More strategies

This commit is contained in:
Dejvino 2026-02-18 19:31:38 +01:00
parent da30471f31
commit 07c30d20ef
4 changed files with 412 additions and 2 deletions

116
CellularAutomataStrategy.h Normal file
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#ifndef CELLULAR_AUTOMATA_STRATEGY_H
#define CELLULAR_AUTOMATA_STRATEGY_H
#include "MelodyStrategy.h"
#include <Arduino.h>
class CellularAutomataStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
// 1. Setup CA
// Pick a rule. Some rules are more musical (structured chaos) than others.
// Rule 30, 90, 110, 184 are classics. Random is fun too.
uint8_t rule = random(256);
bool cells[NUM_STEPS];
bool next_cells[NUM_STEPS];
// Init: 50% chance of single center seed, 50% random noise
if (random(2) == 0) {
for(int i=0; i<numSteps; i++) cells[i] = false;
cells[numSteps/2] = true;
} else {
for(int i=0; i<numSteps; i++) cells[i] = (random(100) < 30);
}
// Evolve for some generations to let patterns emerge
int generations = numSteps + random(16);
for (int g = 0; g < generations; g++) {
for (int i = 0; i < numSteps; i++) {
bool left = cells[(i - 1 + numSteps) % numSteps];
bool center = cells[i];
bool right = cells[(i + 1) % numSteps];
uint8_t pattern = (left ? 4 : 0) | (center ? 2 : 0) | (right ? 1 : 0);
next_cells[i] = (rule >> pattern) & 1;
}
for(int i=0; i<numSteps; i++) cells[i] = next_cells[i];
}
// Map to notes
for (int i = 0; i < numSteps; i++) {
if (cells[i]) {
int octave = 3 + random(3); // 3, 4, 5
sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
sequence[track][i].accent = (random(100) < 30);
sequence[track][i].tie = (random(100) < 15);
} else {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
}
}
randomSeed(micros());
}
void generateScale(int* scaleNotes, int& numScaleNotes) override {
numScaleNotes = random(5, 8);
for (int i = 0; i < 12; i++) {
scaleNotes[i] = i;
}
for (int i = 0; i < 12; i++) {
int j = random(12);
int temp = scaleNotes[i];
scaleNotes[i] = scaleNotes[j];
scaleNotes[j] = temp;
}
sortArray(scaleNotes, numScaleNotes);
}
void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes) override {
// Evolve the current sequence by one generation
// Use a random rule for mutation to keep it dynamic
uint8_t rule = random(256);
Step next_seq[NUM_STEPS];
for (int i = 0; i < numSteps; i++) {
bool left = (sequence[track][(i - 1 + numSteps) % numSteps].note != -1);
bool center = (sequence[track][i].note != -1);
bool right = (sequence[track][(i + 1) % numSteps].note != -1);
uint8_t pattern = (left ? 4 : 0) | (center ? 2 : 0) | (right ? 1 : 0);
bool alive = (rule >> pattern) & 1;
if (alive) {
if (center) {
// Survived: Keep note
next_seq[i] = sequence[track][i];
} else {
// Born: New note
int octave = 3 + random(3);
next_seq[i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
next_seq[i].accent = (random(100) < 30);
next_seq[i].tie = false;
}
} else {
// Died
next_seq[i].note = -1;
next_seq[i].accent = false;
next_seq[i].tie = false;
}
}
for(int i=0; i<numSteps; i++) sequence[track][i] = next_seq[i];
}
const char* getName() override {
return "Cellular";
}
};
#endif

