developped 3 prototypes
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src/00simulation_distanzerkennung.py
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src/00simulation_distanzerkennung.py
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import sys
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import numpy as np
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import pygame
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import sounddevice as sd
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# ==================== KONFIGURATION & PARAMETER ====================
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ROOM_SIZE_M = 20.0
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WINDOW_SIZE = 800
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PIXELS_PER_METER = WINDOW_SIZE / ROOM_SIZE_M
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# Audio-Parameter
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SAMPLE_RATE = 44100
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BLOCK_SIZE = 1024
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C_SOUND = 343.0
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HEAD_RADIUS_M = 0.0875
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# Ethereal / Musical Pitch Boundaries (A3 -> A5 Pentatonic / Harmonic range)
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FREQ_MIN_DIST = 880.0 # Near (0 m) -> High ethereal sheen (A5)
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FREQ_MAX_DIST = 220.0 # Far (>= 10 m) -> Deep warm root note (A3)
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MAX_MAPPED_DIST = 10.0
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# Global States
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target_freq = 220.0
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target_itd_samples = 0.0
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target_gain_left = 0.2
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target_gain_right = 0.2
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# Audio State Smoothing (Prevents Crackling)
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current_freq = 220.0
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current_itd = 0.0
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phase_1 = 0.0
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phase_2 = 0.0
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phase_3 = 0.0
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# ==================== AUDIO-CALLBACK ====================
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def audio_callback(outdata, frames, time_info, status):
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global phase_1, phase_2, phase_3, current_freq, current_itd
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global target_freq, target_itd_samples, target_gain_left, target_gain_right
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if status:
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print(status, file=sys.stderr)
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# 1. Smooth parameter transitions per frame vector to eliminate clicks/crackles
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freq_vec = np.linspace(current_freq, target_freq, frames)
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itd_vec = np.linspace(current_itd, target_itd_samples, frames)
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current_freq = target_freq
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current_itd = target_itd_samples
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# 2. Phase-continuous synthesis for 3 ethereal chord intervals (Root, Minor 3rd/Fifth blend, Octave)
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dphase_1 = 2 * np.pi * freq_vec / SAMPLE_RATE
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dphase_2 = 2 * np.pi * (freq_vec * 1.498) / SAMPLE_RATE # Perfect Fifth interval
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dphase_3 = 2 * np.pi * (freq_vec * 2.0) / SAMPLE_RATE # Octave shimmer
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phases_1 = phase_1 + np.cumsum(dphase_1)
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phases_2 = phase_2 + np.cumsum(dphase_2)
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phases_3 = phase_3 + np.cumsum(dphase_3)
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phase_1 = phases_1[-1] % (2 * np.pi)
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phase_2 = phases_2[-1] % (2 * np.pi)
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phase_3 = phases_3[-1] % (2 * np.pi)
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# Ethereal Pad synthesis (Pure sine combinations with smooth volume envelopes)
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wave_root = np.sin(phases_1)
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wave_fifth = 0.35 * np.sin(phases_2)
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wave_shimmer = 0.15 * np.sin(phases_3)
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synth_signal = 0.12 * (wave_root + wave_fifth + wave_shimmer)
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# 3. Smooth ITD delay processing without edge interpolation crackles
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t_indices = np.arange(frames)
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# Calculate fractional delay per sample
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idx_l = t_indices + (itd_vec / 2.0)
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idx_r = t_indices - (itd_vec / 2.0)
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# Extend buffer indexing cleanly via continuous interpolation
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signal_l = np.interp(idx_l, t_indices, synth_signal)
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signal_r = np.interp(idx_r, t_indices, synth_signal)
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# Apply spatial gains
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outdata[:, 0] = signal_l * target_gain_left
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outdata[:, 1] = signal_r * target_gain_right
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# ==================== MAIN PROGRAM ====================
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def main():
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global target_freq, target_itd_samples, target_gain_left, target_gain_right
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pygame.init()
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screen = pygame.display.set_mode((WINDOW_SIZE, WINDOW_SIZE))
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pygame.display.set_caption("Simulation: Ethereal Spatial Audio Tracking")
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clock = pygame.time.Clock()
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stream = sd.OutputStream(
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channels=2,
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samplerate=SAMPLE_RATE,
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blocksize=BLOCK_SIZE,
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callback=audio_callback
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)
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with stream:
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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# Screen coordinates to meters
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mouse_px, mouse_py = pygame.mouse.get_pos()
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x_m = (mouse_px - WINDOW_SIZE / 2.0) / PIXELS_PER_METER
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y_m = (WINDOW_SIZE / 2.0 - mouse_py) / PIXELS_PER_METER
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# Distance calculation
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dist_m = np.sqrt(x_m**2 + y_m**2)
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# Smooth exponential pitch scaling
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clamped_dist = min(dist_m, MAX_MAPPED_DIST)
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norm_dist = clamped_dist / MAX_MAPPED_DIST
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target_freq = FREQ_MIN_DIST * ((FREQ_MAX_DIST / FREQ_MIN_DIST) ** norm_dist)
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# Spatial angle (Azimuth)
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azimuth = np.arctan2(x_m, y_m)
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# ITD (Woodworth Model)
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itd_sec = (HEAD_RADIUS_M / C_SOUND) * (np.sin(azimuth) + azimuth)
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target_itd_samples = itd_sec * SAMPLE_RATE
