3 new melody strategies

This commit is contained in:
Dejvino 2026-03-06 23:13:09 +01:00
parent 7da78f5fb9
commit bbe6c4ff2f
4 changed files with 297 additions and 2 deletions

91
CallAndResponseStrategy.h Normal file
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#include "MelodyStrategy.h"
#include <Arduino.h>
#ifndef CALL_AND_RESPONSE_STRATEGY_H
#define CALL_AND_RESPONSE_STRATEGY_H
class CallAndResponseStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
int halfSteps = numSteps / 2;
if (halfSteps < 1) halfSteps = 1;
// Generate Call (First Half)
for (int i = 0; i < halfSteps; i++) {
// Simple random generation for the call, weighted by intensity
if (random(100) < (intensity * 8 + 20)) {
int octave = 3 + random(3);
sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
sequence[track][i].accent = (random(100) < 30);
sequence[track][i].tie = (random(100) < 10);
} else {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
}
}
// Generate Response (Second Half)
for (int i = halfSteps; i < numSteps; i++) {
int srcIndex = i - halfSteps;
Step srcStep = sequence[track][srcIndex];
// Default: Copy
sequence[track][i] = srcStep;
// Variation based on intensity
if (srcStep.note != -1) {
int r = random(100);
if (r < intensity * 5) {
// Transpose / Shift
int shift = random(-2, 3);
int octave = srcStep.note / 12;
int noteVal = srcStep.note % 12;
// Find index in scale
int idx = 0;
for(int k=0; k<numScaleNotes; k++) if(scaleNotes[k] == noteVal) idx = k;
idx = (idx + shift + numScaleNotes) % numScaleNotes;
sequence[track][i].note = 12 * octave + scaleNotes[idx];
} else if (r < intensity * 8) {
// New random note (Variation)
int octave = 3 + random(3);
sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
}
}
}
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, int intensity) override {
// Swap call and response halves
int half = numSteps / 2;
for(int i=0; i<half; i++) {
Step temp = sequence[track][i];
sequence[track][i] = sequence[track][i+half];
sequence[track][i+half] = temp;
}
}
const char* getName() override {
return "CallResp";
}
};
#endif

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IsorhythmStrategy.h Normal file
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#ifndef ISORHYTHM_STRATEGY_H
#define ISORHYTHM_STRATEGY_H
#include "MelodyStrategy.h"
#include <Arduino.h>
class IsorhythmStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
// 1. Create the Color (pitch pattern)
// Intensity affects color length. Higher intensity = longer, more complex color.
int colorLength = 2 + random(intensity + 2); // 2 to intensity+3 notes
if (colorLength > numScaleNotes) colorLength = numScaleNotes;
if (colorLength > 8) colorLength = 8; // Keep it reasonable
int color[8];
// Pick unique notes from the scale for the color
int scaleIndices[12];
for(int i=0; i<numScaleNotes; i++) scaleIndices[i] = i;
for(int i=0; i<numScaleNotes; i++) { // shuffle
int r = random(numScaleNotes);
int temp = scaleIndices[i];
scaleIndices[i] = scaleIndices[r];
scaleIndices[r] = temp;
}
for(int i=0; i<colorLength; i++) {
color[i] = scaleIndices[i];
}
// 2. Create the Talea (rhythmic pattern)
// Intensity affects talea length and density.
int taleaLength = 4 + random(numSteps / 2); // 4 to 12 steps for a 16-step sequence
if (taleaLength > numSteps) taleaLength = numSteps;
bool talea[NUM_STEPS];
int pulses = 2 + random(taleaLength - 2); // At least 2 pulses
// Euclidean distribution for a nice rhythm
int bucket = 0;
for(int i=0; i<taleaLength; i++) {
bucket += pulses;
if (bucket >= taleaLength) {
bucket -= taleaLength;
talea[i] = true;
} else {
talea[i] = false;
}
}
// 3. Apply Color and Talea to the sequence
int colorIdx = 0;
for (int i = 0; i < numSteps; i++) {
int taleaIdx = i % taleaLength;
if (talea[taleaIdx]) {
int octave = 3 + random(3);
int noteScaleIndex = color[colorIdx % colorLength];
sequence[track][i].note = 12 * octave + scaleNotes[noteScaleIndex];
sequence[track][i].accent = (i % 4 == 0); // Accent on downbeats
sequence[track][i].tie = false;
colorIdx++;
} 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, int intensity) override {
// Mutation: rotate the talea (rhythmic displacement)
int rotation = random(1, numSteps);
Step temp[NUM_STEPS];
for(int i=0; i<numSteps; i++) {
temp[i] = sequence[track][(i + rotation) % numSteps];
}
for(int i=0; i<numSteps; i++) {
sequence[track][i] = temp[i];
}
}
const char* getName() override {
return "Isorhythm";
}
};
#endif

