6 Commits

Author SHA1 Message Date
f8924d89f7 hitbox-tool: per-frame collision boxes from sprite sheet alpha -> JSON
- parses the spritec _WxH_CxR naming convention incl. auto-detection of
  integer-upscaled sheets (256x64 named 8x8_4x1 -> 64x64 cells)
- tight alpha bbox per frame with threshold/shrink/pad tuning, row-major
  indices, empty-frame flags; boxes relative to frame origin
- show command draws frames + box outline in the terminal for verification
- go tests: scanning, threshold, shrink/pad clamping, name parsing,
  scale inference, JSON roundtrip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
2026-07-14 07:12:05 +02:00
dc78c791df ci/tasks/readme: register sfx-maker (sfxc)
All checks were successful
release-tools / build-release (push) Successful in 32s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
2026-07-14 07:08:41 +02:00
d2bf781a71 Merge dev/sfx-maker: sfxc v1 2026-07-14 07:08:05 +02:00
e7ac31b5c8 sfx-maker: sfxc - sfxr-style .sfx text presets -> 16-bit WAV synthesis
- waves: square (duty), saw, sine, triangle, pitched noise (seeded, deterministic)
- envelope attack/sustain/decay, freq slide, vibrato, arpeggio jump,
  one-pole low/high-pass filters, clamped output
- presets blip/coin/explosion/hurt/jump/laser/powerup with seeded variants;
  preset writes editable .sfx or renders .wav directly
- go tests: parse/validate, determinism, per-preset RMS, WAV header roundtrip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
2026-07-14 07:08:04 +02:00
ec814c373a ci/tasks/readme: register bitmap-font-maker (fontc)
All checks were successful
release-tools / build-release (push) Successful in 36s
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01MmdG9GqfSWCzts7AkDwRDh
2026-07-14 07:04:28 +02:00
6b3a493703 Merge dev/bitmap-font-maker: fontc v1 2026-07-14 07:03:15 +02:00
32 changed files with 1766 additions and 2 deletions

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@@ -20,7 +20,7 @@ jobs:
- name: Detektera ändrade tools - name: Detektera ändrade tools
id: changed id: changed
run: | run: |
TOOLS="pixel-sprite-maker mesh-tool" TOOLS="pixel-sprite-maker mesh-tool bitmap-font-maker sfx-maker"
BEFORE="${{ github.event.before }}" BEFORE="${{ github.event.before }}"
CHANGED="" CHANGED=""
if [ "${{ github.event_name }}" = "workflow_dispatch" ] \ if [ "${{ github.event_name }}" = "workflow_dispatch" ] \
@@ -56,6 +56,8 @@ jobs:
case "$t" in case "$t" in
pixel-sprite-maker) BIN=spritec ;; pixel-sprite-maker) BIN=spritec ;;
mesh-tool) BIN=mesht ;; mesh-tool) BIN=mesht ;;
bitmap-font-maker) BIN=fontc ;;
sfx-maker) BIN=sfxc ;;
*) echo "okänt tool $t"; exit 1 ;; *) echo "okänt tool $t"; exit 1 ;;
esac esac
echo "=== $t ($BIN) ===" echo "=== $t ($BIN) ==="
@@ -82,6 +84,8 @@ jobs:
case "$t" in case "$t" in
pixel-sprite-maker) BIN=spritec ;; pixel-sprite-maker) BIN=spritec ;;
mesh-tool) BIN=mesht ;; mesh-tool) BIN=mesht ;;
bitmap-font-maker) BIN=fontc ;;
sfx-maker) BIN=sfxc ;;
esac esac
TAG="$t-latest" TAG="$t-latest"
BODY="$t (binär: $BIN) - rullande bygge från senaste master. Commit: ${{ github.sha }}. Arkitekturer: linux x64 + arm64 (Pi5)." BODY="$t (binär: $BIN) - rullande bygge från senaste master. Commit: ${{ github.sha }}. Arkitekturer: linux x64 + arm64 (Pi5)."

34
.vscode/tasks.json vendored
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@@ -17,6 +17,38 @@
"group": "build", "group": "build",
"problemMatcher": ["$go"] "problemMatcher": ["$go"]
}, },
{
"label": "build bitmap-font-maker",
"type": "shell",
"command": "go build -trimpath -ldflags '-s -w' -o build/fontc .",
"options": { "cwd": "${workspaceFolder}/bitmap-font-maker" },
"group": "build",
"problemMatcher": ["$go"]
},
{
"label": "test bitmap-font-maker",
"type": "shell",
"command": "go test ./...",
"options": { "cwd": "${workspaceFolder}/bitmap-font-maker" },
"group": "test",
"problemMatcher": ["$go"]
},
{
"label": "build sfx-maker",
"type": "shell",
"command": "go build -trimpath -ldflags '-s -w' -o build/sfxc .",
"options": { "cwd": "${workspaceFolder}/sfx-maker" },
"group": "build",
"problemMatcher": ["$go"]
},
{
"label": "test sfx-maker",
"type": "shell",
"command": "go test ./...",
"options": { "cwd": "${workspaceFolder}/sfx-maker" },
"group": "test",
"problemMatcher": ["$go"]
},
{ {
"label": "test pixel-sprite-maker", "label": "test pixel-sprite-maker",
"type": "shell", "type": "shell",
@@ -35,7 +67,7 @@
}, },
{ {
"label": "build", "label": "build",
"dependsOn": ["build pixel-sprite-maker", "build mesh-tool"], "dependsOn": ["build pixel-sprite-maker", "build mesh-tool", "build bitmap-font-maker", "build sfx-maker"],
"dependsOrder": "parallel", "dependsOrder": "parallel",
"group": { "kind": "build", "isDefault": true }, "group": { "kind": "build", "isDefault": true },
"problemMatcher": [] "problemMatcher": []

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@@ -10,6 +10,8 @@ agent understands the result without opening an image viewer.
|------|--------|--------------| |------|--------|--------------|
| [`pixel-sprite-maker/`](pixel-sprite-maker/) | `spritec` | Turns `.sprite` text files (palette + character grid) into PNG/JPG/SVG pixel art, up to 256x256 px per sprite. Combines several sprites into sprite sheets / animation strips whose **file names document the layout** (`walk_8x8_4x1.png` = 8x8 px frames, 4 columns, 1 row). | | [`pixel-sprite-maker/`](pixel-sprite-maker/) | `spritec` | Turns `.sprite` text files (palette + character grid) into PNG/JPG/SVG pixel art, up to 256x256 px per sprite. Combines several sprites into sprite sheets / animation strips whose **file names document the layout** (`walk_8x8_4x1.png` = 8x8 px frames, 4 columns, 1 row). |
| [`mesh-tool/`](mesh-tool/) | `mesht` | Creates, inspects and edits 3D models (OBJ + STL). ASCII multi-view rendering + measurements (bbox, volume, watertightness) let an agent *see* a model, edit it (scale/rotate/mirror/merge/primitives) and verify the result. | | [`mesh-tool/`](mesh-tool/) | `mesht` | Creates, inspects and edits 3D models (OBJ + STL). ASCII multi-view rendering + measurements (bbox, volume, watertightness) let an agent *see* a model, edit it (scale/rotate/mirror/merge/primitives) and verify the result. |
| [`bitmap-font-maker/`](bitmap-font-maker/) | `fontc` | Turns `.font` text files (pixel glyph grids, proportional widths) into font atlases (PNG + JSON metrics) and renders text strings to PNG or the terminal. |
| [`sfx-maker/`](sfx-maker/) | `sfxc` | Synthesizes retro game sound effects (sfxr-style) from `.sfx` text presets to 16-bit WAV: waves, envelope, pitch slides, vibrato, arpeggio, filters. Deterministic, with built-in presets (jump, coin, laser…). |
Each tool has its own folder, its own README with the full format/CLI Each tool has its own folder, its own README with the full format/CLI
reference, its own tests and its own dev branch (`dev/<tool>`). reference, its own tests and its own dev branch (`dev/<tool>`).

