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/)
This commit is contained in:
b1rdmania
2026-01-20 19:36:13 +00:00
parent 63bd71202a
commit 5e127c3a3e
21 changed files with 6789 additions and 0 deletions
+229
View File
@@ -0,0 +1,229 @@
/**
* Arpeggiator
*
* Converts chords (simultaneous notes) into fast arpeggios.
* This is a classic Game Boy technique to simulate polyphony
* on limited channels.
*/
import type { ArpNote, ArpChord } from '../../types';
export interface ArpeggiatorConfig {
/** Speed of arpeggiation in beats (1/64 = 64th note, 1/32 = 32nd note) */
speed: number;
/** BPM for calculating actual timing */
bpm: number;
/** Pattern: 'up', 'down', 'updown', 'random' */
pattern: 'up' | 'down' | 'updown' | 'random';
/** Minimum number of notes to trigger arpeggiation (2 = any chord) */
minNotes: number;
}
const DEFAULT_CONFIG: ArpeggiatorConfig = {
speed: 1 / 32, // 32nd notes
bpm: 120,
pattern: 'up',
minNotes: 2,
};
export class Arpeggiator {
private config: ArpeggiatorConfig;
constructor(config: Partial<ArpeggiatorConfig> = {}) {
this.config = { ...DEFAULT_CONFIG, ...config };
}
/**
* Update configuration.
*/
setConfig(config: Partial<ArpeggiatorConfig>): void {
this.config = { ...this.config, ...config };
}
/**
* Get current configuration.
*/
getConfig(): ArpeggiatorConfig {
return { ...this.config };
}
/**
* Calculate the duration of one arp step in seconds.
*/
private getStepDuration(): number {
// One beat = 60 / BPM seconds
// speed is in beats (e.g., 1/32 = 32nd note = 1/8 of a beat)
const beatDuration = 60 / this.config.bpm;
return beatDuration * this.config.speed;
}
/**
* Convert an array of notes to arpeggiated output.
* Single notes pass through unchanged.
* Chords are converted to fast arpeggios.
*/
arpeggiate(notes: ArpNote[]): ArpNote[] {
if (notes.length === 0) return [];
// Group notes by time (detect chords)
const chords = this.groupIntoChords(notes);
// Process each chord
const result: ArpNote[] = [];
for (const chord of chords) {
if (chord.notes.length < this.config.minNotes) {
// Not enough notes for a chord, pass through
result.push(...chord.notes);
} else {
// Arpeggiate the chord
result.push(...this.arpeggiateChord(chord));
}
}
// Sort by time
return result.sort((a, b) => a.time - b.time);
}
/**
* Group notes into chords based on timing.
*/
private groupIntoChords(notes: ArpNote[]): ArpChord[] {
const tolerance = 0.02; // 20ms tolerance
const sorted = [...notes].sort((a, b) => a.time - b.time);
const chords: ArpChord[] = [];
let currentChord: ArpChord | null = null;
for (const note of sorted) {
if (!currentChord || note.time - currentChord.startTime > tolerance) {
// Start a new chord
currentChord = {
startTime: note.time,
notes: [note],
};
chords.push(currentChord);
} else {
// Add to current chord
currentChord.notes.push(note);
}
}
return chords;
}
/**
* Arpeggiate a single chord.
