Add v2 Game Boy sound engine (isolated from v1)
- Authentic DMG-CPU sound chip implementation: - 4 Pulse channels with duty cycle control (12.5%, 25%, 50%, 75%) - 2 Wave channels with 4-bit wavetables - 2 Noise channels with LFSR (7-bit and 15-bit modes) - GameBoy Colorizer effect chain: - Low-pass filter (natural GB rolloff) - Bit-crushing (4-bit DAC simulation) - Sample rate reduction - Saturation and high-pass filter - Presets: DMG, GBC, GBA, Clean - Intelligent MIDI processing: - Track analysis and role detection (bass, lead, drums, etc.) - Automatic channel mapping to GB channels - Chord arpeggiator for polyphony handling - GameBoy Arranger for fuller sound - BitMidi search integration - Completely isolated from v1 (no changes to src/)
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/**
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* Game Boy Arranger
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*
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* This is the "secret sauce" that makes arbitrary MIDI files sound like
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* actual Game Boy music. Professional GB composers used specific techniques
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* to make 4 channels sound full - this module applies those techniques
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* automatically to sparse MIDI arrangements.
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*
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* Techniques applied:
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* 1. Bass Enhancement - Make bass lines rhythmically active
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* 2. Drum Enhancement - Add hi-hats and fill percussion gaps
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* 3. Melody Doubling - Add octave harmonies on spare channels
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* 4. Counter-Melody Generation - Create interweaving parts
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* 5. Gap Filling - Ensure channels stay busy
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* 6. Arpeggio Insertion - Turn static chords into motion
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*/
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import type { ChannelNote, ChannelId, ChannelAssignment, TrackAnalysis } from '../../types';
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import type { ArpNote } from '../../types';
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export interface ArrangerConfig {
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/** Enable bass enhancement */
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enhanceBass: boolean;
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/** Enable drum/percussion enhancement */
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enhanceDrums: boolean;
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/** Enable melody doubling */
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doubleMelody: boolean;
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/** Enable gap filling */
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fillGaps: boolean;
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/** Minimum gap duration to fill (seconds) */
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minGapToFill: number;
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/** Target channel utilization (0-1) */
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targetUtilization: number;
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/** Hi-hat rate (notes per beat) */
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hihatRate: number;
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/** BPM for timing calculations */
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bpm: number;
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}
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const DEFAULT_CONFIG: ArrangerConfig = {
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enhanceBass: true,
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enhanceDrums: true,
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doubleMelody: true,
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fillGaps: true,
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minGapToFill: 0.5,
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targetUtilization: 0.7,
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hihatRate: 1, // Quarter notes (less busy than 8th notes)
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bpm: 120,
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};
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export interface ArrangementResult {
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notes: ChannelNote[];
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stats: {
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originalNotes: number;
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addedNotes: number;
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channelUtilization: Record<ChannelId, number>;
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};
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}
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export class GameBoyArranger {
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private config: ArrangerConfig;
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constructor(config: Partial<ArrangerConfig> = {}) {
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this.config = { ...DEFAULT_CONFIG, ...config };
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}
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/**
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* Set configuration.
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*/
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setConfig(config: Partial<ArrangerConfig>): void {
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this.config = { ...this.config, ...config };
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}
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/**
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* Set BPM for timing calculations.
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*/
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setBPM(bpm: number): void {
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this.config.bpm = bpm;
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}
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/**
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* Arrange and enhance notes for fuller GB sound.
