package generator import ( "encoding/json" "html/template" "math" ) // melodyNote is a single note in a looping ambient melody. type melodyNote struct { Freq float64 `json:"freq"` Dur float64 `json:"dur"` Step float64 `json:"step,omitempty"` Gain float64 `json:"gain,omitempty"` } // ambientPreset describes a generative ambient background layer for a theme. type ambientPreset struct { BPM float64 `json:"bpm,omitempty"` PulseInterval float64 `json:"pulseInterval,omitempty"` Gain float64 `json:"gain,omitempty"` Wave string `json:"wave,omitempty"` DroneFreqs []float64 `json:"droneFreqs,omitempty"` PulseFreqs []float64 `json:"pulseFreqs,omitempty"` CutoffMin float64 `json:"cutoffMin,omitempty"` CutoffMax float64 `json:"cutoffMax,omitempty"` NoiseGain float64 `json:"noiseGain,omitempty"` Attack float64 `json:"attack,omitempty"` Release float64 `json:"release,omitempty"` DetuneCents float64 `json:"detuneCents,omitempty"` Rhythm []float64 `json:"rhythm,omitempty"` Melody []melodyNote `json:"melody,omitempty"` // Each slot is one 16th-note at BPM. Patterns loop. Drums []string `json:"drums,omitempty"` } // ambientSounds holds normal and wild-mode ambient presets for a theme. type ambientSounds struct { Normal ambientPreset `json:"normal,omitempty"` Wild ambientPreset `json:"wild,omitempty"` } // themeSounds is serialized into each page for Web Audio (splash + keyboard nav). // Wave: "sine" | "triangle" | "square". type themeSounds struct { Splash struct { Freqs []float64 `json:"freqs"` Spacing float64 `json:"spacing"` Gain float64 `json:"gain"` Wave string `json:"wave"` } `json:"splash"` Nav struct { Freq float64 `json:"freq"` Wave string `json:"wave"` Dur float64 `json:"dur"` Gain float64 `json:"gain"` } `json:"nav"` Open struct { Wave string `json:"wave"` Start float64 `json:"start"` End float64 `json:"end"` Dur float64 `json:"dur"` Gain float64 `json:"gain"` } `json:"open"` Close struct { Wave string `json:"wave"` Start float64 `json:"start"` End float64 `json:"end"` Dur float64 `json:"dur"` Gain float64 `json:"gain"` } `json:"close"` Bounce struct { Wave string `json:"wave"` Start float64 `json:"start"` End float64 `json:"end"` Dur float64 `json:"dur"` Gain float64 `json:"gain"` } `json:"bounce"` Ambient ambientSounds `json:"ambient,omitempty"` } // ── basic note + chord helpers ───────────────────────────────────── // ns builds a note that rings for 'dur' but advances the sequencer by 'step', // so multiple voices appended back-to-back can overlap when dur > step. func ns(freq, dur, step float64) melodyNote { return melodyNote{Freq: freq, Dur: dur, Step: step} } var ( intMajor3rd = math.Pow(2, 4.0/12) intMinor3rd = math.Pow(2, 3.0/12) intPerf5th = math.Pow(2, 7.0/12) intMinor7th = math.Pow(2, 10.0/12) ) func major(freq float64) [3]float64 { return [3]float64{freq, freq * intMajor3rd, freq * intPerf5th} } func minor(freq float64) [3]float64 { return [3]float64{freq, freq * intMinor3rd, freq * intPerf5th} } // ── voice builders ──────────────────────────────────────────────── // Each builder returns a slice of notes appended back-to-back into a melody. // Because the engine advances time by note.Step (not note.Dur), notes with // dur > step ring through the next entries — that is how distinct "voices" // (bass, pad, lead) are stacked into one flat array. // hook turns explicit (freq, beats) pairs into a melodic phrase. A pair with // freq <= 0 OR beats <= 0 is treated as a rest, and its duration is folded // into the preceding note's step so the next real note triggers later. We // can't emit a zero-frequency rest entry because the JS engine substitutes // 440 Hz for falsy freq values, which would turn rests into audible tones. // beat = seconds-per-quarter-note. dur multiplier of 1.0 = quarter note. func hook(beat float64, pairs ...float64) []melodyNote { out := make([]melodyNote, 0, len(pairs)/2) leadIn := 0.0 for i := 0; i+1 < len(pairs); i += 2 { f, b := pairs[i], pairs[i+1] if f <= 0 || b <= 0 { silence := math.Abs(b) * beat if len(out) == 0 { leadIn += silence } else { out[len(out)-1].Step += silence } continue } step := b * beat // 0.92 leaves a small gap so repeated notes re-trigger cleanly. out = append(out, ns(f, step*0.92, step)) } // A leading rest in a looped phrase is equivalent to a trailing delay on // the last note (the loop wraps), so push it onto the final note's step. if leadIn > 0 && len(out) > 0 { out[len(out)-1].Step += leadIn } return out } // padHold lays a chord triad as a long sustained pad. The three notes are // emitted back-to-back but each rings for almost the full duration, so they // pile into a held chord. func padHold(chord [3]float64, totalBeats, beat float64) []melodyNote { dur := totalBeats * beat return []melodyNote{ ns(chord[0], dur*0.96, dur*0.34), ns(chord[1], dur*0.62, dur*0.33), ns(chord[2], dur*0.30, dur*0.33), } } // octaveBass: pumping synth-pop bassline — root, octave, root, fifth — over 4 // quarter-notes. Iconic Outrun / "Take On Me" feel. func octaveBass(root, beat float64) []melodyNote { fifth := root * intPerf5th return []melodyNote{ ns(root, beat*0.85, beat), ns(root*2, beat*0.85, beat), ns(root, beat*0.85, beat), ns(fifth, beat*0.85, beat), } } // palmMute: 8 chugging eighth-notes alternating root and fifth — heavy-metal // palm-mute feel (think Doom Eternal / Megadeth). func palmMute(root, beat float64) []melodyNote { out := make([]melodyNote, 0, 8) half := beat * 0.5 fifth := root * intPerf5th for i := 0; i < 8; i++ { f := root if i == 4 || i == 6 { f = fifth } out = append(out, ns(f, half*0.45, half)) } return out } // arpUpDown: chord up-and-down across 8 sixteenths (1-3-5-8-5-3-1-3) — Mario // chiptune feel. func arpUpDown(chord [3]float64, beat float64) []melodyNote { s := beat * 0.5 return []melodyNote{ ns(chord[0], s*0.85, s), ns(chord[1], s*0.85, s), ns(chord[2], s*0.85, s), ns(chord[0]*2, s*0.85, s), ns(chord[2], s*0.85, s), ns(chord[1], s*0.85, s), ns(chord[0], s*0.85, s), ns(chord[1], s*0.85, s), } } // walkBass: jazz quarter-note walking pattern root → 3rd → 5th → 3rd. func walkBass(root, beat float64) []melodyNote { return []melodyNote{ ns(root, beat*0.92, beat), ns(root*intMajor3rd, beat*0.92, beat), ns(root*intPerf5th, beat*0.92, beat), ns(root*intMajor3rd, beat*0.92, beat), } } // chromDesc: 