Files
motif/src-v2/audio/midi/Arpeggiator.ts
T
b1rdmania 5e127c3a3e 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/)
2026-01-20 19:36:13 +00:00

230 lines
6.1 KiB
TypeScript

/**
* 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;
}
}