feat: BH bass, celestial music events, antimatter rework

- Voice 4: sub-bass sine synced to BPM, proximity-driven by nearest BH;
  SMBH drops frequency one octave lower via 1-pole IIR glide
- Music stinger system: short synthesized events overlaid on music for
  galaxy consumed, SMBH spawn, neutron star beam, white hole eject,
  quasar jet boost, planet captured, comet pass
- Antimatter: spawn probability 10%→3%, swarm size 6-12→3-5,
  spawn interval 180-360s→300-600s with 1.5s pulsing warning ring
- New SFX: antimatter_warn, comet_whistle, planet_impact

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-04-21 17:06:31 +02:00
parent edc40f9008
commit 3e55a2297d
3 changed files with 216 additions and 12 deletions
+2 -2
View File
@@ -576,8 +576,8 @@ class AntimatterStar extends RefCounted:
var alpha: float = clamp(life / MAX_LIFE, 0.0, 1.0) var alpha: float = clamp(life / MAX_LIFE, 0.0, 1.0)
var cv := Vector2(x, y) var cv := Vector2(x, y)
# Outer magenta glow # Outer magenta glow
canvas.draw_circle(cv, radius + 8.0, Color(0.75, 0.0, 0.9, p * 0.10 * alpha)) canvas.draw_circle(cv, radius + 8.0, Color(0.75, 0.0, 0.9, p * 0.05 * alpha))
canvas.draw_circle(cv, radius + 3.0, Color(0.6, 0.0, 0.85, p * 0.18 * alpha)) canvas.draw_circle(cv, radius + 3.0, Color(0.6, 0.0, 0.85, p * 0.09 * alpha))
# Dark antimatter core # Dark antimatter core
canvas.draw_circle(cv, radius, Color(0.15, 0.0, 0.22, alpha)) canvas.draw_circle(cv, radius, Color(0.15, 0.0, 0.22, alpha))
# Rotating ring # Rotating ring
+69 -5
View File
@@ -14,8 +14,8 @@ const BH_MAX_COUNT := 8
const WHITE_HOLE_MAX := 2 # cap white holes so they don't pile up const WHITE_HOLE_MAX := 2 # cap white holes so they don't pile up
const COMET_SPAWN_MIN := 3.0 const COMET_SPAWN_MIN := 3.0
const COMET_SPAWN_MAX := 10.0 const COMET_SPAWN_MAX := 10.0
const ANTIMATTER_SPAWN_MIN := 180.0 const ANTIMATTER_SPAWN_MIN := 300.0
const ANTIMATTER_SPAWN_MAX := 360.0 const ANTIMATTER_SPAWN_MAX := 600.0
const DIFFICULTY_RAMP_SECS := 300.0 # full difficulty at 5 minutes const DIFFICULTY_RAMP_SECS := 300.0 # full difficulty at 5 minutes
const OBJECT_WIPE_THRESHOLD := 500 const OBJECT_WIPE_THRESHOLD := 500
const PHYS_DT := 1.0 / 60.0 const PHYS_DT := 1.0 / 60.0
@@ -48,6 +48,10 @@ var comet_timer: float = 0.0
var comet_next: float = 5.0 var comet_next: float = 5.0
var antimatter_timer: float = 0.0 var antimatter_timer: float = 0.0
var antimatter_next: float = 50.0 var antimatter_next: float = 50.0
var antimatter_warn_pending: bool = false
var antimatter_warn_pos: Vector2 = Vector2.ZERO
var antimatter_warn_timer: float = 0.0
const ANTIMATTER_WARN_DURATION := 1.5
var credit_tick_timer: float = 0.0 var credit_tick_timer: float = 0.0
var big_wipe: BigWipe = null var big_wipe: BigWipe = null
@@ -312,11 +316,20 @@ func _tick(dt: float) -> void:
c.init(W, H) c.init(W, H)
comets.append(c) comets.append(c)
antimatter_timer += dt antimatter_timer += dt
var am_max_interval: float = lerp(float(ANTIMATTER_SPAWN_MAX), float(ANTIMATTER_SPAWN_MIN), difficulty) if not antimatter_warn_pending:
var am_max_interval: float = lerp(float(ANTIMATTER_SPAWN_MAX), 120.0, difficulty)
if antimatter_timer >= antimatter_next: if antimatter_timer >= antimatter_next:
antimatter_timer = 0.0 antimatter_timer = 0.0