8-note chromatic descent from 'top' — Bond / Pink Panther feel. func chromDesc(top, beat float64) []melodyNote { out := make([]melodyNote, 0, 8) step := beat * 0.5 for i := 0; i < 8; i++ { f := top * math.Pow(2, -float64(i)/12.0) out = append(out, ns(f, step*0.6, step)) } return out } // fanfareStab: a punchy orchestral chord-hit held across 'beats' beats. // Three voices land together because each rings for most of the duration. func fanfareStab(chord [3]float64, beats, beat float64) []melodyNote { dur := beats * beat return []melodyNote{ ns(chord[0], dur*0.9, dur*0.34), ns(chord[1], dur*0.7, dur*0.33), ns(chord[2], dur*0.5, dur*0.33), } } // reverseKick: hardstyle reverse-bass effect — a sub-octave thump followed by // a short octave-up snap (the "wub" before the kick). func reverseKick(root, beat float64) []melodyNote { return []melodyNote{ ns(root/2, beat*0.85, beat*0.5), ns(root, beat*0.45, beat*0.5), } } // bossaBass: bossa nova bass — dotted-quarter root, eighth fifth, repeat. func bossaBass(root, beat float64) []melodyNote { fifth := root * intPerf5th return []melodyNote{ ns(root, beat*1.4, beat*1.5), ns(fifth, beat*0.45, beat*0.5), ns(root, beat*1.4, beat*1.5), ns(fifth, beat*0.45, beat*0.5), } } // dubSwell: very long sustained bass — held across the whole bar. Caller // passes the actual played frequency (no implicit octave-down) so we don't // drop below ~30 Hz, where most speakers reproduce nothing but clicks. func dubSwell(freq, beats, beat float64) []melodyNote { return []melodyNote{ns(freq, beats*beat*0.95, beats*beat)} } // alienSlide: 4 sliding atonal arpeggio notes spaced by minor-3rds and tritones. func alienSlide(root, beat float64) []melodyNote { tritone := math.Pow(2, 6.0/12) s := beat * 0.5 return []melodyNote{ ns(root, s*0.85, s), ns(root*intMinor3rd, s*0.85, s), ns(root*tritone, s*0.85, s), ns(root*intMinor7th, s*0.85, s), } } // concat flattens several voices into one note slice. func concat(parts ...[]melodyNote) []melodyNote { var out []melodyNote for _, p := range parts { out = append(out, p...) } return out } // ── drum patterns ───────────────────────────────────────────────── // Each is a 16-step bar (one entry per 16th-note at the preset BPM). func pat(names ...string) []string { return names } var ( // Synth-pop punch — kick on 1+4+8, claps on 16. drumPop = pat("kick", "_", "hat", "kick", "snare", "_", "hat", "_", "kick", "kick", "hat", "_", "snare", "_", "hat", "clap") // Four-on-the-floor dance — kick every quarter, hat offbeat. drumFour = pat("kick", "_", "hat", "_", "kick", "_", "hat", "_", "kick", "_", "hat", "_", "kick", "_", "hat", "_") // Heavy rock — straight 4/4 with offbeat hats (Duke Nukem feel). drumRock = pat("kick", "_", "hat", "_", "snare", "_", "hat", "_", "kick", "_", "hat", "_", "snare", "_", "hat", "kick") // Industrial pulse — hammering double-kick, syncopated snare. drumPulse = pat("kick", "kick", "_", "hat", "snare", "_", "kick", "hat", "kick", "_", "_", "hat", "snare", "kick", "_", "hat") // Hardstyle — kick on every beat plus the offbeats (gabber). drumHardstyle = pat("kick", "_", "_", "kick", "kick", "_", "_", "kick", "kick", "_", "_", "kick", "kick", "kick", "_", "kick") // DnB amen-break — kick on 1+11, snare with ghosted "skips" on 4. drumDnb = pat("kick", "_", "hat", "kick", "snare", "hat", "_", "snare", "_", "kick", "hat", "_", "snare", "_", "hat", "kick") // Bossa nova clave (3-2 son) — Latin syncopation. drumBossa = pat("kick", "_", "hat", "_", "_", "_", "hat", "snare", "_", "kick", "hat", "_", "snare", "_", "hat", "_") // Boom-bap — hip-hop / film-noir groove. drumBoom = pat("kick", "_", "_", "hat", "snare", "_", "_", "hat", "_", "_", "kick", "hat", "snare", "_", "kick", "hat") // Dub — kick on 1, snare on 9, hi-hat on 16. Spacious. drumDub = pat("kick", "_", "_", "_", "_", "_", "_", "_", "snare", "_", "_", "_", "_", "_", "_", "hat") // Ambient — single soft kick + sparse clap. Mostly silence. drumAmbient = pat("kick", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "_", "clap", "_", "_", "_") // March — kick/snare alternate, no hat (cosmos military feel). drumMarch = pat("kick", "_", "_", "_", "snare", "_", "_", "_", "kick", "_", "_", "_", "snare", "_", "_", "_") // Bell tolls — only deep kicks, very sparse (cathedral). drumBell = pat("kick", "_", "_", "_", "_", "_", "_", "_", "kick", "_", "_", "_", "_", "_", "_", "_") // Latin funk — busy clave with conga-like accents. drumLatin = pat("kick", "hat", "_", "hat", "snare", "kick", "hat", "_", "kick", "hat", "_", "hat", "snare", "_", "hat", "kick") // Chiptune — bouncy NES drum-machine: kick+snare on every other 16th. drumChip = pat("kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare", "kick", "snare") // Spy — sneaky offbeat snare with double-kick pickup. drumSpy = pat("kick", "_", "hat", "_", "_", "snare", "hat", "_", "kick", "kick", "hat", "_", "snare", "_", "hat", "snare") // Organic / biomech — irregular limb-like accents. drumOrganic = pat("kick", "_", "hat", "kick", "_", "snare", "kick", "_", "_", "kick", "hat", "_", "snare", "_", "kick", "hat") // Metal chug — double-kick galloping metal rhythm (plasma normal). drumChug = pat("kick", "kick", "_", "kick", "snare", "_", "kick", "_", "kick", "kick", "_", "kick", "snare", "kick", "kick", "kick") // Gated 80s electro — tight punchy clap on 5+13 (synthwave). drumElectro = pat("kick", "_", "_", "_", "clap", "_", "hat", "_", "kick", "kick", "_", "_", "clap", "_", "hat", "snare") // Wild rock — extra-busy version of drumRock for wild mode. drumRockWild = pat("kick", "kick", "hat", "kick", "snare", "_", "hat", "kick", "kick", "kick", "hat", "kick", "snare", "_", "hat", "kick") ) // ── theme songs ─────────────────────────────────────────────────── // // Each theme builds two ambient presets (normal + wild). Wild is the same // musical character as normal but faster, denser, brighter — never a // different song, so the listener always hears "the theme" intensifying. // ════════════════════════════════════════════════════════════════════ // NEON – synth-pop banger, C major, Outrun pumping octave bass // ════════════════════════════════════════════════════════════════════ func soundsNeon() themeSounds { var s themeSounds s.Splash.Freqs = []float64{523.25, 659.25, 783.99, 1046.5} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.055, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 330, "square", 0.055, 0.11 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 523.25, 1046.5, 0.13, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 880, 261.63, 0.16, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 180, 90, 0.12, 0.1 // Hook: sparkly major arpeggio that resolves down — C-E-G-C-A-G-E-C feel. beat := 0.4 // 150 BPM quarter mel := concat( octaveBass(130.81, beat), padHold(major(261.63), 4, beat), hook(beat, 1046.5, 0.5, 783.99, 0.5, 659.25, 0.5, 1046.5, 0.5, 880.00, 0.5, 783.99, 0.5, 659.25, 0.5, 523.25, 0.5), octaveBass(174.61, beat), padHold(major(349.23), 4, beat), hook(beat, 1396.92, 0.5, 1046.5, 0.5, 880.00, 0.5, 1396.92, 0.5, 1174.66, 0.5, 1046.5, 0.5, 880.00, 0.5, 698.46, 0.5), ) wbeat := 0.273 // 220 BPM wmel := concat( octaveBass(261.63, wbeat), padHold(major(523.25), 4, wbeat), hook(wbeat, 1046.5, 0.25, 1318.5, 0.25, 1567.98, 0.25, 2093.0, 0.25, 1567.98, 0.25, 1318.5, 0.25, 1046.5, 0.25, 783.99, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.03, BPM: 150, Wave: "square", DroneFreqs: []float64{130.81, 196.00, 261.63}, Attack: 0.02, Release: 0.15, CutoffMin: 1200, CutoffMax: 5000, Drums: drumPop, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.06, BPM: 220, Wave: "square", DroneFreqs: []float64{130.81, 261.63, 392.00, 523.25}, Attack: 0.02, Release: 0.08, CutoffMin: 2000, CutoffMax: 7000, DetuneCents: 12, Drums: drumPop, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // TERMINAL – industrial techno, E minor, hammering pulse // ════════════════════════════════════════════════════════════════════ func soundsTerminal() themeSounds { var s themeSounds s.Splash.Freqs = []float64{523.25, 659.25, 783.99} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.11, "square" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 800, "square", 0.045, 0.12 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 600, 1200, 0.12, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 900, 400, 0.14, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 200, 100, 0.1, 0.1 // Hook: dissonant rising tritone stab — Hotline Miami / industrial menace. beat := 0.375 // 160 BPM mel := concat( palmMute(82.41, beat), padHold(minor(164.81), 4, beat), hook(beat, 329.63, 0.5, 392.00, 0.5, 466.16, 0.5, 329.63, 0.5, 466.16, 0.5, 622.25, 0.5, 466.16, 0.5, 329.63, 0.5), palmMute(110.00, beat), padHold(minor(220.00), 4, beat), hook(beat, 440.00, 0.5, 523.25, 0.5, 622.25, 0.5, 440.00, 0.5, 622.25, 0.5, 783.99, 0.5, 622.25, 0.5, 440.00, 0.5), ) wbeat := 0.353 // 170 BPM, but denser stabs wmel := concat( palmMute(164.81, wbeat), hook(wbeat, 659.25, 0.25, 783.99, 0.25, 932.33, 0.25, 659.25, 0.25, 932.33, 0.25, 1244.51, 0.25, 932.33, 0.25, 659.25, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.03, BPM: 160, Wave: "sawtooth", DroneFreqs: []float64{82.41, 123.47, 164.81}, Attack: 0.02, Release: 0.1, CutoffMin: 1000, CutoffMax: 5000, Drums: drumPulse, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.065, BPM: 170, Wave: "sawtooth", DroneFreqs: []float64{82.41, 164.81, 246.94, 329.63}, Attack: 0.02, Release: 0.05, CutoffMin: 2000, CutoffMax: 7000, DetuneCents: 18, Drums: drumPulse, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // SYNTHWAVE – Carpenter Brut "Turbo Killer" anthem rock, A minor // ════════════════════════════════════════════════════════════════════ func soundsSynthwave() themeSounds { var s themeSounds s.Splash.Freqs = []float64{196, 246.94, 293.66, 349.23} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.1, 0.1, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 164.81, "triangle", 0.09, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sine", 220, 440, 0.18, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 110, 0.17, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "sine", 150, 75, 0.14, 0.09 // Driving Am-F-C-G with a sawtooth-stab lead riff. Action-rock not chill. beat := 0.4 // 150 BPM — punchy synth-anthem mel := concat( octaveBass(110.00, beat), padHold(minor(220.00), 4, beat), hook(beat, 880.00, 0.25, 1046.5, 0.25, 1318.5, 0.5, 1046.5, 0.25, 880.00, 0.25, 659.25, 0.5, 880.00, 0.5, 1046.5, 1.0), octaveBass(87.31, beat), padHold(major(174.61), 4, beat), hook(beat, 698.46, 0.25, 880.00, 0.25, 1046.5, 0.5, 880.00, 0.25, 698.46, 0.25, 523.25, 0.5, 698.46, 0.5, 880.00, 1.0), octaveBass(130.81, beat), padHold(major(261.63), 4, beat), hook(beat, 1046.5, 0.25, 1318.5, 0.25, 1567.98, 0.5, 1318.5, 0.25, 1046.5, 0.25, 783.99, 0.5, 1046.5, 0.5, 1318.5, 1.0), octaveBass(98.00, beat), padHold(major(196.00), 4, beat), hook(beat, 783.99, 0.25, 987.77, 0.25, 1174.66, 0.5, 987.77, 0.25, 783.99, 0.25, 587.33, 0.5, 783.99, 0.5, 987.77, 1.0), ) wbeat := 0.316 // 190 BPM wmel := concat( octaveBass(220.00, wbeat), hook(wbeat, 1760.00, 0.25, 2093.0, 0.25, 2637.0, 0.25, 2093.0, 0.25, 1760.00, 0.25, 1318.5, 0.25, 1760.00, 0.25, 2093.0, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "sawtooth", DroneFreqs: []float64{110.00, 174.61, 220.00}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumElectro, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.065, BPM: 190, Wave: "sawtooth", DroneFreqs: []float64{220.00, 349.23, 440.00, 523.25}, Attack: 0.02, Release: 0.05, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 14, Drums: drumElectro, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // PLASMA – Doom Eternal djent, F# minor, drop-tuned palm-mute chug // ════════════════════════════════════════════════════════════════════ func soundsPlasma() themeSounds { var s themeSounds s.Splash.Freqs = []float64{369.99, 493.88, 587.33, 739.99} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.055, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 246.94, "square", 0.055, 0.11 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sine", 370, 740, 0.14, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 740, 246.94, 0.17, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 120, 60, 0.1, 0.1 // Djent: low palm-mute chugs against a