
wave_p(freq, &table);
}
pub const release = wave_env_r;
pub const frame = wave_env_f;
pub const frames_after_release: u32 = 4;
};
/// Arpeggio effect on a ramp-up wave shape.
const wave_3 = struct {
pub const id: [*:0]const u8 = "W3";
pub const param_0 = ct.Parameter{ .name = "A1 Arp 1. (semitones)", .default = 4 };
pub const param_1 = ct.Parameter{ .name = "A2 Arp 2. (semitones)", .default = 7 };
pub const frames_after_release: u32 = 4;
var semitones = [_]i8{ 0, 4, 7, 12 };
const table = gba.wav(0xdedcba98765432100000000011111111);
pub fn press(freq: u32, _: u8, p0: i8, p1: i8) callconv(.C) void {
wave_p(freq, &table);
semitones[1] = p0;
semitones[2] = p1;
}
pub fn frame(freq: u32, _: u8, t: u32) callconv(.C) void {
gba.CtrlFreq.init()
.withWaveFreq(arpeggio(freq, t, &semitones))
.writeTo(gba.wave);
if (wave_released_at) |r_frame| {
if (t - r_frame < wave_env_frames.len)
wave_env_frames[t - r_frame].writeTo(gba.wave);
}
}
pub const release = wave_env_r;
};
const wave_4 = struct {
pub const id: [*:0]const u8 = "W4";
const table = gba.wav(0xf0f0f0f0f0f0f0f0ff00ff00ff00ff00);
pub fn press(freq: u32, _: u8, _: i8, _: i8) callconv(.C) void {
wave_p(freq, &table);
}
pub const release = wave_env_r;
pub const frame = wave_env_f;
pub const frames_after_release: u32 = 4;
};
/// Sweep up a by number of semitones each frame.
/// `p0`: number of semitones to sweep up
const wave_5 = struct {
pub const id: [*:0]const u8 = "W5";
pub const frames_after_release: u32 = 16;
const table = gba.wav(0x0234679acdffffeeeeffffdca9764310);
var steps: u32 = 4;
var current_step_freq: u32 = 0;
pub fn press(freq: u32, _: u8, p0: i8, _: i8) callconv(.C) void {
gba.WaveRam.setTable(&table);
gba.WaveVolLen.init()
.withVolume(gba.vol_100)
.writeTo(gba.wave);
gba.CtrlFreq.init()
.withWaveFreq(freq)
.withTrigger(1)
.writeTo(gba.wave);
wave_released_at = 12;
steps = if (p0 == 0) 4 else @as(u32, @intCast(p0)) % 12;
current_step_freq = freq;
}
pub fn frame(_: u32, _: u8, t: u32) callconv(.C) void {
gba.CtrlFreq.init()
.withWaveFreq(semitones_steps(steps, ¤t_step_freq))
.writeTo(gba.wave);
if (wave_released_at) |r_frame| {
if (t - r_frame < wave_env_frames.len)
wave_env_frames[t - r_frame].writeTo(gba.wave);
}
}
};
/// A noise instrument with different pre-defined sounds per note.
const noise_1 = struct {
pub const id: [*:0]const u8 = "N1";
pub const frames_after_release: u32 = 15;
// Different sounds must update the sound chip over multiple frames but the sound is selected
// on press. So keep a slice to the selected static lifetime tables of register values so
// that the frame function can use it.
var env_frames: []const ?gba.EnvDutyLen = &.{};
var ctrl_frames: []const ?gba.NoiseCtrlFreq = &.{};
pub fn frame(_: u32, _: u8, t: u32) callconv(.C) void {
if (t < env_frames.len)
if (env_frames[t]) |reg|
reg.writeTo(gba.noise);
if (t < ctrl_frames.len)
if (ctrl_frames[t]) |reg|
reg.writeTo(gba.noise);
}
pub fn press(_: u32, note: u8, _: i8, _: i8) callconv(.C) void {
// Ignore the frequency but use the MIDI note number to select which sound to play.