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# ILD (Stereo Panning)
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pan = np.sin(azimuth)
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target_gain_left = np.clip(0.5 * (1.0 - pan), 0.05, 1.0)
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target_gain_right = np.clip(0.5 * (1.0 + pan), 0.05, 1.0)
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# Visual Rendering
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screen.fill((15, 18, 25))
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center_px = WINDOW_SIZE // 2
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# Grid
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pygame.draw.line(screen, (35, 40, 55), (0, center_px), (WINDOW_SIZE, center_px), 1)
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pygame.draw.line(screen, (35, 40, 55), (center_px, 0), (center_px, WINDOW_SIZE), 1)
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# Distance circles
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for r_m in range(2, 11, 2):
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r_px = int(r_m * PIXELS_PER_METER)
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pygame.draw.circle(screen, (30, 35, 50), (center_px, center_px), r_px, 1)
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# User head
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head_radius_px = int(HEAD_RADIUS_M * 3 * PIXELS_PER_METER)
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pygame.draw.circle(screen, (180, 190, 200), (center_px, center_px), head_radius_px)
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pygame.draw.polygon(screen, (230, 90, 90), [
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(center_px - 8, center_px - head_radius_px),
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(center_px + 8, center_px - head_radius_px),
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(center_px, center_px - head_radius_px - 12)
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])
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# Object
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pygame.draw.circle(screen, (80, 220, 160), (mouse_px, mouse_py), 8)
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pygame.draw.line(screen, (80, 220, 160, 80), (center_px, center_px), (mouse_px, mouse_py), 1)
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# HUD
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font = pygame.font.SysFont("Consolas", 16)
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info_texts = [
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f"Position : X = {x_m:5.2f} m | Y = {y_m:5.2f} m",
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f"Distanz : {dist_m:5.2f} m",
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f"Frequenz : {target_freq:5.1f} Hz",
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f"Azimut : {np.degrees(azimuth):5.1f} Grad",
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]
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for i, text in enumerate(info_texts):
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txt_surface = font.render(text, True, (200, 200, 210))
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screen.blit(txt_surface, (15, 15 + i * 22))
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pygame.display.flip()
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clock.tick(60)
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pygame.quit()
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if __name__ == "__main__":
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main()
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248
src/01simulation_multiple_objects.py
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src/01simulation_multiple_objects.py
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import sys
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import random
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import numpy as np
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import pygame
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import sounddevice as sd
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# ==================== CONFIGURATION & PARAMETERS ====================
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ROOM_SIZE_M = 20.0
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WINDOW_SIZE = 800
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PIXELS_PER_METER = WINDOW_SIZE / ROOM_SIZE_M
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SAMPLE_RATE = 44100
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BLOCK_SIZE = 1024
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C_SOUND = 343.0
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HEAD_RADIUS_M = 0.0875
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MAX_MAPPED_DIST = 10.0
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# Harmonic base multipliers (Musical Ratios) to distinguish multiple objects
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CHORD_RATIOS = [1.0, 1.2, 1.498, 1.782, 2.0, 2.4]
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# ==================== SOUND OBJECT CLASS ====================
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class SoundObject:
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"""Represents an active object moving in 2D space generating sound."""
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def __init__(self, x_m, y_m, base_ratio=1.0):
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self.x_m = x_m
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self.y_m = y_m
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# Smooth random velocity vector (meters per frame)
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self.vx = random.uniform(-0.03, 0.03)
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self.vy = random.uniform(-0.03, 0.03)
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# Unique musical ratio for ethereal distinction
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self.base_ratio = base_ratio
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# Dynamic DSP parameters (updated frame by frame)
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self.target_freq = 220.0
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self.target_itd_samples = 0.0
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self.target_gain_l = 0.15
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self.target_gain_r = 0.15
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# Internal DSP state variables
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self.current_freq = 220.0
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self.current_itd = 0.0
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self.phase_1 = random.uniform(0, 2 * np.pi)
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self.phase_2 = random.uniform(0, 2 * np.pi)
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def update_physics(self):
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"""Move object and bounce off room boundaries (-10m to +10m)."""
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self.x_m += self.vx
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self.y_m += self.vy
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# Slightly perturb velocity to make movement organic
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self.vx += random.uniform(-0.002, 0.002)
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self.vy += random.uniform(-0.002, 0.002)
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# Clamp speed
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speed = np.sqrt(self.vx**2 + self.vy**2)
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if speed > 0.05:
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self.vx = (self.vx / speed) * 0.05
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self.vy = (self.vy / speed) * 0.05
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# Wall bounce limits (-10 to 10 m)
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half_r = ROOM_SIZE_M / 2.0 - 0.5
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if abs(self.x_m) > half_r:
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self.vx *= -1.0
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self.x_m = np.clip(self.x_m, -half_r, half_r)
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if abs(self.y_m) > half_r:
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self.vy *= -1.0
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self.y_m = np.clip(self.y_m, -half_r, half_r)
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def update_dsp_params(self):
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"""Compute frequency, ITD, and ILD based on distance and azimuth."""
