SoundPatch: design a sound where it can be heard, then convert it
The bang was guessed at directly in bytes and came out as a low gurgle, which is what guessing at bytes gets you: a cutoff of 40 looks small and is 57 Hz, so the filter sweep ended almost shut. Voyager's sound device is soundThing's voice engine with the editor taken off, so a patch designed in soundThing - where there is a screen, a keyboard and a pair of ears - makes the same sound here. What differs is only how it arrives. SoundPatch converts one into the other. Every parameter the device takes is a documented function of a natural value and all of them invert: times are squared into four seconds, cutoff and rate are exponential, depths and detune are centred on 128. It writes a table of a count and that many parameter and value pairs, and playPatch hands it to the device - so every sound after this costs a table and a call rather than forty lines of its own. Two things the conversion has to say out loud. soundThing has no field for the level routing, because there it is always the amplitude envelope, so the table says so explicitly - a channel keeps its patch between notes and a leftover from a previous one would otherwise be carried in. And a field the tool does not recognise STOPS it: a patch format that has moved on would otherwise produce a table that quietly means something else. THE BUILD DOES NOT DEPEND ON IT. soundThing lives in its own repository and is not needed to build anything here; the tables are checked in and the tool is for when a sound is being changed. Lander's crash now plays Kick808 as a stand-in until a bang is designed for it, and the difference is the point: the hand-guessed patch wandered between 1600 and 8200 for eight tenths of a second, and this decays 3492, 2743, 2037, 1515, 1040, 614, 87, nothing. The docs check caught the tool count in two manuals, which is what it is for.
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; BoomPatch, converted from External/soundThing/patches/Drums/Kick808.json by SoundPatch.
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; Designed in soundThing, where it can be heard. Do not edit the numbers
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; here: change the patch and convert it again.
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#Data
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BoomPatch:
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0d47 ; how many pairs follow
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0x50 0x01 ; the level is the amplitude envelope
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0x00 0d0 ; oscillator 0, waveform
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0x01 0d255 ; gain
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0x02 0d128 ; duty
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0x03 0d128 ; detune, in cents
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0x04 0d127 ; octave
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0x05 0d1 ; on
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0x06 0d0 ; what moves its width
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0x07 0d128 ; and how far
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0x08 0d2 ; what moves its pitch
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0x09 0d197 ; and how far
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0x0A 0d0 ; what moves its gain
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0x0B 0d128 ; and how far
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0x10 0d5 ; oscillator 1, waveform
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0x11 0d146 ; gain
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0x12 0d128 ; duty
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0x13 0d128 ; detune, in cents
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0x14 0d128 ; octave
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0x15 0d1 ; on
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0x16 0d0 ; what moves its width
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0x17 0d128 ; and how far
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0x18 0d0 ; what moves its pitch
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0x19 0d128 ; and how far
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0x1A 0d0 ; what moves its gain
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0x1B 0d128 ; and how far
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0x20 0d4 ; amplitude envelope, attack
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0x21 0d79 ; decay
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0x22 0d0 ; sustain
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0x23 0d31 ; release
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0x30 0d4 ; modulation envelope, attack
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0x31 0d35 ; decay
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0x32 0d0 ; sustain
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0x33 0d13 ; release
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0x40 0d1 ; filter, on
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0x41 0d0 ; type: 0 low, 1 high, 2 band
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0x42 0d92 ; cutoff, in hertz
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0x43 0d10 ; resonance
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0x44 0d0 ; what moves the cutoff
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0x45 0d128 ; and how far, in hertz
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0x46 0d0 ; what moves the resonance
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0x47 0d128 ; and how far
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0x60 0d0 ; LFO 0, on
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0x61 0d0 ; waveform
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0x62 0d127 ; rate, in hertz
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0x70 0d0 ; LFO 1, on
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0x71 0d0 ; waveform
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0x72 0d127 ; rate, in hertz
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