*/
private arpeggiateChord(chord: ArpChord): ArpNote[] {
const stepDuration = this.getStepDuration();
// Sort notes by pitch based on pattern
const sortedNotes = this.sortNotesForPattern(chord.notes);
// Calculate how long the original chord should last
const maxDuration = Math.max(...chord.notes.map(n => n.duration));
// Calculate how many complete cycles we can fit
const cycleLength = sortedNotes.length * stepDuration;
const numCycles = Math.max(1, Math.floor(maxDuration / cycleLength));
const result: ArpNote[] = [];
let noteIndex = 0;
let direction = 1; // For updown pattern
// Generate arpeggiated notes
for (let cycle = 0; cycle < numCycles; cycle++) {
for (let i = 0; i < sortedNotes.length; i++) {
const originalNote = sortedNotes[noteIndex];
const time = chord.startTime + (cycle * sortedNotes.length + i) * stepDuration;
// Only add if within original duration
if (time < chord.startTime + maxDuration) {
result.push({
midiNote: originalNote.midiNote,
time,
duration: stepDuration * 0.9, // Slight gap between notes
velocity: originalNote.velocity,
});
}
// Update index based on pattern
if (this.config.pattern === 'updown') {
noteIndex += direction;
if (noteIndex >= sortedNotes.length - 1) {
direction = -1;
noteIndex = sortedNotes.length - 1;
} else if (noteIndex <= 0) {
direction = 1;
noteIndex = 0;
}
} else if (this.config.pattern === 'random') {
noteIndex = Math.floor(Math.random() * sortedNotes.length);
} else {
noteIndex = (noteIndex + 1) % sortedNotes.length;
}
}
}
return result;
}
/**
* Sort notes based on the arpeggio pattern.
*/
private sortNotesForPattern(notes: ArpNote[]): ArpNote[] {
const sorted = [...notes];
switch (this.config.pattern) {
case 'up':
case 'updown':
sorted.sort((a, b) => a.midiNote - b.midiNote);
break;
case 'down':
sorted.sort((a, b) => b.midiNote - a.midiNote);
break;
case 'random':
// Shuffle
for (let i = sorted.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[sorted[i], sorted[j]] = [sorted[j], sorted[i]];
}
break;
}
return sorted;
}
/**
* Check if a set of notes would be arpeggiated.
*/
wouldArpeggiate(notes: ArpNote[]): boolean {
const chords = this.groupIntoChords(notes);
return chords.some(chord => chord.notes.length >= this.config.minNotes);
}
/**
* Set BPM (updates timing calculations).
*/
setBPM(bpm: number): void {
this.config.bpm = Math.max(20, Math.min(300, bpm));
}
/**
* Set arpeggio speed.
*/
setSpeed(speed: number): void {
this.config.speed = speed;
}
/**
* Set arpeggio pattern.
*/
setPattern(pattern: ArpeggiatorConfig['pattern']): void {
this.config.pattern = pattern;
}
}
+364
View File
@@ -0,0 +1,364 @@
/**
* Channel Mapper
*
* Intelligently assigns MIDI tracks to the 8 GB channels based on
* track analysis results. Prioritizes the most important tracks
* and assigns them to the most appropriate channel types.
*/
import { TrackAnalyzer, type MIDITrack } from './TrackAnalyzer';
import type {
ChannelAssignment,
TrackAnalysis,
ChannelId,
PulseChannelId,
WaveChannelId,
NoiseChannelId,
TrackRole
} from '../../types';
import type { DutyIndex } from '../synthesis/DutyCycle';
import type { WavePreset } from '../synthesis/WaveTable';
import type { LFSRMode } from '../synthesis/LFSR';
/**
* Channel mapping configuration
*/
export interface ChannelMapperConfig {
/** Maximum tracks to assign (limits complexity) */
maxTracks: number;
/** Whether to arpeggiate harmony tracks */
arpeggiateHarmony: boolean;
/** Default duty cycle for lead channels */
leadDuty: DutyIndex;
/** Default duty cycle for harmony channels */
harmonyDuty: DutyIndex;
}
const DEFAULT_CONFIG: ChannelMapperConfig = {
maxTracks: 8,
arpeggiateHarmony: true,
leadDuty: 2, // 50% for full sound
harmonyDuty: 1, // 25% for thinner, less intrusive sound
};
/**
* Available channel pools by type
*/
const CHANNEL_POOLS = {
pulse: ['p1', 'p2', 'p3', 'p4'] as PulseChannelId[],
wave: ['w1', 'w2'] as WaveChannelId[],
noise: ['n1', 'n2'] as NoiseChannelId[],
};
export class ChannelMapper {
private analyzer: TrackAnalyzer;
private config: ChannelMapperConfig;
constructor(config: Partial<ChannelMapperConfig> = {}) {
this.analyzer = new TrackAnalyzer();
this.config = { ...DEFAULT_CONFIG, ...config };
}
/**
* Update configuration.
