Master Sword SFX Update
New sfx with random choice for swings and hits
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11 changed files with 27 additions and 10 deletions
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@ -10,6 +10,7 @@ All text above must be included in any redistribution.
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"""
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import time
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import random
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import digitalio
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import audioio
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import busio
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@ -19,24 +20,24 @@ import adafruit_lis3dh
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# CUSTOMISE COLORS HERE:
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COLOR = (0, 120, 120) # Default idle is light blue
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ALT_COLOR = (255, 255, 255) # hit color is bright white
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ALT_COLOR = (255, 50, 0) # hit color is bright white
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# CUSTOMISE IDLE PULSE SPEED HERE: 0 is fast, above 0 slows down
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IDLE_PULSE_SPEED = 0.05 # Default is 0.1 seconds
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SWING_BLAST_SPEED = 0.01
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IDLE_PULSE_SPEED = 0 # Default is 0.1 seconds
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SWING_BLAST_SPEED = 0.007
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# CUSTOMISE BRIGHTNESS HERE: must be a number between 0 and 1
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IDLE_PULSE_BRIGHTNESS_MIN = 0.3 # Default minimum idle pulse brightness
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IDLE_PULSE_BRIGHTNESS_MAX = 0.6 # Default maximum idle pulse brightness
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IDLE_PULSE_BRIGHTNESS_MIN = 0.2 # Default minimum idle pulse brightness
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IDLE_PULSE_BRIGHTNESS_MAX = 1 # Default maximum idle pulse brightness
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# CUSTOMISE SENSITIVITY HERE: smaller numbers = more sensitive to motion
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HIT_THRESHOLD = 500
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SWING_THRESHOLD = 125
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HIT_THRESHOLD = 250
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SWING_THRESHOLD = 150
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# Set to the length in seconds of the "on.wav" file
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POWER_ON_SOUND_DURATION = 1.7
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NUM_PIXELS = 30 # Number of pixels used in project
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NUM_PIXELS = 83 # Number of pixels used in project
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NEOPIXEL_PIN = board.D5
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POWER_PIN = board.D10
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@ -120,6 +121,22 @@ def mix(color_1, color_2, weight_2):
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int(color_1[1] * weight_1 + color_2[1] * weight_2),
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int(color_1[2] * weight_1 + color_2[2] * weight_2))
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# List of swing wav files without the .wav in the name for use with play_wav()
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swing_sounds = [
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'swing1',
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'swing2',
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'swing3',
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'swing4',
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]
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# List of hit wav files without the .wav in the name for use with play_wav()
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hit_sounds = [
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'hit1',
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'hit2',
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'hit3',
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'hit4',
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]
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mode = 0 # Initial mode = OFF
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@ -150,12 +167,12 @@ while True:
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# comparing thresholds...use squared values instead.)
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if accel_total > HIT_THRESHOLD: # Large acceleration = HIT
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TRIGGER_TIME = time.monotonic() # Save initial time of hit
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play_wav('hit') # Start playing 'hit' sound
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play_wav(random.choice(hit_sounds)) # Start playing 'hit' sound
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COLOR_ACTIVE = COLOR_HIT # Set color to fade from
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mode = 3 # HIT mode
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elif mode == 1 and accel_total > SWING_THRESHOLD: # Mild = SWING
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TRIGGER_TIME = time.monotonic() # Save initial time of swing
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play_wav('swing') # Start playing 'swing' sound
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play_wav(random.choice(swing_sounds)) # Randomly choose from available swing sounds
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# make a larson scanner animation_time
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strip_backup = strip[0:-1]
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for p in range(-1, len(strip)):
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Propmaker_Master_Sword/sounds/hit1.wav
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Propmaker_Master_Sword/sounds/hit1.wav
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Propmaker_Master_Sword/sounds/hit2.wav
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Propmaker_Master_Sword/sounds/hit2.wav
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Propmaker_Master_Sword/sounds/hit3.wav
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Propmaker_Master_Sword/sounds/hit3.wav
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Propmaker_Master_Sword/sounds/hit4.wav
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Propmaker_Master_Sword/sounds/hit4.wav
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Propmaker_Master_Sword/sounds/swing1.wav
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Propmaker_Master_Sword/sounds/swing1.wav
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Propmaker_Master_Sword/sounds/swing2.wav
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Propmaker_Master_Sword/sounds/swing2.wav
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Propmaker_Master_Sword/sounds/swing3.wav
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Propmaker_Master_Sword/sounds/swing3.wav
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Propmaker_Master_Sword/sounds/swing4.wav
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Propmaker_Master_Sword/sounds/swing4.wav
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