screaming high lead. beat := 0.4 // 150 BPM — heavy not blistering mel := concat( palmMute(46.25, beat), padHold(minor(92.50), 4, beat), hook(beat, 369.99, 0.5, 0, 0.5, 369.99, 0.5, 440.00, 0.5, 554.37, 0.5, 440.00, 0.5, 369.99, 1.0), palmMute(46.25, beat), padHold(minor(92.50), 4, beat), hook(beat, 369.99, 0.5, 440.00, 0.5, 554.37, 0.5, 739.99, 0.5, 659.25, 0.5, 554.37, 0.5, 440.00, 0.5, 369.99, 0.5), ) wbeat := 0.333 // 180 BPM thrash wmel := concat( palmMute(92.50, wbeat), hook(wbeat, 739.99, 0.25, 880.00, 0.25, 1108.73, 0.25, 1480.00, 0.25, 1108.73, 0.25, 880.00, 0.25, 739.99, 0.25, 554.37, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "square", DroneFreqs: []float64{46.25, 92.50, 138.59}, Attack: 0.01, Release: 0.08, CutoffMin: 800, CutoffMax: 5500, Drums: drumChug, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 180, Wave: "square", DroneFreqs: []float64{46.25, 92.50, 138.59, 277.18}, Attack: 0.01, Release: 0.04, CutoffMin: 2400, CutoffMax: 8000, DetuneCents: 22, Drums: drumChug, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // BRUTALIST – Akira-style minimalist techno, C minor, concrete pulse // ════════════════════════════════════════════════════════════════════ func soundsBrutalist() themeSounds { var s themeSounds s.Splash.Freqs = []float64{261.63, 329.63, 392.00, 523.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.1, "square" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.06, 0.11 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 440, 880, 0.15, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 660, 220, 0.15, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 200, 100, 0.1, 0.1 // Hook: pulse-step bass with metallic stab leads. Cm-Ab-Gm-Fm. beat := 0.429 // 140 BPM driving mel := concat( palmMute(65.41, beat), padHold(minor(130.81), 4, beat), hook(beat, 523.25, 0.5, 0, 0.5, 622.25, 0.5, 0, 0.5, 783.99, 1.0, 622.25, 1.0), palmMute(51.91, beat), padHold(major(103.83), 4, beat), hook(beat, 415.30, 0.5, 0, 0.5, 622.25, 0.5, 0, 0.5, 830.61, 1.0, 622.25, 1.0), ) wbeat := 0.375 // 160 BPM wmel := concat( palmMute(130.81, wbeat), hook(wbeat, 1046.5, 0.25, 1244.5, 0.25, 1567.98, 0.25, 1046.5, 0.25, 1244.5, 0.25, 1046.5, 0.25, 830.61, 0.25, 622.25, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 140, Wave: "sawtooth", DroneFreqs: []float64{65.41, 98.00, 130.81}, Attack: 0.02, Release: 0.1, CutoffMin: 1200, CutoffMax: 5500, Drums: drumPulse, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.075, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{65.41, 98.00, 130.81, 196.00}, Attack: 0.02, Release: 0.04, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 20, Drums: drumPulse, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // VOLCANO – hardstyle / gabber, D minor, reverse-bass kicks // ════════════════════════════════════════════════════════════════════ func soundsVolcano() themeSounds { var s themeSounds s.Splash.Freqs = []float64{293.66, 369.99, 440.00, 587.33} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 196, "triangle", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 293.66, 587.33, 0.16, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 146.83, 0.18, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 130, 65, 0.12, 0.09 // Reverse-bass + screech lead. Dm-Bb-F-C — classic hardstyle. beat := 0.4 // 150 BPM mel := concat( reverseKick(73.42, beat), reverseKick(73.42, beat), reverseKick(73.42, beat), reverseKick(73.42, beat), hook(beat, 587.33, 0.5, 698.46, 0.5, 880.00, 0.5, 1174.66, 0.5, 880.00, 0.5, 698.46, 0.5, 587.33, 1.0), reverseKick(58.27, beat), reverseKick(58.27, beat), reverseKick(87.31, beat), reverseKick(65.41, beat), hook(beat, 466.16, 0.5, 587.33, 0.5, 698.46, 0.5, 880.00, 0.5, 698.46, 0.5, 587.33, 0.5, 466.16, 1.0), ) wbeat := 0.333 // 180 BPM wmel := concat( reverseKick(146.83, wbeat), reverseKick(146.83, wbeat), hook(wbeat, 1174.66, 0.25, 1396.92, 0.25, 1760.00, 0.25, 2349.32, 0.25, 1760.00, 0.25, 1396.92, 0.25, 1174.66, 0.25, 880.00, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "sawtooth", DroneFreqs: []float64{73.42, 110.00, 146.83}, Attack: 0.01, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumHardstyle, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{73.42, 110.00, 146.83, 220.00}, Attack: 0.01, Release: 0.04, CutoffMin: 2400, CutoffMax: 8000, DetuneCents: 18, Drums: drumHardstyle, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // AURORA – arctic anthem rock, G major, soaring stadium lead // ════════════════════════════════════════════════════════════════════ func soundsAurora() themeSounds { var s themeSounds s.Splash.Freqs = []float64{392.00, 493.88, 587.33, 783.99} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 261.63, "triangle", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sine", 390, 780, 0.16, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 523, 196, 0.18, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 180, 90, 0.12, 0.09 // Driving G-major anthem (G-Em-C-D) with a soaring fist-pump lead hook. beat := 0.462 // 130 BPM mel := concat( octaveBass(98.00, beat), padHold(major(196.00), 4, beat), hook(beat, 783.99, 0.5, 880.00, 0.5, 987.77, 0.5, 1174.66, 0.5, 987.77, 0.5, 880.00, 1.0, 783.99, 0.5), octaveBass(82.41, beat), padHold(minor(164.81), 4, beat), hook(beat, 659.25, 0.5, 783.99, 0.5, 880.00, 0.5, 987.77, 0.5, 880.00, 0.5, 783.99, 1.0, 659.25, 0.5), octaveBass(65.41, beat), padHold(major(130.81), 4, beat), hook(beat, 783.99, 0.5, 880.00, 0.5, 987.77, 0.5, 1174.66, 0.5, 1318.5, 1.0, 1174.66, 1.0), octaveBass(73.42, beat), padHold(major(146.83), 4, beat), hook(beat, 880.00, 0.5, 987.77, 0.5, 1174.66, 0.5, 1318.5, 0.5, 1174.66, 0.5, 987.77, 1.0, 880.00, 0.5), ) wbeat := 0.353 // 170 BPM thrash anthem wmel := concat( octaveBass(196.00, wbeat), hook(wbeat, 1567.98, 0.25, 1760.00, 0.25, 1975.53, 0.25, 2349.32, 0.25, 1975.53, 0.25, 1760.00, 0.25, 1567.98, 0.25, 1318.5, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 130, Wave: "triangle", DroneFreqs: []float64{98.00, 146.83, 196.00}, Attack: 0.02, Release: 0.1, CutoffMin: 1200, CutoffMax: 5500, Drums: drumPop, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.065, BPM: 170, Wave: "sawtooth", DroneFreqs: []float64{98.00, 196.00, 293.66, 392.00}, Attack: 0.02, Release: 0.05, CutoffMin: 2200, CutoffMax: 7500, DetuneCents: 12, Drums: drumPop, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // MATRIX – liquid drum-and-bass, C minor, sub-bass + amen-break stabs // ════════════════════════════════════════════════════════════════════ func soundsMatrix() themeSounds { var s themeSounds s.Splash.Freqs = []float64{261.63, 311.13, 392.00, 466.16} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.1, "square" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.055, 0.11 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 440, 880, 0.13, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 660, 220, 0.15, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 180, 90, 0.1, 0.1 // Reese-bass + glitchy stabs. Cm-Ab-Bb-Cm. beat := 0.353 // 170 BPM DnB mel := concat( dubSwell(41.20, 4, beat), padHold(minor(130.81), 4, beat), hook(beat, 783.99, 0.25, 0, 0.25, 783.99, 0.5, 932.33, 0.5, 0, 0.5, 1046.5, 0.5, 932.33, 1.0), dubSwell(34.65, 4, beat), padHold(major(103.83), 4, beat), hook(beat, 622.25, 0.25, 0, 0.25, 622.25, 0.5, 783.99, 0.5, 0, 0.5, 932.33, 0.5, 783.99, 1.0), ) wbeat := 0.333 // 180 BPM neurofunk wmel := concat( palmMute(65.41, wbeat), hook(wbeat, 1046.5, 0.25, 1244.5, 0.25, 1567.98, 0.25, 1244.5, 0.25, 1864.66, 0.25, 1567.98, 0.25, 1244.5, 0.25, 1046.5, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.03, BPM: 170, Wave: "sawtooth", DroneFreqs: []float64{32.70, 65.41, 130.81}, Attack: 0.02, Release: 0.1, CutoffMin: 1000, CutoffMax: 5500, DetuneCents: 6, Drums: drumDnb, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{65.41, 130.81, 196.00, 261.63}, Attack: 0.02, Release: 0.04, CutoffMin: 2200, CutoffMax: 8000, DetuneCents: 18, Drums: drumDnb, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // OCEAN – surf rock, E minor, Dick Dale tremolo guitar // ════════════════════════════════════════════════════════════════════ func soundsOcean() themeSounds { var s themeSounds s.Splash.Freqs = []float64{329.63, 392.00, 493.88, 587.33} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 220, "sine", 0.08, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 329.63, 659.25, 0.18, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 493.88, 164.81, 0.18, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 140, 70, 0.12, 0.09 // "Misirlou"-style tremolo-picked surf riff over driving rock drums. // Em-D-C-B7 with a chromatic descending phrygian lead. beat := 0.429 // 140 BPM mel := concat( palmMute(82.41, beat), padHold(minor(164.81), 4, beat), hook(beat, 659.25, 0.25, 698.46, 0.25, 783.99, 0.25, 698.46, 0.25, 659.25, 0.25, 622.25, 0.25, 587.33, 0.25, 523.25, 0.25, 493.88, 0.5, 587.33, 0.5, 659.25, 1.0), palmMute(73.42, beat), padHold(major(146.83), 4, beat), hook(beat, 587.33, 0.25, 622.25, 0.25, 698.46, 0.25, 622.25, 0.25, 587.33, 0.25, 523.25, 0.25, 493.88, 0.25, 440.00, 0.25, 493.88, 0.5, 587.33, 0.5, 659.25, 1.0), ) wbeat := 0.353 // 170 BPM wmel := concat( palmMute(164.81, wbeat), hook(wbeat, 1318.5, 0.125, 1396.92, 0.125, 1567.98, 0.125, 1396.92, 0.125, 1318.5, 0.125, 1244.5, 0.125, 1174.66, 0.125, 1046.5, 0.125, 987.77, 0.25, 1174.66, 0.25, 1318.5, 0.5), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 140, Wave: "triangle", DroneFreqs: []float64{82.41, 130.81, 164.81}, Attack: 0.02, Release: 0.08, CutoffMin: 1500, CutoffMax: 6000, Drums: drumRock, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.065, BPM: 170, Wave: "sawtooth", DroneFreqs: []float64{82.41, 164.81, 246.94, 329.63}, Attack: 0.02, Release: 0.04, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 14, Drums: drumRockWild, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // DOS – Duke Nukem 3D "Grabbag" lick, E minor, palm-muted metal // ════════════════════════════════════════════════════════════════════ func soundsDos() themeSounds { var s themeSounds s.Splash.Freqs = []float64{261.63, 329.63, 392.00, 523.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.06, 0.08, "square" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.05, 0.11 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 440, 880, 0.14, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 660, 220, 0.15, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 180, 90, 0.1, 0.1 // THE Lee Jackson Grabbag riff: E5 E5 G5 A5 | E5 E5 G5 A5 Bb5 A5 G5 E5 // then drop down B4 D5 E5 ... Iconic 1996 PC-DOS metal. beat := 0.462 // 130 BPM const ( E2, E3, B3 = 82.41, 164.81, 246.94 E4, G4, A4 = 329.63, 392.00, 440.00 Bb4, B4 = 466.16, 493.88 ) riff := []float64{ E4, 0.5, E4, 0.5, G4, 0.5, A4, 0.5, // bar 1a E4, 0.5, E4, 0.5, G4, 0.5, A4, 0.5, // bar 1b B4, 0.5, A4, 0.5, G4, 0.5, E4, 0.5, // bar 2 — the climbs-then-drops hook Bb4, 0.5, A4, 0.5, G4, 0.5, E4, 0.5, } mel := concat( palmMute(E2, beat), padHold([3]float64{E3, B3, E4}, 4, beat), hook(beat, riff...), ) wbeat := 0.375 // 160 BPM thrash wmel := concat( palmMute(E3, wbeat), hook(wbeat, E4*2, 0.25, E4*2, 0.25, G4*2, 0.25, A4*2, 0.25, E4*2, 0.25, E4*2, 0.25, G4*2, 0.25, A4*2, 0.25, B4*2, 0.25, A4*2, 0.25, G4*2, 0.25, E4*2, 0.25, Bb4*2, 0.25, A4*2, 0.25, G4*2, 0.25, E4*2, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 130, Wave: "square", DroneFreqs: []float64{82.41, 164.81, 246.94}, Attack: 0.01, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumRock, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 160, Wave: "square", DroneFreqs: []float64{82.41, 164.81, 246.94, 329.63}, Attack: 0.01, Release: 0.04, CutoffMin: 2400, CutoffMax: 8000, DetuneCents: 12, Drums: drumRockWild, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // RETRO – 8-bit chiptune Mario bounce, A minor, NES arpeggios // ════════════════════════════════════════════════════════════════════ func soundsRetro() themeSounds { var s themeSounds s.Splash.Freqs = []float64{220.00, 261.63, 329.63, 440.00} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 164.81, "triangle", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 220, 440, 0.16, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 330, 110, 0.16, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 150, 75, 0.12, 0.09 // Bouncy Am-F-G-Em arp lead — Mega Man