Better arp
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6734572a67
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225d04a53c
100
ArpStrategy.h
100
ArpStrategy.h
@ -10,24 +10,102 @@ public:
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randomSeed(seed);
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if (numScaleNotes == 0) return;
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int currentNoteIndex = 0;
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int octave = 4;
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// 1. Select Subset
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int subsetSize = random(2, numScaleNotes + 1);
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if (subsetSize > 12) subsetSize = 12;
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int subset[12];
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for (int i = 0; i < numSteps; i++) {
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sequence[i].note = 12 * octave + scaleNotes[currentNoteIndex];
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sequence[i].accent = (i % 4 == 0); // Accent on beat
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sequence[i].tie = false;
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// Create indices to shuffle
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int indices[12];
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for(int i=0; i<numScaleNotes; i++) indices[i] = i;
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currentNoteIndex++;
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if (currentNoteIndex >= numScaleNotes) {
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currentNoteIndex = 0;
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octave++;
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if (octave > 5) octave = 3;
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// Shuffle indices
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for(int i=0; i<numScaleNotes; i++) {
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int r = random(numScaleNotes);
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int temp = indices[i];
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indices[i] = indices[r];
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indices[r] = temp;
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}
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// Pick subset
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for(int i=0; i<subsetSize; i++) {
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subset[i] = scaleNotes[indices[i]];
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}
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sortArray(subset, subsetSize);
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// 2. Pick Arp Length & Pattern
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int arpLength = random(2, 17); // 2 to 16
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Step arpPattern[16];
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int mode = random(3); // 0: Up, 1: Down, 2: Up/Down
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int numOctaves = 3;
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int baseOctave = 3;
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int totalNotes = subsetSize * numOctaves;
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int currentIndex = 0;
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int direction = 1;
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if (mode == 1) { // Down
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currentIndex = totalNotes - 1;
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direction = -1;
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}
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for (int i = 0; i < arpLength; i++) {
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// Chance of rest (15%)
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if (random(100) < 15) {
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arpPattern[i].note = -1;
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arpPattern[i].accent = false;
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arpPattern[i].tie = false;
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} else {
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int octaveOffset = currentIndex / subsetSize;
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int noteIndex = currentIndex % subsetSize;
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int octave = baseOctave + octaveOffset;
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arpPattern[i].note = 12 * octave + subset[noteIndex];
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arpPattern[i].accent = (i % 4 == 0); // Accent on beat
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arpPattern[i].tie = false;
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}
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if (mode == 0) { // Up
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currentIndex++;
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if (currentIndex >= totalNotes) currentIndex = 0;
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} else if (mode == 1) { // Down
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currentIndex--;
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if (currentIndex < 0) currentIndex = totalNotes - 1;
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} else { // Up/Down
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currentIndex += direction;
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if (currentIndex >= totalNotes) {
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currentIndex = max(0, totalNotes - 2);
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direction = -1;
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} else if (currentIndex < 0) {
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currentIndex = min(totalNotes - 1, 1);
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direction = 1;
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}
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}
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}
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// 3. Fill Sequence
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for (int i = 0; i < numSteps; i++) {
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sequence[i] = arpPattern[i % arpLength];
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}
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randomSeed(micros());
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}
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void generateScale(int* scaleNotes, int& numScaleNotes) override {
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numScaleNotes = random(3, 13); // 3 to 12 notes
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for (int i = 0; i < 12; i++) {
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scaleNotes[i] = i; // Fill with all notes
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}
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// Shuffle
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for (int i = 0; i < 12; i++) {
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int j = random(12);
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int temp = scaleNotes[i];
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scaleNotes[i] = scaleNotes[j];
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scaleNotes[j] = temp;
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}
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sortArray(scaleNotes, numScaleNotes);
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}
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void mutate(Step* sequence, int numSteps, int* scaleNotes, int numScaleNotes) override {
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// Swap two notes
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int s1 = random(numSteps);
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@ -19,6 +19,21 @@ public:
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randomSeed(micros());
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}
