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doc/guides/speaker_audio.md
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doc/guides/speaker_audio.md
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---
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module: [kind=guide] speaker_audio
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see: speaker.playAudio Play PCM audio using a speaker.
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see: cc.audio.dfpwm Provides utilities for encoding and decoding DFPWM files.
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---
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# Playing audio with speakers
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CC: Tweaked's speaker peripheral provides a powerful way to play any audio you like with the @{speaker.playAudio}
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method. However, for people unfamiliar with digital audio, it's not the most intuitive thing to use. This guide provides
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an introduction to digital audio, demonstrates how to play music with CC: Tweaked's speakers, and then briefly discusses
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the more complex topic of audio processing.
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## A short introduction to digital audio
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When sound is recorded it is captured as an analogue signal, effectively the electrical version of a sound
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wave. However, this signal is continuous, and so can't be used directly by a computer. Instead, we measure (or *sample*)
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the amplitude of the wave many times a second and then *quantise* that amplitude, rounding it to the nearest
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representable value.
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This representation of sound - a long, uniformally sampled list of amplitudes is referred to as [Pulse-code
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Modulation][PCM] (PCM). PCM can be thought of as the "standard" audio format, as it's incredibly easy to work with. For
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instance, to mix two pieces of audio together, you can just samples from the two tracks together and take the average.
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CC: Tweaked's speakers also work with PCM audio. It plays back 48,000 samples a second, where each sample is an integer
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between -128 and 127. This is more commonly referred to as 48kHz and an 8-bit resolution.
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Let's now look at a quick example. We're going to generate a [Sine Wave] at 220Hz, which sounds like a low monotonous
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hum. First we wrap our speaker peripheral, and then we fill a table (also referred to as a *buffer*) with 128×1024
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samples - this is the maximum number of samples a speaker can accept in one go.
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In order to fill this buffer, we need to do a little maths. We want to play 220 sine waves each second, where each sine
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wave completes a full oscillation in 2π "units". This means one seconds worth of audio is 2×π×220 "units" long. We then
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need to split this into 48k samples, basically meaning for each sample we move 2×π×220/48k "along" the sine curve.
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```lua {data-peripheral=speaker}
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local speaker = peripheral.find("speaker")
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local buffer = {}
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local t, dt = 0, 2 * math.pi * 220 / 48000
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for i = 1, 128 * 1024 do
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buffer[i] = math.floor(math.sin(t) * 127)
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t = (t + dt) % (math.pi * 2)
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end
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speaker.playAudio(buffer)
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```
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## Streaming audio
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You might notice that the above snippet only generates a short bit of audio - 2.7s seconds to be precise. While we could
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try increasing the number of loop iterations, we'll get an error when we try to play it through the speaker: the sound
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buffer is too large for it to handle.
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Our 2.7 seconds of audio is stored in a table with over 130 _thousand_ elements. If we wanted to play a full minute of
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sine waves (and why wouldn't you?), you'd need a table with almost 3 _million_. Suddenly you find these numbers adding
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up very quickly, and these tables take up more and more memory.
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Instead of building our entire song (well, sine wave) in one go, we can produce it in small batches, each of which get
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passed off to @{speaker.playAudio} when the time is right. This allows us to build a _stream_ of audio, where we read
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chunks of audio one at a time (either from a file or a tone generator like above), do some optional processing to each
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one, and then play them.
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Let's adapt our example from above to do that instead.
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```lua {data-peripheral=speaker}
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local speaker = peripheral.find("speaker")
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local t, dt = 0, 2 * math.pi * 220 / 48000
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while true do
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local buffer = {}
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for i = 1, 16 * 1024 * 8 do
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buffer[i] = math.floor(math.sin(t) * 127)
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t = (t + dt) % (math.pi * 2)
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end
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while not speaker.playAudio(buffer) do
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os.pullEvent("speaker_audio_empty")
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end
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end
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```
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It looks pretty similar to before, aside from we've wrapped the generation and playing code in a while loop, and added a
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rather odd loop with @{speaker.playAudio} and @{os.pullEvent}.
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Let's talk about this loop, why do we need to keep calling @{speaker.playAudio}? Remember that what we're trying to do
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here is avoid keeping too much audio in memory at once. However, if we're generating audio quicker than the speakers can
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play it, we're not helping at all - all this audio is still hanging around waiting to be played!
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In order to avoid this, the speaker rejects any new chunks of audio if its backlog is too large. When this happens,
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@{speaker.playAudio} returns false. Once enough audio has played, and the backlog has been reduced, a
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@{speaker_audio_empty} event is queued, and we can try to play our chunk once more.