66
hitbox-tool/README.md Normal file
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@@ -0,0 +1,66 @@
# hitbox-tool (`hitbox`)
Scans **sprite sheet PNGs** and writes per-frame **collision boxes as
JSON**, computed from the alpha channel. Closes the loop with
[`pixel-sprite-maker`](../pixel-sprite-maker/): render a sheet with
`spritec`, scan it with `hitbox`, and your game gets both graphics and
hitboxes without a human drawing rectangles. Go, zero dependencies,
single static binary.
## Build
```bash
# Arch/Garuda: sudo pacman -S go
cd hitbox-tool
go build -o build/hitbox . # or the VS Code task "build hitbox-tool"
go test ./...
```
## Usage
```bash
# spritec-named sheets need no flags — layout is parsed from the name,
# and integer upscales are auto-detected (a _8x8_4x1 sheet that is
# 256x64 px was rendered at --scale 8, so cells are 64x64):
hitbox scan walk_8x8_4x1.png -o walk.hitbox.json
hitbox scan boss.png --cell 32x32 -o boss.json # explicit frame size
hitbox scan portrait.png # whole image = one frame, JSON to stdout
hitbox show walk_8x8_4x1.png --frame 2 # verify visually in the terminal
# tuning:
--threshold 128 # ignore faint pixels (alpha < 128)
--shrink 1 # tighter, more forgiving hitboxes (n px per side)
--pad 2 # generous hitboxes (e.g. pickups)
```
## Output
```json
{
"image": "walk_8x8_4x1.png",
"cellW": 8, "cellH": 8, "cols": 4, "rows": 1,
"alphaThreshold": 1,
"frames": [
{ "index": 0, "col": 0, "row": 0, "empty": false,
"box": { "x": 1, "y": 0, "w": 5, "h": 8 } },
{ "index": 1, "col": 1, "row": 0, "empty": true, "box": null }
]
}
```
- Boxes are **relative to each frame's top-left corner**.
- Frame order is row-major (`index = row * cols + col`), matching
spritec sheets.
- Cells with no solid pixels get `"empty": true`.
In game code:
```
hit = px >= frameX + box.x && px < frameX + box.x + box.w
&& py >= frameY + box.y && py < frameY + box.y + box.h
```
`hitbox show` draws each frame with `#` for solid pixels and `+` for the
box outline, so an agent can verify the result without an image viewer.

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@@ -0,0 +1,58 @@
{
"image": "examples/walk_8x8_4x1.png",
"cellW": 64,
"cellH": 64,
"cols": 4,
"rows": 1,
"alphaThreshold": 1,
"frames": [
{
"index": 0,
"col": 0,
"row": 0,
"empty": false,
"box": {
"x": 8,
"y": 0,
"w": 40,
"h": 64
}
},
{
"index": 1,
"col": 1,
"row": 0,
"empty": false,
"box": {
"x": 8,
"y": 0,
"w": 40,
"h": 64
}
},
{
"index": 2,
"col": 2,
"row": 0,
"empty": false,
"box": {
"x": 8,
"y": 0,
"w": 40,
"h": 64
}
},
{
"index": 3,
"col": 3,
"row": 0,
"empty": false,
"box": {
"x": 8,
"y": 0,
"w": 40,
"h": 64
}
}
]
}

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3
hitbox-tool/go.mod Normal file
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@@ -0,0 +1,3 @@
module gitea.brasse-pc.eu/brasse/agent-tools/hitbox-tool
go 1.24

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@@ -0,0 +1,230 @@
// Package hitbox computes per-frame collision boxes from sprite sheet
// images by scanning the alpha channel.
package hitbox
import (
"encoding/json"
"fmt"
"image"
"image/png"
"io"
"os"
"path/filepath"
"regexp"
"strconv"
)
// Box is a rectangle relative to its frame's top-left corner.
type Box struct {
X int `json:"x"`
Y int `json:"y"`
W int `json:"w"`
H int `json:"h"`
}
// Frame is the scan result for one sheet cell.
type Frame struct {
Index int `json:"index"`
Col int `json:"col"`
Row int `json:"row"`
Empty bool `json:"empty"`
Box *Box `json:"box"` // nil when Empty
}
// Sheet is the full scan result; the JSON deliverable.
type Sheet struct {
Image string `json:"image"`
CellW int `json:"cellW"`
CellH int `json:"cellH"`
Cols int `json:"cols"`
Rows int `json:"rows"`
Threshold int `json:"alphaThreshold"`
Frames []Frame `json:"frames"`
}
// layoutRe matches the spritec sheet naming convention:
// <base>_<cellW>x<cellH>_<cols>x<rows>.<ext>
var layoutRe = regexp.MustCompile(`_(\d+)x(\d+)_(\d+)x(\d+)\.[A-Za-z]+$`)
// LayoutFromName extracts cell size and grid from a spritec-style file
// name. ok is false when the name doesn't follow the convention.
func LayoutFromName(path string) (cellW, cellH, cols, rows int, ok bool) {
m := layoutRe.FindStringSubmatch(filepath.Base(path))
if m == nil {
return 0, 0, 0, 0, false
}
cellW, _ = strconv.Atoi(m[1])
cellH, _ = strconv.Atoi(m[2])
cols, _ = strconv.Atoi(m[3])
rows, _ = strconv.Atoi(m[4])
return cellW, cellH, cols, rows, true
}
// InferScale detects integer-upscaled sheets: when the image is exactly
// s times bigger than the name-declared layout (both axes, s >= 1), the
// real cell size is cell*s. Returns 0 when the layout doesn't fit.
func InferScale(imgW, imgH, cellW, cellH, cols, rows int) int {
baseW, baseH := cellW*cols, cellH*rows
if baseW <= 0 || baseH <= 0 || imgW%baseW != 0 || imgH%baseH != 0 {
return 0
}
s := imgW / baseW
if s < 1 || imgH/baseH != s {
return 0
}
return s
}
// LoadPNG reads a PNG image from disk.
func LoadPNG(path string) (image.Image, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
img, err := png.Decode(f)
if err != nil {
return nil, fmt.Errorf("%s: %w (only PNG is supported — sheets need an alpha channel)", path, err)
}
return img, nil
}
// Scan computes a tight box per frame: the smallest rectangle covering
// every pixel with alpha >= threshold. shrink/pad (in pixels) contract or
// expand each box afterwards, clamped to the cell.
func Scan(img image.Image, name string, cellW, cellH, threshold, shrink, pad int) (*Sheet, error) {
b := img.Bounds()
if cellW <= 0 || cellH <= 0 {
cellW, cellH = b.Dx(), b.Dy() // whole image = one frame
}
if b.Dx()%cellW != 0 || b.Dy()%cellH != 0 {
return nil, fmt.Errorf("image is %dx%d which is not divisible by cell %dx%d",
b.Dx(), b.Dy(), cellW, cellH)
}
if threshold < 1 || threshold > 255 {
return nil, fmt.Errorf("alpha threshold %d out of range 1-255", threshold)
}
cols, rows := b.Dx()/cellW, b.Dy()/cellH
sheet := &Sheet{
Image: name, CellW: cellW, CellH: cellH,
Cols: cols, Rows: rows, Threshold: threshold,
}
for row := 0; row < rows; row++ {
for col := 0; col < cols; col++ {
fr := Frame{Index: row*cols + col, Col: col, Row: row}
minX, minY := cellW, cellH
maxX, maxY := -1, -1
for y := 0; y < cellH; y++ {
for x := 0; x < cellW; x++ {
_, _, _, a := img.At(b.Min.X+col*cellW+x, b.Min.Y+row*cellH+y).RGBA()
if int(a>>8) >= threshold {
if x < minX {
minX = x
}
if y < minY {
minY = y
}
if x > maxX {
maxX = x
}
if y > maxY {
maxY = y
}
}
}
}
if maxX < 0 {
fr.Empty = true
} else {
box := Box{X: minX, Y: minY, W: maxX - minX + 1, H: maxY - minY + 1}
box = adjust(box, shrink-pad, cellW, cellH)
fr.Box = &box
}
sheet.Frames = append(sheet.Frames, fr)
}
}
return sheet, nil
}
// adjust contracts the box by delta px on every side (negative delta
// expands), clamped to the cell and to a minimum size of 1x1.
func adjust(b Box, delta, cellW, cellH int) Box {
b.X += delta
b.Y += delta
b.W -= 2 * delta
b.H -= 2 * delta
if b.X < 0 {
b.W += b.X
b.X = 0
}
if b.Y < 0 {
b.H += b.Y
b.Y = 0
}
if b.X+b.W > cellW {
b.W = cellW - b.X
}
if b.Y+b.H > cellH {
b.H = cellH - b.Y
}
if b.W < 1 {
b.W = 1
if b.X > cellW-1 {
b.X = cellW - 1
}
}
if b.H < 1 {
b.H = 1
if b.Y > cellH-1 {
b.Y = cellH - 1
}
}
return b
}
// WriteJSON encodes the sheet as indented JSON.
func (s *Sheet) WriteJSON(w io.Writer) error {
enc := json.NewEncoder(w)
enc.SetIndent("", " ")
return enc.Encode(s)
}
// Ascii draws one frame with '#' for solid pixels and '+' for the box
// outline, so results can be verified in a terminal.
func Ascii(img image.Image, s *Sheet, index, threshold int) string {
if index < 0 || index >= len(s.Frames) {
return "(no such frame)\n"
}
fr := s.Frames[index]
b := img.Bounds()
out := make([]rune, 0, (s.CellW+1)*s.CellH)
onBoxEdge := func(x, y int) bool {
if fr.Box == nil {
return false
}
bx := fr.Box
inX := x >= bx.X && x < bx.X+bx.W
inY := y >= bx.Y && y < bx.Y+bx.H
edgeX := x == bx.X || x == bx.X+bx.W-1
edgeY := y == bx.Y || y == bx.Y+bx.H-1
return (inX && inY) && (edgeX || edgeY)
}
for y := 0; y < s.CellH; y++ {
for x := 0; x < s.CellW; x++ {
_, _, _, a := img.At(b.Min.X+fr.Col*s.CellW+x, b.Min.Y+fr.Row*s.CellH+y).RGBA()
solid := int(a>>8) >= threshold
switch {
case solid && onBoxEdge(x, y):
out = append(out, '#')
case solid:
out = append(out, '#')
case onBoxEdge(x, y):
out = append(out, '+')
default:
out = append(out, '.')
}
}
out = append(out, '\n')
}
return string(out)
}