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void generateScale(int* scaleNotes, int& numScaleNotes) override {
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numScaleNotes = random(3, 13); // 3 to 12 notes
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for (int i = 0; i < 12; i++) {
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scaleNotes[i] = i; // Fill with all notes
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}
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// Shuffle
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for (int i = 0; i < 12; i++) {
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int j = random(12);
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int temp = scaleNotes[i];
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scaleNotes[i] = scaleNotes[j];
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scaleNotes[j] = temp;
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}
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sortArray(scaleNotes, numScaleNotes);
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}
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void mutate(Step* sequence, int numSteps, int* scaleNotes, int numScaleNotes) override {
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// Mutate 1 or 2 steps
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int count = random(1, 3);
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@ -6,6 +6,7 @@
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class MelodyStrategy {
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public:
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virtual void generate(Step* sequence, int numSteps, int* scaleNotes, int numScaleNotes, int seed) = 0;
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virtual void generateScale(int* scaleNotes, int& numScaleNotes) = 0;
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virtual void mutate(Step* sequence, int numSteps, int* scaleNotes, int numScaleNotes) = 0;
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virtual const char* getName() = 0;
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virtual ~MelodyStrategy() {}
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@ -34,7 +34,7 @@ UIState currentState = UI_MENU_MAIN;
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const char* mainMenu[] = { "Tracker", "Randomize", "Setup" };
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const int mainMenuCount = sizeof(mainMenu) / sizeof(char*);
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const char* randomizeMenu[] = { "Back", "Scale", "Melody", "Flavour", "Tempo", "Mutation", "Song Mode", "Theme 1", "Theme 2", "Theme 3", "Theme 4", "Theme 5", "Theme 6", "Theme 7" };
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const char* randomizeMenu[] = { "Back", "Melody", "Flavour", "Scale", "Tempo", "Mutation", "Song Mode", "Theme 1", "Theme 2", "Theme 3", "Theme 4", "Theme 5", "Theme 6", "Theme 7" };
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const int THEME_1_INDEX = 7;
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const int randomizeMenuCount = sizeof(randomizeMenu) / sizeof(char*);
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const char* setupMenu[] = { "Back", "Channel", "Save", "Load" };
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@ -100,18 +100,6 @@ void readEncoder() {
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}
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}
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void sortArray(int arr[], int size) {
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for (int i = 0; i < size - 1; i++) {
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for (int j = 0; j < size - i - 1; j++) {
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if (arr[j] > arr[j + 1]) {
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int temp = arr[j];
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arr[j] = arr[j + 1];
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arr[j + 1] = temp;
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}
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}
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}
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}
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void saveSequence(bool quiet = false) {
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int addr = 0;
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EEPROM.put(addr, EEPROM_MAGIC); addr += sizeof(EEPROM_MAGIC);
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@ -194,18 +182,7 @@ void setup() {
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}
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void generateRandomScale() {
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numScaleNotes = random(3, 13); // 3 to 12 notes
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for (int i = 0; i < 12; i++) {
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scaleNotes[i] = i; // Fill with all notes
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}
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// Shuffle
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for (int i = 0; i < 12; i++) {
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int j = random(12);
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int temp = scaleNotes[i];
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scaleNotes[i] = scaleNotes[j];
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scaleNotes[j] = temp;
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}
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sortArray(scaleNotes, numScaleNotes);
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strategies[currentStrategyIndex]->generateScale(scaleNotes, numScaleNotes);
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}
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void generateSequenceData(int themeType, Step* target) {
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@ -333,17 +310,6 @@ void handleInput() {
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case UI_MENU_RANDOMIZE:
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if (menuSelection == 0) { currentState = UI_MENU_MAIN; menuSelection = 1; }
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if (menuSelection == 1) {
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generateRandomScale(); // Scale
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if (isPlaying) {
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int theme = (queuedTheme != -1) ? queuedTheme : currentThemeIndex;
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midi.lock();
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generateSequenceData(theme, nextSequence);
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sequenceChangeScheduled = true;
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midi.unlock();
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}
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saveSequence(true);
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}
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if (menuSelection == 2) {
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melodySeed = random(10000); // Melody
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if (isPlaying) {
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int theme = (queuedTheme != -1) ? queuedTheme : currentThemeIndex;
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@ -354,7 +320,18 @@ void handleInput() {
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}
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saveSequence(true);
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}
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if (menuSelection == 3) currentState = UI_EDIT_FLAVOUR;
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if (menuSelection == 2) currentState = UI_EDIT_FLAVOUR; // Flavour
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if (menuSelection == 3) { // Scale
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generateRandomScale();
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if (isPlaying) {
