void ToneFilter::init(float newFs){ for(int n=0;n<3;n++){ B[n]=0; A[n]=0; for(int m=0;m<2;m++){ x[m][n]=0; y[m][n]=0; } } setTone(0.5); setFs(newFs); }
//------------------------------------------------------------------------------ //## Basic TEST_F(Test_UI_UIElement, RenderEffects) { //* [ ] UISprite はデフォルトで BlendMode=Alpha { auto tex1 = Assets::loadTexture(LN_ASSETFILE("Sprite1.png")); //* [ ] Visible auto sprite1 = newObject<UISprite>(); sprite1->setTexture(tex1); sprite1->setPosition(0, 0, 0); sprite1->setVisible(false); //* [ ] BlendMode auto sprite2 = newObject<UISprite>(); sprite2->setTexture(tex1); sprite2->setBlendMode(BlendMode::Add); sprite2->setPosition(32, 0, 0); //* [ ] Opacity auto sprite3 = newObject<UISprite>(); sprite3->setTexture(tex1); sprite3->setPosition(64, 0, 0); sprite3->setOpacity(0.5); //* [ ] ColorScale auto sprite4 = newObject<UISprite>(); sprite4->setTexture(tex1); sprite4->setPosition(96, 0, 0); sprite4->setColorScale(Color(1, 0, 0, 1)); //* [ ] BlendColor auto sprite5 = newObject<UISprite>(); sprite5->setTexture(tex1); sprite5->setPosition(0, 32, 0); sprite5->setBlendColor(Color(1, 0, 0, 1)); //* [ ] Tone auto sprite6 = newObject<UISprite>(); sprite6->setTexture(tex1); sprite6->setPosition(32, 32, 0); sprite6->setTone(ColorTone(0.5, 0.3, 0.1, 1.0)); TestEnv::updateFrame(); ASSERT_SCREEN(LN_ASSETFILE("Result/Test_UI_UIElement-RenderEffects-1.png")); LN_TEST_CLEAN_SCENE; } }
//------------------------------------------------------------------------------ //## Basic TEST_F(Test_Visual_VisualComponent, BuiltinEffects) { // TODO: Builtin shader ごとに行う { auto tex1 = Assets::loadTexture(LN_ASSETFILE("Sprite1.png")); //* [ ] Hide auto sprite1 = Sprite::create(tex1, 3, 3); //sprite1->setShadingModel(ShadingModel::UnLighting); sprite1->setPosition(-6, 0, 0); sprite1->setVisible(false); //* [ ] Normal auto sprite2 = Sprite::create(tex1, 3, 3); //sprite2->setShadingModel(ShadingModel::UnLighting); sprite2->setPosition(-3, 0, 0); //* [ ] Opacity auto sprite3 = Sprite::create(tex1, 3, 3); //sprite3->setShadingModel(ShadingModel::UnLighting); sprite3->setPosition(-6, 3, 0); sprite3->setBlendMode(BlendMode::Alpha); sprite3->setOpacity(0.5); //* [ ] ColorScale auto sprite4 = Sprite::create(tex1, 3, 3); //sprite4->setShadingModel(ShadingModel::UnLighting); sprite4->setPosition(-3, 3, 0); sprite4->setColorScale(Color(1, 0, 0, 1)); //* [ ] BlendColor auto sprite5 = Sprite::create(tex1, 3, 3); //sprite5->setShadingModel(ShadingModel::UnLighting); sprite5->setPosition(0, 3, 0); sprite5->setBlendColor(Color(1, 0, 0, 1)); //* [ ] Tone auto sprite6 = Sprite::create(tex1, 3, 3); //sprite6->setShadingModel(ShadingModel::UnLighting); sprite6->setPosition(3, 3, 0); sprite6->setTone(ColorTone(0.5, 0.3, 0.1, 1.0)); TestEnv::updateFrame(); ASSERT_SCREEN(LN_ASSETFILE("Visual/Result/Test_Visual_VisualComponent-BuiltinEffects-1.png")); LN_TEST_CLEAN_SCENE; } }
Sound::Sound (int number, int tone) { setNumber(number); setTone(tone); if (number == 1) { switch (tone) { case(0) : PlaySound(TEXT("Sounds/horse1a.wav"), NULL, SND_SYNC); break; case(1) : PlaySound(TEXT("Sounds/hen2.wav"), NULL, SND_SYNC); break; case(2) : PlaySound(TEXT("Sounds/crow1a.wav"), NULL, SND_SYNC); break; case(3) : PlaySound(TEXT("Sounds/lamb.wav"), NULL, SND_SYNC); break; default: break; } } else if (number == 2) { switch (tone) { case(0) : PlaySound(TEXT("Sounds\g (1).wav"), NULL, SND_SYNC); break; case(1) : PlaySound(TEXT("Sounds\g (2).wav"), NULL, SND_SYNC); break; case(2) : PlaySound(TEXT("Sounds\g (3).wav"), NULL, SND_SYNC); break; case(3) : PlaySound(TEXT("Sounds\g (4).wav"), NULL, SND_SYNC); break; default: break; } } else if (number == 3) {
void YMVoice::handleCC(byte number, byte value) { //Handle the Control Changes for YM2149 switch (number) { case 2: YM2149::setEnvelopeCONT(value); break; case 3: YM2149::setEnvelopeATT(value); break; case 4: YM2149::setEnvelopeALT(value); break; case 5: YM2149::setEnvelopeHOLD(value); break; case 6: setNoise(value); break; case 7: setTone(value); break; case 8: setEnvelope(value); break; case 71: setVolume(value/8); break; case 74: YM2149::setNoiseFrequency(value); break; case 75: YM2149::setEnvelopeFrequencyLo(value << 1); break; case 76: YM2149::setEnvelopeFrequencyHi(value << 1); break; default: return; break; } }