Пример #1
0
 public void ThreadBeep(double amplitude, double Frequency, int Duration, WaveTypes waveType, bool applyWaveTable = true, bool applyAdsr = true)
 {
     new Task(
         new Action(() =>
     {
         BeepBeepWave(amplitude, Frequency, Duration, waveType, applyWaveTable, applyAdsr);
     })).Start();
 }
Пример #2
0
 public float GetWaveYPos(Vector3 position, float timeSinceStart)
 {
     if (isMoving)
     {
         return(WaveTypes.SinXWave(position, speed, scale, waveDistance, noiseStrength, noiseWalk, timeSinceStart));
     }
     else
     {
         return(0f);
     }
 }
Пример #3
0
        public void appendWaveTypesMenu(WaveTypes it, ToolStripDropDown menu)
        {
            var u = this;

            Menu_AppendItem(
                menu,
                Utils.WaveTypesToStringR(it),
                ((_, __) =>
            {
                u.Wave = it; u.ExpireSolution(true);
            }),
                true, u.Wave == it);
        }
Пример #4
0
        /// <summary>
        /// Creates basic audio waves
        /// </summary>
        /// <param name="waveType"></param>
        /// <param name="waveAttributes"></param>
        /// <returns></returns>
        static public WaveChunk MakeWave(WaveTypes waveType, WaveAttributes waveAttributes)
        {
            switch (waveType)
            {
            case WaveTypes.SineWave:
                return(MakeSineWave(waveAttributes));

            case WaveTypes.Square:
                return(MakeSquareWave(waveAttributes));

            case WaveTypes.Sawtooth:
                return(MakeSawtooth(waveAttributes));

            case WaveTypes.Triangle:
                return(MakeTriangle(waveAttributes));

            case WaveTypes.WhiteNoise:
                return(MakeWhiteNoise(waveAttributes));

            default:
                throw new ArgumentException("Not a valid wave type");
            }
        }
Пример #5
0
        /// <summary>
        /// Amplitude on scale from 0.0 to 1.0
        /// </summary>
        /// <param name="amp"></param>
        /// <param name="Frequency"></param>
        /// <param name="Duration">msec</param>
        /// <param name="waveType"></param>
        public void BeepBeepWave(double amplitude, double Frequency, int Duration, WaveTypes waveType, bool applyWaveTable = true, bool applyAdsr = true)
        {
            double DeltaFT      = 2 * Math.PI * Frequency / 44100.0; // used for sinusoid generation
            int    freqPeriod   = (int)(44100 / Frequency);
            int    totalSamples = 441 * Duration / 10;
            short  Sample       = 0;
            int    Bytes        = totalSamples * 8;

            using (MemoryStream MS = new MemoryStream(Bytes))
            {
                using (BinaryWriter BW = new BinaryWriter(MS))
                {
                    waveType = WaveTypes.Sin;
                    //A =2;
                    double amplFreqPeriod = amplitude;// (A / freqPeriod); // used when doing 16 bit pcm wav
                    double dblSample      = 0;
                    for (int T = 0; T < totalSamples; T++)
                    {
                        if (waveType == WaveTypes.Triangle)
                        {
                            int tMod = T % freqPeriod; //triangle wave
                            if (tMod < freqPeriod / 2)
                            {
                                dblSample = (Math.Abs((T % freqPeriod) * (2 * amplFreqPeriod))); //
                            }
                            else
                            {
                                dblSample = amplitude - (Math.Abs((T % freqPeriod) * (amplFreqPeriod)));
                            }
                        }
                        else if (waveType == WaveTypes.Square)
                        {
                            dblSample = ((T % freqPeriod) < (amplFreqPeriod / 2) ? amplitude : 0);
                        }
                        else if (waveType == WaveTypes.RawWavetable)
                        {
                            dblSample = amplitude; // let wavetable apply shaping
                        }
                        else if (waveType == WaveTypes.Sin)
                        {
                            dblSample = 50 * DeltaFT + (amplitude * Math.Sin(DeltaFT * T)); //sine
                        }
                        else if (waveType == WaveTypes.Sawtooth)
                        {
                            dblSample = (Math.Abs((T % freqPeriod)) * (amplFreqPeriod)); //sawtooth wave
                        }
                        //apply wavetable synthesis
                        int waveTableIndex = 0;
                        if (applyWaveTable)
                        {
                            waveTableIndex = (int)(((double)WaveTable.Length) / ((double)freqPeriod)) * (T % freqPeriod);
                            dblSample     *= WaveTable[waveTableIndex];
                        }
                        if (applyAdsr)
                        {
                            // apply ADSR to overall waveform
                            waveTableIndex = (int)(T * (((double)AdsrTable.Length) / totalSamples)); // index into ADSR table = total # of samples / tableLength
                            dblSample     *= AdsrTable[waveTableIndex];
                        }
                        Single sSamp = System.Convert.ToSingle(dblSample);
                        //if (T % 1 == 0) System.Diagnostics.Debug.WriteLine(T + ": " + sSamp);

