SFXR / BFXR Plugin?

Hi folks.  If you’re like me and you keep your eye on other game engines to see what is happening in the world of game engine design, you may have seen a post about an unknown engine that recently (2017) integrated sfxr (or bfxr).

sfxr.gif

I’m looking for this post or plugin page and can’t remember where I saw it.  If you do, please post back here with a link.

Again, I can’t remember what engine it was for, but I feel like it was Phaser, Contruct, or one of the other popular ones.

Oh, and why am I posting this here?  Well, I’m almost sure they posted the source code.  I want to see how they did it to see if there is ANY possibility of doing this is Corona.  Personally, I think this would be uber-cool.

-Ed

Hey guys and gals.  

I just had an exciting re-revelation.  (I say re- because years ago I did this in college and I simply forgot.)  

It is entirely possible to write a wave file and furthermore it is possible to do so with Lua from within a Corona app.

I tweaked this code and easily generated basic WAV file: https://github.com/Youka/LuaWAV

I have also located some ports of SFXR that lead me to believe it is entirely possible to make a tool in Corona that produces SFXR-like sound effects.

Technical wonders but whats the real life application purpose for a corona coder gonna be?

Unless we’re making a synthesizer, or make an app that requires real-time synthesizer parameter tweaking, at a CPU cost, loading and playing audio files are gonna be cheaper to use.

If I am not mistaken, this is similar to how loading and using premade textures are cheaper than live vectors.

Could be very wrong here but what the heck  :stuck_out_tongue:

Use usage is the same as any procgen content … it’s runtime and data based so the amount and variations are countless without the need of any asset management (outside of the running app) or download traffic and local storage on the devices.

You typically don’t create these kinds of assets on the fly during their actual use, like, generate the pixels during rendering or the sound samples while it’s played but f.i. during the loading time of the app or level/world generation in a rogue-like etc.

An extreme use case, are the demo scene productions made under some size constraints.

F.i. what you can see here

https://www.youtube.com/watch?v=fp0t2jCMGZE

is just an 8kbyte sized exe. Everything’s included (rendering, animation, flow control, sound/music/player etc.)

I would be really excited to see this working within Corona.  I use CFXR quite a lot for sound effects.  But I really miss (showing my age here) things like the BASIC “beep” command on the ZX Spectrum.  To be able to say I want to play a note in this pitch of this length would be awesome.

Correct. You would not generate sound files on the fly. 

There are many more uses than the one you’re outlining. 

I’m not going to tip my hat yet.   I’ll explain more if I get this working. 

Great! Now i am curious as to what youre cooking up in that lab of yours

Hey guys and gals.  

I just had an exciting re-revelation.  (I say re- because years ago I did this in college and I simply forgot.)  

It is entirely possible to write a wave file and furthermore it is possible to do so with Lua from within a Corona app.

I tweaked this code and easily generated basic WAV file: https://github.com/Youka/LuaWAV

I have also located some ports of SFXR that lead me to believe it is entirely possible to make a tool in Corona that produces SFXR-like sound effects.

Technical wonders but whats the real life application purpose for a corona coder gonna be?

Unless we’re making a synthesizer, or make an app that requires real-time synthesizer parameter tweaking, at a CPU cost, loading and playing audio files are gonna be cheaper to use.

If I am not mistaken, this is similar to how loading and using premade textures are cheaper than live vectors.

Could be very wrong here but what the heck  :stuck_out_tongue:

Use usage is the same as any procgen content … it’s runtime and data based so the amount and variations are countless without the need of any asset management (outside of the running app) or download traffic and local storage on the devices.

You typically don’t create these kinds of assets on the fly during their actual use, like, generate the pixels during rendering or the sound samples while it’s played but f.i. during the loading time of the app or level/world generation in a rogue-like etc.

An extreme use case, are the demo scene productions made under some size constraints.

F.i. what you can see here

https://www.youtube.com/watch?v=fp0t2jCMGZE

is just an 8kbyte sized exe. Everything’s included (rendering, animation, flow control, sound/music/player etc.)

I would be really excited to see this working within Corona.  I use CFXR quite a lot for sound effects.  But I really miss (showing my age here) things like the BASIC “beep” command on the ZX Spectrum.  To be able to say I want to play a note in this pitch of this length would be awesome.

Correct. You would not generate sound files on the fly. 

There are many more uses than the one you’re outlining. 

I’m not going to tip my hat yet.   I’ll explain more if I get this working. 

Great! Now i am curious as to what youre cooking up in that lab of yours