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int theme = (queuedTheme != -1) ? queuedTheme : currentThemeIndex;
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midi.lock();
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generateSequenceData(theme, nextSequence);
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sequenceChangeScheduled = true;
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midi.unlock();
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}
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saveSequence(true);
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}
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if (menuSelection == 4) currentState = UI_EDIT_TEMPO;
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if (menuSelection == 5) mutationEnabled = !mutationEnabled;
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if (menuSelection == 6) {
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@ -398,6 +375,13 @@ void handleInput() {
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break;
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case UI_EDIT_FLAVOUR:
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currentState = UI_MENU_RANDOMIZE;
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if (isPlaying) {
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queuedTheme = currentThemeIndex;
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midi.lock();
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generateSequenceData(currentThemeIndex, nextSequence);
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sequenceChangeScheduled = true;
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midi.unlock();
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}
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saveSequence(true);
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break;
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}
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@ -19,4 +19,16 @@ enum UIState {
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UI_EDIT_FLAVOUR
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};
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inline void sortArray(int arr[], int size) {
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for (int i = 0; i < size - 1; i++) {
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for (int j = 0; j < size - i - 1; j++) {
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if (arr[j] > arr[j + 1]) {
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int temp = arr[j];
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arr[j] = arr[j + 1];
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arr[j + 1] = temp;
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}
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}
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}
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}
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#endif
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@ -146,7 +146,11 @@ void UIManager::drawMenu(const char* title, const char* items[], int count, int
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display.print(F(" *"));
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}
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if (currentState == UI_MENU_RANDOMIZE) {
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if (i == 1) { // Scale
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if (i == 1) { // Melody
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display.print(F(": ")); display.print(melodySeed);
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} else if (i == 2) { // Flavour
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display.print(F(": ")); display.print(flavourName);
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} else if (i == 3) { // Scale
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display.print(F(": "));
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if (numScaleNotes > 0) {
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const char* noteNames[] = {"C", "C#", "D", "D#", "E", "F", "F#", "G", "G#", "A", "A#", "B"};
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@ -155,9 +159,7 @@ void UIManager::drawMenu(const char* title, const char* items[], int count, int
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if (j < min(numScaleNotes, 6) - 1) display.print(F(" "));
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}
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}
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} else if (i == 2) { display.print(F(": ")); display.print(melodySeed); }
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else if (i == 3) { display.print(F(": ")); display.print(flavourName); }
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else if (i == 4) { display.print(F(": ")); display.print(tempo); }
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} else if (i == 4) { display.print(F(": ")); display.print(tempo); }
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else if (i == 5) { display.print(F(": ")); display.print(mutationEnabled ? F("ON") : F("OFF")); }
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else if (i == 6) { display.print(F(": ")); display.print(songModeEnabled ? F("ON") : F("OFF")); }
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}
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@ -245,23 +247,13 @@ void UIManager::updateLeds(const Step* sequence, int navSelection, int playbackS
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else { c[1] = color; if (sequence[s].accent) { c[0] = dimColor; c[2] = dimColor; } }
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}
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int stepNavIndex = navSelection - 1;
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if (isPlaying) {
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c[3] = pixels.Color(0, 50, 0);
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if (songModeEnabled && s >= NUM_STEPS/2 && x >= (8 - min(songRepeatsRemaining, 8))) {
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c[3] = (songRepeatsRemaining == 1 && x == 7 && (millis()/250)%2) ? pixels.Color(0, 250, 0) : pixels.Color(80, 100, 0);
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}
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} else if (currentState == UI_TRACKER && s == stepNavIndex) {
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c[3] = isEditing ? pixels.Color(50, 0, 0) : pixels.Color(40, 40, 40);
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} else if (c[3] == 0 && (isPlaying && s == playbackStep || (!isPlaying && currentState == UI_TRACKER && s == stepNavIndex))) {
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// Cursor logic handled above, this block seems redundant or malformed in original logic translation, simplifying:
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}
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// Apply cursor color logic from original code more strictly
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uint32_t cursorColor = 0;
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if (isPlaying) {
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cursorColor = pixels.Color(0, 50, 0);
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if (songModeEnabled && s >= 56) {
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if (songModeEnabled && s >= 8) {
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int repeats = min(songRepeatsRemaining, 8);
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if (x >= (8 - repeats)) cursorColor = (songRepeatsRemaining == 1 && x == 7 && (millis()/250)%2) ? pixels.Color(255, 200, 0) : pixels.Color(154, 205, 50);
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if (x >= (8 - repeats)) cursorColor = (songRepeatsRemaining == 1 && x == 7 && (millis()/250)%2) ? pixels.Color(255, 200, 0) : pixels.Color(100, 220, 40);
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}
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} else if (currentState == UI_TRACKER) {
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cursorColor = isEditing ? pixels.Color(50, 0, 0) : pixels.Color(40, 40, 40);
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