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@@ -0,0 +1,137 @@
package hitbox
import (
"bytes"
"encoding/json"
"image"
"image/color"
"testing"
)
// sheet4 builds a 2x1 sheet of 4x4 cells: frame 0 has a 2x2 blob at
// (1,1); frame 1 is empty.
func sheet4() image.Image {
img := image.NewNRGBA(image.Rect(0, 0, 8, 4))
for y := 1; y <= 2; y++ {
for x := 1; x <= 2; x++ {
img.SetNRGBA(x, y, color.NRGBA{255, 0, 0, 255})
}
}
return img
}
func TestScanTightBox(t *testing.T) {
s, err := Scan(sheet4(), "test.png", 4, 4, 1, 0, 0)
if err != nil {
t.Fatal(err)
}
if s.Cols != 2 || s.Rows != 1 || len(s.Frames) != 2 {
t.Fatalf("layout %dx%d frames=%d", s.Cols, s.Rows, len(s.Frames))
}
f0 := s.Frames[0]
if f0.Empty || f0.Box == nil {
t.Fatal("frame 0 should have a box")
}
if *f0.Box != (Box{X: 1, Y: 1, W: 2, H: 2}) {
t.Errorf("frame 0 box = %+v", *f0.Box)
}
f1 := s.Frames[1]
if !f1.Empty || f1.Box != nil {
t.Errorf("frame 1 should be empty, got %+v", f1)
}
}
func TestScanWholeImageDefault(t *testing.T) {
s, err := Scan(sheet4(), "x.png", 0, 0, 1, 0, 0)
if err != nil {
t.Fatal(err)
}
if len(s.Frames) != 1 || s.CellW != 8 || s.CellH != 4 {
t.Errorf("whole-image scan: %+v", s)
}
}
func TestScanErrors(t *testing.T) {
if _, err := Scan(sheet4(), "x.png", 3, 4, 1, 0, 0); err == nil {
t.Error("non-divisible cell size should error")
}
if _, err := Scan(sheet4(), "x.png", 4, 4, 0, 0, 0); err == nil {
t.Error("threshold 0 should error")
}
}
func TestShrinkAndPad(t *testing.T) {
img := image.NewNRGBA(image.Rect(0, 0, 4, 4))
for y := 0; y < 4; y++ {
for x := 0; x < 4; x++ {
img.SetNRGBA(x, y, color.NRGBA{0, 0, 0, 255})
}
}
s, _ := Scan(img, "x.png", 4, 4, 1, 1, 0) // shrink 1
if *s.Frames[0].Box != (Box{X: 1, Y: 1, W: 2, H: 2}) {
t.Errorf("shrunk box = %+v", *s.Frames[0].Box)
}
s, _ = Scan(img, "x.png", 4, 4, 1, 0, 3) // pad clamps to cell
if *s.Frames[0].Box != (Box{X: 0, Y: 0, W: 4, H: 4}) {
t.Errorf("padded box = %+v", *s.Frames[0].Box)
}
s, _ = Scan(img, "x.png", 4, 4, 1, 10, 0) // over-shrink -> min 1x1
if s.Frames[0].Box.W < 1 || s.Frames[0].Box.H < 1 {
t.Errorf("over-shrunk box = %+v", *s.Frames[0].Box)
}
}
func TestThreshold(t *testing.T) {
img := image.NewNRGBA(image.Rect(0, 0, 2, 1))
img.SetNRGBA(0, 0, color.NRGBA{0, 0, 0, 100})
img.SetNRGBA(1, 0, color.NRGBA{0, 0, 0, 200})
s, _ := Scan(img, "x.png", 2, 1, 150, 0, 0)
if *s.Frames[0].Box != (Box{X: 1, Y: 0, W: 1, H: 1}) {
t.Errorf("threshold box = %+v", *s.Frames[0].Box)
}
s, _ = Scan(img, "x.png", 2, 1, 50, 0, 0)
if *s.Frames[0].Box != (Box{X: 0, Y: 0, W: 2, H: 1}) {
t.Errorf("low-threshold box = %+v", *s.Frames[0].Box)
}
}
func TestLayoutFromName(t *testing.T) {
w, h, c, r, ok := LayoutFromName("/tmp/walk_8x8_4x1.png")
if !ok || w != 8 || h != 8 || c != 4 || r != 1 {
t.Errorf("parsed %d %d %d %d ok=%v", w, h, c, r, ok)
}
if _, _, _, _, ok := LayoutFromName("plain.png"); ok {
t.Error("plain.png should not match")
}
}
func TestInferScale(t *testing.T) {
// walk_8x8_4x1.png rendered at scale 8 -> 256x64
if s := InferScale(256, 64, 8, 8, 4, 1); s != 8 {
t.Errorf("scale = %d, want 8", s)
}
if s := InferScale(32, 8, 8, 8, 4, 1); s != 1 {
t.Errorf("unscaled = %d, want 1", s)
}
if s := InferScale(250, 64, 8, 8, 4, 1); s != 0 {
t.Errorf("non-divisible = %d, want 0", s)
}
if s := InferScale(256, 32, 8, 8, 4, 1); s != 0 {
t.Errorf("axis mismatch = %d, want 0", s)
}
}
func TestJSONShape(t *testing.T) {
s, _ := Scan(sheet4(), "test.png", 4, 4, 1, 0, 0)
var buf bytes.Buffer
if err := s.WriteJSON(&buf); err != nil {
t.Fatal(err)
}
var back Sheet
if err := json.Unmarshal(buf.Bytes(), &back); err != nil {
t.Fatalf("invalid json: %v", err)
}
if back.Frames[0].Box.W != 2 {
t.Errorf("json roundtrip box = %+v", back.Frames[0].Box)
}
}