*/
setConfig(config: Partial<ChannelMapperConfig>): void {
this.config = { ...this.config, ...config };
}
/**
* Map MIDI tracks to GB channels.
* Returns an array of channel assignments.
*/
mapTracks(tracks: MIDITrack[]): ChannelAssignment[] {
// Analyze all tracks
const analyses = this.analyzer.analyzeTracks(tracks);
// Filter out empty tracks
const nonEmptyAnalyses = analyses.filter(a => a.noteCount > 0);
// Track used channels
const usedChannels = new Set<ChannelId>();
// Assign channels in priority order
const assignments: ChannelAssignment[] = [];
for (const analysis of nonEmptyAnalyses) {
if (assignments.length >= this.config.maxTracks) break;
const assignment = this.assignChannel(analysis, usedChannels);
if (assignment) {
assignments.push(assignment);
usedChannels.add(assignment.channelId);
}
}
return assignments;
}
/**
* Assign a single track to a channel.
*/
private assignChannel(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
const { role, hasChords } = analysis;
// Route to appropriate channel type based on role
switch (role) {
case 'drums':
return this.assignDrums(analysis, usedChannels);
case 'bass':
return this.assignBass(analysis, usedChannels);
case 'lead':
return this.assignLead(analysis, usedChannels);
case 'harmony':
return this.assignHarmony(analysis, usedChannels, hasChords);
case 'pad':
return this.assignPad(analysis, usedChannels);
case 'fx':
return this.assignFX(analysis, usedChannels);
default:
// Fallback to any available pulse channel
return this.assignToAnyPulse(analysis, usedChannels);
}
}
/**
* Assign drums to noise channels.
*/
private assignDrums(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
// Try noise channels first
const channel = this.findFreeChannel(CHANNEL_POOLS.noise, usedChannels);
if (!channel) return null;
// Use 7-bit for kick/snare, 15-bit for hihats
// Default to 7-bit as it's punchier
const noiseMode: LFSRMode = '7bit';
return {
trackIndex: analysis.trackIndex,
channelId: channel,
shouldArpeggiate: false,
noiseMode,
};
}
/**
* Assign bass to wave channel.
*/
private assignBass(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
// Prefer w1 for bass
if (!usedChannels.has('w1')) {
return {
trackIndex: analysis.trackIndex,
channelId: 'w1',
shouldArpeggiate: false,
wavePreset: 'bass' as WavePreset,
};
}
// Fall back to w2
if (!usedChannels.has('w2')) {
return {
trackIndex: analysis.trackIndex,
channelId: 'w2',
shouldArpeggiate: false,
wavePreset: 'bass' as WavePreset,
};
}
// No wave channels available, try pulse with low duty
const pulseChannel = this.findFreeChannel(CHANNEL_POOLS.pulse, usedChannels);
if (pulseChannel) {
return {
trackIndex: analysis.trackIndex,
channelId: pulseChannel,
shouldArpeggiate: false,
dutyCycle: 2 as DutyIndex, // 50% for fuller bass
};
}
return null;
}
/**
* Assign lead melody to pulse channels.
*/
private assignLead(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
// Prefer p1 or p2 (sweep-capable) for lead
for (const channelId of ['p1', 'p2'] as PulseChannelId[]) {
if (!usedChannels.has(channelId)) {
return {
trackIndex: analysis.trackIndex,
channelId,
shouldArpeggiate: false,
dutyCycle: this.config.leadDuty,
};
}
}
// Fall back to p3/p4
const channel = this.findFreeChannel(['p3', 'p4'] as PulseChannelId[], usedChannels);
if (channel) {
return {
trackIndex: analysis.trackIndex,
channelId: channel,
shouldArpeggiate: false,
dutyCycle: this.config.leadDuty,
};
}
return null;
}
/**
* Assign harmony to pulse channels (with optional arpeggio).
