"Shot sounds sound like a toy" and "death sounds from ship are really cheap", and there was no arguing with either. The shot was a bare descending sine, which is the sound every toy ray gun has ever made. The death was one band of filtered noise with a sine under it - thin, and over before the eye had finished with the explosion. The synthesis is rewritten rather than tuned, because the shape was the problem: LAYERS, not a waveform. A bang is a crack, then a body, then a tail, and they have different lengths. One envelope over one source cannot be any of those things, so the explosions now run three clocks - the crack is done in a fifth of the length, the roar runs most of it, and sparse debris keeps falling afterwards so there is an aftermath rather than a stop. A SUB. Below about 80Hz is where "big" lives; without it an explosion is a hiss however loud you play it. Measured: 74% of a ship death's energy and 86% of a structure's now sits under 200Hz, against almost none before. SATURATION. Soft-clipping folds in harmonics, so a sound reads as loud rather than merely being loud - and stops peak normalisation flattening everything into the same quiet mush. DETUNED PARTIALS on the shot. Three of them at deliberately wrong ratios beat against each other and read as a mechanism; the single sine was the whole of the toy problem. A noise transient and a sub thump under it give it something to hit with. Lengths went up with the weight: the ship death from 0.85s to 1.45s and the structure from 1.6s to 2.3s, both audible to the end rather than gone in the first third.
169 lines
6.2 KiB
Python
169 lines
6.2 KiB
Python
#!/usr/bin/env python3
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"""Generates the game's sound effects, from scratch.
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Forgejo #146 asked for free SFX sources, and the ones worth using are listed
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in that ticket - Kenney's CC0 packs, OpenGameArt's CC0 sets, Freesound
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filtered to CC0. What ships here is synthesised instead, for one reason: a
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generated sound has no licence, no attribution to keep track of, and no
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binary in the repository whose provenance nobody can check a year from now.
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It also means the sounds are DATA rather than assets. If a shot is too sharp
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or an explosion too short, the fix is a number in this file and a re-run,
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not a hunt through a sound library.
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#150 and #151 are why the first pass was thrown away. "Shot sounds sound
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like a toy" and "death sounds from ship are really cheap", and both were
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fair: the shot was a bare descending sine, which is the sound every toy ray
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gun has ever made, and the death was one band of filtered noise with a sine
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under it - thin, and gone before the eye had finished with the explosion.
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What the rewrite adds, and why each part is there:
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* LAYERS, not a waveform. A real bang is a crack, then a body, then a
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tail, and they have different lengths. One envelope over one source
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cannot be any of those things.
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* A sub. Below about 80Hz is where "big" lives; without it an explosion is
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a hiss however loud it is played.
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* SATURATION. Soft-clipping folds in harmonics and stops the peak
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normalisation below from turning everything into the same quiet mush.
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* Detuned partials on the shot, so it is a machine rather than a flute -
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the single sine was the whole of the toy problem.
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Run: python3 audio/make_sfx.py
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"""
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import math
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import random
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import struct
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import wave
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RATE = 44100
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def _write(name, samples):
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peak = max(1e-9, max(abs(s) for s in samples))
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frames = b"".join(struct.pack("<h", int(max(-1.0, min(1.0, s / peak * 0.92)) * 32767))
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for s in samples)
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with wave.open("audio/%s.wav" % name, "w") as w:
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w.setnchannels(1)
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w.setsampwidth(2)
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w.setframerate(RATE)
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w.writeframes(frames)
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print("audio/%s.wav %5.2fs %7d bytes" % (name, len(samples) / RATE, len(frames)))
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def _decay(i, n, power):
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return (1.0 - i / n) ** power
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def _attack(i, seconds):
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"""A few milliseconds of ramp, so nothing starts on a click."""
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a = max(1, int(RATE * seconds))
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return min(1.0, i / a)
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def _saturate(x, drive):
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"""Soft clip. Adds the harmonics that make a sound read as loud rather
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than merely being loud."""