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dist_m = np.sqrt(self.x_m**2 + self.y_m**2)
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clamped_dist = min(dist_m, MAX_MAPPED_DIST)
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norm_dist = clamped_dist / MAX_MAPPED_DIST
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# Pitch mapping: 880Hz (near) down to 220Hz (far), modified by object chord ratio
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base_f_near = 880.0 * self.base_ratio
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base_f_far = 220.0 * self.base_ratio
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self.target_freq = base_f_near * ((base_f_far / base_f_near) ** norm_dist)
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# Spatial Azimuth
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azimuth = np.arctan2(self.x_m, self.y_m)
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# ITD (Woodworth Model)
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itd_sec = (HEAD_RADIUS_M / C_SOUND) * (np.sin(azimuth) + azimuth)
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self.target_itd_samples = itd_sec * SAMPLE_RATE
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# ILD / Panning Gain
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pan = np.sin(azimuth)
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# Scaled down gain per object to prevent stereo master clipping
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master_vol = 0.2
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self.target_gain_l = np.clip(0.5 * (1.0 - pan), 0.05, 1.0) * master_vol
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self.target_gain_r = np.clip(0.5 * (1.0 + pan), 0.05, 1.0) * master_vol
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# Active sound objects list (Thread-shared)
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objects_list = []
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# ==================== MULTI-OBJECT AUDIO CALLBACK ====================
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def audio_callback(outdata, frames, time_info, status):
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if status:
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print(status, file=sys.stderr)
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# Initialize stereo output buffer
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outdata.fill(0.0)
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if not objects_list:
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return
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t_indices = np.arange(frames)
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# Sum audio contributions from all active objects
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for obj in list(objects_list):
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# Smooth vector parameter transitions
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freq_vec = np.linspace(obj.current_freq, obj.target_freq, frames)
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itd_vec = np.linspace(obj.current_itd, obj.target_itd_samples, frames)
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obj.current_freq = obj.target_freq
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obj.current_itd = obj.target_itd_samples
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# Calculate phase accumulation for continuous smooth tones
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dphase_1 = 2 * np.pi * freq_vec / SAMPLE_RATE
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dphase_2 = 2 * np.pi * (freq_vec * 1.5) / SAMPLE_RATE # Perfect fifth shimmer
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phases_1 = obj.phase_1 + np.cumsum(dphase_1)
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phases_2 = obj.phase_2 + np.cumsum(dphase_2)
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obj.phase_1 = phases_1[-1] % (2 * np.pi)
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obj.phase_2 = phases_2[-1] % (2 * np.pi)
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# Ethereal Pad synthesis (Root sine + soft 5th)
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wave_1 = np.sin(phases_1)
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wave_2 = 0.25 * np.sin(phases_2)
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raw_signal = 0.2 * (wave_1 + wave_2)
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# Fractional ITD shift
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idx_l = t_indices + (itd_vec / 2.0)
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idx_r = t_indices - (itd_vec / 2.0)
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sig_l = np.interp(idx_l, t_indices, raw_signal) * obj.target_gain_l
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sig_r = np.interp(idx_r, t_indices, raw_signal) * obj.target_gain_r
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# Mix to master out
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outdata[:, 0] += sig_l
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outdata[:, 1] += sig_r
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# ==================== MAIN APPLICATION ====================
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def main():
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pygame.init()
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screen = pygame.display.set_mode((WINDOW_SIZE, WINDOW_SIZE))
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pygame.display.set_caption("Simulation: Multi-Object Ethereal Spatial Tracking")
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clock = pygame.time.Clock()
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stream = sd.OutputStream(
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channels=2,
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samplerate=SAMPLE_RATE,
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blocksize=BLOCK_SIZE,
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callback=audio_callback
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)
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with stream:
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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elif event.key == pygame.K_c:
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# Press 'C' to clear all objects
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objects_list.clear()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if event.button == 1: # Left Mouse Click to drop object
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m_px, m_py = event.pos
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x_m = (m_px - WINDOW_SIZE / 2.0) / PIXELS_PER_METER