204
hitbox-tool/main.go Normal file
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@@ -0,0 +1,204 @@
// hitbox scans sprite sheet PNGs and writes per-frame collision boxes
// as JSON, using the alpha channel to find each frame's solid pixels.
package main
import (
"flag"
"fmt"
"os"
"strconv"
"strings"
"gitea.brasse-pc.eu/brasse/agent-tools/hitbox-tool/hitbox"
)
var version = "dev"
const usage = `hitbox - collision box annotator for sprite sheets
Usage:
hitbox scan <sheet.png> [flags] compute per-frame boxes -> JSON
hitbox show <sheet.png> [flags] draw frames + boxes in the terminal
hitbox version
Scan flags:
--cell <WxH> frame size, e.g. 8x8. Default: parsed from the
spritec naming convention <name>_<W>x<H>_<C>x<R>.png;
if neither is given the whole image is one frame.
--threshold <n> alpha 1-255 that counts as solid (default 1)
--shrink <n> contract every box by n px per side (forgiving hits)
--pad <n> expand every box by n px per side
-o <path> write JSON here (default: stdout)
Show flags: --cell, --threshold, plus
--frame <n> only this frame index (default: all)
Boxes are relative to each frame's top-left corner. Frame indices are
row-major (index = row * cols + col), matching spritec sheets.
In game code: hit if (px,py) inside (frameX + box.x, frameY + box.y,
box.w, box.h).
`
func main() {
if len(os.Args) < 2 {
fmt.Print(usage)
os.Exit(2)
}
switch os.Args[1] {
case "scan":
cmdScan(os.Args[2:])
case "show":
cmdShow(os.Args[2:])
case "version", "--version", "-v":
fmt.Println("hitbox", version)
case "help", "--help", "-h":
fmt.Print(usage)
default:
die("unknown command %q — run 'hitbox help'", os.Args[1])
}
}
// parseInterspersed lets flags appear before or after positional args.
func parseInterspersed(fs *flag.FlagSet, args []string) {
var flags, pos []string
for i := 0; i < len(args); i++ {
a := args[i]
if len(a) > 1 && a[0] == '-' {
flags = append(flags, a)
name := strings.TrimLeft(a, "-")
if !strings.Contains(name, "=") {
f := fs.Lookup(name)
isBool := false
if f != nil {
if bv, ok := f.Value.(interface{ IsBoolFlag() bool }); ok && bv.IsBoolFlag() {
isBool = true
}
}
if !isBool && i+1 < len(args) {
i++
flags = append(flags, args[i])
}
}
} else {
pos = append(pos, a)
}
}
fs.Parse(append(flags, pos...))
}
// parseCell resolves the frame size from --cell, or from the spritec
// naming convention (auto-detecting integer upscales: a sheet named
// _8x8_4x1 that is 256x64 px was rendered at scale 8, so cells are 64x64).
func parseCell(spec, path string, imgW, imgH int) (int, int, error) {
if spec != "" {
parts := strings.SplitN(strings.ToLower(spec), "x", 2)
if len(parts) == 2 {
w, err1 := strconv.Atoi(parts[0])
h, err2 := strconv.Atoi(parts[1])
if err1 == nil && err2 == nil && w > 0 && h > 0 {
return w, h, nil
}
}
return 0, 0, fmt.Errorf("--cell %q must look like 8x8", spec)
}
if w, h, cols, rows, ok := hitbox.LayoutFromName(path); ok {
if s := hitbox.InferScale(imgW, imgH, w, h, cols, rows); s > 1 {
fmt.Fprintf(os.Stderr, "hitbox: image is %dx the named layout — using %dx%d cells\n", s, w*s, h*s)
return w * s, h * s, nil
}
return w, h, nil
}
return 0, 0, nil // whole image = one frame
}
func cmdScan(args []string) {
fs := flag.NewFlagSet("scan", flag.ExitOnError)
cell := fs.String("cell", "", "frame size WxH")
threshold := fs.Int("threshold", 1, "solid alpha 1-255")
shrink := fs.Int("shrink", 0, "contract boxes n px per side")
pad := fs.Int("pad", 0, "expand boxes n px per side")
out := fs.String("o", "", "output JSON path (default stdout)")
parseInterspersed(fs, args)
if fs.NArg() != 1 {
die("scan takes exactly one PNG file")
}
path := fs.Arg(0)
img, err := hitbox.LoadPNG(path)
if err != nil {
die("%v", err)
}
b := img.Bounds()
cw, ch, err := parseCell(*cell, path, b.Dx(), b.Dy())
if err != nil {
die("%v", err)
}
sheet, err := hitbox.Scan(img, path, cw, ch, *threshold, *shrink, *pad)
if err != nil {
die("%v", err)
}
if *out == "" {
if err := sheet.WriteJSON(os.Stdout); err != nil {
die("%v", err)
}
return
}
f, err := os.Create(*out)
if err != nil {
die("%v", err)
}
defer f.Close()
if err := sheet.WriteJSON(f); err != nil {
die("%v", err)
}
solid := 0
for _, fr := range sheet.Frames {
if !fr.Empty {
solid++
}
}
fmt.Printf("%s (%d frames of %dx%d, %d with pixels)\n",
*out, len(sheet.Frames), sheet.CellW, sheet.CellH, solid)
}
func cmdShow(args []string) {
fs := flag.NewFlagSet("show", flag.ExitOnError)
cell := fs.String("cell", "", "frame size WxH")
threshold := fs.Int("threshold", 1, "solid alpha 1-255")
frame := fs.Int("frame", -1, "frame index (default: all)")
parseInterspersed(fs, args)
if fs.NArg() != 1 {
die("show takes exactly one PNG file")
}
path := fs.Arg(0)
img, err := hitbox.LoadPNG(path)
if err != nil {
die("%v", err)
}
b := img.Bounds()
cw, ch, err := parseCell(*cell, path, b.Dx(), b.Dy())
if err != nil {
die("%v", err)
}
sheet, err := hitbox.Scan(img, path, cw, ch, *threshold, 0, 0)
if err != nil {
die("%v", err)
}
for _, fr := range sheet.Frames {
if *frame >= 0 && fr.Index != *frame {
continue
}
if fr.Empty {
fmt.Printf("frame %d (col %d, row %d): empty\n\n", fr.Index, fr.Col, fr.Row)
continue
}
fmt.Printf("frame %d (col %d, row %d): box x=%d y=%d w=%d h=%d\n",
fr.Index, fr.Col, fr.Row, fr.Box.X, fr.Box.Y, fr.Box.W, fr.Box.H)
fmt.Print(hitbox.Ascii(img, sheet, fr.Index, *threshold))
fmt.Println()
}
}
func die(format string, a ...any) {
fmt.Fprintf(os.Stderr, "hitbox: "+format+"\n", a...)
os.Exit(1)
}

