More harmony through chord notes

This commit is contained in:
Dejvino
2026-03-10 21:58:03 +01:00
parent f34f960358
commit aa51e1e95a
13 changed files with 269 additions and 242 deletions
+38 -65
View File
@@ -1,91 +1,64 @@
#include "MelodyStrategy.h"
#include <Arduino.h>
#ifndef CALL_AND_RESPONSE_STRATEGY_H
#define CALL_AND_RESPONSE_STRATEGY_H
#include "MelodyStrategy.h"
#include <Arduino.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 {
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int* chordNotes, int numChordNotes, int seed, int intensity) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
int* sourceNotes = (numChordNotes > 0) ? chordNotes : scaleNotes;
int sourceNoteCount = (numChordNotes > 0) ? numChordNotes : numScaleNotes;
if (sourceNoteCount == 0) return;
int halfSteps = numSteps / 2;
if (halfSteps < 1) halfSteps = 1;
// Clear sequence first
for (int i = 0; i < numSteps; i++) {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
}
// 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 callLength = random(2, numSteps / 2);
int responseLength = callLength;
int callStart = 0;
int responseStart = numSteps / 2;
// Generate Call
for (int i = 0; i < callLength; i++) {
if (random(100) < intensity * 9) {
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;
sequence[track][callStart + i].note = 12 * octave + sourceNotes[random(sourceNoteCount)];
sequence[track][callStart + i].accent = (i == 0);
}
}
// 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)];
}
// Generate Response (variation of call)
for (int i = 0; i < responseLength; i++) {
sequence[track][responseStart + i] = sequence[track][callStart + i];
// Small chance to change note
if (sequence[track][responseStart + i].note != -1 && random(100) < 30) {
int octave = (sequence[track][responseStart + i].note / 12) + random(-1, 2);
if (octave < 3) octave = 3;
if (octave > 5) octave = 5;
sequence[track][responseStart + i].note = 12 * octave + sourceNotes[random(sourceNoteCount)];
}
}
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);
// This strategy doesn't generate its own scales, but the method must be implemented.
}
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;
}
void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int* chordNotes, int numChordNotes, int intensity) override {
// For simplicity, just regenerate with a new seed.
generate(sequence, track, numSteps, scaleNotes, numScaleNotes, chordNotes, numChordNotes, random(65536), intensity);
}
const char* getName() override {
return "CallResp";
return "Call/Resp";
}
};
#endif
#endif