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y_m = (WINDOW_SIZE / 2.0 - m_py) / PIXELS_PER_METER
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# Assign next musical ratio in round-robin fashion
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ratio = CHORD_RATIOS[len(objects_list) % len(CHORD_RATIOS)]
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new_obj = SoundObject(x_m, y_m, base_ratio=ratio)
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objects_list.append(new_obj)
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# Update physics and audio mapping for all spawned objects
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for obj in objects_list:
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obj.update_physics()
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obj.update_dsp_params()
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# --- RENDERING ---
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screen.fill((15, 18, 25))
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center_px = WINDOW_SIZE // 2
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# Coordinate Grid
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pygame.draw.line(screen, (35, 40, 55), (0, center_px), (WINDOW_SIZE, center_px), 1)
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pygame.draw.line(screen, (35, 40, 55), (center_px, 0), (center_px, WINDOW_SIZE), 1)
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# Distance Rings
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for r_m in range(2, 11, 2):
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r_px = int(r_m * PIXELS_PER_METER)
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pygame.draw.circle(screen, (30, 35, 50), (center_px, center_px), r_px, 1)
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# Head/User representation
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head_radius_px = int(HEAD_RADIUS_M * 3 * PIXELS_PER_METER)
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pygame.draw.circle(screen, (180, 190, 200), (center_px, center_px), head_radius_px)
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pygame.draw.polygon(screen, (230, 90, 90), [
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(center_px - 8, center_px - head_radius_px),
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(center_px + 8, center_px - head_radius_px),
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(center_px, center_px - head_radius_px - 12)
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])
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# Draw spawned moving objects
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for i, obj in enumerate(objects_list):
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o_px = int(center_px + obj.x_m * PIXELS_PER_METER)
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o_py = int(center_px - obj.y_m * PIXELS_PER_METER)
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# Vector line to user
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pygame.draw.line(screen, (80, 220, 160, 60), (center_px, center_px), (o_px, o_py), 1)
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# Glowing object body
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pygame.draw.circle(screen, (100, 255, 180), (o_px, o_py), 7)
|
||||
pygame.draw.circle(screen, (80, 220, 160), (o_px, o_py), 12, 1)
|
||||
|
||||
# HUD Instructions
|
||||
font = pygame.font.SysFont("Consolas", 15)
|
||||
hud_info = [
|
||||
f"Active Objects: {len(objects_list)}",
|
||||
"[ Left Click ] : Drop new moving sound object",
|
||||
"[ Key 'C' ] : Clear all sound objects",
|
||||
"[ ESC ] : Exit Simulation"
|
||||
]
|
||||
|
||||
for idx, text in enumerate(hud_info):
|
||||
txt_surface = font.render(text, True, (200, 200, 210))
|
||||
screen.blit(txt_surface, (15, 15 + idx * 20))
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
311
src/02simulation_multiple_objects_fused.py
Normal file
311
src/02simulation_multiple_objects_fused.py
Normal file
@ -0,0 +1,311 @@
|
||||
import sys
|
||||
import random
|
||||
import numpy as np
|
||||
import pygame
|
||||
import sounddevice as sd
|
||||
|
||||
# ==================== KONFIGURATION & PARAMETER ====================
|
||||
ROOM_SIZE_M = 20.0
|
||||
WINDOW_SIZE = 800
|
||||
PIXELS_PER_METER = WINDOW_SIZE / ROOM_SIZE_M
|
||||
|
||||
SAMPLE_RATE = 44100
|
||||
BLOCK_SIZE = 1024
|
||||
C_SOUND = 343.0
|
||||
HEAD_RADIUS_M = 0.0875
|
||||
MAX_MAPPED_DIST = 10.0
|
||||
|
||||
# Schwellenwert in Metern für die Verbindung/Fusion von Punkten zu einem Körper
|
||||
CLUSTER_THRESHOLD_M = 1.8
|
||||
|
||||
# Musikalische Intervalle zur Unterscheidung verschiedener fused Körper
|
||||
CHORD_RATIOS = [1.0, 1.2, 1.498, 1.782, 2.0, 2.4]
|
||||
|
||||
|
||||
# ==================== PUNKTE (POINT OBJECTS) ====================
|
||||
class MovingPoint:
|
||||
"""Repräsentiert einen einzelnen physikalischen Punkt im Raum."""
|
||||
def __init__(self, x_m, y_m):
|
||||
self.x_m = x_m
|
||||
self.y_m = y_m
|
||||
self.vx = random.uniform(-0.025, 0.025)
|
||||
self.vy = random.uniform(-0.025, 0.025)
|
||||
|
||||
def update_physics(self):
|
||||
"""Autonome Bewegung und Kollision mit den Raumgrenzen."""
|
||||
self.x_m += self.vx
|
||||
self.y_m += self.vy
|
||||
|
||||
self.vx += random.uniform(-0.001, 0.001)
|
||||
self.vy += random.uniform(-0.001, 0.001)
|
||||
|
||||
speed = np.sqrt(self.vx**2 + self.vy**2)
|
||||
if speed > 0.04:
|
||||
self.vx = (self.vx / speed) * 0.04
|
||||
self.vy = (self.vy / speed) * 0.04
|
||||
|
||||
half_r = ROOM_SIZE_M / 2.0 - 0.5
|
||||
if abs(self.x_m) > half_r:
|
||||
self.vx *= -1.0
|
||||
self.x_m = np.clip(self.x_m, -half_r, half_r)
|
||||
if abs(self.y_m) > half_r:
|
||||
self.vy *= -1.0
|
||||
self.y_m = np.clip(self.y_m, -half_r, half_r)
|
||||
|
||||
|
||||
# ==================== FUSED BODY (ZUSAMMENGESETZTER KÖRPER) ====================
|
||||
class FusedBody:
|
||||
"""Repräsentiert einen dynamischen Körper (1 oder mehrere verschmolzene Punkte)."""
|
||||
def __init__(self, points, base_ratio=1.0):
|
||||
self.points = points # Liste von MovingPoint-Objekten
|
||||
self.base_ratio = base_ratio
|
||||
|
||||
# Audio-Mapping-Parameter (basiert auf dem NÄCHSTEN Punkt zum Nutzer)
|
||||
self.closest_point = None
|
||||
self.target_freq = 220.0
|
||||
self.target_itd_samples = 0.0
|
||||
self.target_gain_l = 0.15
|
||||
self.target_gain_r = 0.15
|
||||
|
||||
# Interne Audio-States für stufenlosen Klang
|
||||
self.current_freq = 220.0
|
||||
self.current_itd = 0.0
|
||||
self.phase_1 = random.uniform(0, 2 * np.pi)
|
||||
self.phase_2 = random.uniform(0, 2 * np.pi)
|
||||
|
||||
def update_audio_params(self):
|
||||
"""Findet den nächsten Punkt zum Ursprung (Kopf) und berechnet 1 Welle."""