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# sfx-maker (`sfxc`)
Synthesizes **retro game sound effects** (sfxr-style) from `.sfx` text
files and writes 16-bit mono **WAV**. Sound design becomes text an agent
can read, tweak and reason about — no DAW needed. Go, zero
dependencies, single static binary.
## Build
```bash
# Arch/Garuda: sudo pacman -S go
cd sfx-maker
go build -o build/sfxc . # or the VS Code task "build sfx-maker"
go test ./...
```
## Quick start
```bash
sfxc preset jump -o jump.sfx # editable text preset
sfxc build jump.sfx # -> jump.wav
mpv jump.wav # listen (or aplay/ffplay)
sfxc preset coin -o coin.wav # straight to WAV
sfxc preset coin --seed 3 -o coin3.wav # deterministic variant
sfxc info laser.sfx # validate + summary
```
Presets: `blip, coin, explosion, hurt, jump, laser, powerup`.
`--seed 0` is the canonical sound; any other seed nudges pitch/length
deterministically — ask for three seeds, keep the one that sounds best.
## The `.sfx` format
```
# comment
sfx: jump name
wave: square square | saw | sine | triangle | noise
volume: 0.7 0..1
attack: 0.01 seconds: fade in
sustain: 0.08 hold at full volume
decay: 0.18 fade out (total length = a+s+d, max 10 s)
freq: 330 start pitch, Hz
freq-slide: 900 Hz/second (positive = rising, negative = falling)
duty: 0.5 square pulse width 0.05..0.95 (thinner = buzzier)
vibrato-depth: 25 pitch wobble, Hz
vibrato-rate: 9 wobbles per second
arpeggio: 1.335 multiply pitch by this...
arpeggio-time: 0.06 ...after this many seconds (classic coin blip)
lowpass: 2200 cutoff Hz (muffle: explosions, thuds)
highpass: 300 cutoff Hz (thin out: lasers, clicks)
sample-rate: 44100 8000-96000
seed: 1 noise randomness — same seed = same sound
```
Unknown keys are **errors**, so typos surface immediately. Everything is
deterministic: same file → byte-identical WAV.
## Recipe intuition for agents
- **Jump**: square wave + rising `freq-slide`.
- **Coin/pickup**: square + `arpeggio` > 1 shortly after the start.
- **Laser**: saw + steep negative `freq-slide` + `highpass`.
- **Explosion**: noise + `lowpass` ~2 kHz + long `decay`.
- **Hurt**: saw, low pitch, quick fall.
- **Power-up**: rising slide + `vibrato`.
[`examples/`](examples/) contains all presets as `.sfx` + rendered `.wav`.

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# blip preset (seed 0) — edit freely, then: sfxc build examples/blip.sfx
sfx: blip
wave: square
volume: 0.7
attack: 0.002
sustain: 0.03
decay: 0.05
freq: 660
duty: 0.4

BIN
sfx-maker/examples/blip.wav Normal file

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# coin preset (seed 0) — edit freely, then: sfxc build examples/coin.sfx
sfx: coin
wave: square
volume: 0.7
attack: 0.005
sustain: 0.08
decay: 0.25
freq: 988
arpeggio: 1.335
arpeggio-time: 0.06

BIN
sfx-maker/examples/coin.wav Normal file

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# explosion preset (seed 0) — edit freely, then: sfxc build examples/explosion.sfx
sfx: explosion
wave: noise
volume: 0.7
attack: 0.01
sustain: 0.15
decay: 0.55
freq-slide: -600
lowpass: 2200

Binary file not shown.

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# hurt preset (seed 0) — edit freely, then: sfxc build examples/hurt.sfx
sfx: hurt
wave: saw
volume: 0.7
attack: 0.005
sustain: 0.04
decay: 0.14
freq: 300
freq-slide: -700

BIN
sfx-maker/examples/hurt.wav Normal file

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# jump preset (seed 0) — edit freely, then: sfxc build examples/jump.sfx
sfx: jump
wave: square
volume: 0.7
attack: 0.01
sustain: 0.08
decay: 0.18
freq: 330
freq-slide: 900

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sfx-maker/examples/jump.wav Normal file

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# laser preset (seed 0) — edit freely, then: sfxc build examples/laser.sfx
sfx: laser
wave: saw
volume: 0.7
attack: 0.005
sustain: 0.05
decay: 0.12
freq: 1400
freq-slide: -6000
highpass: 300

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# powerup preset (seed 0) — edit freely, then: sfxc build examples/powerup.sfx
sfx: powerup
wave: square
volume: 0.7
attack: 0.01
sustain: 0.25
decay: 0.25
freq: 220
freq-slide: 700
duty: 0.4
vibrato-depth: 25
vibrato-rate: 9

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module gitea.brasse-pc.eu/brasse/agent-tools/sfx-maker
go 1.24

212
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// sfxc synthesizes retro game sound effects from .sfx text files
// (sfxr-style parameters) and writes 16-bit mono WAV.
package main
import (
"flag"
"fmt"
"os"
"path/filepath"
"strings"
"gitea.brasse-pc.eu/brasse/agent-tools/sfx-maker/sfx"
)
var version = "dev"
const usage = `sfxc - sound effect maker for agents
Usage:
sfxc build <file.sfx> [-o out.wav] synthesize a .sfx file to WAV
sfxc preset <name> [-o out.sfx|out.wav] [--seed n]
write a preset (editable .sfx text,
or straight to .wav)
sfxc info <file.sfx> validate + print parameters
sfxc version
Presets: blip, coin, explosion, hurt, jump, laser, powerup
--seed 0 (default) is the canonical sound; other seeds give variants.
The .sfx format (all keys optional, '#' comments):
sfx: jump name
wave: square square | saw | sine | triangle | noise
volume: 0.7 0..1
attack: 0.01 seconds: fade in
sustain: 0.08 hold
decay: 0.18 fade out
freq: 330 start pitch, Hz
freq-slide: 900 Hz per second (negative = falling)
duty: 0.5 square pulse width 0.05..0.95
vibrato-depth: 25 Hz
vibrato-rate: 9 Hz
arpeggio: 1.335 pitch multiplier that kicks in at...
arpeggio-time: 0.06 ...this many seconds
lowpass: 2200 filter cutoff Hz
highpass: 300 filter cutoff Hz
sample-rate: 44100
seed: 1 noise randomness (deterministic)
Play the result with e.g.: mpv out.wav or aplay out.wav
`
func main() {
if len(os.Args) < 2 {
fmt.Print(usage)
os.Exit(2)
}
switch os.Args[1] {
case "build":
cmdBuild(os.Args[2:])
case "preset":
cmdPreset(os.Args[2:])
case "info":
cmdInfo(os.Args[2:])
case "version", "--version", "-v":
fmt.Println("sfxc", version)
case "help", "--help", "-h":
fmt.Print(usage)
default:
die("unknown command %q — run 'sfxc help'", os.Args[1])
}
}
// parseInterspersed lets flags appear before or after positional args.
func parseInterspersed(fs *flag.FlagSet, args []string) {
var flags, pos []string
for i := 0; i < len(args); i++ {
a := args[i]
if len(a) > 1 && a[0] == '-' {
flags = append(flags, a)
name := strings.TrimLeft(a, "-")
if !strings.Contains(name, "=") {
f := fs.Lookup(name)
isBool := false
if f != nil {
if bv, ok := f.Value.(interface{ IsBoolFlag() bool }); ok && bv.IsBoolFlag() {
isBool = true
}
}
if !isBool && i+1 < len(args) {
i++
flags = append(flags, args[i])
}
}
} else {
pos = append(pos, a)
}
}
fs.Parse(append(flags, pos...))
}
func writeWAVFile(path string, p *sfx.Params) error {
samples := sfx.Render(p)
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
if err := sfx.WriteWAV(f, samples, p.SampleRate); err != nil {
return err
}
return f.Close()
}
func cmdBuild(args []string) {
fs := flag.NewFlagSet("build", flag.ExitOnError)
out := fs.String("o", "", "output .wav (default: input name with .wav)")
parseInterspersed(fs, args)
if fs.NArg() != 1 {
die("build takes exactly one .sfx file")
}
p, err := sfx.ParseFile(fs.Arg(0))
if err != nil {
die("%v", err)
}
path := *out
if path == "" {
path = strings.TrimSuffix(fs.Arg(0), filepath.Ext(fs.Arg(0))) + ".wav"
}
if err := writeWAVFile(path, p); err != nil {
die("%v", err)
}
fmt.Printf("%s (%s, %.2fs, %d Hz)\n", path, p.Wave, p.Duration(), p.SampleRate)
}
func cmdPreset(args []string) {
fs := flag.NewFlagSet("preset", flag.ExitOnError)
out := fs.String("o", "", "output file: .sfx (editable text) or .wav (rendered)")
seed := fs.Int64("seed", 0, "0 = canonical, other values = variants")
parseInterspersed(fs, args)
if fs.NArg() != 1 {
die("preset takes exactly one preset name (%s)", sfx.PresetNames())
}
name := fs.Arg(0)
p, err := sfx.Preset(name, *seed)
if err != nil {
die("%v", err)
}
path := *out
if path == "" {
path = name + ".sfx"
}
switch strings.ToLower(filepath.Ext(path)) {
case ".wav":
if err := writeWAVFile(path, p); err != nil {
die("%v", err)
}
fmt.Printf("%s (%s preset, seed %d, %.2fs)\n", path, name, *seed, p.Duration())
case ".sfx":
f, err := os.Create(path)
if err != nil {
die("%v", err)
}
defer f.Close()
comment := fmt.Sprintf("%s preset (seed %d) — edit freely, then: sfxc build %s", name, *seed, path)
if err := p.Write(f, comment); err != nil {
die("%v", err)
}
fmt.Printf("%s (%s preset, seed %d — edit then 'sfxc build')\n", path, name, *seed)
default:
die("-o must end in .sfx or .wav")
}
}
func cmdInfo(args []string) {
if len(args) != 1 {
die("info takes exactly one .sfx file")
}
p, err := sfx.ParseFile(args[0])
if err != nil {
die("%v", err)
}
fmt.Printf("sfx: %s\n", p.Name)
fmt.Printf("wave: %s\n", p.Wave)
fmt.Printf("duration: %.3fs (attack %.3g + sustain %.3g + decay %.3g)\n",
p.Duration(), p.Attack, p.Sustain, p.Decay)
if p.Wave != "noise" {
fmt.Printf("freq: %g Hz", p.Freq)
if p.FreqSlide != 0 {
fmt.Printf(" (slide %+g Hz/s)", p.FreqSlide)
}
fmt.Println()
}
if p.ArpFactor != 0 {
fmt.Printf("arpeggio: x%g at %gs\n", p.ArpFactor, p.ArpTime)
}
if p.VibratoDepth > 0 {
fmt.Printf("vibrato: ±%g Hz at %g Hz\n", p.VibratoDepth, p.VibratoRate)
}
if p.LowPass > 0 {
fmt.Printf("lowpass: %g Hz\n", p.LowPass)
}
if p.HighPass > 0 {
fmt.Printf("highpass: %g Hz\n", p.HighPass)
}
fmt.Printf("volume: %g\nsamplerate:%d\n", p.Volume, p.SampleRate)
fmt.Println("valid: yes")
}
func die(format string, a ...any) {
fmt.Fprintf(os.Stderr, "sfxc: "+format+"\n", a...)
os.Exit(1)
}