*/
private assignHarmony(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>,
hasChords: boolean
): ChannelAssignment | null {
// Use p3/p4 for harmony (thinner sound, no sweep)
const channel = this.findFreeChannel(['p3', 'p4', 'p1', 'p2'] as PulseChannelId[], usedChannels);
if (!channel) return null;
return {
trackIndex: analysis.trackIndex,
channelId: channel,
shouldArpeggiate: this.config.arpeggiateHarmony && hasChords,
dutyCycle: this.config.harmonyDuty,
};
}
/**
* Assign pad to wave channel.
*/
private assignPad(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
// Prefer w2 for pads
if (!usedChannels.has('w2')) {
return {
trackIndex: analysis.trackIndex,
channelId: 'w2',
shouldArpeggiate: false,
wavePreset: 'pad' as WavePreset,
};
}
// Fall back to w1
if (!usedChannels.has('w1')) {
return {
trackIndex: analysis.trackIndex,
channelId: 'w1',
shouldArpeggiate: false,
wavePreset: 'pad' as WavePreset,
};
}
// Fall back to pulse
const pulseChannel = this.findFreeChannel(CHANNEL_POOLS.pulse, usedChannels);
if (pulseChannel) {
return {
trackIndex: analysis.trackIndex,
channelId: pulseChannel,
shouldArpeggiate: false,
dutyCycle: 2 as DutyIndex,
};
}
return null;
}
/**
* Assign FX/incidental to any available pulse channel.
*/
private assignFX(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
// FX goes to any available pulse channel
const channel = this.findFreeChannel(CHANNEL_POOLS.pulse, usedChannels);
if (!channel) return null;
return {
trackIndex: analysis.trackIndex,
channelId: channel,
shouldArpeggiate: false,
dutyCycle: 0 as DutyIndex, // 12.5% for thin, effects-like sound
};
}
/**
* Assign to any available pulse channel.
*/
private assignToAnyPulse(
analysis: TrackAnalysis,
usedChannels: Set<ChannelId>
): ChannelAssignment | null {
const channel = this.findFreeChannel(CHANNEL_POOLS.pulse, usedChannels);
if (!channel) return null;
return {
trackIndex: analysis.trackIndex,
channelId: channel,
shouldArpeggiate: false,
dutyCycle: 2 as DutyIndex,
};
}
/**
* Find the first free channel from a pool.
*/
private findFreeChannel<T extends ChannelId>(
pool: T[],
usedChannels: Set<ChannelId>
): T | null {
for (const channel of pool) {
if (!usedChannels.has(channel)) {
return channel;
}
}
return null;
}
/**
* Get the analyzer for external use.
*/
getAnalyzer(): TrackAnalyzer {
return this.analyzer;
}
/**
* Analyze tracks without mapping (useful for UI display).
*/
analyzeTracks(tracks: MIDITrack[]): TrackAnalysis[] {
return this.analyzer.analyzeTracks(tracks);
}
}
+335
View File
@@ -0,0 +1,335 @@
/**
* MIDI Track Analyzer
*
* Analyzes MIDI tracks to determine their musical role and characteristics.
* This information is used by the ChannelMapper to intelligently assign
* tracks to the appropriate GB channels.
*/
import type { TrackAnalysis, TrackRole } from '../../types';
/**
* Raw note data from a MIDI track
*/
export interface MIDINote {
midi: number; // MIDI note number (0-127)
time: number; // Start time in seconds
duration: number; // Duration in seconds
velocity: number; // Velocity (0-127)
}
/**
* Parsed track data from a MIDI file
*/
export interface MIDITrack {
channel: number; // MIDI channel (0-15)
notes: MIDINote[];
name?: string;
}
export class TrackAnalyzer {
/**
* Analyze a single MIDI track and determine its characteristics.