|
||||
if not self.points:
|
||||
return
|
||||
|
||||
# Nächstgelegenen Punkt des Körpers zum Kopf (0,0) ermitteln
|
||||
self.closest_point = min(
|
||||
self.points,
|
||||
key=lambda p: np.sqrt(p.x_m**2 + p.y_m**2)
|
||||
)
|
||||
|
||||
dist_m = np.sqrt(self.closest_point.x_m**2 + self.closest_point.y_m**2)
|
||||
clamped_dist = min(dist_m, MAX_MAPPED_DIST)
|
||||
norm_dist = clamped_dist / MAX_MAPPED_DIST
|
||||
|
||||
# Frequenz-Mapping (nah = hoch, fern = tief)
|
||||
base_f_near = 880.0 * self.base_ratio
|
||||
base_f_far = 220.0 * self.base_ratio
|
||||
self.target_freq = base_f_near * ((base_f_far / base_f_near) ** norm_dist)
|
||||
|
||||
# Azimut bezogen auf den nächsten Punkt
|
||||
azimuth = np.arctan2(self.closest_point.x_m, self.closest_point.y_m)
|
||||
|
||||
# ITD & ILD Berechnung
|
||||
itd_sec = (HEAD_RADIUS_M / C_SOUND) * (np.sin(azimuth) + azimuth)
|
||||
self.target_itd_samples = itd_sec * SAMPLE_RATE
|
||||
|
||||
pan = np.sin(azimuth)
|
||||
master_vol = 0.22
|
||||
self.target_gain_l = np.clip(0.5 * (1.0 - pan), 0.05, 1.0) * master_vol
|
||||
self.target_gain_r = np.clip(0.5 * (1.0 + pan), 0.05, 1.0) * master_vol
|
||||
|
||||
|
||||
# ==================== GLOBALE VARIABLEN & CLUSTER-LOGIK ====================
|
||||
points_list = []
|
||||
fused_bodies = []
|
||||
|
||||
|
||||
def update_clusters():
|
||||
"""Identifiziert nahe beieinander liegende Punkte und verschmilzt sie zu FusedBody-Objekten."""
|
||||
global fused_bodies
|
||||
|
||||
n = len(points_list)
|
||||
if n == 0:
|
||||
fused_bodies = []
|
||||
return
|
||||
|
||||
# Adjazenzmatrix zur Graph-Cluster-Erkennung
|
||||
visited = [False] * n
|
||||
clusters = []
|
||||
|
||||
for i in range(n):
|
||||
if not visited[i]:
|
||||
cluster = []
|
||||
queue = [i]
|
||||
visited[i] = True
|
||||
|
||||
while queue:
|
||||
curr = queue.pop(0)
|
||||
cluster.append(points_list[curr])
|
||||
|
||||
for neighbor in range(n):
|
||||
if not visited[neighbor]:
|
||||
dx = points_list[curr].x_m - points_list[neighbor].x_m
|
||||
dy = points_list[curr].y_m - points_list[neighbor].y_m
|
||||
dist = np.sqrt(dx**2 + dy**2)
|
||||
|
||||
if dist <= CLUSTER_THRESHOLD_M:
|
||||
visited[neighbor] = True
|
||||
queue.append(neighbor)
|
||||
|
||||
clusters.append(cluster)
|
||||
|
||||
# Zuordnung zu bestehenden FusedBody-Objekten oder Neuerstellung
|
||||
new_fused_bodies = []
|
||||
for idx, cluster_points in enumerate(clusters):
|
||||
ratio = CHORD_RATIOS[idx % len(CHORD_RATIOS)]
|
||||
body = FusedBody(cluster_points, base_ratio=ratio)
|
||||
body.update_audio_params()
|
||||
new_fused_bodies.append(body)
|
||||
|
||||
fused_bodies = new_fused_bodies
|
||||
|
||||
|
||||
# ==================== AUDIO CALLBACK ====================
|
||||
def audio_callback(outdata, frames, time_info, status):
|
||||
if status:
|
||||
print(status, file=sys.stderr)
|
||||
|
||||
outdata.fill(0.0)
|
||||
if not fused_bodies:
|
||||
return
|
||||
|
||||
t_indices = np.arange(frames)
|
||||
|
||||
# Rendere exakt EIN Signal pro zusammengesetztem Körper (Cluster)
|
||||
for body in list(fused_bodies):
|
||||
freq_vec = np.linspace(body.current_freq, body.target_freq, frames)
|
||||
itd_vec = np.linspace(body.current_itd, body.target_itd_samples, frames)
|
||||
|
||||
body.current_freq = body.target_freq
|
||||
body.current_itd = body.target_itd_samples
|
||||
|
||||
dphase_1 = 2 * np.pi * freq_vec / SAMPLE_RATE
|
||||
dphase_2 = 2 * np.pi * (freq_vec * 1.498) / SAMPLE_RATE
|
||||
|
||||
phases_1 = body.phase_1 + np.cumsum(dphase_1)
|
||||
phases_2 = body.phase_2 + np.cumsum(dphase_2)
|
||||
|
||||
body.phase_1 = phases_1[-1] % (2 * np.pi)
|
||||
