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This commit is contained in:
343
main.go
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343
main.go
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package main
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import (
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"fmt"
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"image/color"
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"math"
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"os"
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/text"
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"github.com/hajimehoshi/ebiten/v2/vector"
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"golang.org/x/image/font/basicfont"
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)
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const (
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screenW = 900
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screenH = 480
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fps = 60
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vuRiseTime = 0.15
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vuFallTime = 0.25
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peakHoldSec = 2.5
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mFaceW = 360
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mFaceH = 260
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mGap = 50
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mStartX = (screenW - mFaceW*2 - mGap) / 2
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mStartY = 80
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scaleStartDeg = -35.0
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scaleEndDeg = 35.0
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needleLen = 140.0
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pivotOffX = 180.0
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pivotOffY = 225.0
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dbMin = -20.0
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dbMax = 3.0
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)
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func dbToDeg(db float64) float64 {
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// Clamp the dB value so the needle physically cannot drop out of the screen
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if db < dbMin {
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db = dbMin
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}
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if db > dbMax {
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db = dbMax
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}
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return scaleStartDeg + (db-dbMin)/(dbMax-dbMin)*(scaleEndDeg-scaleStartDeg)
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}
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func volToDB(v float64) float64 {
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if v <= 0 {
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return dbMin
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}
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// The incoming volume from PipeWire is 0 to 100, representing -60 dBFS to 0 dBFS
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dbFS := (v/100.0)*60.0 - 60.0
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// Calibrate the VU meter: -12 dBFS equals 0 VU (creates headroom so it doesn't constantly peak)
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vu := dbFS + 12.0
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return vu
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}
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type vuState struct {
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level float64
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peak float64
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peakAt time.Time
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}
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func newVU() *vuState {
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return &vuState{level: dbMin, peak: dbMin, peakAt: time.Now()}
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}
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func (v *vuState) tick(target float64, dt float64) {
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coeff := 1 - math.Exp(-dt/vuRiseTime)
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if target < v.level {
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coeff = 1 - math.Exp(-dt/vuFallTime)
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}
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v.level += (target - v.level) * coeff
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if v.level > v.peak {
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v.peak = v.level
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v.peakAt = time.Now()
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} else if time.Since(v.peakAt).Seconds() > peakHoldSec {
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v.peak -= peakDecayDBs * dt
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if v.peak < v.level {
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v.peak = v.level
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}
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}
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}
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const peakDecayDBs = 15.0
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func (v *vuState) peaked() bool {
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// Trigger the peak LED if we exceed +1 VU
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return v.peak > 1.0 && time.Since(v.peakAt).Seconds() < peakHoldSec
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}
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type Game struct {
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ds *DataSource
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l, r *vuState
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prev time.Time
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}
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func NewGame() *Game {
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return &Game{
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ds: NewDataSource(),
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l: newVU(),
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r: newVU(),
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prev: time.Now(),
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}
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}
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func (g *Game) Update() error {
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now := time.Now()
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dt := now.Sub(g.prev).Seconds()
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if dt > 0.1 {
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dt = 0.1
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}
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g.prev = now
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lv, rv := g.ds.GetLevels()
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g.l.tick(volToDB(lv), dt)
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g.r.tick(volToDB(rv), dt)
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return nil
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}
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func (g *Game) Draw(s *ebiten.Image) {