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*/
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arrange(
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notes: ChannelNote[],
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assignments: ChannelAssignment[],
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duration: number
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): ArrangementResult {
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const originalCount = notes.length;
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let enhanced = [...notes];
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// Group notes by channel
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const byChannel = this.groupByChannel(enhanced);
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// 1. Enhance bass
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if (this.config.enhanceBass) {
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const bassChannels = ['w1', 'w2'] as ChannelId[];
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for (const channelId of bassChannels) {
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if (byChannel.has(channelId)) {
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const bassNotes = byChannel.get(channelId)!;
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const enhancedBass = this.enhanceBass(bassNotes, duration);
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byChannel.set(channelId, enhancedBass);
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}
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}
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}
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// 2. Enhance drums
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if (this.config.enhanceDrums) {
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const noiseChannels = ['n1', 'n2'] as ChannelId[];
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for (const channelId of noiseChannels) {
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const drumNotes = byChannel.get(channelId) || [];
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const enhancedDrums = this.enhanceDrums(drumNotes, duration, channelId);
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byChannel.set(channelId, enhancedDrums);
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}
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}
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// 3. Double melody if spare pulse channel available
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if (this.config.doubleMelody) {
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const pulseChannels = ['p1', 'p2', 'p3', 'p4'] as ChannelId[];
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const usedPulse = pulseChannels.filter(c =>
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byChannel.has(c) && byChannel.get(c)!.length > 0
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);
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const sparePulse = pulseChannels.filter(c => !usedPulse.includes(c));
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if (sparePulse.length > 0 && usedPulse.length > 0) {
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// Find the lead channel (most notes, highest pitch)
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const leadChannel = this.findLeadChannel(byChannel, usedPulse);
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if (leadChannel && byChannel.get(leadChannel)) {
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const doubled = this.doubleMelody(
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byChannel.get(leadChannel)!,
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sparePulse[0]
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);
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byChannel.set(sparePulse[0], doubled);
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}
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}
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}
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// 4. Fill gaps in all channels
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if (this.config.fillGaps) {
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for (const [channelId, channelNotes] of byChannel) {
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const filled = this.fillGaps(channelNotes, duration, channelId);
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byChannel.set(channelId, filled);
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}
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}
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// Flatten back to array
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enhanced = [];
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for (const channelNotes of byChannel.values()) {
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enhanced.push(...channelNotes);
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}
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// Sort by time
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enhanced.sort((a, b) => a.startTime - b.startTime);
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// Calculate utilization stats
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const utilization = this.calculateUtilization(byChannel, duration);
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return {
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notes: enhanced,
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stats: {
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originalNotes: originalCount,
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addedNotes: enhanced.length - originalCount,
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channelUtilization: utilization,
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},
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};
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}
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/**
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* Group notes by channel.
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*/
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private groupByChannel(notes: ChannelNote[]): Map<ChannelId, ChannelNote[]> {
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const grouped = new Map<ChannelId, ChannelNote[]>();
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for (const note of notes) {
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if (!grouped.has(note.channel)) {
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grouped.set(note.channel, []);
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}
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grouped.get(note.channel)!.push(note);
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}
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// Sort each channel by time
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for (const channelNotes of grouped.values()) {
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channelNotes.sort((a, b) => a.startTime - b.startTime);
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}
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return grouped;
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}
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/**
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* Enhance bass to be more rhythmically active.
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* GB bass doesn't just play root notes - it has rhythmic variation.
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*/
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private enhanceBass(notes: ChannelNote[], duration: number): ChannelNote[] {
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if (notes.length === 0) return notes;
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const enhanced: ChannelNote[] = [];
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const beatDuration = 60 / this.config.bpm;
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for (const note of notes) {
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// Keep original note
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enhanced.push(note);
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// If note is long, add rhythmic subdivisions
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if (note.duration > beatDuration * 1.5) {
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// Add a "bounce" note halfway through
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const bounceTime = note.startTime + note.duration / 2;
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enhanced.push({
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...note,
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startTime: bounceTime,
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duration: Math.min(beatDuration * 0.5, note.duration / 4),
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velocity: note.velocity * 0.7,
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});
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}
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// Add octave jump on strong beats occasionally
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if (note.duration > beatDuration * 2 && Math.random() > 0.6) {
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enhanced.push({
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...note,
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midiNote: note.midiNote + 12, // Octave up
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startTime: note.startTime + beatDuration,
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duration: beatDuration * 0.4,
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velocity: note.velocity * 0.6,
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});
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}
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}
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return enhanced.sort((a, b) => a.startTime - b.startTime);
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}
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/**
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* Enhance drums with hi-hats and fills.
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* GB drums are BUSY - hi-hats on every 8th note.
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*/
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private enhanceDrums(
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notes: ChannelNote[],
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duration: number,
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channelId: ChannelId
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): ChannelNote[] {
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const enhanced = [...notes];
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const beatDuration = 60 / this.config.bpm;
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const subdivisionDuration = beatDuration / this.config.hihatRate;
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// n2 is for hi-hats (15-bit noise = more "tsss")
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// n1 is for kick/snare (7-bit noise = more punchy)
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if (channelId === 'n2') {
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// Add hi-hats on every subdivision if not already occupied
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for (let time = 0; time < duration; time += subdivisionDuration) {
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const hasNote = notes.some(n =>
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Math.abs(n.startTime - time) < subdivisionDuration * 0.3
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);
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if (!hasNote) {
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enhanced.push({
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channel: channelId,
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midiNote: 66, // High pitch = high frequency noise
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startTime: time,
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duration: subdivisionDuration * 0.4,
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velocity: 40 + Math.random() * 15, // Quieter, sits back in mix
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});
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}
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}
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} else if (channelId === 'n1') {
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// Ensure kick and snare on basic beats if sparse
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const kickTimes = this.getKickTimes(notes);
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const snareTimes = this.getSnareTimes(notes);
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// Add kick on beat 1 and 3 if missing
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for (let beat = 0; beat < duration / beatDuration; beat++) {
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const beatTime = beat * beatDuration;
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if (beat % 4 === 0 || beat % 4 === 2) { // Beats 1 and 3
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if (!kickTimes.some(t => Math.abs(t - beatTime) < beatDuration * 0.2)) {
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enhanced.push({
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channel: channelId,
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midiNote: 36, // Low pitch = low frequency noise (kick)
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startTime: beatTime,
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duration: 0.15,
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velocity: 100,
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});
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}
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}
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if (beat % 4 === 1 || beat % 4 === 3) { // Beats 2 and 4
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if (!snareTimes.some(t => Math.abs(t - beatTime) < beatDuration * 0.2)) {
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enhanced.push({
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channel: channelId,
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midiNote: 48, // Mid pitch (snare)
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startTime: beatTime,
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duration: 0.1,
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velocity: 90,
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});
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}
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}
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}
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}
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return enhanced.sort((a, b) => a.startTime - b.startTime);
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}
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/**
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* Get times of kick-like notes.