action-platformer pace. beat := 0.4 // 150 BPM mel := concat( octaveBass(110.00, beat), arpUpDown(minor(220.00), beat), hook(beat, 880.00, 0.25, 1046.5, 0.25, 1318.5, 0.25, 1760.00, 0.25, 1318.5, 0.25, 1046.5, 0.25, 880.00, 0.25, 659.25, 0.25), octaveBass(87.31, beat), arpUpDown(major(174.61), beat), hook(beat, 698.46, 0.25, 880.00, 0.25, 1046.5, 0.25, 1396.92, 0.25, 1046.5, 0.25, 880.00, 0.25, 698.46, 0.25, 523.25, 0.25), octaveBass(98.00, beat), arpUpDown(major(196.00), beat), hook(beat, 783.99, 0.25, 987.77, 0.25, 1174.66, 0.25, 1567.98, 0.25, 1174.66, 0.25, 987.77, 0.25, 783.99, 0.25, 587.33, 0.25), octaveBass(82.41, beat), arpUpDown(minor(164.81), beat), hook(beat, 659.25, 0.25, 783.99, 0.25, 987.77, 0.25, 1318.5, 0.25, 987.77, 0.25, 783.99, 0.25, 659.25, 0.25, 493.88, 0.25), ) wbeat := 0.316 // 190 BPM wmel := concat( octaveBass(220.00, wbeat), hook(wbeat, 1760.00, 0.125, 2093.0, 0.125, 2637.0, 0.125, 3520.0, 0.125, 2637.0, 0.125, 2093.0, 0.125, 1760.00, 0.125, 1318.5, 0.125, 880.00, 0.125, 1046.5, 0.125, 1318.5, 0.125, 1760.00, 0.125, 1318.5, 0.125, 1046.5, 0.125, 880.00, 0.125, 659.25, 0.125), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "square", DroneFreqs: []float64{55.00, 110.00, 220.00}, Attack: 0.01, Release: 0.05, CutoffMin: 1500, CutoffMax: 6500, Drums: drumChip, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 190, Wave: "square", DroneFreqs: []float64{110.00, 220.00, 329.63, 440.00}, Attack: 0.005, Release: 0.03, CutoffMin: 2500, CutoffMax: 8000, DetuneCents: 8, Drums: drumChip, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // COSMOS – Imperial March stomp, D minor, action fanfare // ════════════════════════════════════════════════════════════════════ func soundsCosmos() themeSounds { var s themeSounds s.Splash.Freqs = []float64{293.66, 369.99, 440.00, 523.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.08, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 220, "triangle", 0.08, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 293.66, 587.33, 0.16, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 146.83, 0.18, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 150, 75, 0.12, 0.09 // Imperial-March-style stomping brass fanfare at action tempo. beat := 0.4 // 150 BPM driving mel := concat( palmMute(73.42, beat), padHold(minor(146.83), 4, beat), hook(beat, 587.33, 0.75, 587.33, 0.25, 587.33, 0.5, 880.00, 0.5, 698.46, 0.25, 659.25, 0.25, 622.25, 0.25, 587.33, 0.25, 880.00, 1.0), palmMute(58.27, beat), padHold(major(116.54), 4, beat), hook(beat, 466.16, 0.75, 466.16, 0.25, 466.16, 0.5, 698.46, 0.5, 554.37, 0.25, 523.25, 0.25, 493.88, 0.25, 466.16, 0.25, 698.46, 1.0), palmMute(65.41, beat), padHold(minor(130.81), 4, beat), hook(beat, 523.25, 0.75, 523.25, 0.25, 523.25, 0.5, 783.99, 0.5, 622.25, 0.25, 587.33, 0.25, 554.37, 0.25, 523.25, 0.25, 783.99, 1.0), ) wbeat := 0.333 // 180 BPM wmel := concat( palmMute(146.83, wbeat), hook(wbeat, 1174.66, 0.25, 1174.66, 0.25, 1396.92, 0.5, 1760.00, 0.5, 2349.32, 0.5, 2093.0, 0.25, 1760.00, 0.25, 1396.92, 0.5, 1174.66, 0.5), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "sawtooth", DroneFreqs: []float64{73.42, 110.00, 146.83}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumMarch, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{73.42, 146.83, 220.00, 293.66}, Attack: 0.02, Release: 0.05, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 16, Drums: drumChug, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // RETROFUTURE – Tron / Daft Punk filter-square, E major // ════════════════════════════════════════════════════════════════════ func soundsRetrofuture() themeSounds { var s themeSounds s.Splash.Freqs = []float64{329.63, 415.30, 493.88, 659.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 246.94, "sine", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 329.63, 659.25, 0.18, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 493.88, 164.81, 0.2, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 160, 80, 0.14, 0.09 // Filtered square bass + locked-grid analog lead. E-A-B-E. beat := 0.4 // 150 BPM driving Daft Punk action-disco mel := concat( octaveBass(82.41, beat), padHold(major(164.81), 4, beat), hook(beat, 659.25, 0.5, 659.25, 0.5, 783.99, 0.5, 987.77, 0.5, 987.77, 0.5, 783.99, 0.5, 659.25, 0.5, 493.88, 0.5), octaveBass(110.00, beat), padHold(major(220.00), 4, beat), hook(beat, 880.00, 0.5, 880.00, 0.5, 1046.5, 0.5, 1318.5, 0.5, 1046.5, 0.5, 880.00, 0.5, 659.25, 0.5, 493.88, 0.5), ) wbeat := 0.316 // 190 BPM wmel := concat( octaveBass(164.81, wbeat), hook(wbeat, 1318.5, 0.25, 1567.98, 0.25, 1864.66, 0.25, 1318.5, 0.25, 1567.98, 0.25, 1864.66, 0.25, 1318.5, 0.25, 1046.5, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "square", DroneFreqs: []float64{82.41, 164.81, 246.94}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumFour, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 190, Wave: "sawtooth", DroneFreqs: []float64{82.41, 164.81, 329.63, 493.88}, Attack: 0.01, Release: 0.04, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 14, Drums: drumFour, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // SPACEAGE – Star Trek action theme, G major, hero-fanfare drive // ════════════════════════════════════════════════════════════════════ func soundsSpaceage() themeSounds { var s themeSounds s.Splash.Freqs = []float64{392.00, 493.88, 587.33, 783.99} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.1, 0.1, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 261.63, "triangle", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 392, 784, 0.17, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 587, 196, 0.19, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 130, 65, 0.12, 0.09 // Heroic ascending fanfare at action tempo — "to boldly go" energy. beat := 0.4 // 150 BPM mel := concat( octaveBass(98.00, beat), padHold(major(196.00), 4, beat), hook(beat, 783.99, 0.5, 987.77, 0.5, 1174.66, 0.5, 1567.98, 0.5, 1318.5, 0.5, 1174.66, 0.5, 987.77, 0.5, 783.99, 0.5), octaveBass(82.41, beat), padHold(minor(164.81), 4, beat), hook(beat, 659.25, 0.5, 783.99, 0.5, 987.77, 0.5, 1318.5, 0.5, 1174.66, 0.5, 987.77, 0.5, 783.99, 0.5, 659.25, 0.5), octaveBass(110.00, beat), padHold(minor(220.00), 