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// Package sfx synthesizes retro game sound effects (sfxr-style) from
// text parameter files and renders them to 16-bit mono WAV.
package sfx
import (
"bufio"
"fmt"
"io"
"os"
"path/filepath"
"strconv"
"strings"
)
// Params describes one sound effect. Zero values mean "off" for the
// optional effects; Defaults() fills the required fields.
type Params struct {
Name string
Wave string // square | saw | sine | triangle | noise
Volume float64 // 0..1 master gain
// envelope, seconds
Attack float64 // 0 -> Volume
Sustain float64 // hold at Volume
Decay float64 // Volume -> 0
Freq float64 // start frequency, Hz
FreqSlide float64 // Hz per second, may be negative
FreqMin float64 // clamp; sound stops below this (default 20 Hz)
Duty float64 // square wave duty cycle 0.05..0.95 (default 0.5)
VibratoDepth float64 // Hz
VibratoRate float64 // Hz
ArpFactor float64 // frequency multiplier applied at ArpTime (0 = off)
ArpTime float64 // seconds
LowPass float64 // cutoff Hz (0 = off)
HighPass float64 // cutoff Hz (0 = off)
SampleRate int // default 44100
Seed int64 // noise seed (default 1)
}
// Defaults returns a Params with sensible base values.
func Defaults() Params {
return Params{
Wave: "square",
Volume: 0.7,
Attack: 0.01,
Sustain: 0.1,
Decay: 0.15,
Freq: 440,
FreqMin: 20,
Duty: 0.5,
SampleRate: 44100,
Seed: 1,
}
}
// Duration is the total length of the sound in seconds.
func (p *Params) Duration() float64 { return p.Attack + p.Sustain + p.Decay }
// Validate checks ranges and returns a helpful error.
func (p *Params) Validate() error {
switch p.Wave {
case "square", "saw", "sine", "triangle", "noise":
default:
return fmt.Errorf("wave %q must be square, saw, sine, triangle or noise", p.Wave)
}
if p.Volume < 0 || p.Volume > 1 {
return fmt.Errorf("volume %g out of range 0-1", p.Volume)
}
if p.Attack < 0 || p.Sustain < 0 || p.Decay < 0 {
return fmt.Errorf("attack/sustain/decay must be >= 0")
}
if p.Duration() <= 0 {
return fmt.Errorf("total duration is 0 — set attack, sustain and/or decay")
}
if p.Duration() > 10 {
return fmt.Errorf("total duration %.2fs is too long (max 10s)", p.Duration())
}
if p.Wave != "noise" && (p.Freq <= 0 || p.Freq > 20000) {
return fmt.Errorf("freq %g out of range 1-20000 Hz", p.Freq)
}
if p.Duty < 0.05 || p.Duty > 0.95 {
return fmt.Errorf("duty %g out of range 0.05-0.95", p.Duty)
}
if p.SampleRate < 8000 || p.SampleRate > 96000 {
return fmt.Errorf("sample-rate %d out of range 8000-96000", p.SampleRate)
}
return nil
}
// ParseFile reads a .sfx file; the name defaults to the file name.
func ParseFile(path string) (*Params, error) {
f, err := os.Open(path)
if err != nil {
return nil, err
}
defer f.Close()
p, err := Parse(f)
if err != nil {
return nil, fmt.Errorf("%s: %w", path, err)
}
if p.Name == "" {
p.Name = strings.TrimSuffix(filepath.Base(path), filepath.Ext(path))
}
return p, nil
}
// Parse reads the .sfx text format: one "key: value" per line,
// '#' comments. Unknown keys are errors so typos surface immediately.
func Parse(r io.Reader) (*Params, error) {
p := Defaults()
sc := bufio.NewScanner(r)
lineNo := 0
for sc.Scan() {
lineNo++
line := strings.TrimSpace(sc.Text())
if line == "" || strings.HasPrefix(line, "#") {
continue
}
i := strings.Index(line, ":")
if i < 0 {
return nil, fmt.Errorf("line %d: want 'key: value', got %q", lineNo, line)
}
key := strings.ToLower(strings.TrimSpace(line[:i]))
val := strings.TrimSpace(line[i+1:])
if j := strings.Index(val, " #"); j >= 0 { // trailing comment
val = strings.TrimSpace(val[:j])
}
var err error
switch key {
case "sfx", "name":
p.Name = val
case "wave":
p.Wave = strings.ToLower(val)
case "volume":
p.Volume, err = strconv.ParseFloat(val, 64)
case "attack":
p.Attack, err = strconv.ParseFloat(val, 64)
case "sustain":
p.Sustain, err = strconv.ParseFloat(val, 64)
case "decay":
p.Decay, err = strconv.ParseFloat(val, 64)
case "freq":
p.Freq, err = strconv.ParseFloat(val, 64)
case "freq-slide":
p.FreqSlide, err = strconv.ParseFloat(val, 64)
case "freq-min":
p.FreqMin, err = strconv.ParseFloat(val, 64)
case "duty":
p.Duty, err = strconv.ParseFloat(val, 64)
case "vibrato-depth":
p.VibratoDepth, err = strconv.ParseFloat(val, 64)
case "vibrato-rate":
p.VibratoRate, err = strconv.ParseFloat(val, 64)
case "arpeggio":
p.ArpFactor, err = strconv.ParseFloat(val, 64)
case "arpeggio-time":
p.ArpTime, err = strconv.ParseFloat(val, 64)
case "lowpass":
p.LowPass, err = strconv.ParseFloat(val, 64)
case "highpass":
p.HighPass, err = strconv.ParseFloat(val, 64)
case "sample-rate":
p.SampleRate, err = strconv.Atoi(val)
case "seed":
p.Seed, err = strconv.ParseInt(val, 10, 64)
default:
return nil, fmt.Errorf("line %d: unknown key %q", lineNo, key)
}
if err != nil {
return nil, fmt.Errorf("line %d: %s: bad value %q", lineNo, key, val)
}
}
if err := sc.Err(); err != nil {
return nil, err
}
if err := p.Validate(); err != nil {
return nil, err
}
return &p, nil
}
// Write renders the params back to the .sfx text format (used by the
// preset generator so agents get an editable file).
func (p *Params) Write(w io.Writer, comment string) error {
bw := bufio.NewWriter(w)
if comment != "" {
fmt.Fprintf(bw, "# %s\n", comment)
}
fmt.Fprintf(bw, "sfx: %s\nwave: %s\nvolume: %g\n", p.Name, p.Wave, p.Volume)
fmt.Fprintf(bw, "attack: %g\nsustain: %g\ndecay: %g\n", p.Attack, p.Sustain, p.Decay)
if p.Wave != "noise" {
fmt.Fprintf(bw, "freq: %g\n", p.Freq)
}
if p.FreqSlide != 0 {
fmt.Fprintf(bw, "freq-slide: %g\n", p.FreqSlide)
}
if p.Wave == "square" && p.Duty != 0.5 {
fmt.Fprintf(bw, "duty: %g\n", p.Duty)
}
if p.VibratoDepth > 0 && p.VibratoRate > 0 {
fmt.Fprintf(bw, "vibrato-depth: %g\nvibrato-rate: %g\n", p.VibratoDepth, p.VibratoRate)
}
if p.ArpFactor != 0 {
fmt.Fprintf(bw, "arpeggio: %g\narpeggio-time: %g\n", p.ArpFactor, p.ArpTime)
}
if p.LowPass > 0 {
fmt.Fprintf(bw, "lowpass: %g\n", p.LowPass)
}
if p.HighPass > 0 {
fmt.Fprintf(bw, "highpass: %g\n", p.HighPass)
}
if p.Seed != 1 {
fmt.Fprintf(bw, "seed: %d\n", p.Seed)
}
return bw.Flush()
}