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s.Fill(color.RGBA{25, 25, 30, 255})
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drawBox(s, mStartX-16, mStartY-16, mFaceW*2+mGap+32, mFaceH+48, 10, color.RGBA{50, 48, 45, 255})
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drawBox(s, mStartX-10, mStartY-10, mFaceW*2+mGap+20, mFaceH+36, 8, color.RGBA{35, 33, 30, 255})
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g.drawFace(s, mStartX, mStartY, "LEFT", g.l)
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g.drawFace(s, mStartX+mFaceW+mGap, mStartY, "RIGHT", g.r)
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f := basicfont.Face7x13
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text.Draw(s, "VU METER", f, screenW/2-30, 45, color.RGBA{180, 170, 150, 255})
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}
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func (g *Game) drawFace(s *ebiten.Image, ox, oy int, ch string, m *vuState) {
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cream := color.RGBA{248, 243, 230, 255}
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drawBox(s, ox, oy, mFaceW, mFaceH, 8, cream)
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boxOutline(s, ox+5, oy+5, mFaceW-10, mFaceH-10, 6, color.RGBA{80, 70, 55, 255}, 1)
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px := float64(ox) + pivotOffX
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py := float64(oy) + pivotOffY
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g.drawArcAndLabels(s, px, py, ox, oy, m)
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needleDeg := dbToDeg(m.level)
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drawNeedle(s, px, py, needleDeg, needleLen, color.RGBA{25, 25, 25, 255}, 2.5)
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drawFilledCircle(s, int(px), int(py), 9, color.RGBA{70, 65, 55, 255})
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drawFilledCircle(s, int(px), int(py), 6, color.RGBA{110, 105, 95, 255})
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drawFilledCircle(s, int(px), int(py), 3, color.RGBA{150, 145, 135, 255})
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f := basicfont.Face7x13
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text.Draw(s, ch, f, ox+mFaceW/2-8, oy+mFaceH-12, color.RGBA{100, 90, 70, 255})
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text.Draw(s, "VU", f, ox+mFaceW/2-6, oy+22, color.RGBA{140, 60, 50, 255})
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}
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func drawPeakLED(s *ebiten.Image, ox, oy, faceW int, active bool) {
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ledX := ox + faceW - 28
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ledY := oy + 30
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drawFilledCircle(s, ledX, ledY, 9, color.RGBA{40, 35, 30, 255})
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drawFilledCircle(s, ledX, ledY, 7, color.RGBA{30, 25, 20, 255})
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if active {
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drawFilledCircle(s, ledX, ledY, 12, color.RGBA{255, 60, 20, 50})
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drawFilledCircle(s, ledX, ledY, 10, color.RGBA{255, 50, 15, 70})
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drawFilledCircle(s, ledX, ledY, 6, color.RGBA{255, 45, 15, 255})
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drawFilledCircle(s, ledX-1, ledY-1, 3, color.RGBA{255, 140, 100, 200})
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} else {
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drawFilledCircle(s, ledX, ledY, 6, color.RGBA{80, 20, 15, 255})
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drawFilledCircle(s, ledX-1, ledY-1, 2, color.RGBA{100, 30, 20, 150})
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}
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f := basicfont.Face7x13
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text.Draw(s, "PEAK", f, ledX-14, ledY+18, color.RGBA{100, 90, 70, 255})
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}
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func (g *Game) drawArcAndLabels(s *ebiten.Image, px, py float64, ox, oy int, m *vuState) {
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f := basicfont.Face7x13
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arcCol := color.RGBA{160, 150, 130, 255}
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for a := scaleStartDeg; a <= scaleEndDeg; a += 0.3 {
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x, y := polar(px, py, a, needleLen+18)
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s.Set(int(x), int(y), arcCol)
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}
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type mark struct {
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db float64
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label string
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major bool
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}
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marks := []mark{
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{-20, "-20", true},
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{-10, "-10", true},
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{-7, "-7", false},
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{-5, "-5", false},
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{-3, "-3", false},
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{-2, "-2", false},
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{-1, "-1", false},
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{0, "0", true},
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{1, "+1", false},
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{2, "+2", false},
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{3, "+3", true},
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}
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for _, m := range marks {
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deg := dbToDeg(m.db)
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inner := needleLen + 10
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outer := needleLen + 22
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if m.major {
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outer = needleLen + 28
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}
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x1, y1 := polar(px, py, deg, inner)
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x2, y2 := polar(px, py, deg, outer)
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tickCol := color.RGBA{70, 60, 45, 255}
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if m.db == 0 {
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tickCol = color.RGBA{210, 45, 35, 255}
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}
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drawLine(s, x1, y1, x2, y2, tickCol, 1.5) // Increased width slightly for antialiasing
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if m.major {
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lx, ly := polar(px, py, deg, needleLen+40)
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lblCol := color.RGBA{70, 60, 45, 255}
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if m.db == 0 {
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lblCol = color.RGBA{210, 45, 35, 255}
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}
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text.Draw(s, m.label, f, int(lx)-len(m.label)*3, int(ly)+4, lblCol)
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}
