oma-roids/audio/sounds.lua
28allday bc88613e07 Asteroids: complete Love2D game with Omarchy integration
Faithful recreation of Atari Asteroids (1979) with vector wireframe aesthetic.
Auto-detects Omarchy system theme and font on launch.

Features:
- Inertia physics (zero friction), rotate/thrust/fire/hyperspace controls
- 3 asteroid sizes that split on destroy (large→medium→small)
- Large and small UFO saucers with AI (random vs aimed shooting)
- Screen wrapping for ship/asteroids/saucers, bullets expire at edges
- Ship death fragments, explosion particles
- Iconic heartbeat that speeds up as wave clears
- Wave progression (4→11 asteroids, speed ramps)
- 3 lives, extra life every 10k points
- Persistent high scores with 3-letter initial entry
- Procedural sound effects (beat, thrust, fire, explosions, saucer drone)
- Full-screen scaling, system font detection

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:58:03 +01:00

123 lines
3.5 KiB
Lua

local Sounds = {}
local sources = {}
local SAMPLE_RATE = 44100
local function makeSoundData(duration, generator)
local samples = math.floor(SAMPLE_RATE * duration)
local sd = love.sound.newSoundData(samples, SAMPLE_RATE, 16, 1)
for i = 0, samples - 1 do
local t = i / SAMPLE_RATE
local p = i / samples
local val = generator(t, p)
sd:setSample(i, math.max(-1, math.min(1, val)))
end
return sd
end
local function makeSource(sd)
return love.audio.newSource(sd, "static")
end
-- Sound generators
local function genBeat1(t, p)
local env = (1 - p) ^ 4
return math.sin(2 * math.pi * 80 * t) * env * 0.5
end
local function genBeat2(t, p)
local env = (1 - p) ^ 4
return math.sin(2 * math.pi * 100 * t) * env * 0.5
end
local function genThrust(t, p)
local noise = (math.random() * 2 - 1) * 0.3
local low = math.sin(2 * math.pi * 40 * t) * 0.2
return (noise + low) * 0.4
end
local function genFire(t, p)
local freq = 1500 - p * 1100
local env = (1 - p) ^ 2
return math.sin(2 * math.pi * freq * t) * env * 0.35
end
local function genExplodeLarge(t, p)
local env = (1 - p) ^ 1.5
local sine = math.sin(2 * math.pi * (50 + 30 * (1-p)) * t) * 0.5
local noise = (math.random() * 2 - 1) * 0.5
return (sine + noise) * env * 0.5
end
local function genExplodeMedium(t, p)
local env = (1 - p) ^ 2
local sine = math.sin(2 * math.pi * (80 + 40 * (1-p)) * t) * 0.4
local noise = (math.random() * 2 - 1) * 0.4
return (sine + noise) * env * 0.45
end
local function genExplodeSmall(t, p)
local env = (1 - p) ^ 3
local sine = math.sin(2 * math.pi * 150 * t) * 0.3
local noise = (math.random() * 2 - 1) * 0.5
return (sine + noise) * env * 0.4
end
local function genSaucerLarge(t, p)
local freq = 200 + math.sin(2 * math.pi * 5 * t) * 50
return math.sin(2 * math.pi * freq * t) * 0.25
end
local function genSaucerSmall(t, p)
local freq = 350 + math.sin(2 * math.pi * 8 * t) * 80
return math.sin(2 * math.pi * freq * t) * 0.25
end
local function genExtraLife(t, p)
local freq
if p < 0.33 then freq = 400
elseif p < 0.66 then freq = 600
else freq = 800 end
local env = 0.7
if p < 0.05 then env = p / 0.05 * 0.7 end
if p > 0.9 then env = (1-p) / 0.1 * 0.7 end
return math.sin(2 * math.pi * freq * t) * env * 0.35
end
local function genShipExplode(t, p)
local freq = 500 * (1 - p * 0.7)
local env = (1 - p) ^ 0.8
local sine = math.sin(2 * math.pi * freq * t) * 0.4
local noise = (math.random() * 2 - 1) * 0.3 * p
local pulse = 0.7 + math.sin(2 * math.pi * 4 * t) * 0.3
return (sine + noise) * env * pulse * 0.5
end
function Sounds.init()
sources = {}
local defs = {
beat1 = {0.08, genBeat1},
beat2 = {0.08, genBeat2},
thrust = {0.3, genThrust},
fire = {0.05, genFire},
explode_large = {0.5, genExplodeLarge},
explode_medium = {0.3, genExplodeMedium},
explode_small = {0.15, genExplodeSmall},
saucer_large = {0.4, genSaucerLarge},
saucer_small = {0.4, genSaucerSmall},
extra_life = {0.3, genExtraLife},
ship_explode = {1.0, genShipExplode},
}
for name, def in pairs(defs) do
sources[name] = makeSource(makeSoundData(def[1], def[2]))
end
end
function Sounds.play(name)
local src = sources[name]
if not src then return end
src:clone():play()
end
return Sounds