114
sfx-maker/sfx/presets.go Normal file
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package sfx
import (
"fmt"
"math/rand"
"sort"
)
// Preset returns ready-made parameters for classic game sounds.
// seed 0 gives the canonical version; other seeds vary it slightly so
// agents can generate alternatives ("give me three coin variants").
func Preset(name string, seed int64) (*Params, error) {
p := Defaults()
p.Name = name
switch name {
case "jump":
p.Wave = "square"
p.Duty = 0.5
p.Freq = 330
p.FreqSlide = 900
p.Attack = 0.01
p.Sustain = 0.08
p.Decay = 0.18
case "coin":
p.Wave = "square"
p.Duty = 0.5
p.Freq = 988
p.ArpFactor = 1.335 // up a fourth: B5 -> E6
p.ArpTime = 0.06
p.Attack = 0.005
p.Sustain = 0.08
p.Decay = 0.25
case "laser":
p.Wave = "saw"
p.Freq = 1400
p.FreqSlide = -6000
p.Attack = 0.005
p.Sustain = 0.05
p.Decay = 0.12
p.HighPass = 300
case "explosion":
p.Wave = "noise"
p.Freq = 900
p.FreqSlide = -600
p.Attack = 0.01
p.Sustain = 0.15
p.Decay = 0.55
p.LowPass = 2200
case "hurt":
p.Wave = "saw"
p.Freq = 300
p.FreqSlide = -700
p.Attack = 0.005
p.Sustain = 0.04
p.Decay = 0.14
case "powerup":
p.Wave = "square"
p.Duty = 0.4
p.Freq = 220
p.FreqSlide = 700
p.VibratoDepth = 25
p.VibratoRate = 9
p.Attack = 0.01
p.Sustain = 0.25
p.Decay = 0.25
case "blip":
p.Wave = "square"
p.Duty = 0.4
p.Freq = 660
p.Attack = 0.002
p.Sustain = 0.03
p.Decay = 0.05
default:
return nil, fmt.Errorf("unknown preset %q (available: %s)", name, PresetNames())
}
if seed != 0 {
vary(&p, seed)
}
if err := p.Validate(); err != nil {
return nil, fmt.Errorf("preset %s (seed %d): %w", name, seed, err)
}
return &p, nil
}
// vary nudges the tonal parameters deterministically from the seed.
func vary(p *Params, seed int64) {
rng := rand.New(rand.NewSource(seed))
jitter := func(v, amount float64) float64 {
return v * (1 + amount*(rng.Float64()*2-1))
}
p.Freq = jitter(p.Freq, 0.15)
p.FreqSlide = jitter(p.FreqSlide, 0.25)
p.Sustain = jitter(p.Sustain, 0.2)
p.Decay = jitter(p.Decay, 0.2)
if p.ArpFactor != 0 {
p.ArpFactor = jitter(p.ArpFactor, 0.05)
}
p.Seed = seed // noise variation too
}
var presetNames = []string{"blip", "coin", "explosion", "hurt", "jump", "laser", "powerup"}
// PresetNames lists the available presets, sorted.
func PresetNames() string {
sort.Strings(presetNames)
out := ""
for i, n := range presetNames {
if i > 0 {
out += ", "
}
out += n
}
return out
}