body.phase_2 = phases_2[-1] % (2 * np.pi)
|
||||
|
||||
wave_1 = np.sin(phases_1)
|
||||
wave_2 = 0.25 * np.sin(phases_2)
|
||||
raw_signal = 0.18 * (wave_1 + wave_2)
|
||||
|
||||
idx_l = t_indices + (itd_vec / 2.0)
|
||||
idx_r = t_indices - (itd_vec / 2.0)
|
||||
|
||||
sig_l = np.interp(idx_l, t_indices, raw_signal) * body.target_gain_l
|
||||
sig_r = np.interp(idx_r, t_indices, raw_signal) * body.target_gain_r
|
||||
|
||||
outdata[:, 0] += sig_l
|
||||
outdata[:, 1] += sig_r
|
||||
|
||||
|
||||
# ==================== HAUPTPROGRAMM ====================
|
||||
def main():
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((WINDOW_SIZE, WINDOW_SIZE))
|
||||
pygame.display.set_caption("Simulation 02: Dynamic Object Fusion & Clustered Audio Wave")
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
stream = sd.OutputStream(
|
||||
channels=2,
|
||||
samplerate=SAMPLE_RATE,
|
||||
blocksize=BLOCK_SIZE,
|
||||
callback=audio_callback
|
||||
)
|
||||
|
||||
with stream:
|
||||
running = True
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
running = False
|
||||
elif event.key == pygame.K_c:
|
||||
points_list.clear()
|
||||
|
||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
||||
if event.button == 1:
|
||||
m_px, m_py = event.pos
|
||||
x_m = (m_px - WINDOW_SIZE / 2.0) / PIXELS_PER_METER
|
||||
y_m = (WINDOW_SIZE / 2.0 - m_py) / PIXELS_PER_METER
|
||||
points_list.append(MovingPoint(x_m, y_m))
|
||||
|
||||
# 1. Punkte bewegen
|
||||
for pt in points_list:
|
||||
pt.update_physics()
|
||||
|
||||
# 2. Cluster und dynamische Körper berechnen
|
||||
update_clusters()
|
||||
|
||||
# --- RENDERING ---
|
||||
screen.fill((15, 18, 25))
|
||||
center_px = WINDOW_SIZE // 2
|
||||
|
||||
# Raster & Abstandskreise
|
||||
pygame.draw.line(screen, (35, 40, 55), (0, center_px), (WINDOW_SIZE, center_px), 1)
|
||||
pygame.draw.line(screen, (35, 40, 55), (center_px, 0), (center_px, WINDOW_SIZE), 1)
|
||||
|
||||
for r_m in range(2, 11, 2):
|
||||
r_px = int(r_m * PIXELS_PER_METER)
|
||||
pygame.draw.circle(screen, (30, 35, 50), (center_px, center_px), r_px, 1)
|
||||
|
||||
# Nutzer-Kopf
|
||||
head_radius_px = int(HEAD_RADIUS_M * 3 * PIXELS_PER_METER)
|
||||
pygame.draw.circle(screen, (180, 190, 200), (center_px, center_px), head_radius_px)
|
||||
pygame.draw.polygon(screen, (230, 90, 90), [
|
||||
(center_px - 8, center_px - head_radius_px),
|
||||
(center_px + 8, center_px - head_radius_px),
|
||||
(center_px, center_px - head_radius_px - 12)
|
||||
])
|
||||
|
||||
# 3. Rote Verbindungsstriche zwischen zusammengehörigen Punkten zeichnen
|
||||
for body in fused_bodies:
|
||||
pts = body.points
|
||||
# Verbinde nahe Punkte innerhalb desselben Körpers rot
|
||||
for i in range(len(pts)):
|
||||
for j in range(i + 1, len(pts)):
|
||||
dx = pts[i].x_m - pts[j].x_m
|
||||
dy = pts[i].y_m - pts[j].y_m
|
||||
if np.sqrt(dx**2 + dy**2) <= CLUSTER_THRESHOLD_M:
|
||||
px1 = int(center_px + pts[i].x_m * PIXELS_PER_METER)
|
||||
py1 = int(center_px - pts[i].y_m * PIXELS_PER_METER)
|
||||
px2 = int(center_px + pts[j].x_m * PIXELS_PER_METER)
|
||||
py2 = int(center_px - pts[j].y_m * PIXELS_PER_METER)
|
||||
pygame.draw.line(screen, (240, 60, 60), (px1, py1), (px2, py2), 3)
|
||||
|
||||
# Richtungsvektor zum nächstgelegenen Punkt des Körpers (aktiver Schallgeber)
|
||||
if body.closest_point:
|
||||
cp_px = int(center_px + body.closest_point.x_m * PIXELS_PER_METER)
|
||||
cp_py = int(center_px - body.closest_point.y_m * PIXELS_PER_METER)
|
||||
pygame.draw.line(screen, (80, 220, 160, 80), (center_px, center_px), (cp_px, cp_py), 1)
|
||||
|
||||
# 4. Punkte selbst zeichnen
|
||||
for pt in points_list:
|
||||