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@ -6,6 +6,9 @@
#include "CellularAutomataStrategy.h"
#include "LSystemStrategy.h"
#include "DroneStrategy.h"
#include "CallAndResponseStrategy.h"
#include "WaveStrategy.h"
#include "IsorhythmStrategy.h"
// Global state variables
Step sequence[NUM_TRACKS][NUM_STEPS];
@ -130,8 +133,10 @@ extern const uint32_t EEPROM_MAGIC = 0x42424250;
MelodyStrategy* strategies[] = {
new LuckyStrategy(), new ArpStrategy(), new EuclideanStrategy(),
new MarkovStrategy(), new CellularAutomataStrategy(), new LSystemStrategy(), new DroneStrategy()};
extern const int numStrategies = 7;
new MarkovStrategy(), new CellularAutomataStrategy(), new LSystemStrategy(), new DroneStrategy(),
new CallAndResponseStrategy(), new IsorhythmStrategy(), new WaveStrategy()
};
extern const int numStrategies = 10;
int currentStrategyIndices[NUM_TRACKS];
volatile PlayMode playMode = MODE_POLY;

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WaveStrategy.h Normal file
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#include "MelodyStrategy.h"
#include <Arduino.h>
#ifndef WAVE_STRATEGY_H
#define WAVE_STRATEGY_H
class WaveStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
// Wave parameters
// Frequency: How many cycles per sequence
float freq = (float)random(1, 4) + (intensity * 0.2f);
// Phase offset
float phase = random(100) / 100.0f * 2.0f * PI;
// Waveform type: 0=Sine, 1=Triangle, 2=Saw
int type = random(3);
// Center pitch (note index)
int centerIdx = numScaleNotes * 2; // Middle of 4 octaves roughly
int amp = numScaleNotes + (intensity); // Amplitude in scale degrees
for (int i = 0; i < numSteps; i++) {
float t = (float)i / (float)numSteps; // 0.0 to 1.0
float val = 0.0f;
if (type == 0) { // Sine
val = sin(t * freq * 2.0f * PI + phase);
} else if (type == 1) { // Triangle
float x = t * freq + phase / (2.0f*PI);
x = x - (int)x; // frac
val = (x < 0.5f) ? (4.0f * x - 1.0f) : (3.0f - 4.0f * x);
} else { // Saw
float x = t * freq + phase / (2.0f*PI);
x = x - (int)x;
val = 2.0f * x - 1.0f;
}
// Map val (-1 to 1) to note index
int noteIdxOffset = (int)(val * amp);
int totalIdx = centerIdx + noteIdxOffset;
// Normalize totalIdx
while(totalIdx < 0) totalIdx += numScaleNotes;
int octave = 2 + (totalIdx / numScaleNotes);
int scaleIdx = totalIdx % numScaleNotes;
if (octave < 0) octave = 0;
if (octave > 8) octave = 8;
// Rhythmic density based on intensity
if (random(100) < (40 + intensity * 5)) {
sequence[track][i].note = 12 * octave + scaleNotes[scaleIdx];
sequence[track][i].accent = (val > 0.8f); // Accent peaks
sequence[track][i].tie = false;
} 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, int intensity) override {
// Phase shift the sequence
int shift = random(1, 4);
Step temp[NUM_STEPS];
for(int i=0; i<numSteps; i++) {
temp[i] = sequence[track][(i + shift) % numSteps];
}
for(int i=0; i<numSteps; i++) {
sequence[track][i] = temp[i];
}
}
const char* getName() override {
return "Wave";
}
};
#endif