4, beat), hook(beat, 880.00, 0.5, 1046.5, 0.5, 1318.5, 0.5, 1760.00, 0.5, 1396.92, 0.5, 1318.5, 0.5, 1046.5, 0.5, 880.00, 0.5), octaveBass(73.42, beat), padHold(major(146.83), 4, beat), hook(beat, 587.33, 0.5, 880.00, 0.5, 1108.73, 0.5, 1318.5, 0.5, 1567.98, 0.5, 1318.5, 0.5, 1108.73, 0.5, 880.00, 0.5), ) wbeat := 0.333 // 180 BPM wmel := concat( octaveBass(196.00, wbeat), hook(wbeat, 1567.98, 0.25, 1975.53, 0.25, 2349.32, 0.25, 3135.96, 0.25, 2637.0, 0.25, 2349.32, 0.25, 1975.53, 0.25, 1567.98, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "triangle", DroneFreqs: []float64{98.00, 130.81, 196.00}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumPop, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.065, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{98.00, 196.00, 293.66, 392.00}, Attack: 0.02, Release: 0.05, CutoffMin: 2200, CutoffMax: 7500, DetuneCents: 12, Drums: drumPop, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // TROPICALE – Latin afro-funk, F major, conga clave + brass stabs // ════════════════════════════════════════════════════════════════════ func soundsTropical() themeSounds { var s themeSounds s.Splash.Freqs = []float64{349.23, 440.00, 523.25, 698.46} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 233.08, "sine", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 349.23, 698.46, 0.18, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 523.25, 174.61, 0.2, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 170, 85, 0.12, 0.09 // Tito Puente brass-stab energy, F-Bb-C-F. beat := 0.5 // 120 BPM mel := concat( bossaBass(87.31, beat), padHold(major(174.61), 4, beat), hook(beat, 698.46, 0.5, 0, 0.25, 880.00, 0.25, 1046.5, 0.5, 880.00, 0.5, 698.46, 0.5, 880.00, 0.5, 1046.5, 1.0), bossaBass(116.54, beat), padHold(major(233.08), 4, beat), hook(beat, 932.33, 0.5, 0, 0.25, 1174.66, 0.25, 1396.92, 0.5, 1174.66, 0.5, 932.33, 0.5, 1174.66, 0.5, 1396.92, 1.0), bossaBass(130.81, beat), padHold(major(261.63), 4, beat), hook(beat, 1046.5, 0.5, 0, 0.25, 1318.5, 0.25, 1567.98, 0.5, 1318.5, 0.5, 1046.5, 0.5, 1318.5, 0.5, 1567.98, 1.0), ) wbeat := 0.353 // 170 BPM wmel := concat( bossaBass(174.61, wbeat), hook(wbeat, 1396.92, 0.25, 1760.00, 0.25, 2093.0, 0.25, 1760.00, 0.25, 2349.32, 0.25, 2093.0, 0.25, 1760.00, 0.25, 1396.92, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.03, BPM: 120, Wave: "sawtooth", DroneFreqs: []float64{87.31, 174.61, 261.63}, Attack: 0.02, Release: 0.15, CutoffMin: 1200, CutoffMax: 5500, Drums: drumLatin, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.065, BPM: 170, Wave: "sawtooth", DroneFreqs: []float64{87.31, 174.61, 261.63, 349.23}, Attack: 0.02, Release: 0.06, CutoffMin: 2200, CutoffMax: 7500, DetuneCents: 12, Drums: drumLatin, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // NOIR – rockabilly chase, D minor, slap-bass + chromatic guitar // ════════════════════════════════════════════════════════════════════ func soundsNoir() themeSounds { var s themeSounds s.Splash.Freqs = []float64{293.66, 349.23, 440.00, 523.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 196, "square", 0.055, 0.11 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 293.66, 587.33, 0.16, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 440, 146.83, 0.18, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 130, 65, 0.12, 0.09 // Rockabilly chase — Stray Cats slap-bass walking + Pulp-Fiction-style // surf-rock chromatic guitar lead at action tempo. Dm-Gm-A7-Dm. beat := 0.4 // 150 BPM rockabilly mel := concat( walkBass(73.42, beat), padHold(minor(146.83), 4, beat), chromDesc(880.00, beat), walkBass(98.00, beat), padHold(minor(196.00), 4, beat), chromDesc(739.99, beat), walkBass(110.00, beat), padHold(major(220.00), 4, beat), chromDesc(659.25, beat), walkBass(73.42, beat), padHold(minor(146.83), 4, beat), chromDesc(587.33, beat), ) wbeat := 0.316 // 190 BPM wmel := concat( walkBass(146.83, wbeat), chromDesc(1318.5, wbeat), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "triangle", DroneFreqs: []float64{73.42, 110.00, 146.83}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumBoom, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 190, Wave: "sawtooth", DroneFreqs: []float64{73.42, 146.83, 196.00, 293.66}, Attack: 0.02, Release: 0.05, CutoffMin: 2200, CutoffMax: 7500, DetuneCents: 14, Drums: drumBoom, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // CATHEDRAL – gothic metal organ, C minor, Type-O-Negative drive // ════════════════════════════════════════════════════════════════════ func soundsCathedral() themeSounds { var s themeSounds s.Splash.Freqs = []float64{261.63, 329.63, 392.00, 523.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.1, 0.09, "sine" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 196, "triangle", 0.09, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 261.63, 523.25, 0.2, 0.1 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 392, 130.81, 0.22, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 160, 80, 0.14, 0.09 // Gothic-metal organ pedal + driven Toccata-style lead. Cm-Gm-Ab-Bb. beat := 0.4 // 150 BPM driving gothic mel := concat( palmMute(65.41, beat), padHold(minor(130.81), 4, beat), hook(beat, 523.25, 0.5, 622.25, 0.5, 783.99, 0.5, 622.25, 0.5, 523.25, 0.5, 466.16, 0.5, 415.30, 0.5, 391.99, 0.5), palmMute(98.00, beat), padHold(minor(196.00), 4, beat), hook(beat, 783.99, 0.5, 932.33, 0.5, 1174.66, 0.5, 932.33, 0.5, 783.99, 0.5, 698.46, 0.5, 622.25, 0.5, 587.33, 0.5), palmMute(51.91, beat), padHold(major(103.83), 4, beat), hook(beat, 415.30, 0.5, 523.25, 0.5, 622.25, 0.5, 523.25, 0.5, 415.30, 0.5, 391.99, 0.5, 369.99, 0.5, 311.13, 0.5), palmMute(58.27, beat), padHold(major(116.54), 4, beat), hook(beat, 466.16, 0.5, 587.33, 0.5, 698.46, 0.5, 587.33, 0.5, 466.16, 0.5, 415.30, 0.5, 391.99, 0.5, 349.23, 0.5), ) wbeat := 0.333 // 180 BPM wmel := concat( palmMute(130.81, wbeat), hook(wbeat, 1046.5, 0.25, 1244.5, 0.25, 1567.98, 0.25, 1244.5, 0.25, 1046.5, 0.25, 932.33, 0.25, 783.99, 0.25, 622.25, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "triangle", DroneFreqs: []float64{65.41, 98.00, 130.81}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumChug, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.07, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{65.41, 130.81, 196.00, 261.63}, Attack: 0.02, Release: 0.05, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 14, Drums: drumChug, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // SURVEILLANCE – John Barry spy theme, E minor, chromatic sneak // ════════════════════════════════════════════════════════════════════ func soundsSurveillance() themeSounds { var s themeSounds s.Splash.Freqs = []float64{440, 554.37, 659.