164
sfx-maker/sfx/sfx_test.go Normal file
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package sfx
import (
"bytes"
"math"
"strings"
"testing"
)
func TestParseAndValidate(t *testing.T) {
src := `
# a jump
sfx: jump
wave: square
freq: 330
freq-slide: 900
attack: 0.01
sustain: 0.08
decay: 0.18
duty: 0.4
`
p, err := Parse(strings.NewReader(src))
if err != nil {
t.Fatal(err)
}
if p.Name != "jump" || p.Wave != "square" || p.Freq != 330 || p.Duty != 0.4 {
t.Errorf("parsed wrong: %+v", p)
}
if math.Abs(p.Duration()-0.27) > 1e-9 {
t.Errorf("duration = %g, want 0.27", p.Duration())
}
}
func TestParseErrors(t *testing.T) {
cases := map[string]string{
"unknown key": "wat: 3\n",
"bad wave": "wave: wobble\n",
"bad value": "freq: abc\n",
"zero length": "attack: 0\nsustain: 0\ndecay: 0\n",
"volume range": "volume: 2\n",
"duty range": "duty: 0.99\n",
}
for name, src := range cases {
if _, err := Parse(strings.NewReader(src)); err == nil {
t.Errorf("%s: expected error", name)
}
}
}
func TestRenderBasics(t *testing.T) {
p := Defaults()
p.Wave = "sine"
p.Attack, p.Sustain, p.Decay = 0.01, 0.05, 0.05
samples := Render(&p)
want := int(0.11 * 44100)
if len(samples) != want {
t.Errorf("samples = %d, want %d", len(samples), want)
}
var peak float64
for _, s := range samples {
if math.Abs(s) > peak {
peak = math.Abs(s)
}
if s > 1 || s < -1 {
t.Fatalf("sample %g out of range", s)
}
}
if peak < 0.5 {
t.Errorf("peak %g suspiciously quiet", peak)
}
// end of decay should be silent-ish
tail := samples[len(samples)-10:]
for _, s := range tail {
if math.Abs(s) > 0.1 {
t.Errorf("tail sample %g not decayed", s)
}
}
}
func TestRenderDeterministic(t *testing.T) {
p := Defaults()
p.Wave = "noise"
p.Seed = 42
a := Render(&p)
b := Render(&p)
for i := range a {
if a[i] != b[i] {
t.Fatalf("noise render not deterministic at sample %d", i)
}
}
}
func TestAllWavesAndPresets(t *testing.T) {
for _, w := range []string{"square", "saw", "sine", "triangle", "noise"} {
p := Defaults()
p.Wave = w
if s := Render(&p); len(s) == 0 {
t.Errorf("wave %s rendered nothing", w)
}
}
for _, name := range []string{"blip", "coin", "explosion", "hurt", "jump", "laser", "powerup"} {
p, err := Preset(name, 0)
if err != nil {
t.Errorf("preset %s: %v", name, err)
continue
}
s := Render(p)
var sum float64
for _, v := range s {
sum += v * v
}
rms := math.Sqrt(sum / float64(len(s)))
if rms < 0.01 {
t.Errorf("preset %s is nearly silent (rms %g)", name, rms)
}
// variants stay valid
if _, err := Preset(name, 7); err != nil {
t.Errorf("preset %s seed 7: %v", name, err)
}
}
if _, err := Preset("nope", 0); err == nil {
t.Error("unknown preset should error")
}
}
func TestWAVRoundTrip(t *testing.T) {
p := Defaults()
samples := Render(&p)
var buf bytes.Buffer
if err := WriteWAV(&buf, samples, p.SampleRate); err != nil {
t.Fatal(err)
}
sr, bits, ch, dataBytes, err := ReadWAVHeader(&buf)
if err != nil {
t.Fatal(err)
}
if sr != 44100 || bits != 16 || ch != 1 {
t.Errorf("header: sr=%d bits=%d ch=%d", sr, bits, ch)
}
if dataBytes != len(samples)*2 {
t.Errorf("dataBytes = %d, want %d", dataBytes, len(samples)*2)
}
if buf.Len() != dataBytes {
t.Errorf("body length %d != declared %d", buf.Len(), dataBytes)
}
}
func TestParamsWriteRoundTrip(t *testing.T) {
p, err := Preset("coin", 3)
if err != nil {
t.Fatal(err)
}
var buf bytes.Buffer
if err := p.Write(&buf, "test"); err != nil {
t.Fatal(err)
}
back, err := Parse(&buf)
if err != nil {
t.Fatalf("re-parse of written .sfx failed: %v\n%s", err, buf.String())
}
if back.Freq != p.Freq || back.ArpFactor != p.ArpFactor || back.Seed != p.Seed {
t.Errorf("roundtrip mismatch: %+v vs %+v", back, p)
}
}

122
sfx-maker/sfx/synth.go Normal file
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package sfx
import (
"math"
"math/rand"
)
// Render synthesizes the effect into float64 samples in [-1, 1].
func Render(p *Params) []float64 {
sr := float64(p.SampleRate)
n := int(p.Duration() * sr)
out := make([]float64, n)
rng := rand.New(rand.NewSource(p.Seed))
phase := 0.0
noiseVal := 0.0
noiseCounter := 0.0
// one-pole filter states
lpState := 0.0
hpState := 0.0
hpPrevIn := 0.0
dt := 1 / sr
lpAlpha := 0.0
if p.LowPass > 0 {
rc := 1 / (2 * math.Pi * p.LowPass)
lpAlpha = dt / (rc + dt)
}
hpAlpha := 0.0
if p.HighPass > 0 {
rc := 1 / (2 * math.Pi * p.HighPass)
hpAlpha = rc / (rc + dt)
}
for i := 0; i < n; i++ {
t := float64(i) / sr
f := p.Freq + p.FreqSlide*t
if p.ArpFactor != 0 && p.ArpTime > 0 && t >= p.ArpTime {
f *= p.ArpFactor
}
if p.VibratoDepth > 0 && p.VibratoRate > 0 {
f += p.VibratoDepth * math.Sin(2*math.Pi*p.VibratoRate*t)
}
if f < p.FreqMin {
f = p.FreqMin
}
var s float64
if p.Wave == "noise" {
// pitched noise: new random value f*4 times per second
noiseCounter += f * 4 * dt
if noiseCounter >= 1 || i == 0 {
noiseCounter = math.Mod(noiseCounter, 1)
noiseVal = rng.Float64()*2 - 1
}
s = noiseVal
} else {
phase += f * dt
ph := math.Mod(phase, 1)
switch p.Wave {
case "square":
if ph < p.Duty {
s = 1
} else {
s = -1
}
case "saw":
s = 2*ph - 1
case "triangle":
if ph < 0.5 {
s = 4*ph - 1
} else {
s = 3 - 4*ph
}
case "sine":
s = math.Sin(2 * math.Pi * ph)
}
}
s *= envelope(p, t)
if lpAlpha > 0 {
lpState += lpAlpha * (s - lpState)
s = lpState
}
if hpAlpha > 0 {
hpState = hpAlpha * (hpState + s - hpPrevIn)
hpPrevIn = s
s = hpState
}
s *= p.Volume
if s > 1 {
s = 1
} else if s < -1 {
s = -1
}
out[i] = s
}
return out
}
// envelope is a linear attack / sustain / decay gain in 0..1.
func envelope(p *Params, t float64) float64 {
switch {
case t < p.Attack:
return t / p.Attack
case t < p.Attack+p.Sustain:
return 1
default:
d := t - p.Attack - p.Sustain
if p.Decay <= 0 {
return 0
}
g := 1 - d/p.Decay
if g < 0 {
g = 0
}
return g
}
}

54
sfx-maker/sfx/wav.go Normal file
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package sfx
import (
"encoding/binary"
"fmt"
"io"
"math"
)
// WriteWAV encodes samples ([-1,1] floats) as a 16-bit mono PCM WAV.
func WriteWAV(w io.Writer, samples []float64, sampleRate int) error {
dataLen := len(samples) * 2
var hdr [44]byte
copy(hdr[0:4], "RIFF")
binary.LittleEndian.PutUint32(hdr[4:8], uint32(36+dataLen))
copy(hdr[8:12], "WAVE")
copy(hdr[12:16], "fmt ")
binary.LittleEndian.PutUint32(hdr[16:20], 16) // fmt chunk size
binary.LittleEndian.PutUint16(hdr[20:22], 1) // PCM
binary.LittleEndian.PutUint16(hdr[22:24], 1) // mono
binary.LittleEndian.PutUint32(hdr[24:28], uint32(sampleRate)) // sample rate
binary.LittleEndian.PutUint32(hdr[28:32], uint32(sampleRate*2)) // byte rate
binary.LittleEndian.PutUint16(hdr[32:34], 2) // block align
binary.LittleEndian.PutUint16(hdr[34:36], 16) // bits per sample
copy(hdr[36:40], "data")
binary.LittleEndian.PutUint32(hdr[40:44], uint32(dataLen))
if _, err := w.Write(hdr[:]); err != nil {
return err
}
buf := make([]byte, 2*len(samples))
for i, s := range samples {
v := int16(math.Round(s * 32767))
binary.LittleEndian.PutUint16(buf[i*2:], uint16(v))
}
_, err := w.Write(buf)
return err
}
// ReadWAVHeader sanity-parses a WAV header (used in tests and info).
func ReadWAVHeader(r io.Reader) (sampleRate, bits, channels, dataBytes int, err error) {
var hdr [44]byte
if _, err = io.ReadFull(r, hdr[:]); err != nil {
return
}
if string(hdr[0:4]) != "RIFF" || string(hdr[8:12]) != "WAVE" {
err = fmt.Errorf("not a WAV file")
return
}
channels = int(binary.LittleEndian.Uint16(hdr[22:24]))
sampleRate = int(binary.LittleEndian.Uint32(hdr[24:28]))
bits = int(binary.LittleEndian.Uint16(hdr[34:36]))
dataBytes = int(binary.LittleEndian.Uint32(hdr[40:44]))
return
}