antimatter_next = randf_range(ANTIMATTER_SPAWN_MIN, am_max_interval) antimatter_next = randf_range(ANTIMATTER_SPAWN_MIN, am_max_interval)
_spawn_antimatter_swarm(W * 0.5 + randf_range(-100, 100), H * 0.5 + randf_range(-100, 100)) antimatter_warn_pos = Vector2(W * 0.5 + randf_range(-100, 100), H * 0.5 + randf_range(-100, 100))
antimatter_warn_pending = true
antimatter_warn_timer = 0.0
SoundManager.play_sfx("antimatter_warn")
if antimatter_warn_pending:
antimatter_warn_timer += dt
if antimatter_warn_timer >= ANTIMATTER_WARN_DURATION:
antimatter_warn_pending = false
_spawn_antimatter_swarm(antimatter_warn_pos.x, antimatter_warn_pos.y)
SoundManager.play_sfx("antimatter_swarm") SoundManager.play_sfx("antimatter_swarm")
var all_dead: bool = true var all_dead: bool = true
for player in players: for player in players:
@@ -414,6 +427,11 @@ func _update_objects(delta: float) -> void:
for comet in comets: for comet in comets:
var c: CosmicObjects.Comet = comet var c: CosmicObjects.Comet = comet
c.update(W, H) c.update(W, H)
for comet in comets:
var c: CosmicObjects.Comet = comet
if c.dead:
SoundManager.play_sfx("comet_whistle")
_fire_music_event("comet_pass")
comets = comets.filter(func(c): return not c.dead) comets = comets.filter(func(c): return not c.dead)
for gal in galaxies: for gal in galaxies:
var g: CosmicObjects.Galaxy = gal var g: CosmicObjects.Galaxy = gal
@@ -426,9 +444,11 @@ func _update_objects(delta: float) -> void:
g.consuming_bh = null g.consuming_bh = null
g.respawning = true g.respawning = true
g.respawn_timer = randf_range(5.0, 10.0) g.respawn_timer = randf_range(5.0, 10.0)
_fire_music_event("galaxy_consumed")
if cbh.consumed >= 12 and not cbh.is_smbh: if cbh.consumed >= 12 and not cbh.is_smbh:
cbh.become_smbh() cbh.become_smbh()
SoundManager.play_sfx("smbh_spawn") SoundManager.play_sfx("smbh_spawn")
_fire_music_event("bh_pulse")
for qsr in quasars: for qsr in quasars:
var q: CosmicObjects.Quasar = qsr var q: CosmicObjects.Quasar = qsr
q.update(delta) q.update(delta)
@@ -459,6 +479,7 @@ func _update_objects(delta: float) -> void:
if q.boost_sound_cd <= 0.0: if q.boost_sound_cd <= 0.0:
q.boost_sound_cd = 1.2 q.boost_sound_cd = 1.2
SoundManager.play_sfx("quasar_boost") SoundManager.play_sfx("quasar_boost")
_fire_music_event("quasar_jet")
quasars = quasars.filter(func(q): return not q.dead) quasars = quasars.filter(func(q): return not q.dead)
_merge_quasars() _merge_quasars()
var new_stars_from_wh: Array = [] var new_stars_from_wh: Array = []
@@ -468,6 +489,8 @@ func _update_objects(delta: float) -> void:
var result: Dictionary = wh.update(delta) var result: Dictionary = wh.update(delta)
new_stars_from_wh.append_array(result["stars"]) new_stars_from_wh.append_array(result["stars"])
new_planets_from_wh.append_array(result["planets"]) new_planets_from_wh.append_array(result["planets"])
if result["stars"].size() > 0 or result["planets"].size() > 0:
_fire_music_event("white_hole_eject")
for player in players: for player in players:
var p: Spaceship = player var p: Spaceship = player
if not p.dead: if not p.dead:
@@ -500,8 +523,11 @@ func _update_objects(delta: float) -> void:
for player in players: for player in players:
var p: Spaceship = player var p: Spaceship = player
if not p.dead: if not p.dead:
var prev_vx := p.vx; var prev_vy := p.vy
var nv: Vector2 = ns.push_if_in_beam(p.x, p.y, p.vx, p.vy) var nv: Vector2 = ns.push_if_in_beam(p.x, p.y, p.vx, p.vy)
p.vx = nv.x; p.vy = nv.y p.vx = nv.x; p.vy = nv.y
if nv.x != prev_vx or nv.y != prev_vy:
_fire_music_event("neutron_beam")
neutron_stars = neutron_stars.filter(func(ns): return not ns.dead) neutron_stars = neutron_stars.filter(func(ns): return not ns.dead)
for am_obj in antimatter: for am_obj in antimatter:
var am: CosmicObjects.Antimatter = am_obj var am: CosmicObjects.Antimatter = am_obj
@@ -537,6 +563,7 @@ func _update_objects(delta: float) -> void:
if b != null: if b != null:
bullets.append(b) bullets.append(b)
SoundManager.play_sfx("enemy_shoot") SoundManager.play_sfx("enemy_shoot")
_update_bh_proximity_audio()
func _apply_gravity_all(_delta: float) -> void: func _apply_gravity_all(_delta: float) -> void:
for bhole in black_holes: for bhole in black_holes:
@@ -578,6 +605,8 @@ func _apply_gravity_all(_delta: float) -> void:
_spawn_spiral_particles(p.x, p.y, bh.x, bh.y, int(p.radius * 3.0), p.color, 5.0) _spawn_spiral_particles(p.x, p.y, bh.x, bh.y, int(p.radius * 3.0), p.color, 5.0)
bh.trigger_flash(p.color, 0.8) bh.trigger_flash(p.color, 0.8)
p.dead = true p.dead = true
SoundManager.play_sfx("planet_impact")
_fire_music_event("planet_captured")
var trigger: bool = bh.on_swallow() var trigger: bool = bh.on_swallow()
if trigger: if trigger:
_trigger_supernova(bh) _trigger_supernova(bh)
@@ -1077,7 +1106,7 @@ func _spawn_universe_partial() -> void:
planets.append(p) planets.append(p)
func _spawn_antimatter_swarm(cx: float, cy: float) -> void: func _spawn_antimatter_swarm(cx: float, cy: float) -> void:
var count: int = randi_range(6, 12) var count: int = randi_range(3, 5)
for _i in count: for _i in count:
var a: float = randf() * TAU var a: float = randf() * TAU
var spd: float = randf_range(1.0, 3.0) var spd: float = randf_range(1.0, 3.0)
@@ -1086,6 +1115,34 @@ func _spawn_antimatter_swarm(cx: float, cy: float) -> void:
antimatter.append(am) antimatter.append(am)
func _fire_music_event(event_name: String) -> void:
if main_node and "music_player" in main_node and main_node.music_player:
main_node.music_player.play_music_event(event_name)
func _update_bh_proximity_audio() -> void:
var mp: Node = main_node.music_player if main_node and "music_player" in main_node else null
if mp == null or not is_playing or players.size() == 0:
if mp: mp.set_bh_proximity(0.0, 1.0, false)
return
var player: Spaceship = players[0]
if player.dead:
mp.set_bh_proximity(0.0, 1.0, false)
return
var max_prox := 0.0
var max_size := 1.0
var any_smbh := false
for bhole in black_holes:
var bh: BlackHole = bhole
if bh.dead or bh.pull_radius <= 0.0: continue
var dx := player.x - bh.x
var dy := player.y - bh.y
var prox: float = clamp(1.0 - sqrt(dx*dx + dy*dy) / bh.pull_radius, 0.0, 1.0)
if prox > max_prox:
max_prox = prox
max_size = bh.radius / 14.0
any_smbh = bh.is_smbh
mp.set_bh_proximity(max_prox, max_size, any_smbh)
func _spawn_explosion_particles(cx: float, cy: float, count: int, col: Color) -> void: func _spawn_explosion_particles(cx: float, cy: float, count: int, col: Color) -> void:
for _i in count: for _i in count:
var a: float = randf() * TAU var a: float = randf() * TAU
