More harmony through chord notes
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+38
-65
@@ -1,91 +1,64 @@
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#include "MelodyStrategy.h"
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#include <Arduino.h>
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#ifndef CALL_AND_RESPONSE_STRATEGY_H
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#define CALL_AND_RESPONSE_STRATEGY_H
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#include "MelodyStrategy.h"
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#include <Arduino.h>
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class CallAndResponseStrategy : public MelodyStrategy {
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public:
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void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
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void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int* chordNotes, int numChordNotes, int seed, int intensity) override {
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randomSeed(seed);
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if (numScaleNotes == 0) return;
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int* sourceNotes = (numChordNotes > 0) ? chordNotes : scaleNotes;
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int sourceNoteCount = (numChordNotes > 0) ? numChordNotes : numScaleNotes;
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if (sourceNoteCount == 0) return;
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int halfSteps = numSteps / 2;
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if (halfSteps < 1) halfSteps = 1;
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// Clear sequence first
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for (int i = 0; i < numSteps; i++) {
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sequence[track][i].note = -1;
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sequence[track][i].accent = false;
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sequence[track][i].tie = false;
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}
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// Generate Call (First Half)
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for (int i = 0; i < halfSteps; i++) {
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// Simple random generation for the call, weighted by intensity
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if (random(100) < (intensity * 8 + 20)) {
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int callLength = random(2, numSteps / 2);
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int responseLength = callLength;
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int callStart = 0;
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int responseStart = numSteps / 2;
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// Generate Call
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for (int i = 0; i < callLength; i++) {
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if (random(100) < intensity * 9) {
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int octave = 3 + random(3);
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sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
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sequence[track][i].accent = (random(100) < 30);
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sequence[track][i].tie = (random(100) < 10);
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} else {
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sequence[track][i].note = -1;
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sequence[track][i].accent = false;
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sequence[track][i].tie = false;
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sequence[track][callStart + i].note = 12 * octave + sourceNotes[random(sourceNoteCount)];
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sequence[track][callStart + i].accent = (i == 0);
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}
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}
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// Generate Response (Second Half)
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for (int i = halfSteps; i < numSteps; i++) {
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int srcIndex = i - halfSteps;
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Step srcStep = sequence[track][srcIndex];
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// Default: Copy
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sequence[track][i] = srcStep;
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// Variation based on intensity
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if (srcStep.note != -1) {
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int r = random(100);
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if (r < intensity * 5) {
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// Transpose / Shift
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int shift = random(-2, 3);
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int octave = srcStep.note / 12;
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int noteVal = srcStep.note % 12;
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// Find index in scale
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int idx = 0;
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for(int k=0; k<numScaleNotes; k++) if(scaleNotes[k] == noteVal) idx = k;
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idx = (idx + shift + numScaleNotes) % numScaleNotes;
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sequence[track][i].note = 12 * octave + scaleNotes[idx];
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} else if (r < intensity * 8) {
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// New random note (Variation)
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int octave = 3 + random(3);
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sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
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}
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// Generate Response (variation of call)
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for (int i = 0; i < responseLength; i++) {
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sequence[track][responseStart + i] = sequence[track][callStart + i];
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// Small chance to change note
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if (sequence[track][responseStart + i].note != -1 && random(100) < 30) {
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int octave = (sequence[track][responseStart + i].note / 12) + random(-1, 2);
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if (octave < 3) octave = 3;
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if (octave > 5) octave = 5;
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sequence[track][responseStart + i].note = 12 * octave + sourceNotes[random(sourceNoteCount)];
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}
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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(5, 8);
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for (int i = 0; i < 12; i++) scaleNotes[i] = i;
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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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// This strategy doesn't generate its own scales, but the method must be implemented.
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}
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void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int intensity) override {
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// Swap call and response halves
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int half = numSteps / 2;
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for(int i=0; i<half; i++) {
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Step temp = sequence[track][i];
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sequence[track][i] = sequence[track][i+half];
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sequence[track][i+half] = temp;
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}
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void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int* chordNotes, int numChordNotes, int intensity) override {
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// For simplicity, just regenerate with a new seed.
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generate(sequence, track, numSteps, scaleNotes, numScaleNotes, chordNotes, numChordNotes, random(65536), intensity);
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}
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const char* getName() override {
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return "CallResp";
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return "Call/Resp";
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}
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};
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#endif
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#endif
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