Soundtrack expanded to 35 pieces with a leitmotif variant generator and 8 new instruments
- generator: leitmotif as scale degrees, keys/modes, augmentation, diminution, inversion, fragment sequences, accompaniment and drum styles; hand-written title 2, boss themes, victory 2 - organ, bell, choir, sub bass, tom, crash, harp, timpani; 8-bit samples, unused instruments stripped - src/tracks.rs generated with categories; music director with boss themes and room moods - all pieces validated with libopenmpt; notes checked to stay in key Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -3,32 +3,30 @@
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// which starts the AudioContext on the first user interaction.
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use crate::sfx;
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use crate::tracks::TRACKS;
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use crate::xm::{self, Module, Player};
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use std::cell::RefCell;
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use std::rc::Rc;
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// Music categories; the tracks themselves are listed in tracks.rs (generated by the composer)
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#[derive(Clone, Copy, PartialEq, Eq, Debug)]
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pub enum Track {
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pub enum Category {
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Title,
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Build1,
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Build2,
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Build3,
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Battle1,
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Battle2,
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Build,
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Battle,
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Assault,
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BossPaladin,
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BossWarden,
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Torture,
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Temple,
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Victory,
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Defeat,
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}
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const TRACKS: [(Track, &[u8]); 8] = [
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(Track::Title, include_bytes!("../assets/music/title.xm")),
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(Track::Build1, include_bytes!("../assets/music/build1.xm")),
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(Track::Build2, include_bytes!("../assets/music/build2.xm")),
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(Track::Build3, include_bytes!("../assets/music/build3.xm")),
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(Track::Battle1, include_bytes!("../assets/music/battle1.xm")),
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(Track::Battle2, include_bytes!("../assets/music/battle2.xm")),
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(Track::Victory, include_bytes!("../assets/music/victory.xm")),
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(Track::Defeat, include_bytes!("../assets/music/defeat.xm")),
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];
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// indices of all tracks of a category, in play order
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pub fn tracks_in(c: Category) -> Vec<usize> {
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TRACKS.iter().enumerate().filter(|(_, t)| t.1 == c).map(|(i, _)| i).collect()
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}
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const MUSIC_GAIN: f32 = 0.45; // our replayer is ~4x louder than libopenmpt; leaves headroom for effects
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const SFX_GAIN: f32 = 0.55;
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@@ -61,7 +59,7 @@ struct State {
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music_vol: f32,
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sfx_vol: f32,
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muted: bool,
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track: Option<Track>,
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track: Option<usize>,
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engine: Option<Engine>,
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}
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@@ -69,24 +67,20 @@ thread_local! {
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static STATE: RefCell<State> = RefCell::new(State { music_vol: 0.6, sfx_vol: 0.7, muted: false, track: None, engine: None });
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}
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fn track_index(t: Track) -> usize {
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TRACKS.iter().position(|(k, _)| *k == t).unwrap_or(0)
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}
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impl Engine {
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fn new(rate: f32) -> Engine {
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let modules = TRACKS.iter().map(|(_, d)| Rc::new(xm::load(d).expect("built-in music"))).collect();
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let modules = TRACKS.iter().map(|(_, _, d)| Rc::new(xm::load(d).expect("built-in music"))).collect();
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let sfx = sfx::generate_all(rate).into_iter().map(Rc::new).collect();
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Engine { rate, modules, music: Vec::new(), voices: Vec::new(), sfx, buf: Vec::new() }
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}
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fn start_track(&mut self, t: Track, fade: f32) {
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fn start_track(&mut self, t: usize, fade: f32) {
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let speed = 1.0 / fade.max(0.01);
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for v in self.music.iter_mut() {
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v.target = 0.0;
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v.speed = speed;
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}
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let player = Player::new(self.modules[track_index(t)].clone(), self.rate);
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let player = Player::new(self.modules[t.min(self.modules.len() - 1)].clone(), self.rate);
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let instant = self.music.is_empty() || fade <= 0.0;
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self.music.push(MusicVoice { player, gain: if instant { 1.0 } else { 0.0 }, target: 1.0, speed });
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}
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@@ -143,7 +137,7 @@ pub fn set_volumes(music: f32, sfx: f32, muted: bool) {
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}
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// Switch music with a crossfade (seconds); does nothing if the track already plays
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pub fn play_music(t: Track, fade: f32) {
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pub fn play_music(t: usize, fade: f32) {
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STATE.with(|s| {
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let mut s = s.borrow_mut();
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if s.track == Some(t) {
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@@ -164,7 +158,7 @@ pub fn music_loops() -> u32 {
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})
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}
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pub fn current_track() -> Option<Track> {
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pub fn current_track() -> Option<usize> {
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STATE.with(|s| s.borrow().track)
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}
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@@ -225,11 +219,14 @@ mod tests {
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#[test]
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fn engine_crossfade_and_sfx() {
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dc_audio_init(48000.0);
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play_music(Track::Build1, 0.0);
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let build = tracks_in(Category::Build);
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let battle = tracks_in(Category::Battle);
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assert_eq!(build.len(), 15);
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play_music(build[0], 0.0);
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let mut peak = 0.0f32;
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for k in 0..200 {
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if k == 50 {
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play_music(Track::Battle1, 2.5);
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play_music(battle[0], 2.5);
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}
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if k % 10 == 0 {
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play_sfx(k % crate::game::SFX_ALL.len(), 1.0, 0.3);
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@@ -243,6 +240,6 @@ mod tests {
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}
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}
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assert!(peak > 0.05);
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assert_eq!(current_track(), Some(Track::Battle1));
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assert_eq!(current_track(), Some(battle[0]));
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}
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}
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