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## Storing audio
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PCM is a fantastic way of representing audio when we want to manipulate it, but it's not very efficient when we want to
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store it to disk. Compare the size of a WAV file (which uses PCM) to an equivalent MP3, it's often 5 times the size.
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Instead, we store audio in special formats (or *codecs*) and then convert them to PCM when we need to do processing on
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them.
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Modern audio codecs use some incredibly impressive techniques to compress the audio as much as possible while preserving
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sound quality. However, due to CC: Tweaked's limited processing power, it's not really possible to use these from your
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computer. Instead, we need something much simpler.
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DFPWM (Dynamic Filter Pulse Width Modulation) is the de facto standard audio format of the ComputerCraft (and
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OpenComputers) world. Originally popularised by the addon mod [Computronics], CC:T now has built-in support for it with
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the @{cc.audio.dfpwm} module. This allows you to read DFPWM files from disk, decode them to PCM, and then play them
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using the speaker.
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Let's dive in with an example, and we'll explain things afterwards:
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```lua {data-peripheral=speaker}
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local dfpwm = require("cc.audio.dfpwm")
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local speaker = peripheral.find("speaker")
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local decoder = dfpwm.make_decoder()
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for chunk in io.lines("data/example.dfpwm", 16 * 1024) do
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local buffer = decoder(chunk)
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while not speaker.playAudio(buffer) do
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os.pullEvent("speaker_audio_empty")
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end
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end
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```
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Once again, we see the @{speaker.playAudio}/@{speaker_audio_empty} loop. However, the rest of the program is a little
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different.
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First, we require the dfpwm module and call @{cc.audio.dfpwm.make_decoder} to construct a new decoder. This decoder
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accepts blocks of DFPWM data and converts it to a list of 8-bit amplitudes, which we can then play with our speaker.
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As mentioned to above, @{speaker.playAudio} accepts at most 128×1024 samples in one go. DFPMW uses a single bit for each
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sample, which means we want to process our audio in chunks of 16×1024 bytes (16KiB). In order to do this, we use
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@{io.lines}, which provides a nice way to loop over chunks of a file. You can of course just use @{fs.open} and
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@{fs.BinaryReadHandle.read} if you prefer.
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## Processing audio
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As mentioned near the beginning of this guide, PCM audio is pretty easy to work with as it's just a list of amplitudes.
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You can mix together samples from different streams by adding their amplitudes, change the rate of playback by removing
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samples, etc...
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Let's put together a small demonstration here. We're going to add a small delay effect to the song above, so that you
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hear a faint echo about a second later.
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In order to do this, we'll follow a format similar to the previous example, decoding the audio and then playing it.
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However, we'll also add some new logic between those two steps, which loops over every sample in our chunk of audio, and
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adds the sample from one second ago to it.
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For this, we'll need to keep track of the last 48k samples - exactly one seconds worth of audio. We can do this using a
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[Ring Buffer], which helps makes things a little more efficient.
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```lua {data-peripheral=speaker}
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local dfpwm = require("cc.audio.dfpwm")
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local speaker = peripheral.find("speaker")
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-- Speakers play at 48kHz, so one second is 48k samples. We first fill our buffer
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-- with 0s, as there's nothing to echo at the start of the track!
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local samples_i, samples_n = 1, 48000
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local samples = {}
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for i = 1, samples_n do samples[i] = 0 end
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local decoder = dfpwm.make_decoder()
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for chunk in io.lines("data/example.dfpwm", 16 * 1024) do
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local buffer = decoder(chunk)
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for i = 1, #buffer do
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local original_value = buffer[i]
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-- Replace this sample with its current amplitude plus the amplitude from one second ago.
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-- We scale both to ensure the resulting value is still between -128 and 127.
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buffer[i] = original_value * 0.6 + samples[samples_i] * 0.4
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-- Now store the current sample, and move the "head" of our ring buffer forward one place.
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samples[samples_i] = original_value
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samples_i = samples_i + 1
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if samples_i > samples_n then samples_i = 1 end
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end
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while not speaker.playAudio(buffer) do
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os.pullEvent("speaker_audio_empty")
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end
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end
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```
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:::note Confused?
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Don't worry if you don't understand this example. It's quite advanced, and does use some ideas that this guide doesn't
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cover. That said, don't be afraid to ask on [Discord] or [IRC] either!