px = int(center_px + pt.x_m * PIXELS_PER_METER)
|
||||
py = int(center_px - pt.y_m * PIXELS_PER_METER)
|
||||
pygame.draw.circle(screen, (100, 255, 180), (px, py), 6)
|
||||
|
||||
# HUD
|
||||
font = pygame.font.SysFont("Consolas", 15)
|
||||
hud_info = [
|
||||
f"Punkte gesamt : {len(points_list)}",
|
||||
f"Aktive Körper : {len(fused_bodies)} (Waves)",
|
||||
"[ Links-Klick ] : Punkt droppen",
|
||||
"[ Taste 'C' ] : Alle Punkte löschen",
|
||||
"[ ESC ] : Beenden"
|
||||
]
|
||||
|
||||
for idx, text in enumerate(hud_info):
|
||||
txt_surface = font.render(text, True, (200, 200, 210))
|
||||
screen.blit(txt_surface, (15, 15 + idx * 20))
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@ -1,170 +0,0 @@
|
||||
import sys
|
||||
import numpy as np
|
||||
import pygame
|
||||
import sounddevice as sd
|
||||
|
||||
# ==================== KONFIGURATION & PARAMETER ====================
|
||||
# Raum- und Grafik-Amesungen
|
||||
ROOM_SIZE_M = 20.0 # 20x20 Meter Raum
|
||||
HALF_ROOM = ROOM_SIZE_M / 2.0 # -10m bis +10m
|
||||
WINDOW_SIZE = 800 # Fenstergröße in Pixeln (800x800)
|
||||
PIXELS_PER_METER = WINDOW_SIZE / ROOM_SIZE_M
|
||||
|
||||
# Audio-Parameter
|
||||
SAMPLE_RATE = 44100
|
||||
BLOCK_SIZE = 1024
|
||||
C_SOUND = 343.0 # Schallgeschwindigkeit in m/s
|
||||
HEAD_RADIUS_M = 0.0875 # Kopfradius (~17.5 cm Ohr-zu-Ohr Abstand)
|
||||
|
||||
# Frequenz-Mapping für Distanz (in Hz)
|
||||
FREQ_MIN_DIST = 1200.0 # Nah (0 m) -> Hohe Frequenz
|
||||
FREQ_MAX_DIST = 200.0 # Fern (>= 10 m) -> Tiefe Frequenz
|
||||
MAX_MAPPED_DIST = 10.0 # Maximale Distanz für das Mapping in Metern
|
||||
|
||||
# Globale Variablen für Audio-State (Inter-Thread-Kommunikation)
|
||||
target_freq = 440.0
|
||||
target_itd_samples = 0.0
|
||||
target_gain_left = 0.5
|
||||
target_gain_right = 0.5
|
||||
|
||||
# Zähler für kontinuierliche Phase zur Vermeidung von Knacken/Sprüngen
|
||||
phase = 0.0
|
||||
|
||||
|
||||
# ==================== AUDIO-CALLBACK ====================
|
||||
def audio_callback(outdata, frames, time_info, status):
|
||||
global phase, target_freq, target_itd_samples, target_gain_left, target_gain_right
|
||||
|
||||
if status:
|
||||
print(status, file=sys.stderr)
|
||||
|
||||
# 1. Erzeugung eines kontinuierlichen Sinussignals
|
||||
t = (np.arange(frames) + phase) / SAMPLE_RATE
|
||||
# Sanftes Gleiten der Frequenz zur Vermeidung von Audiorauschen
|
||||
freq = target_freq
|
||||
raw_signal = 0.3 * np.sin(2 * np.pi * freq * t)
|
||||
phase += frames
|
||||
|
||||
# 2. Laufzeitverzögerung (ITD) anwenden
|
||||
# Positive ITD = Signal erreicht das rechte Ohr früher
|
||||
itd = target_itd_samples
|
||||
t_indices = np.arange(frames)
|
||||
|
||||
# Indizes für linkes und rechtes Ohr berechnen
|
||||
idx_l = t_indices + itd / 2.0
|
||||
idx_r = t_indices - itd / 2.0
|
||||
|
||||
# Interpolation für stufenlose Mikroverzögerung
|
||||
signal_l = np.interp(idx_l, t_indices, raw_signal)
|
||||
signal_r = np.interp(idx_r, t_indices, raw_signal)
|
||||
|
||||
# 3. Pegeldifferenz (ILD) anwenden
|
||||
outdata[:, 0] = signal_l * target_gain_left
|
||||
outdata[:, 1] = signal_r * target_gain_right
|
||||
|
||||
|
||||
# ==================== PYGAME / HAUPTPROGRAMM ====================
|
||||
def main():
|
||||
global target_freq, target_itd_samples, target_gain_left, target_gain_right
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((WINDOW_SIZE, WINDOW_SIZE))
|
||||
pygame.display.set_caption("Simulation: Frequenzbasierte Distanzerkennung & Panning")
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
# Audio-Stream starten
|
||||
stream = sd.OutputStream(
|
||||
channels=2,
|
||||
samplerate=SAMPLE_RATE,
|
||||
