text stringlengths 0 897 |
|---|
``` |
**Challenge:** modify the above program to use a digitized horn sound (`/sys/sounds/hornC4.wav`). You will need to remove the `snd.init` call, and change the `snd.play` line to calculate the correct pitch for each note as shown above. Finally, the `wait` command will need changing to use `n[0]` as the wait time. |
It's worth noting that computers and music have a long and beautiful history together. In recent years the practice of "live coding" has become an increasingly popular form of performance art, where a composer/programmer/performer writes code to create music in real-time, in front of an audience. Who knows, perhaps y... |
## Exploring the Demos |
{i:"`/sys/demo`,`drumMachine`"} |
The poster child for sound and music is certainly `drumMachine.ms` (in the `/sys/demo` folder). It uses a display type (tile) that you haven't learned about yet, but you should be able to understand how it is loading and playing sounds. It's also a fun program to play with. Feel free to load a different set... |
{i:"`sounds` module;Mini Micro, `sounds` module;`/sys/lib`,`listUtil`"} |
Most of the other game demos use sounds of either sort, but for synthesized sounds, the best place to look might actually be the import module `/sys/lib/sounds.ms`. This defines a handful of generally useful sounds. To use these in your own program, you can `import "sounds"` and then simply call (for example) `sounds... |
A> **Chapter Review** |
A> - You learned how to load and play digitized sounds from WAV and OGG files. |
A> - You synthesized sounds from scratch, using nothing but code and ingenuity. |
A> - You created music with the help of the `noteFreq` function. |
{gap:50} |
{width:"28%"} |
 |
{chapterHead: "Day 21: Fireworks Demo", startingPageNum:249} |
{width: "50%"} |
 |
Q> After a long time of practicing, our work will become natural, skillful, swift, and steady. |
Q>— Bruce Lee (martial artist, actor, instructor, and philosopher) |
A> **Chapter Objectives** |
A> - Rest and recouperate. |
A> - Enter and play with a fun Mini Micro demo that includes display layers, sound, and mouse input. |
A> - Review & synthesize what you've learned so far. |
Congratulations! You have come a long way since Day 1. You've learned all about the MiniScript language, and how to use it in three different environments: the Try-It! page, command-line MiniScript, and Mini Micro. You've also learned many of the custom classes and functions available in MiniScript to work with the... |
It's time to take a break, and instead of trying to pile on any new knowledge, let your existing knowledge settle a bit. You deserve a rest! In fact, your achievements so far are worthy of celebration! And what better way to celebrate than... fireworks? |
 |
This program will generate pretty, physics-based fireworks, launched from wherever you click the mouse, complete with sounds on launch and burst. To create all the visual effects, we will use several display layers: |
- Display 7 will be the background, but we'll switch it to pixel mode so we can draw a nice deep gradient. |
- Display 5, the standard `gfx` layer, is where most of the drawing will take place. |
- Display 2 will be used to draw a brief "flash" (white circle) when a rocket bursts. |
We will leave the standard `text` layer (display 3) alone, so you can see your typing when the program is not running. The graphics displays will be set to a scale of 3, making the pixels three times bigger than normal, so that the firework particles are easier to see. |
Also, to help us with some list operations like removing an element by value, or selecting a random value, we will import the *listUtil* module. So, as you might expect, our program begins with the `import` statement, followed by setting up the displays. Use `reset` (or freshly launch Mini Micro) to clear any program... |
{caption:"Listing 1 (Fireworks set-up code)."} |
```miniscript |
// set up |
import "listUtil" |
clear |
gfx.clear color.clear, 960/3, 640/3 |
gfx.scale = 3 |
display(2).mode = displayMode.pixel |
flashGfx = display(2) |
flashGfx.clear color.clear, gfx.width, gfx.height |
flashGfx.scale = gfx.scale |
flashGfx.color = color.white |
display(7).mode = displayMode.pixel |
bkgnd = display(7) |
bkgnd.clear color.black, gfx.width, gfx.height |
bkgnd.scale = gfx.scale |
for y in range(0, bkgnd.height-1) |
c = color.lerp("#550055", "#000022", y/bkgnd.height) |
bkgnd.line 0, y, bkgnd.width, y, c |
end for |
``` |
Save this program as `fireworks.ms`. Then run, and you should see a purple gradient representing the evening sky. (This also makes a nice background; someday you may want to put something like this into `/usr/startup.ms` to make it your standard work background!) |
Here's the next portion of the fireworks program: |
{caption: "Listing 2 (more Fireworks set-up).", number-from: 22} |
```miniscript |
burstColors = [color.yellow, color.red, color.blue, |
color.aqua, color.pink, color.lime, color.fuchsia] |
launchSnd = new Sound |
launchSnd.init 0.3, 5, [0,1,0], Sound.noiseWave |
burstSnd = new Sound |
burstSnd.init 1, 2, [1,0.1,0.01,0], Sound.noiseWave |
panForX = function(x) |
return 2 * (x / gfx.width - 0.5) |
end function |
for x in range(0, gfx.width, 100) |
launchSnd.play |
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