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414dc55 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 | """Procedural audio synth (numpy + stdlib wave).
Generates calm, professional UI SFX and a sparse ambient music loop in the spirit of
Minecraft's quiet themes. Used as the offline placeholder until an open audio model
(Stable Audio Open / MusicGen) bakes higher-fidelity assets via scripts/prebake_audio.py.
"""
from __future__ import annotations
import wave
from pathlib import Path
import numpy as np
from .manifest import MUSIC_DIR, SFX_DIR
SAMPLE_RATE = 22050
def _write_wav(path: Path, samples: np.ndarray) -> None:
path.parent.mkdir(parents=True, exist_ok=True)
clipped = np.clip(samples, -1.0, 1.0)
pcm = (clipped * 32767.0).astype("<i2")
with wave.open(str(path), "wb") as wav:
wav.setnchannels(1)
wav.setsampwidth(2)
wav.setframerate(SAMPLE_RATE)
wav.writeframes(pcm.tobytes())
def _t(duration: float) -> np.ndarray:
return np.linspace(0.0, duration, int(SAMPLE_RATE * duration), endpoint=False)
def _adsr(n: int, attack: float = 0.01, release: float = 0.2) -> np.ndarray:
env = np.ones(n)
a = min(max(1, int(SAMPLE_RATE * attack)), n)
r = min(max(1, int(SAMPLE_RATE * release)), max(0, n - a))
if a:
env[:a] = np.linspace(0.0, 1.0, a)
if r:
env[-r:] = np.linspace(1.0, 0.0, r)
return env
def _tone(freq: float, duration: float, *, kind: str = "sine", gain: float = 0.4,
attack: float = 0.01, release: float = 0.2) -> np.ndarray:
t = _t(duration)
phase = 2 * np.pi * freq * t
if kind == "square":
wave_data = np.sign(np.sin(phase))
elif kind == "triangle":
wave_data = 2 / np.pi * np.arcsin(np.sin(phase))
else:
wave_data = np.sin(phase)
return wave_data * _adsr(len(t), attack, release) * gain
def _sweep(f0: float, f1: float, duration: float, gain: float = 0.35) -> np.ndarray:
t = _t(duration)
freqs = np.linspace(f0, f1, len(t))
phase = 2 * np.pi * np.cumsum(freqs) / SAMPLE_RATE
return np.sin(phase) * _adsr(len(t), 0.005, 0.15) * gain
def _noise(duration: float, gain: float = 0.25) -> np.ndarray:
n = int(SAMPLE_RATE * duration)
rng = np.random.default_rng(7)
return rng.uniform(-1, 1, n) * _adsr(n, 0.002, 0.08) * gain
def _sfx(name: str) -> np.ndarray:
if name == "click":
return _tone(660, 0.06, kind="triangle", release=0.05)
if name == "select":
return np.concatenate([_tone(523, 0.06, release=0.04), _tone(784, 0.08, release=0.06)])
if name == "present":
return _sweep(400, 900, 0.22)
if name == "accuse":
return _tone(110, 0.5, kind="triangle", gain=0.5, release=0.4)
if name == "success":
return np.concatenate([_tone(f, 0.12, release=0.1) for f in (523, 659, 784, 1046)])
if name == "fail":
return np.concatenate([_tone(f, 0.16, kind="triangle", release=0.12) for f in (392, 311, 233)])
if name == "page":
return _noise(0.18)
return _tone(440, 0.1)
def generate_sfx(out_dir: Path | None = None) -> list[Path]:
out = out_dir or SFX_DIR
from .manifest import SFX_EVENTS
paths: list[Path] = []
for event, filename in SFX_EVENTS.items():
path = out / filename
_write_wav(path, _sfx(event))
paths.append(path)
return paths
# A slow lofi-noir jazz loop: i - iv - V7 - i in A minor, soft Rhodes-like pads,
# a gentle bass, brushed percussion, and faint vinyl crackle.
_CHORDS: tuple[tuple[float, tuple[float, ...]], ...] = (
(110.00, (261.63, 329.63, 392.00)), # Am7 (A bass; C E G)
(146.83, (349.23, 440.00, 523.25)), # Dm7 (D bass; F A C)
(164.81, (415.30, 493.88, 587.33)), # E7 (E bass; G# B D)
(110.00, (261.63, 329.63, 392.00)), # Am7
)
def _pad(freqs: tuple[float, ...], duration: float) -> np.ndarray:
t = _t(duration)
vibrato = 1.0 + 0.004 * np.sin(2 * np.pi * 5.0 * t)
tone = np.zeros(len(t))
for f in freqs:
tone += np.sin(2 * np.pi * f * t * vibrato) + 0.4 * np.sin(2 * np.pi * 2 * f * t)
env = np.ones(len(t))
a, r = int(SAMPLE_RATE * 0.25), int(SAMPLE_RATE * 0.6)
env[:a] = np.linspace(0, 1, a)
env[-r:] = np.linspace(1, 0.0, r)
return tone / len(freqs) * env * 0.16
def generate_music(out_dir: Path | None = None, chord_seconds: float = 4.0) -> Path:
out = out_dir or MUSIC_DIR
duration = chord_seconds * len(_CHORDS)
n = int(SAMPLE_RATE * duration)
mix = np.zeros(n)
rng = np.random.default_rng(1989)
for i, (bass, voicing) in enumerate(_CHORDS):
start = int(i * chord_seconds * SAMPLE_RATE)
chord = _pad(voicing, chord_seconds)
bass_line = _tone(bass, chord_seconds, kind="sine", gain=0.18, attack=0.05,
release=chord_seconds * 0.4)
seg = chord[: len(bass_line)] + bass_line[: len(chord)]
end = min(n, start + len(seg))
mix[start:end] += seg[: end - start]
# Brushed percussion on a slow ~80 BPM pulse.
beat = 60.0 / 80.0
pos = 0.0
while pos < duration - 0.1:
tick = _noise(0.05, gain=0.04)
s = int(pos * SAMPLE_RATE)
e = min(n, s + len(tick))
mix[s:e] += tick[: e - s]
pos += beat
# Faint vinyl crackle.
crackle = rng.uniform(-1, 1, n)
crackle[np.abs(crackle) < 0.985] = 0.0
mix += crackle * 0.05
# Seamless loop fade.
fade = int(SAMPLE_RATE * 0.8)
mix[:fade] *= np.linspace(0, 1, fade)
mix[-fade:] *= np.linspace(1, 0, fade)
mix *= 0.85 / (np.max(np.abs(mix)) or 1.0)
path = out / "ambient_theme.wav"
_write_wav(path, mix)
return path
def generate_placeholder_pack() -> list[Path]:
return [*generate_sfx(), generate_music()]
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