                        BW.Write(sSamp);
                        //BW.Write(sSamp);// (if writing 2 channels)
                    }
                    BW.Flush();
                    MS.Seek(0, SeekOrigin.Begin);
                    byte[] bytes = MS.ToArray();
                    //var waveFileReader = new RawSourceWaveStream(MS, WaveFormat.CreateIeeeFloatWaveFormat(44100,1));
                    var waveFileReader = new RawSourceWaveStream(bytes, 0, bytes.Length, msp.WaveFormat);
                    msp.AddMixerInput(waveFileReader);
                    //OutputDevice.Init(msp);
                    OutputDevice.Play();
                    System.Threading.Thread.Sleep(Duration);
                }
            } //memorystream
        }     //end function
Пример #6
0
 public static string WaveTypesToStringR(WaveTypes d) => d.ToString().Replace("_", " ");
        public void SpawnOneTick(EnemyStrength enemyStrength, ref ConcurrentQueue <SpawnObject> spawnQueue, WaveTypes waveType, float innerRadius = 1600f / 64f, float outerRadius = 2000f / 64f, float sideLength = 4000f / 64f)
        {
            EnemySpawnObject enemySpawn = new EnemySpawnObject();
            var rand    = new Random();
            var entropy = (float)rand.NextDouble();

            if (waveType == WaveTypes.Ring)
            {
                //Set enemy spawn using MATH POWAH
                //https://stackoverflow.com/questions/9048095/create-random-number-within-an-annulus

                //theta = random.uniform(0,2*pi)
                float theta = (float)rand.NextDouble() * (float)Math.PI * 2f;
                //A = 2/(r_max*r_max - r_min*r_min)
                float A = 2 / (outerRadius * outerRadius - innerRadius * innerRadius);
                //r = sqrt(2*random.uniform(0,1)/A + r_min*r_min)
                float r = (float)Math.Sqrt(
                    2 * rand.NextDouble() / (double)A + (double)innerRadius * (double)outerRadius);
                var spawnPosition = new Vector2(r * (float)Math.Cos(theta), r * (float)Math.Sin(theta));
                enemySpawn.InitialPosition = spawnPosition;
            }
            else if (waveType == WaveTypes.Corners)
            {
                var entropy2 = (float)rand.NextDouble();
                if (entropy2 >= .5)
                {
                    if (entropy >= .5)
                    {
                        enemySpawn.InitialPosition = new Vector2(sideLength / 2 + entropy, sideLength / 2 + entropy);
                    }
                    else
                    {
                        enemySpawn.InitialPosition = new Vector2(-sideLength / 2 + entropy, -sideLength / 2 + entropy);
                    }
                }
                else
                {
                    if (entropy >= .5)
                    {
                        enemySpawn.InitialPosition = new Vector2(-sideLength / 2 + entropy, sideLength / 2 + entropy);
                    }
                    else
                    {
                        enemySpawn.InitialPosition = new Vector2(sideLength / 2 + entropy, -sideLength / 2 + entropy);
                    }
                }
            }
            else if (waveType == WaveTypes.InsideOut)
            {
                enemySpawn.InitialPosition = new Vector2(entropy, -entropy);
            }

            var enemyType = "alien_tick";

            enemySpawn.Radius             = .4f;
            enemySpawn.InitialRestitution = 0f;
            switch (enemyStrength)
            {
            case EnemyStrength.Easy:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 9f;
                enemySpawn.Damage        = 2f;
                enemySpawn.InitialHealth = 10f;
                break;

            case EnemyStrength.EasyMedium:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 10f;
                enemySpawn.Damage        = 5f;
                enemySpawn.InitialHealth = 10f;
                break;

            case EnemyStrength.Medium:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 11f;
                enemySpawn.Damage        = 10f;
                enemySpawn.InitialHealth = 15f;
                break;

            case EnemyStrength.Hard:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 12f;
                enemySpawn.Damage        = 25f;
                enemySpawn.InitialHealth = 25f;
                break;

            case EnemyStrength.VeryHard:
                enemySpawn.EnemyType     = enemyType;
                enemySpawn.Speed         = 13f;
                enemySpawn.Damage        = 35f;
                enemySpawn.InitialHealth = 30f;
                break;
            }


            spawnQueue.Enqueue(enemySpawn);
        }