@@ -1115,6 +1172,13 @@ func _spawn_spiral_particles(cx: float, cy: float, bh_x: float, bh_y: float,
func _draw() -> void: func _draw() -> void:
draw_rect(get_viewport_rect(), Color("#0a0a14")) draw_rect(get_viewport_rect(), Color("#0a0a14"))
if antimatter_warn_pending:
var warn_t: float = antimatter_warn_timer / ANTIMATTER_WARN_DURATION
var pulse_a: float = abs(sin(antimatter_warn_timer * TAU * 3.5))
var ring_r: float = 25.0 + 8.0 * warn_t
var warn_alpha: float = 0.55 * pulse_a * (1.0 - warn_t * 0.25)
draw_arc(antimatter_warn_pos, ring_r, 0.0, TAU, 20, Color(1.0, 0.2, 0.8, warn_alpha), 2.0)
draw_arc(antimatter_warn_pos, ring_r - 5.0, 0.0, TAU, 14, Color(0.8, 0.0, 1.0, warn_alpha * 0.5), 1.0)
if Settings.nebula_enabled: if Settings.nebula_enabled:
for neb in nebulae: for neb in nebulae:
var n: CosmicObjects.Nebula = neb var n: CosmicObjects.Nebula = neb
+141 -1
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@@ -11,7 +11,7 @@ extends Node
# Voice 2 · Bass · Sawtooth (boss2: +detuneter 2. Layer für Schwebung) # Voice 2 · Bass · Sawtooth (boss2: +detuneter 2. Layer für Schwebung)
# Voice 3 · Schlagzeug · Hi-Hat+Kick+Snare (normal/boss1) · # Voice 3 · Schlagzeug · Hi-Hat+Kick+Snare (normal/boss1) ·
# Kick+Floor-Tom+Mid-Tom+Reverse-Whoosh (boss2) # Kick+Floor-Tom+Mid-Tom+Reverse-Whoosh (boss2)
# Voice 4 · Phase-2-Layer · Triangle 1 Oktave über Melodie (nur boss2 Phase 2) # Voice 4 · BH-Bass · Sine Sub-Bass, proximity-driven, beat-pulsed
# ═══════════════════════════════════════════════════════════════════════════ # ═══════════════════════════════════════════════════════════════════════════
@export var volume_db: float = -8.0 @export var volume_db: float = -8.0
@@ -249,6 +249,16 @@ var _bass_phase := 0.0
# Bass-Zweit-Oszillator (nur boss_mode=2, detunet für Schwebung) # Bass-Zweit-Oszillator (nur boss_mode=2, detunet für Schwebung)
var _bass2_phase := 0.0 var _bass2_phase := 0.0
# Voice 4: BH Proximity Sub-Bass
var _v4_freq: float = 0.0
var _v4_freq_cur: float = 0.0
var _v4_gain: float = 0.0
var _v4_phase: float = 0.0
var _v4_is_smbh: bool = false
# Music event stingers (short pitched overlays)
var _stingers: Array = []
# Globaler Zustand # Globaler Zustand
var _section := 0 var _section := 0
var _chord := 0 var _chord := 0
@@ -284,6 +294,7 @@ func play() -> void:
_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0 _arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0 _bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
_sample_g = 0; _section = 0; _chord = 0 _sample_g = 0; _section = 0; _chord = 0
_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
_playing = true _playing = true
_player.play() _player.play()
_playback = _player.get_stream_playback() _playback = _player.get_stream_playback()
@@ -297,6 +308,7 @@ func play_boss() -> void:
_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0 _arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0 _bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
_sample_g = 0; _section = 3; _chord = 0 _sample_g = 0; _section = 3; _chord = 0
_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
if not _playing: if not _playing:
_playing = true _playing = true
_player.play() _player.play()
@@ -313,6 +325,7 @@ func play_boss_leviathan(phase: int = 1) -> void:
_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0 _arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0 _bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
_sample_g = 0; _section = 3; _chord = 0 _sample_g = 0; _section = 3; _chord = 0
_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
if not _playing: if not _playing:
_playing = true _playing = true
_player.play() _player.play()
@@ -336,6 +349,7 @@ func play_normal() -> void:
_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0 _arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0 _bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
_sample_g = 0 _sample_g = 0
_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
_load_mel() _load_mel()
func stop_music() -> void: func stop_music() -> void:
@@ -353,6 +367,83 @@ func set_muted(muted: bool) -> void:
if idx != -1: if idx != -1:
AudioServer.set_bus_mute(idx, muted) AudioServer.set_bus_mute(idx, muted)
func set_bh_proximity(proximity: float, size_factor: float, is_smbh: bool) -> void:
_v4_is_smbh = is_smbh
var sf := minf(size_factor * 0.12, 0.55)
_v4_gain = clamp(proximity * sf, 0.0, 0.50)
_v4_freq = _get_v4_freq()
func _get_v4_freq() -> float:
var root_freq: float
match _boss_mode:
2: root_freq = FREQ.get(BOSS2_BASS.get(_chord, "E2"), FREQ["E2"])
1: root_freq = FREQ.get(BOSS_BASS.get(_chord, "A2"), FREQ["A2"])
_: root_freq = FREQ.get(BASS.get(_chord, "A3"), FREQ["A3"])
var base := maxf(30.0, root_freq * 0.25)
if _v4_is_smbh:
return maxf(22.0, base * 0.5)
return base
func play_music_event(event_name: String) -> void:
var root_hz: float = _bass_freq if _bass_freq > 0.0 else FREQ["A3"]
match event_name:
"bh_pulse":
_stingers.append({"type": "sine", "phase": 0.0,
"freq": root_hz * 0.25, "freq_end": root_hz * 0.125,
"gain": 0.20, "pos": 0, "total": int(1.2 * SAMPLE_RATE),
"attack": int(0.05 * SAMPLE_RATE)})
"neutron_beam":
_stingers.append({"type": "noise", "phase": 0.0,
"freq": 0.0, "freq_end": 0.0,
"gain": 0.14, "pos": 0, "total": int(0.07 * SAMPLE_RATE)})
_stingers.append({"type": "sine", "phase": 0.0,
"freq": root_hz * 8.0, "freq_end": root_hz * 4.0,
"gain": 0.10, "pos": 0, "total": int(0.10 * SAMPLE_RATE)})
"white_hole_eject":
var arp_table: Dictionary
match _boss_mode:
2: arp_table = BOSS2_ARP
1: arp_table = BOSS_ARP
_: arp_table = ARP
var chord_notes: Array = arp_table.get(_chord, ["A4", "C5", "E5"])
for i in 3:
var note_str: String = chord_notes[i] if i < chord_notes.size() else "A4"
var note_hz: float = FREQ.get(note_str, root_hz * 2.0)
_stingers.append({"type": "triangle", "phase": 0.0,
"freq": note_hz, "freq_end": note_hz,
"gain": 0.10 - i * 0.025,
"pos": -int(i * 0.09 * SAMPLE_RATE),
"total": int(0.28 * SAMPLE_RATE)})
"quasar_jet":
var base_hz := root_hz * 2.0
var scale_mult := [1.0, 1.122, 1.260, 1.498]
for i in 4:
var note_hz: float = base_hz * float(scale_mult[i])
_stingers.append({"type": "sine", "phase": 0.0,
"freq": note_hz, "freq_end": note_hz * 1.04,
"gain": 0.08 + i * 0.01,
"pos": -int(i * 0.11 * SAMPLE_RATE),
"total": int(0.18 * SAMPLE_RATE)})
"galaxy_consumed":
var swell_freqs: Array[float] = [root_hz * 0.5, root_hz * 0.75, root_hz]
for i in 3:
_stingers.append({"type": "sine", "phase": 0.0,
"freq": swell_freqs[i], "freq_end": swell_freqs[i],