*/
analyzeTrack(track: MIDITrack, trackIndex: number): TrackAnalysis {
const notes = track.notes;
if (notes.length === 0) {
return this.createEmptyAnalysis(trackIndex, track.channel);
}
// Calculate basic statistics
const noteRange = this.calculateNoteRange(notes);
const noteDensity = this.calculateNoteDensity(notes);
const avgVelocity = this.calculateAverageVelocity(notes);
const avgDuration = this.calculateAverageDuration(notes);
const complexity = this.calculateComplexity(notes);
const hasChords = this.detectChords(notes);
// Detect if this is a drums track
const isDrums = track.channel === 9 || this.detectDrums(notes);
const isPercussive = this.detectPercussive(notes);
// Determine the musical role
const role = this.detectRole(notes, noteRange, isDrums, noteDensity, hasChords, avgDuration);
// Calculate priority for channel assignment
const priority = this.calculatePriority(role, noteDensity, avgVelocity, notes.length);
return {
trackIndex,
channel: track.channel,
isDrums,
isPercussive,
noteRange,
noteDensity,
complexity,
hasChords,
avgVelocity,
avgDuration,
noteCount: notes.length,
role,
priority,
};
}
/**
* Analyze multiple tracks and return sorted by priority.
*/
analyzeTracks(tracks: MIDITrack[]): TrackAnalysis[] {
const analyses = tracks.map((track, index) => this.analyzeTrack(track, index));
// Sort by priority (highest first)
return analyses.sort((a, b) => b.priority - a.priority);
}
/**
* Create an empty analysis for a track with no notes.
*/
private createEmptyAnalysis(trackIndex: number, channel: number): TrackAnalysis {
return {
trackIndex,
channel,
isDrums: false,
isPercussive: false,
noteRange: { min: 0, max: 0, avg: 0 },
noteDensity: 0,
complexity: 0,
hasChords: false,
avgVelocity: 0,
avgDuration: 0,
noteCount: 0,
role: 'fx',
priority: 0,
};
}
/**
* Calculate the note range (min, max, average pitch).
*/
private calculateNoteRange(notes: MIDINote[]): { min: number; max: number; avg: number } {
if (notes.length === 0) {
return { min: 0, max: 0, avg: 0 };
}
let min = 127;
let max = 0;
let sum = 0;
for (const note of notes) {
min = Math.min(min, note.midi);
max = Math.max(max, note.midi);
sum += note.midi;
}
return {
min,
max,
avg: sum / notes.length,
};
}
/**
* Calculate note density (notes per second).
*/
private calculateNoteDensity(notes: MIDINote[]): number {
if (notes.length < 2) return 0;
const startTime = notes[0].time;
const endTime = notes[notes.length - 1].time + notes[notes.length - 1].duration;
const duration = endTime - startTime;
if (duration <= 0) return 0;
return notes.length / duration;
}
/**
* Calculate average velocity.
*/
private calculateAverageVelocity(notes: MIDINote[]): number {
if (notes.length === 0) return 0;
const sum = notes.reduce((acc, note) => acc + note.velocity, 0);
return sum / notes.length;
}
/**
* Calculate average note duration.
*/
private calculateAverageDuration(notes: MIDINote[]): number {
if (notes.length === 0) return 0;
const sum = notes.reduce((acc, note) => acc + note.duration, 0);
return sum / notes.length;
}
/**
* Calculate complexity score (0-1).
* Based on pitch variation, rhythm variation, and density.
*/
private calculateComplexity(notes: MIDINote[]): number {
if (notes.length < 2) return 0;
// Pitch variation
const range = this.calculateNoteRange(notes);
const pitchVariation = Math.min(1, (range.max - range.min) / 36); // Normalize to 3 octaves
// Rhythm variation (variance in inter-note timing)
const timeDiffs: number[] = [];
for (let i = 1; i < notes.length; i++) {
timeDiffs.push(notes[i].time - notes[i - 1].time);
}
if (timeDiffs.length === 0) return pitchVariation * 0.5;
const avgTimeDiff = timeDiffs.reduce((a, b) => a + b, 0) / timeDiffs.length;
const timeVariance = timeDiffs.reduce((acc, t) => acc + Math.pow(t - avgTimeDiff, 2), 0) / timeDiffs.length;
const rhythmVariation = Math.min(1, Math.sqrt(timeVariance) / avgTimeDiff);
return (pitchVariation * 0.6 + rhythmVariation * 0.4);
}
/**
* Detect if notes contain chords (multiple simultaneous notes).