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LSystemStrategy.h Normal file
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#ifndef LSYSTEM_STRATEGY_H
#define LSYSTEM_STRATEGY_H
#include "MelodyStrategy.h"
#include <Arduino.h>
struct Rule {
char from;
const char* to;
};
struct RuleSet {
const char* axiom;
const Rule* rules;
uint8_t numRules;
};
// --- L-System Rule Definitions ---
const Rule rules1[] = { {'A', "B-A-B"}, {'B', "A+B+A"} };
const Rule rules2[] = { {'F', "F+F-F-F+F"} };
const Rule rules3[] = { {'X', "F+[[X]-X]-F[-FX]+X"}, {'F', "FF"} };
const RuleSet ruleSets[] = {
{"A", rules1, 2}, // Sierpinski triangle
{"F", rules2, 1}, // Koch curve
{"X", rules3, 2} // Fractal plant
};
const uint8_t numRuleSets = sizeof(ruleSets) / sizeof(RuleSet);
class LSystemStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed) override {
randomSeed(seed);
if (numScaleNotes == 0) {
// Fill with silence if no scale
for (int i = 0; i < numSteps; i++) {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
}
return;
}
// 1. Select a rule set and expand the axiom
const RuleSet& selectedRuleSet = ruleSets[random(numRuleSets)];
String currentString = selectedRuleSet.axiom;
int iterations = random(2, 5); // 2-4 iterations
for (int i = 0; i < iterations; i++) {
String nextString = "";
for (char c : currentString) {
bool replaced = false;
for (int j = 0; j < selectedRuleSet.numRules; j++) {
if (c == selectedRuleSet.rules[j].from) {
nextString += selectedRuleSet.rules[j].to;
replaced = true;
break;
}
}
if (!replaced) {
nextString += c;
}
if (nextString.length() > 256) break; // Memory safety
}
currentString = nextString;
if (currentString.length() > 256) break;
}
// 2. Interpret the string to create the sequence
int stepIndex = 0;
int noteIndex = random(numScaleNotes);
int octave = 4;
// Stack for branching rules
int note_stack[8];
int octave_stack[8];
int stack_ptr = 0;
for (char c : currentString) {
if (stepIndex >= numSteps) break;
switch(c) {
case 'F': case 'G': case 'A': case 'B': // Characters that draw notes
sequence[track][stepIndex].note = 12 * octave + scaleNotes[noteIndex];
sequence[track][stepIndex].accent = (random(100) < 25);
sequence[track][stepIndex].tie = (random(100) < 10);
stepIndex++;
break;
case '+': // Go up in scale
noteIndex = (noteIndex + 1) % numScaleNotes;
break;
case '-': // Go down in scale
noteIndex = (noteIndex - 1 + numScaleNotes) % numScaleNotes;
break;
case '[': // Push current state
if(stack_ptr < 8) {
note_stack[stack_ptr] = noteIndex;
octave_stack[stack_ptr] = octave;
stack_ptr++;
}
break;
case ']': // Pop state
if(stack_ptr > 0) {
stack_ptr--;
noteIndex = note_stack[stack_ptr];
octave = octave_stack[stack_ptr];
}
break;
// Any other characters (like 'X' in rule 3) are ignored for drawing
}
}
// 3. Fill any remaining steps with rests
for (int i = 0; i < numSteps; i++) {
if (i >= stepIndex) {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
}
}
randomSeed(micros());
}
void generateScale(int* scaleNotes, int& numScaleNotes) override {
numScaleNotes = random(5, 8);
for (int i = 0; i < 12; i++) {
scaleNotes[i] = i;
}
for (int i = 0; i < 12; i++) {
int j = random(12);
int temp = scaleNotes[i];
scaleNotes[i] = scaleNotes[j];
scaleNotes[j] = temp;
}
sortArray(scaleNotes, numScaleNotes);
}
void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes) override {
// Swap two non-rest steps to create a variation
int s1 = random(numSteps);
int s2 = random(numSteps);
int attempts = 0;
// Try to find two different, non-rest steps
while((sequence[track][s1].note == -1 || sequence[track][s2].note == -1 || s1 == s2) && attempts < 20) {
s1 = random(numSteps);
s2 = random(numSteps);
attempts++;
}
if (sequence[track][s1].note != -1 && sequence[track][s2].note != -1) {
Step temp = sequence[track][s1];
sequence[track][s1] = sequence[track][s2];
sequence[track][s2] = temp;
}
}
const char* getName() override {
return "L-System";
}
};
#endif