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return math.tanh(x * drive) / math.tanh(drive)
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def _mix(*layers):
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n = max(len(layer) for layer in layers)
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out = [0.0] * n
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for layer in layers:
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for i, v in enumerate(layer):
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out[i] += v
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return out
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def _noise(n, seed, cutoff_at):
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"""White noise through a one-pole low-pass whose cutoff is a function of
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position. Sweeping the cutoff down is what turns a hiss into a roar."""
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rng = random.Random(seed)
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out = []
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last = 0.0
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for i in range(n):
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cutoff = cutoff_at(i / n)
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last += cutoff * (rng.uniform(-1.0, 1.0) - last)
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out.append(last)
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return out
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def _sweep(n, start_hz, end_hz, curve=1.0):
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out = []
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phase = 0.0
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for i in range(n):
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t = (i / n) ** curve
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hz = start_hz * (end_hz / start_hz) ** t
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phase += 2.0 * math.pi * hz / RATE
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out.append(math.sin(phase))
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return out
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def shot(seconds=0.22):
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"""An energy weapon discharging: a bright transient, three detuned
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partials falling together, and a short sub thump under it.
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The partials are what stop it being a toy. One sine sliding down is a
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"pew"; three of them at slightly wrong ratios beat against each other
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and read as something with a mechanism inside it."""
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n = int(RATE * seconds)
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crack = [v * _decay(i, n, 14.0) * 0.5
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for i, v in enumerate(_noise(n, 11, lambda t: 0.85 - 0.5 * t))]
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body = [0.0] * n
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for ratio, level, curve in ((1.0, 0.6, 0.9), (1.49, 0.3, 1.05), (2.02, 0.18, 0.8)):
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part = _sweep(n, 900.0 * ratio, 190.0 * ratio, curve)
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for i, v in enumerate(part):
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body[i] += v * level * _decay(i, n, 2.6)
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sub = [v * _decay(i, n, 3.2) * 0.55
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for i, v in enumerate(_sweep(n, 220.0, 60.0, 0.7))]
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mixed = _mix(crack, body, sub)
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return [_saturate(v, 2.0) * _attack(i, 0.0015) for i, v in enumerate(mixed)]
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def explosion(seconds, sub_from, sub_to, roar_seed, debris_level, drive):
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"""A blast in three layers on three clocks: the crack is over in a
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fifth of a second, the roar runs most of the length, and the debris
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keeps falling afterwards."""
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n = int(RATE * seconds)
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crack_n = int(n * 0.18)
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crack = [v * _decay(i, crack_n, 5.0) * 0.9
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for i, v in enumerate(_noise(crack_n, 3, lambda t: 0.95 - 0.55 * t))]
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crack += [0.0] * (n - crack_n)
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roar = [v * _decay(i, n, 1.5)
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for i, v in enumerate(_noise(n, roar_seed, lambda t: 0.30 * (1.0 - t) ** 1.4 + 0.012))]
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# The sub is the size of the thing. It falls slowly and outlasts the
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# crack by a long way.
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sub = [v * _decay(i, n, 1.15) * 1.25
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for i, v in enumerate(_sweep(n, sub_from, sub_to, 0.55))]
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# Debris: sparse, dry ticks over the back half, so the sound has an
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# aftermath rather than simply stopping.
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rng = random.Random(roar_seed + 40)
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debris = [0.0] * n
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for _ in range(int(seconds * 34)):
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at = rng.randint(int(n * 0.25), n - 1)
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length = rng.randint(300, 1400)
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pitch = rng.uniform(140.0, 900.0)
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for k in range(min(length, n - at)):
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debris[at + k] += (math.sin(2.0 * math.pi * pitch * k / RATE)
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* (1.0 - k / length) ** 3.0
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* debris_level * rng.uniform(0.5, 1.0))
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mixed = _mix(crack, roar, sub, debris)
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return [_saturate(v, drive) * _attack(i, 0.001) for i, v in enumerate(mixed)]
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if __name__ == "__main__":
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_write("sfx_shot", shot())
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# A vessel coming apart: bright, fast, with real low end under it.
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_write("sfx_ship_death", explosion(1.45, 260.0, 38.0, 5, 0.16, 2.6))
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# A structure: longer, deeper, and it keeps coming down afterwards.
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_write("sfx_building_death", explosion(2.3, 150.0, 24.0, 9, 0.24, 3.1))
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