I agree! Then we could start with an experimental sound from sound picker and modify it.
For all hardcore sound fans:
Warning: sfxr knowledge required, also base64 and binary data conversion. I only provide the structure information here.
Guide to the interpretation of sound data
Main purpose: Decoding of unreadable sound data format. Encoding is also possible if you feel like it.
E.g. this is from the Sounds Plus example:
sound(DATA, "ZgBAKgBLQFRAQEBAAAAAAK5T+j46fh4/UwBAf0BAQEBAZEBA")
Get a binary representation by base64 decoding the string, then parse it to this structure:
Type notation:
cint:
char in short version
int in long version
cfloat:
char in short version
-> value / 128.f is used to calculate the float
float in long version
Version:
102 for short version, total binary data length is 36
103 for long version
Structure:
uint8_t version;
cint wave_type;
cfloat sound_vol;
cfloat base_freq;
cfloat freq_limit;
cfloat freq_ramp;
cfloat freq_dramp;
cfloat duty;
cfloat duty_ramp;
cfloat vib_strength;
cfloat vib_speed;
cfloat vib_delay;
float env_attack;
float env_sustain;
float env_decay;
cfloat env_punch;
bool filter_on;
cfloat lpf_resonance;
cfloat lpf_freq;
cfloat lpf_ramp;
cfloat hpf_freq;
cfloat hpf_ramp;
cfloat pha_offset;
cfloat pha_ramp;
cfloat repeat_speed;
cfloat arp_speed;
cfloat arp_mod;
I think Codea only uses the short version but it should be possible to pass the long version into the sound function if you ever feel the need to do so.