"gain": 0.18 - i * 0.04, "pos": 0,
"total": int(1.6 * SAMPLE_RATE),
"attack": int(0.5 * SAMPLE_RATE)})
"planet_captured":
_stingers.append({"type": "noise", "phase": 0.0,
"freq": 0.0, "freq_end": 0.0,
"gain": 0.20, "pos": 0, "total": int(0.10 * SAMPLE_RATE)})
_stingers.append({"type": "sine", "phase": 0.0,
"freq": root_hz * 2.0, "freq_end": root_hz * 0.5,
"gain": 0.18, "pos": 0, "total": int(0.45 * SAMPLE_RATE)})
"comet_pass":
_stingers.append({"type": "sine", "phase": 0.0,
"freq": root_hz * 14.0, "freq_end": root_hz * 7.0,
"gain": 0.06, "pos": 0, "total": int(0.16 * SAMPLE_RATE)})
# ── Hauptschleife ───────────────────────────────────────────────────────── # ── Hauptschleife ─────────────────────────────────────────────────────────
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
if _playing: if _playing:
@@ -562,6 +653,54 @@ func _fill_buffer() -> void:
var snare_env := 1.0 - float(snare_pos) / 340.0 var snare_env := 1.0 - float(snare_pos) / 340.0
s += randf_range(-1.0, 1.0) * snare_env * 0.13 s += randf_range(-1.0, 1.0) * snare_env * 0.13
# Voice 4: BH Proximity Sub-Bass — sine, beat-pulsed, frequency glide
var v4_glide := 0.9997
_v4_freq_cur = _v4_freq_cur * v4_glide + _v4_freq * (1.0 - v4_glide)
if _v4_gain > 0.004 and _v4_freq_cur > 0.0:
var beat_samples_v4 := int(_cur_beat * SAMPLE_RATE)
if beat_samples_v4 > 0:
var beat_pos_v4 := _sample_g % beat_samples_v4
var beat_t_v4 := float(beat_pos_v4) / float(beat_samples_v4)
var beat_pulse_v4: float
if beat_t_v4 < 0.06:
beat_pulse_v4 = beat_t_v4 / 0.06
else:
beat_pulse_v4 = 1.0 - (beat_t_v4 - 0.06) / 0.94 * 0.55
_v4_phase += _v4_freq_cur / SAMPLE_RATE
s += sin(_v4_phase * TAU) * _v4_gain * (0.45 + 0.55 * beat_pulse_v4)
# Stingers: short pitched musical overlays for celestial events
for st in _stingers:
st["pos"] = int(st["pos"]) + 1
var sp: int = int(st["pos"])
if sp <= 0:
continue
var stotal: int = int(st["total"])
if sp > stotal:
continue
var t_st := float(sp) / float(stotal)
var atk: int = int(st.get("attack", int(0.008 * SAMPLE_RATE)))
var env_st: float
if sp < atk:
env_st = float(sp) / float(atk)
else:
var remaining := stotal - atk
if remaining > 0:
env_st = maxf(0.0, 1.0 - float(sp - atk) / float(remaining))
else:
env_st = 0.0
var sf_st: float = lerp(float(st["freq"]), float(st["freq_end"]), t_st)
match st["type"]:
"sine":
st["phase"] = fmod(float(st["phase"]) + sf_st / SAMPLE_RATE, 1.0)
s += sin(float(st["phase"]) * TAU) * env_st * float(st["gain"])
"triangle":
st["phase"] = fmod(float(st["phase"]) + sf_st / SAMPLE_RATE, 1.0)
s += (1.0 - absf(4.0 * float(st["phase"]) - 2.0)) * env_st * float(st["gain"])
"noise":
s += randf_range(-1.0, 1.0) * env_st * float(st["gain"])
_stingers = _stingers.filter(func(st): return int(st["pos"]) <= int(st["total"]))
_playback.push_frame(Vector2(s, s)) _playback.push_frame(Vector2(s, s))
_mel_pos += 1 _mel_pos += 1
_arp_pos += 1 _arp_pos += 1
@@ -595,6 +734,7 @@ func _load_mel() -> void:
_bass_freq = FREQ.get(bass_dict[_bass_chord], 0.0) _bass_freq = FREQ.get(bass_dict[_bass_chord], 0.0)
_bass_phase = 0.0 _bass_phase = 0.0
_bass2_phase = 0.0 _bass2_phase = 0.0
_v4_freq = _get_v4_freq()
func _load_arp() -> void: func _load_arp() -> void:
var arp_dict: Dictionary var arp_dict: Dictionary