Vendor libs/hump, sfxrlua, json4lua, narrator as real files
These were committed as empty submodule gitlinks with no .gitmodules, so the folders were never populated and the game could not load (require of libs/hump/timer, libs/sfxrlua/sfxr, narrator.narrator). Checked out each at its pinned commit and vendored the files, matching the existing bundled-libs convention. Removed the junk libs/libs/ tree. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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libs/sfxrlua/README.md
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libs/sfxrlua/README.md
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sfxr.lua
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========
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```
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luarocks install sfxr
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```
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A port of the sfxr sound effect synthesizer to pure Lua, designed to be used
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together with the *awesome* [LÖVE](https://love2d.org) game framework.
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Demo
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----
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To run the demo application you first need to download
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[LoveFrames](https://github.com/NikolaiResokav/LoveFrames) as a submodule:
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```
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git submodule update --init
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love demo
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```
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Note: Due to LoveFrames only supporting LÖVE 0.9.x, this dependency is inherited
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by the demo. A move to a new GUI framework is pending.
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Example usage
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-------------
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The following code examples demonstrate how to play a randomly generated sound:
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With [LÖVE](http://love2d.org):
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```lua
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local sfxr = require("sfxr")
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function love.load()
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local sound = sfxr.newSound()
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sound:randomize()
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local sounddata = sound:generateSoundData()
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local source = love.audio.newSource(sounddata)
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source:play()
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end
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```
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With [lao](https://github.com/TheLinx/lao):
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```lua
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require("ao")
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local sfxr = require("sfxr")
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local driverId = ao.defaultDriverId()
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local device = ao.openLive(driverId, {bits = 16, rate = 44100, channels = 1})
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local sound = sfxr.newSound()
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sound:randomize()
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device:play(sound:generateString())
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```
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Documentation
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-------------
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[**The latest documentation build is available here**](http://nucular.github.io/sfxrlua/)
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This project uses [LDoc](http://stevedonovan.github.io/ldoc/) for autogenerated
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API documentation.
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