Initial Motif project setup

- Web Audio + TypeScript procedural synthesis engine
- Role-based MIDI structure extraction
- Vite build tooling and development setup
- Core architecture: Engine, RoleMapper, SynthesisEngine
- Minimal UI for testing synthesis generation

🤖 Generated with [Claude Code](https://claude.ai/code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
b1rdmania
2025-12-17 20:33:48 +00:00
commit 4b7836b925
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import type { NoteEvent, StructuralFeatures, MotifConfig, SynthLayer } from '../types';
import { MIDIProcessor } from '../midi/MIDIProcessor';
import { RoleMapper } from './RoleMapper';
import { SynthesisEngine } from '../synthesis/SynthesisEngine';
export class MotifEngine {
private audioContext: AudioContext | null = null;
private config: MotifConfig;
private midiProcessor: MIDIProcessor;
private roleMapper: RoleMapper;
private synthesisEngine: SynthesisEngine | null = null;
private currentFeatures: StructuralFeatures | null = null;
constructor() {
this.config = {
lookaheadTime: 0.1,
scheduleInterval: 25,
fadeTime: 0.05,
maxOscillators: 8
};
this.midiProcessor = new MIDIProcessor();
this.roleMapper = new RoleMapper();
}
async generateFromSong(songName: string): Promise<void> {
// For now, generate synthetic structure based on song name
// TODO: Implement MIDI search and fetching
const mockEvents = this.generateSyntheticMIDI(songName);
const features = this.midiProcessor.extractFeatures(mockEvents);
const roleAssignments = this.roleMapper.assignRoles(features, mockEvents);
this.currentFeatures = features;
// Initialize audio context and synthesis engine
if (!this.audioContext) {
this.audioContext = new AudioContext();
}
this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config);
this.synthesisEngine.setupLayers(roleAssignments);
}
async play(): Promise<void> {
if (!this.audioContext || !this.synthesisEngine || !this.currentFeatures) {
throw new Error('No audio generated yet');
}
if (this.audioContext.state === 'suspended') {
await this.audioContext.resume();
}
this.synthesisEngine.start();
}
stop(): void {
if (this.synthesisEngine) {
this.synthesisEngine.stop();
}
}
private generateSyntheticMIDI(songName: string): NoteEvent[] {
// Generate procedural MIDI based on song name hash
const hash = this.simpleHash(songName);
const events: NoteEvent[] = [];
// Create a simple 4/4 pattern with bass, harmony, and texture
const duration = 32; // 32 seconds
const beatsPerSecond = (120 + (hash % 60)) / 60; // Tempo 120-180 BPM
// Bass pattern (track 0)
for (let beat = 0; beat < duration * beatsPerSecond; beat += 1) {
if (beat % 4 === 0) { // On beat
events.push({
time: beat / beatsPerSecond,
duration: 0.5,
pitch: 36 + (hash % 12), // C2 + random root
velocity: 0.7 + (hash % 3) * 0.1,
track: 0
});
}
}
// Harmonic drone (track 1)
events.push({
time: 0,
duration: duration,
pitch: 48 + ((hash * 3) % 12), // C3 + harmonic interval
velocity: 0.3,
track: 1
});
// Textural elements (track 2)
for (let i = 0; i < 20; i++) {
events.push({
time: (hash * i) % duration,
duration: 0.2 + ((hash * i) % 10) * 0.1,
pitch: 60 + ((hash * i) % 24), // C4 + 2 octaves
velocity: 0.2 + ((hash * i) % 5) * 0.1,
track: 2
});
}
return events.sort((a, b) => a.time - b.time);
}
private simpleHash(str: string): number {
let hash = 0;
for (let i = 0; i < str.length; i++) {
const char = str.charCodeAt(i);
hash = ((hash << 5) - hash) + char;
hash = hash & hash; // Convert to 32-bit integer
}
return Math.abs(hash);
}
}
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import type { NoteEvent, StructuralFeatures, RoleAssignment, Role } from '../types';
export class RoleMapper {
assignRoles(features: StructuralFeatures, events: NoteEvent[]): RoleAssignment[] {
const assignments: RoleAssignment[] = [];
const trackEvents = this.groupEventsByTrack(events);
for (const [trackId, trackNotes] of trackEvents) {
const role = this.determineRole(trackNotes, features);
const confidence = this.calculateConfidence(trackNotes, role);
assignments.push({
role,
sourceTrack: trackId,
events: trackNotes,
confidence
});
}
return assignments;
}
private groupEventsByTrack(events: NoteEvent[]): Map<number, NoteEvent[]> {
const tracks = new Map<number, NoteEvent[]>();
for (const event of events) {
if (!tracks.has(event.track)) {
tracks.set(event.track, []);
}
tracks.get(event.track)!.push(event);
}
return tracks;
}
private determineRole(events: NoteEvent[], features: StructuralFeatures): Role {
if (events.length === 0) return 'texture';
const avgPitch = events.reduce((sum, e) => sum + e.pitch, 0) / events.length;
const avgDuration = events.reduce((sum, e) => sum + e.duration, 0) / events.length;
const avgVelocity = events.reduce((sum, e) => sum + e.velocity, 0) / events.length;
// Bass: low register, rhythmic
if (avgPitch < 48 && avgDuration < 1.0) {
return 'bass';
}
// Drone: sustained notes
if (avgDuration > 2.0) {
return 'drone';
}
// Ostinato: repetitive short notes
if (avgDuration < 0.5 && events.length > 10) {
return 'ostinato';
}
// Accents: high velocity peaks
if (avgVelocity > 0.8) {
return 'accents';
}
return 'texture';
}
private calculateConfidence(events: NoteEvent[], role: Role): number {
// Simple confidence calculation based on how well events fit the role
// In a real implementation, this would be more sophisticated
return 0.7 + Math.random() * 0.3;
}
}