switch (note % 12) {
0 => {
const Static = struct {
const env = .{
.{ .env_start = 7, .env_dir = gba.env_dec, .env_interval = 1 },
};
const ctrl = .{
.{ .freq = 1, .width = gba.wid_15, .freq_div = gba.div_8, .trigger = 1 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
1 => {
const Static = struct {
const env = .{
.{ .env_start = 10, .env_dir = gba.env_dec, .env_interval = 1 },
};
const ctrl = .{
.{ .freq = 7, .width = gba.wid_7, .freq_div = gba.div_16, .trigger = 1 },
.{ .freq = 6, .width = gba.wid_7, .freq_div = gba.div_16 },
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_16 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = gba.div_16 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
2 => {
const Static = struct {
const env = .{
.{ .env_start = 7, .env_dir = gba.env_dec, .env_interval = 2 },
};
const ctrl = .{
.{ .freq = 1, .width = gba.wid_15, .freq_div = gba.div_16, .trigger = 1 },
.{ .freq = 1, .width = gba.wid_15, .freq_div = gba.div_32 },
.{ .freq = 1, .width = gba.wid_15, .freq_div = gba.div_48 },
.{ .freq = 1, .width = gba.wid_15, .freq_div = gba.div_64 },
.{ .freq = 1, .width = gba.wid_15, .freq_div = gba.div_80 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
3 => {
const Static = struct {
const env = .{
.{ .env_start = 10, .env_dir = gba.env_dec, .env_interval = 1 },
};
const ctrl = .{
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_16, .trigger = 1 },
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_48 },
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_48 },
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_80 },
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_112 },
.{ .freq = 6, .width = gba.wid_15, .freq_div = gba.div_8 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
4 => {
const Static = struct {
const env = .{
.{ .env_start = 10, .env_dir = gba.env_dec, .env_interval = 2 },
};
const ctrl = .{
.{ .freq = 5, .width = gba.wid_7, .freq_div = gba.div_16, .trigger = 1 },
.{ .freq = 7, .width = gba.wid_7, .freq_div = gba.div_16 },
.{ .freq = 6, .width = gba.wid_7, .freq_div = gba.div_16 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = gba.div_8 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = gba.div_8 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = gba.div_16 },
.{ .freq = 4, .width = gba.wid_15, .freq_div = gba.div_16 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = gba.div_16 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
5 => {
const Static = struct {
const env = .{
.{ .env_start = 9, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 8, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 3, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 3, .env_dir = gba.env_dec, .env_interval = 4 },
null,
null,
null,
.{ .env_start = 6, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 4, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 2, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 0, .env_dir = gba.env_dec, .env_interval = 3 },
};
const ctrl = .{
.{ .freq = 0, .width = gba.wid_15, .freq_div = 4, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 6, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 3, .trigger = 1 },
null,
null,
null,
.{ .freq = 0, .width = gba.wid_15, .freq_div = 4, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
6 => {
const Static = struct {
const env = .{
.{ .env_start = 13, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 13, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 11, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 7, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 5, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 3, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 2, .env_dir = gba.env_dec, .env_interval = 1 },
.{ .env_start = 6, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 4, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 2, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 0, .env_dir = gba.env_dec, .env_interval = 3 },
};
const ctrl = .{
.{ .freq = 0, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 6, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 7, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 9, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 7, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 6, .width = gba.wid_15, .freq_div = 0, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 4, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
7 => {
const Static = struct {
const env = .{
.{ .env_start = 13, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 13, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 13, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 8, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 1, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 2, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 3, .env_dir = gba.env_dec, .env_interval = 3 },
.{ .env_start = 6, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 4, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 2, .env_dir = gba.env_dec, .env_interval = 0 },
.{ .env_start = 0, .env_dir = gba.env_dec, .env_interval = 3 },
};
const ctrl = .{
.{ .freq = 6, .width = gba.wid_15, .freq_div = 0, .trigger = 1 },
.{ .freq = 5, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 4, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 4, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 2, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 1, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 4, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 4, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 2, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
.{ .freq = 0, .width = gba.wid_15, .freq_div = 1, .trigger = 1 },
};
};
env_frames = &Static.env;
ctrl_frames = &Static.ctrl;
},
else => {
env_frames = &.{};
ctrl_frames = &.{};
},
}
}
};
/// A noise instrument that derives the sound parameters arbitrarily from the frequency.
const noise_2 = struct {
pub const id: [*:0]const u8 = "N2";
pub fn press(freq: u32, _: u8, _: i8, _: i8) callconv(.C) void {
gba.EnvDutyLen.init()
.withEnvStart(0xf)
.withEnvDir(gba.env_dec)
.withEnvInterval(1)
.writeTo(gba.noise);
// Use the frequency as input just so that different keys produce different sounds.
const gb_freq = gba.encodeSquareFreq(freq);
gba.NoiseCtrlFreq.init()
.withFreq(@truncate(gb_freq >> 4))
.withCounterWidth(gba.wid_15)
.withFreqDiv(@truncate(gb_freq))
.withTrigger(1)
.writeTo(gba.noise);
}
};
/// Instruments are compiled as executables but this is actually going to be executed like a library
/// entry point. Instruments structs register their functions as callback and they will
/// be called when needed after this function returns.
/// Instruments that are not registered are not visible to the application.
pub fn main() void {
ct.registerInstrument(square1_1, 0);
ct.registerInstrument(square1_2, 0);
ct.registerInstrument(square1_3, 0);
ct.registerInstrument(square1_4, 0);
ct.registerInstrument(square1_5, 0);
ct.registerInstrument(square2_1, 1);
ct.registerInstrument(square2_2, 1);
ct.registerInstrument(square2_3, 1);
ct.registerInstrument(square2_4, 1);
ct.registerInstrument(wave_1, 2);
ct.registerInstrument(wave_2, 2);
ct.registerInstrument(wave_3, 2);
ct.registerInstrument(wave_4, 2);
ct.registerInstrument(wave_5, 2);
ct.registerInstrument(noise_1, 3);
ct.registerInstrument(noise_2, 3);
}