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:::
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It's worth noting that the examples of audio processing we've mentioned here are about manipulating the _amplitude_ of
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the wave. If you wanted to modify the _frequency_ (for instance, shifting the pitch), things get rather more complex.
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For this, you'd need to use the [Fast Fourier transform][FFT] to convert the stream of amplitudes to frequencies,
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process those, and then convert them back to amplitudes.
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This is, I'm afraid, left as an exercise to the reader.
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[Computronics]: https://github.com/Vexatos/Computronics/ "Computronics on GitHub"
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[FFT]: https://en.wikipedia.org/wiki/Fast_Fourier_transform "Fast Fourier transform - Wikipedia"
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[PCM]: https://en.wikipedia.org/wiki/Pulse-code_modulation "Pulse-code Modulation - Wikipedia"
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[Ring Buffer]: https://en.wikipedia.org/wiki/Circular_buffer "Circular buffer - Wikipedia"
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[Sine Wave]: https://en.wikipedia.org/wiki/Sine_wave "Sine wave - Wikipedia"
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[Discord]: https://discord.computercraft.cc "The Minecraft Computer Mods Discord"
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[IRC]: http://webchat.esper.net/?channels=computercraft "IRC webchat on EsperNet"
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83
doc/guides/using_require.md
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doc/guides/using_require.md
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---
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module: [kind=guide] using_require
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---
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# Reusing code with require
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A library is a collection of useful functions and other definitions which is stored separately to your main program. You
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might want to create a library because you have some functions which are used in multiple programs, or just to split
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your program into multiple more modular files.
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Let's say we want to create a small library to make working with the @{term|terminal} a little easier. We'll provide two
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functions: `reset`, which clears the terminal and sets the cursor to (1, 1), and `write_center`, which prints some text
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in the middle of the screen.
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Start off by creating a file called `more_term.lua`:
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```lua {data-snippet=more_term}
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local function reset()
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term.clear()
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term.setCursorPos(1, 1)
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end
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local function write_center(text)
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local x, y = term.getCursorPos()
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local width, height = term.getSize()
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term.setCursorPos(math.floor((width - #text) / 2) + 1, y)
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term.write(text)
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end
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return { reset = reset, write_center = write_center }
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```
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Now, what's going on here? We define our two functions as one might expect, and then at the bottom return a table with
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the two functions. When we require this library, this table is what is returned. With that, we can then call the
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original functions. Now create a new file, with the following:
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```lua {data-mount=more_term:more_term.lua}
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local more_term = require("more_term")
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more_term.reset()
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more_term.write_center("Hello, world!")
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```
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When run, this'll clear the screen and print some text in the middle of the first line.
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## require in depth
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While the previous section is a good introduction to how @{require} operates, there are a couple of remaining points
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which are worth mentioning for more advanced usage.
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### Libraries can return anything
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In our above example, we return a table containing the functions we want to expose. However, it's worth pointing out
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that you can return ''anything'' from your library - a table, a function or even just a string! @{require} treats them
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all the same, and just returns whatever your library provides.
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### Module resolution and the package path
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In the above examples, we defined our library in a file, and @{require} read from it. While this is what you'll do most
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of the time, it is possible to make @{require} look elsewhere for your library, such as downloading from a website or
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loading from an in-memory library store.
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As a result, the *module name* you pass to @{require} doesn't correspond to a file path. One common mistake is to load
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code from a sub-directory using `require("folder/library")` or even `require("folder/library.lua")`, neither of which
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will do quite what you expect.
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When loading libraries (also referred to as *modules*) from files, @{require} searches along the *@{package.path|module
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path}*. By default, this looks something like:
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* `?.lua`
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* `?/init.lua`
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* `/rom/modules/main/?.lua`
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* etc...
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When you call `require("my_library")`, @{require} replaces the `?` in each element of the path with your module name, and
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checks if the file exists. In this case, we'd look for `my_library.lua`, `my_library/init.lua`,
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`/rom/modules/main/my_library.lua` and so on. Note that this works *relative to the current program*, so if your
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program is actually called `folder/program`, then we'll look for `folder/my_library.lua`, etc...
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One other caveat is loading libraries from sub-directories. For instance, say we have a file
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`my/fancy/library.lua`. This can be loaded by using `require("my.fancy.library")` - the '.'s are replaced with '/'
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before we start looking for the library.
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## External links
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There are several external resources which go into require in a little more detail:
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- The [Lua Module tutorial](http://lua-users.org/wiki/ModulesTutorial) on the Lua wiki.
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- [Lua's manual section on @{require}](https://www.lua.org/manual/5.1/manual.html#pdf-require).
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