Exemple #1
0
        /// <summary>
        /// Generate parameters for a random explosion sound.
        /// </summary>
        /// <returns>BFXR parameters.</returns>
        public static BfxrParameters Explosion()
        {
            var p = BfxrParameters.Default();

            p.Wave = BfxrWave.Noise;

            if (rand.NextDouble() < 0.5)
            {
                p.StartFrequency = randFloat(0.1, 0.4);
                p.Slide          = randFloat(-0.5, -0.1);
            }
            else
            {
                p.StartFrequency = randFloat(0.2, 0.7);
                p.Slide          = randFloat(-0.4, -0.2);
            }
            p.StartFrequency = p.StartFrequency * p.StartFrequency;
            if (rand.NextDouble() < 0.2)
            {
                p.Slide = 0;
            }
            if (rand.NextDouble() < 0.33)
            {
                p.RepeatSpeed = randFloat(0.3, 0.8);
            }

            p.SustainTime  = randFloat(0.1, 0.4);
            p.DecayTime    = randFloat(0, 0.5);
            p.SustainPunch = randFloat(0.2, 0.8);

            if (rand.NextDouble() < 0.5)
            {
                p.FlangerOffset = randFloat(-0.3, 0.6);
                p.FlangerSweep  = randFloat(-0.3, 0);
            }

            if (rand.NextDouble() < 0.33)
            {
                p.ChangeSpeed  = randFloat(0.6, 0.9);
                p.ChangeAmount = randFloat(-0.8, 0.8);
            }

            return(p);
        }
Exemple #2
0
        /// <summary>
        /// Generate parameters for a random coin pickup sound.
        /// </summary>
        /// <returns>BFXR parameters.</returns>
        public static BfxrParameters PickupCoin()
        {
            var p = BfxrParameters.Default();

            p.StartFrequency = randFloat(0.4, 0.9);
            p.SustainTime    = randFloat(0, 0.1);
            p.DecayTime      = randFloat(0.1, 0.5);
            p.SustainPunch   = randFloat(0.3, 0.6);

            if (rand.NextDouble() < 0.5)
            {
                p.ChangeSpeed = randFloat(0.5, 0.7);
                int numer = rand.Next(1, 8);
                int denom = numer + rand.Next(2, 9);
                p.ChangeAmount = (double)numer / (double)denom;
            }

            return(p);
        }
Exemple #3
0
        /// <summary>
        /// Generate parameters for a random laser shoot sound.
        /// </summary>
        /// <returns>BFXR parameters.</returns>
        public static BfxrParameters LaserShoot()
        {
            var p = BfxrParameters.Default();

            switch (rand.Next(0, 12) / 5)
            {
            case 0:
                p.Wave = BfxrWave.Square;
                break;

            case 1:
                p.Wave = BfxrWave.Saw;
                break;

            case 2:
                p.Wave = BfxrWave.Sine;
                break;
            }

            p.StartFrequency = randFloat(0.5, 1.0);
            p.MinFrequency   = Math.Max(0.2, p.StartFrequency - randFloat(0.2, 0.8));
            p.Slide          = randFloat(-0.35, -0.15);

            if (rand.NextDouble() < 0.33)
            {
                p.StartFrequency = randFloat(0, 0.6);
                p.MinFrequency   = randFloat(0, 0.1);
                p.Slide          = randFloat(-0.65, -0.35);
            }

            if (p.Wave == BfxrWave.Square)
            {
                if (rand.NextDouble() < 0.5)
                {
                    p.SquareDuty = randFloat(0, 0.5);
                    p.DutySweep  = randFloat(0, 0.2);
                }
                else
                {
                    p.SquareDuty = randFloat(0.4, 0.9);
                    p.DutySweep  = randFloat(-0.7, 0);
                }
            }

            p.SustainTime = randFloat(0.1, 0.3);
            p.DecayTime   = randFloat(0, 0.4);
            if (rand.NextDouble() < 0.5)
            {
                p.SustainPunch = randFloat(0, 0.3);
            }

            if (rand.NextDouble() < 0.33)
            {
                p.FlangerOffset = randFloat(0, 0.2);
                p.FlangerSweep  = randFloat(-0.2, 0);
            }

            if (rand.NextDouble() < 0.5)
            {
                p.HPFilterCutoff = randFloat(0, 0.3);
            }

            return(p);
        }
Exemple #4
0
        /// <summary>
        /// Generate parameters for a random hit or hurt sound.
        /// </summary>
        /// <returns>BFXR parameters.</returns>
        public static BfxrParameters HitHurt()
        {
            var p = BfxrParameters.Default();

            return(p);
        }
Exemple #5
0
        /// <summary>
        /// Generate parameters for a random powerup sound.
        /// </summary>
        /// <returns>BFXR parameters.</returns>
        public static BfxrParameters Powerup()
        {
            var p = BfxrParameters.Default();

            return(p);
        }