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*/
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private getKickTimes(notes: ChannelNote[]): number[] {
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return notes
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.filter(n => n.midiNote < 45 && n.velocity > 80)
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.map(n => n.startTime);
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}
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/**
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* Get times of snare-like notes.
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*/
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private getSnareTimes(notes: ChannelNote[]): number[] {
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return notes
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.filter(n => n.midiNote >= 45 && n.midiNote < 55 && n.velocity > 70)
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.map(n => n.startTime);
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}
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/**
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* Double the melody an octave up on a spare channel.
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*/
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private doubleMelody(
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leadNotes: ChannelNote[],
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targetChannel: ChannelId
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): ChannelNote[] {
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return leadNotes.map(note => ({
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...note,
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channel: targetChannel,
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midiNote: note.midiNote + 12, // Octave up
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velocity: Math.round(note.velocity * 0.5), // Quieter
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}));
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}
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/**
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* Find the lead channel (highest average pitch, most notes).
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*/
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private findLeadChannel(
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byChannel: Map<ChannelId, ChannelNote[]>,
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candidates: ChannelId[]
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): ChannelId | null {
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let bestChannel: ChannelId | null = null;
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let bestScore = 0;
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for (const channelId of candidates) {
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const notes = byChannel.get(channelId);
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if (!notes || notes.length === 0) continue;
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const avgPitch = notes.reduce((sum, n) => sum + n.midiNote, 0) / notes.length;
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const noteCount = notes.length;
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// Score = high pitch + many notes
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const score = avgPitch / 127 * 0.5 + Math.min(1, noteCount / 100) * 0.5;
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if (score > bestScore) {
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bestScore = score;
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bestChannel = channelId;
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}
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}
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return bestChannel;
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}
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/**
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* Fill gaps in a channel with sustain notes or echoes.
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*/
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private fillGaps(
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notes: ChannelNote[],
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duration: number,
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channelId: ChannelId
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): ChannelNote[] {
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if (notes.length === 0) return notes;
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const enhanced = [...notes];
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const minGap = this.config.minGapToFill;
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// Find gaps
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for (let i = 0; i < notes.length - 1; i++) {
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const current = notes[i];
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const next = notes[i + 1];
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const gapStart = current.startTime + current.duration;
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const gapDuration = next.startTime - gapStart;
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if (gapDuration > minGap) {
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// Add an echo/sustain note in the gap
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enhanced.push({
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channel: channelId,
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midiNote: current.midiNote,
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startTime: gapStart + 0.1,
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duration: Math.min(gapDuration - 0.2, 0.3),
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velocity: Math.round(current.velocity * 0.4), // Quiet echo
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});
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}
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}
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// Check gap at the end
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const lastNote = notes[notes.length - 1];
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const endGap = duration - (lastNote.startTime + lastNote.duration);
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if (endGap > minGap * 2) {
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enhanced.push({
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channel: channelId,
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midiNote: lastNote.midiNote,
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startTime: lastNote.startTime + lastNote.duration + 0.1,
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duration: 0.3,
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velocity: Math.round(lastNote.velocity * 0.3),
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});
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}
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return enhanced.sort((a, b) => a.startTime - b.startTime);
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}
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/**
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* Calculate channel utilization (0-1 for each channel).
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*/
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private calculateUtilization(
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byChannel: Map<ChannelId, ChannelNote[]>,
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duration: number
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): Record<ChannelId, number> {
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const utilization: Record<string, number> = {};
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for (const [channelId, notes] of byChannel) {
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const totalNoteTime = notes.reduce((sum, n) => sum + n.duration, 0);
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utilization[channelId] = Math.min(1, totalNoteTime / duration);
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}
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return utilization as Record<ChannelId, number>;
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}
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}
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