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}
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for db := -20.0; db <= 3.0; db += 1.0 {
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isMajor := false
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for _, m := range marks {
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if m.db == db && m.major {
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isMajor = true
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}
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}
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if !isMajor {
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x1, y1 := polar(px, py, dbToDeg(db), needleLen+12)
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x2, y2 := polar(px, py, dbToDeg(db), needleLen+17)
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drawLine(s, x1, y1, x2, y2, color.RGBA{160, 150, 130, 255}, 1)
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}
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}
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for a := dbToDeg(0); a <= scaleEndDeg; a += 0.4 {
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for r := needleLen + 10; r < needleLen+15; r++ {
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x, y := polar(px, py, a, float64(r))
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s.Set(int(x), int(y), color.RGBA{220, 80, 70, 60})
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}
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}
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text.Draw(s, "dB", f, int(px)+50, int(py)-15, color.RGBA{120, 110, 90, 255})
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drawPeakLED(s, ox, oy, mFaceW, m.peaked())
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}
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func polar(px, py, deg, r float64) (float64, float64) {
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rad := (deg - 90) * math.Pi / 180
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return px + r*math.Cos(rad), py + r*math.Sin(rad)
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}
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// Uses vector drawing with anti-aliasing (true flag)
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func drawNeedle(s *ebiten.Image, px, py, deg, length float64, col color.Color, w float64) {
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ex, ey := polar(px, py, deg, length)
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vector.StrokeLine(s, float32(px), float32(py), float32(ex), float32(ey), float32(w), col, true)
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}
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// Uses vector drawing with anti-aliasing
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func drawLine(s *ebiten.Image, x1, y1, x2, y2 float64, col color.Color, w float64) {
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vector.StrokeLine(s, float32(x1), float32(y1), float32(x2), float32(y2), float32(w), col, true)
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}
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// Replaced pixel-by-pixel rendering with anti-aliased vector rendering
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func drawFilledCircle(s *ebiten.Image, cx, cy, r int, col color.Color) {
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vector.DrawFilledCircle(s, float32(cx), float32(cy), float32(r), col, true)
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}
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func drawBox(s *ebiten.Image, x, y, w, h, r int, col color.Color) {
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ebitenutil.DrawRect(s, float64(x+r), float64(y), float64(w-2*r), float64(h), col)
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ebitenutil.DrawRect(s, float64(x), float64(y+r), float64(w), float64(h-2*r), col)
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for dy := 0; dy < r; dy++ {
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for dx := 0; dx < r; dx++ {
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if dx*dx+dy*dy <= r*r {
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s.Set(x+r-dx, y+r-dy, col)
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s.Set(x+w-r+dx, y+r-dy, col)
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s.Set(x+r-dx, y+h-r+dy, col)
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s.Set(x+w-r+dx, y+h-r+dy, col)
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}
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}
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}
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}
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func boxOutline(s *ebiten.Image, x, y, w, h, r int, col color.Color, t int) {
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for i := 0; i < t; i++ {
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ebitenutil.DrawRect(s, float64(x+r), float64(y+i), float64(w-2*r), 1, col)
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ebitenutil.DrawRect(s, float64(x+r), float64(y+h-1-i), float64(w-2*r), 1, col)
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ebitenutil.DrawRect(s, float64(x+i), float64(y+r), 1, float64(h-2*r), col)
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ebitenutil.DrawRect(s, float64(x+w-1-i), float64(y+r), 1, float64(h-2*r), col)
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}
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for dy := 0; dy < r; dy++ {
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for dx := 0; dx < r; dx++ {
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d := dx*dx + dy*dy
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if d >= (r-t)*(r-t) && d <= r*r {
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s.Set(x+r-dx, y+r-dy, col)
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s.Set(x+w-r+dx, y+r-dy, col)
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s.Set(x+r-dx, y+h-r+dy, col)
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s.Set(x+w-r+dx, y+h-r+dy, col)
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}
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}
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}
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}
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func maxInt(a, b int) int {
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if a > b {
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return a
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}
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return b
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}
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func (g *Game) Layout(ow, oh int) (int, int) { return screenW, screenH }
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func main() {
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g := NewGame()
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g.ds.Start()
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defer g.ds.Stop()
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ebiten.SetWindowSize(screenW, screenH)
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ebiten.SetWindowTitle("VU Meter")
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ebiten.SetTPS(fps)
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if err := ebiten.RunGame(g); err != nil {
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fmt.Fprintln(os.Stderr, err)
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os.Exit(1)
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}
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}
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