*/
private detectChords(notes: MIDINote[]): boolean {
// Group notes by time (10ms tolerance)
const tolerance = 0.01;
const timeSlots = new Map<number, number>();
for (const note of notes) {
const slot = Math.floor(note.time / tolerance);
timeSlots.set(slot, (timeSlots.get(slot) || 0) + 1);
}
// Count how many slots have more than 2 notes
let chordSlots = 0;
for (const count of timeSlots.values()) {
if (count >= 2) chordSlots++;
}
// If more than 10% of time slots have chords, this track has chords
return chordSlots > timeSlots.size * 0.1;
}
/**
* Detect if this is a drums track (based on note patterns, not just channel).
*/
private detectDrums(notes: MIDINote[]): boolean {
if (notes.length < 4) return false;
// Drums typically have:
// 1. Short note durations
// 2. Limited pitch range (clustered around GM drum notes 35-81)
// 3. High velocity variation
const avgDuration = this.calculateAverageDuration(notes);
const range = this.calculateNoteRange(notes);
// Very short notes
const shortNotes = avgDuration < 0.1;
// Limited pitch range around drum notes
const drumPitchRange = range.min >= 35 && range.max <= 81 && (range.max - range.min) < 30;
// High repetition (same notes repeated often)
const pitchCounts = new Map<number, number>();
for (const note of notes) {
pitchCounts.set(note.midi, (pitchCounts.get(note.midi) || 0) + 1);
}
const uniquePitches = pitchCounts.size;
const highRepetition = uniquePitches < 10 && notes.length > 20;
return shortNotes && (drumPitchRange || highRepetition);
}
/**
* Detect if track is percussive (short, rhythmic).
*/
private detectPercussive(notes: MIDINote[]): boolean {
const avgDuration = this.calculateAverageDuration(notes);
return avgDuration < 0.15;
}
/**
* Determine the musical role of the track.
*/
private detectRole(
notes: MIDINote[],
range: { min: number; max: number; avg: number },
isDrums: boolean,
density: number,
hasChords: boolean,
avgDuration: number
): TrackRole {
// Drums are drums
if (isDrums) return 'drums';
// Bass: low average pitch (MIDI 52 = E3, typical bass range)
// Also consider tracks where the max note is low
if (range.avg < 52 || range.max < 55) return 'bass';
// Lead: high pitch with high density
if (range.avg > 58 && density > 2) return 'lead';
// Pad: low density, long notes
if (density < 1.5 && avgDuration > 0.5) return 'pad';
// Harmony: has chords
if (hasChords) return 'harmony';
// FX: very high density
if (density > 8) return 'fx';
// Default to lead for melodic content
return 'lead';
}
/**
* Calculate priority for channel assignment.
* Higher priority = assigned first to best channels.
*/
private calculatePriority(
role: TrackRole,
density: number,
avgVelocity: number,
noteCount: number
): number {
let priority = 50;
// Role-based priority
switch (role) {
case 'drums':
priority += 30;
break;
case 'bass':
priority += 25;
break;
case 'lead':
priority += 20;
break;
case 'harmony':
priority += 15;
break;
case 'pad':
priority += 10;
break;
case 'fx':
priority += 5;
break;
}
// Density bonus (up to 20 points)
priority += Math.min(20, density * 2);
// Velocity bonus (up to 10 points)
priority += (avgVelocity / 127) * 10;
// Note count bonus (logarithmic, up to 10 points)
priority += Math.min(10, Math.log10(noteCount + 1) * 3);
return priority;
}
}