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ghostty glsl
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#!/usr/bin/env python3
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"""
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degauss-sound "thwoonngg" every time.
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degauss-sound # play it
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degauss-sound -o out.wav # write a file instead
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degauss-sound --seed 42 # reproducible, for tuning
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degauss-sound --duration 1.5 # match your shader's DURATION
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"""
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import argparse
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import array
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import math
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import os
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import random
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import subprocess
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import sys
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import tempfile
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import wave
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SR = 48000
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TABLE_BITS = 12
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TABLE_SIZE = 1 << TABLE_BITS
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TABLE_MASK = TABLE_SIZE - 1
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SINE = [math.sin(2.0 * math.pi * i / TABLE_SIZE) for i in range(TABLE_SIZE)]
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def synth(duration, rng):
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n = int(SR * duration)
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out = array.array("d", bytes(8 * n))
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# randomized tube personality
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f0 = rng.uniform(46.0, 74.0)
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glide = rng.uniform(3.0, 14.0)
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h2 = rng.uniform(0.30, 0.60)
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h3 = rng.uniform(0.12, 0.32)
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h4 = rng.uniform(0.00, 0.09)
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h5 = rng.uniform(0.03, 0.15)
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warble_hz = rng.uniform(5.5, 10.5)
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warble_depth = rng.uniform(0.28, 0.55)
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wander_hz = rng.uniform(1.3, 3.4)
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wander_depth = rng.uniform(0.4, 1.1)
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decay = rng.uniform(2.1, 3.4)
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rattle_amt = rng.uniform(0.025, 0.095)
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rattle_decay = rng.uniform(6.0, 14.0)
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thump_f = rng.uniform(33.0, 54.0)
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thump_amt = rng.uniform(0.30, 0.70)
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thump_decay = rng.uniform(11.0, 22.0)
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second_kick = rng.random() < 0.35
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kick_at = rng.uniform(0.22, 0.45)
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kick_amt = rng.uniform(0.25, 0.55)
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# phase accumulators
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scale = TABLE_SIZE / SR
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ph = 0.0
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ph_warble = 0.0
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ph_wander = 0.0
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ph_thump = 0.0
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dt = 1.0 / SR
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inv_dur = 1.0 / duration
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peak = 0.0
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for i in range(n):
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t = i * dt
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k = t * inv_dur
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# coil tone, gliding down
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f = f0 - glide * k
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ph += f * scale
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p = int(ph)
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tone = SINE[p & TABLE_MASK]
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tone += h2 * SINE[(p << 1) & TABLE_MASK]
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tone += h3 * SINE[(p * 3) & TABLE_MASK]
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tone += h4 * SINE[(p << 2) & TABLE_MASK]
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tone += h5 * SINE[(p * 5) & TABLE_MASK]
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# warble, itself slowly wandering
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ph_wander += wander_hz * scale
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ph_warble += (warble_hz + wander_depth * SINE[int(ph_wander) & TABLE_MASK]) * scale
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warble = 1.0 - warble_depth + warble_depth * SINE[int(ph_warble) & TABLE_MASK]
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# envelope: near-instant attack, exponential decay
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env = math.exp(-decay * t) * (1.0 - math.exp(-220.0 * t))
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if second_kick:
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d = t - kick_at
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if d > 0.0:
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env += kick_amt * math.exp(-decay * 1.6 * d) * (1.0 - math.exp(-160.0 * d))
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# opening clunk
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ph_thump += thump_f * scale
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thump = thump_amt * SINE[int(ph_thump) & TABLE_MASK] * math.exp(-thump_decay * t)
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# shadow-mask rattle
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rattle = rattle_amt * (rng.random() * 2.0 - 1.0) * math.exp(-rattle_decay * t)
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s = tone * warble * env + thump + rattle
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out[i] = s
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a = s if s >= 0.0 else -s
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if a > peak:
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peak = a
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# normalize, then fade the tail so it never clicks
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gain = 0.85 / peak if peak > 0.0 else 0.0
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fade = int(SR * 0.04)
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pcm = array.array("h", bytes(2 * n))
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for i in range(n):
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s = out[i] * gain
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if i >= n - fade:
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s *= (n - i) / fade
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v = int(s * 32767.0)
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pcm[i] = 32767 if v > 32767 else (-32768 if v < -32768 else v)
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return pcm
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def write_wav(path, pcm):
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with wave.open(path, "wb") as w:
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w.setnchannels(1)
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w.setsampwidth(2)
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w.setframerate(SR)
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w.writeframes(pcm.tobytes())
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def play(path, volume):
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for cmd in (["pw-play", "--volume=%s" % volume, path],
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["paplay", path],
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["aplay", "-q", path]):
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try:
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return subprocess.run(cmd, stderr=subprocess.DEVNULL).returncode
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except FileNotFoundError:
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continue
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print("degauss-sound: no player found (pw-play/paplay/aplay)", file=sys.stderr)
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return 1
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def main():
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ap = argparse.ArgumentParser()
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ap.add_argument("-o", "--out", help="write a wav here instead of playing")
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ap.add_argument("-d", "--duration", type=float, default=1.5,
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help="seconds; match your shader's DURATION (default 1.5)")
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ap.add_argument("-s", "--seed", type=int, help="reproducible output")
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ap.add_argument("-v", "--volume", default="0.5", help="pw-play volume")
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args = ap.parse_args()
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rng = random.Random(args.seed)
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pcm = synth(args.duration, rng)
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if args.out:
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write_wav(args.out, pcm)
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return 0
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tmpdir = os.environ.get("XDG_RUNTIME_DIR") or tempfile.gettempdir()
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fd, path = tempfile.mkstemp(suffix=".wav", dir=tmpdir)
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os.close(fd)
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try:
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write_wav(path, pcm)
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return play(path, args.volume)
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finally:
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os.unlink(path)
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if __name__ == "__main__":
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sys.exit(main())
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