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.06, 0.08, "square" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 880, "square", 0.04, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "square", 660, 1320, 0.12, 0.09 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 990, 330, 0.14, 0.085 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "square", 280, 140, 0.09, 0.09 // Bond "dum-da-da-dum" + chromatic descend lead at chase tempo. beat := 0.4 // 150 BPM action mel := concat( walkBass(82.41, beat), padHold(minor(164.81), 4, beat), hook(beat, 329.63, 0.5, 392.00, 0.5, 493.88, 0.5, 392.00, 0.5, 659.25, 1.0, 622.25, 1.0), walkBass(110.00, beat), padHold(major(220.00), 4, beat), chromDesc(987.77, beat), walkBass(82.41, beat), padHold(minor(164.81), 4, beat), hook(beat, 329.63, 0.5, 392.00, 0.5, 493.88, 0.5, 392.00, 0.5, 740.00, 1.0, 698.46, 1.0), walkBass(123.47, beat), padHold(major(246.94), 4, beat), chromDesc(880.00, beat), ) wbeat := 0.316 // 190 BPM chase wmel := concat( walkBass(164.81, wbeat), chromDesc(1318.5, wbeat), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "triangle", DroneFreqs: []float64{82.41, 123.47, 164.81}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumSpy, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.075, BPM: 190, Wave: "sawtooth", DroneFreqs: []float64{164.81, 246.94, 329.63, 493.88}, Attack: 0.02, Release: 0.04, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 18, Drums: drumSpy, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // BIOMECH – alien organic, C# minor, atonal sliding arpeggios // ════════════════════════════════════════════════════════════════════ func soundsBiomech() themeSounds { var s themeSounds s.Splash.Freqs = []float64{164.81, 246.94, 311.13, 466.16} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.09, 0.095, "triangle" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 233.08, "sine", 0.085, 0.1 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "triangle", 220, 523.25, 0.18, 0.095 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "sine", 392, 130.81, 0.2, 0.09 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "triangle", 160, 80, 0.14, 0.09 // Alien arpeggios with tritone slide — Giger-style organic action. beat := 0.4 // 150 BPM mel := concat( alienSlide(69.30, beat), padHold(minor(138.59), 4, beat), alienSlide(138.59, beat), alienSlide(277.18, beat), alienSlide(82.41, beat), padHold(minor(164.81), 4, beat), alienSlide(164.81, beat), alienSlide(329.63, beat), alienSlide(58.27, beat), padHold(major(116.54), 4, beat), alienSlide(116.54, beat), alienSlide(233.08, beat), alienSlide(73.42, beat), padHold(minor(146.83), 4, beat), alienSlide(146.83, beat), alienSlide(293.66, beat), ) wbeat := 0.316 // 190 BPM wmel := concat( alienSlide(138.59, wbeat), alienSlide(277.18, wbeat), alienSlide(554.37, wbeat), alienSlide(1108.73, wbeat), ) s.Ambient.Normal = ambientPreset{ Gain: 0.032, BPM: 150, Wave: "sawtooth", DroneFreqs: []float64{69.30, 110.00, 138.59}, Attack: 0.02, Release: 0.08, CutoffMin: 1200, CutoffMax: 5500, Drums: drumOrganic, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.075, BPM: 190, Wave: "sawtooth", DroneFreqs: []float64{69.30, 138.59, 220.00, 277.18}, Attack: 0.02, Release: 0.04, CutoffMin: 2400, CutoffMax: 7500, DetuneCents: 22, Drums: drumOrganic, Melody: wmel, } return s } // ════════════════════════════════════════════════════════════════════ // NUKEM – action-hero hard rock, E minor, Grabbag-inspired power riffs // ════════════════════════════════════════════════════════════════════ func soundsNukem() themeSounds { var s themeSounds s.Splash.Freqs = []float64{164.81, 329.63, 440.00, 659.25} s.Splash.Spacing, s.Splash.Gain, s.Splash.Wave = 0.06, 0.1, "sawtooth" s.Nav.Freq, s.Nav.Wave, s.Nav.Dur, s.Nav.Gain = 440, "square", 0.05, 0.12 s.Open.Wave, s.Open.Start, s.Open.End, s.Open.Dur, s.Open.Gain = "sawtooth", 329.63, 659.25, 0.14, 0.11 s.Close.Wave, s.Close.Start, s.Close.End, s.Close.Dur, s.Close.Gain = "square", 659.25, 164.81, 0.16, 0.1 s.Bounce.Wave, s.Bounce.Start, s.Bounce.End, s.Bounce.Dur, s.Bounce.Gain = "sawtooth", 220, 110, 0.1, 0.1 // THE Grabbag riff (Lee Jackson) — E5 E5 G5 A5 | E5 E5 G5 A5 Bb5 A5 G5 E5 // Heavier sawtooth rendition at 140 BPM with palm-muted bass chugging. beat := 0.429 // 140 BPM hard rock const ( E2, E3, B3 = 82.41, 164.81, 246.94 E4, G4, A4 = 329.63, 392.00, 440.00 Bb4, B4 = 466.16, 493.88 ) riff := []float64{ E4, 0.5, E4, 0.5, G4, 0.5, A4, 0.5, // bar 1a E4, 0.5, E4, 0.5, G4, 0.5, A4, 0.5, // bar 1b B4, 0.5, A4, 0.5, G4, 0.5, E4, 0.5, // bar 2 — climbs then drops Bb4, 0.5, A4, 0.5, G4, 0.5, E4, 0.5, } mel := concat( palmMute(E2, beat), padHold([3]float64{E3, B3, E4}, 4, beat), hook(beat, riff...), ) wbeat := 0.333 // 180 BPM thrash wmel := concat( palmMute(E3, wbeat), hook(wbeat, E4*2, 0.25, E4*2, 0.25, G4*2, 0.25, A4*2, 0.25, E4*2, 0.25, E4*2, 0.25, G4*2, 0.25, A4*2, 0.25, B4*2, 0.25, A4*2, 0.25, G4*2, 0.25, E4*2, 0.25, Bb4*2, 0.25, A4*2, 0.25, G4*2, 0.25, E4*2, 0.25), ) s.Ambient.Normal = ambientPreset{ Gain: 0.035, BPM: 140, Wave: "sawtooth", DroneFreqs: []float64{82.41, 164.81, 246.94}, Attack: 0.01, Release: 0.08, CutoffMin: 1400, CutoffMax: 6000, Drums: drumRock, Melody: mel, } s.Ambient.Wild = ambientPreset{ Gain: 0.075, BPM: 180, Wave: "sawtooth", DroneFreqs: []float64{82.41, 164.81, 329.63, 440.00}, Attack: 0.01, Release: 0.04, CutoffMin: 2800, CutoffMax: 8500, DetuneCents: 14, Drums: drumRockWild, Melody: wmel, } return s } // ── public entry points ─────────────────────────────────────────── func defaultSounds() themeSounds { return soundsNeon() } // themeSoundsJSON returns a JS object literal for embedding in