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MarkovStrategy.h Normal file
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#ifndef MARKOV_STRATEGY_H
#define MARKOV_STRATEGY_H
#include "MelodyStrategy.h"
#include <Arduino.h>
class MarkovStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
// Transition matrix: weights for moving from index i to index j
// Max scale size is 12
uint8_t matrix[12][12];
// Initialize matrix with weighted probabilities
for (int i = 0; i < numScaleNotes; i++) {
for (int j = 0; j < numScaleNotes; j++) {
// Base random weight
matrix[i][j] = random(1, 8);
// Musical heuristics: favor small intervals
int dist = abs(i - j);
if (dist == 0) matrix[i][j] += 8; // Repeat note
else if (dist == 1) matrix[i][j] += 12; // Stepwise motion
else if (dist == 2) matrix[i][j] += 6; // Thirds
// Large jumps remain low probability
}
}
int currentIdx = random(numScaleNotes);
for (int i = 0; i < numSteps; i++) {
// 20% chance of rest
if (random(100) < 20) {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
continue;
}
// Select next note based on matrix
int totalWeight = 0;
for (int j = 0; j < numScaleNotes; j++) {
totalWeight += matrix[currentIdx][j];
}
int r = random(totalWeight);
int nextIdx = 0;
for (int j = 0; j < numScaleNotes; j++) {
r -= matrix[currentIdx][j];
if (r < 0) {
nextIdx = j;
break;
}
}
currentIdx = nextIdx;
// Determine Octave (weighted towards middle)
int octave = 4;
int rOct = random(100);
if (rOct < 20) octave = 3;
else if (rOct > 80) octave = 5;
sequence[track][i].note = 12 * octave + scaleNotes[currentIdx];
sequence[track][i].accent = (random(100) < 25);
sequence[track][i].tie = (random(100) < 15);
}
randomSeed(micros());
}
void generateScale(int* scaleNotes, int& numScaleNotes) override {
numScaleNotes = random(5, 8); // Pentatonic to Major
for (int i = 0; i < 12; i++) {
scaleNotes[i] = i; // Fill with all notes
}
// Shuffle
for (int i = 0; i < 12; i++) {
int j = random(12);
int temp = scaleNotes[i];
scaleNotes[i] = scaleNotes[j];
scaleNotes[j] = temp;
}
sortArray(scaleNotes, numScaleNotes);
}
void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes) override {
// Drift mutation: pick a note and move it stepwise in the scale
int s = random(numSteps);
if (sequence[track][s].note != -1) {
int currentNoteVal = sequence[track][s].note % 12;
int idx = -1;
// Find index in scale
for(int i=0; i<numScaleNotes; i++) {
if (scaleNotes[i] == currentNoteVal) {
idx = i;
break;
}
}
if (idx != -1) {
// Move up or down 1 step in scale
if (random(2) == 0) idx = (idx + 1) % numScaleNotes;
else idx = (idx - 1 + numScaleNotes) % numScaleNotes;
int octave = sequence[track][s].note / 12;
sequence[track][s].note = 12 * octave + scaleNotes[idx];
}
} else {
// Chance to fill a rest
if (random(100) < 25) {
int octave = 3 + random(3);
sequence[track][s].note = 12 * octave + scaleNotes[random(numScaleNotes)];
sequence[track][s].accent = false;
sequence[track][s].tie = false;
}
}
}
const char* getName() override {
return "Markov";
}
};
#endif

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#include "LuckyStrategy.h"
#include "ArpStrategy.h"
#include "EuclideanStrategy.h"
#include "MarkovStrategy.h"
#include "CellularAutomataStrategy.h"
#include "LSystemStrategy.h"
#include "MidiDriver.h"
#include "UIManager.h"
#include "config.h"
@ -43,8 +46,10 @@ volatile int queuedTheme = -1;
volatile int currentThemeIndex = 1;
const uint32_t EEPROM_MAGIC = 0x4242424B;
MelodyStrategy* strategies[] = { new LuckyStrategy(), new ArpStrategy(), new EuclideanStrategy() };
const int numStrategies = 3;
MelodyStrategy* strategies[] = {
new LuckyStrategy(), new ArpStrategy(), new EuclideanStrategy(),
new MarkovStrategy(), new CellularAutomataStrategy(), new LSystemStrategy()};
const int numStrategies = 6;
int currentStrategyIndices[NUM_TRACKS];
volatile PlayMode playMode = MODE_MONO;