blocksize=BLOCK_SIZE,
|
||||
callback=audio_callback
|
||||
)
|
||||
|
||||
with stream:
|
||||
running = True
|
||||
while running:
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
running = False
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
running = False
|
||||
|
||||
# --- MAUSPOSITION IN RAUMKOORDINATEN UMRECHNEN ---
|
||||
mouse_px, mouse_py = pygame.mouse.get_pos()
|
||||
|
||||
# Transformation: Fenstermitte = (0,0), Y-Achse nach oben positiv
|
||||
x_m = (mouse_px - WINDOW_SIZE / 2.0) / PIXELS_PER_METER
|
||||
y_m = (WINDOW_SIZE / 2.0 - mouse_py) / PIXELS_PER_METER # Y invertieren
|
||||
|
||||
# --- BERECHNUNG DER AKUSTISCHEN PARAMETER ---
|
||||
dist_m = np.sqrt(x_m**2 + y_m**2)
|
||||
|
||||
# 1. Frequenz-Mapping (Exponentiell/Linear basierend auf Distanz)
|
||||
clamped_dist = min(dist_m, MAX_MAPPED_DIST)
|
||||
# Lineare Skalierung: Nah = Hoch (1200Hz), Fern = Tief (200Hz)
|
||||
norm_dist = clamped_dist / MAX_MAPPED_DIST
|
||||
target_freq = FREQ_MIN_DIST - norm_dist * (FREQ_MIN_DIST - FREQ_MAX_DIST)
|
||||
|
||||
# 2. Laufzeitunterschied (ITD) & Pegelunterschied (ILD)
|
||||
# Winkel theta: 0 rad = Vorne (Y+), pi/2 rad = Rechts (X+)
|
||||
azimuth = np.arctan2(x_m, y_m)
|
||||
|
||||
# Woodworth-Modell für ITD (in Sekunden)
|
||||
itd_sec = (HEAD_RADIUS_M / C_SOUND) * (np.sin(azimuth) + azimuth)
|
||||
target_itd_samples = itd_sec * SAMPLE_RATE
|
||||
|
||||
# ILD: Simples Panning-Gesetz basierend auf dem Azimut
|
||||
# Panning zwischen -1 (ganz links) und +1 (ganz rechts)
|
||||
pan = np.sin(azimuth)
|
||||
target_gain_left = np.clip(0.5 * (1.0 - pan), 0.05, 1.0)
|
||||
target_gain_right = np.clip(0.5 * (1.0 + pan), 0.05, 1.0)
|
||||
|
||||
# --- VISUALISIERUNG (PYGAME) ---
|
||||
screen.fill((20, 20, 30)) # Dunkler Hintergrund
|
||||
|
||||
# Raster / Koordinatensystem zeichnen
|
||||
center_px = WINDOW_SIZE // 2
|
||||
pygame.draw.line(screen, (50, 50, 70), (0, center_px), (WINDOW_SIZE, center_px), 1)
|
||||
pygame.draw.line(screen, (50, 50, 70), (center_px, 0), (center_px, WINDOW_SIZE), 1)
|
||||
|
||||
# Abstandskreise (alle 2 Meter)
|
||||
for r_m in range(2, 11, 2):
|
||||
r_px = int(r_m * PIXELS_PER_METER)
|
||||
pygame.draw.circle(screen, (40, 40, 60), (center_px, center_px), r_px, 1)
|
||||
|
||||
# Kopf des Nutzers im Zentrum (Vogelperspektive)
|
||||
head_radius_px = int(HEAD_RADIUS_M * 3 * PIXELS_PER_METER) # Leicht vergrößert für Lesbarkeit
|
||||
pygame.draw.circle(screen, (200, 200, 200), (center_px, center_px), head_radius_px)
|
||||
# Nase / Blickrichtung nach Oben (Y+)
|
||||
pygame.draw.polygon(screen, (250, 100, 100), [
|
||||
(center_px - 8, center_px - head_radius_px),
|
||||
(center_px + 8, center_px - head_radius_px),
|
||||
(center_px, center_px - head_radius_px - 12)
|
||||
])
|
||||
|
||||
# Maus-Objekt / Schallquelle
|
||||
pygame.draw.circle(screen, (0, 255, 150), (mouse_px, mouse_py), 8)
|
||||
pygame.draw.line(screen, (0, 255, 150, 100), (center_px, center_px), (mouse_px, mouse_py), 1)
|
||||
|
||||
# Text-Overlay (Messwerte anzeigen)
|
||||
font = pygame.font.SysFont("Consolas", 16)
|
||||
info_texts = [
|
||||
f"Position : X = {x_m:5.2f} m | Y = {y_m:5.2f} m",
|
||||
f"Distanz : {dist_m:5.2f} m",
|
||||
f"Frequenz : {target_freq:5.1f} Hz",
|
||||
f"Azimut : {np.degrees(azimuth):5.1f} Grad",
|
||||
]
|
||||
|
||||
for i, text in enumerate(info_texts):
|
||||
txt_surface = font.render(text, True, (220, 220, 220))
|
||||
screen.blit(txt_surface, (15, 15 + i * 22))
|
||||
|
||||
pygame.display.flip()
|
||||
clock.tick(60)
|
||||
|
||||
pygame.quit()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Loading…
x
Reference in New Issue
Block a user