3 new melody strategies
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CallAndResponseStrategy.h
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91
CallAndResponseStrategy.h
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#include "MelodyStrategy.h"
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#include <Arduino.h>
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#ifndef CALL_AND_RESPONSE_STRATEGY_H
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#define CALL_AND_RESPONSE_STRATEGY_H
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class CallAndResponseStrategy : public MelodyStrategy {
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public:
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void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
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randomSeed(seed);
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if (numScaleNotes == 0) return;
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int halfSteps = numSteps / 2;
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if (halfSteps < 1) halfSteps = 1;
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// Generate Call (First Half)
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for (int i = 0; i < halfSteps; i++) {
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// Simple random generation for the call, weighted by intensity
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if (random(100) < (intensity * 8 + 20)) {
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int octave = 3 + random(3);
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sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
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sequence[track][i].accent = (random(100) < 30);
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sequence[track][i].tie = (random(100) < 10);
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} else {
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sequence[track][i].note = -1;
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sequence[track][i].accent = false;
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sequence[track][i].tie = false;
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}
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}
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// Generate Response (Second Half)
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for (int i = halfSteps; i < numSteps; i++) {
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int srcIndex = i - halfSteps;
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Step srcStep = sequence[track][srcIndex];
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// Default: Copy
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sequence[track][i] = srcStep;
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// Variation based on intensity
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if (srcStep.note != -1) {
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int r = random(100);
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if (r < intensity * 5) {
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// Transpose / Shift
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int shift = random(-2, 3);
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int octave = srcStep.note / 12;
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int noteVal = srcStep.note % 12;
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// Find index in scale
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int idx = 0;
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for(int k=0; k<numScaleNotes; k++) if(scaleNotes[k] == noteVal) idx = k;
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idx = (idx + shift + numScaleNotes) % numScaleNotes;
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sequence[track][i].note = 12 * octave + scaleNotes[idx];
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} else if (r < intensity * 8) {
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// New random note (Variation)
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int octave = 3 + random(3);
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sequence[track][i].note = 12 * octave + scaleNotes[random(numScaleNotes)];
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}
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}
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}
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randomSeed(micros());
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}
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void generateScale(int* scaleNotes, int& numScaleNotes) override {
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numScaleNotes = random(5, 8);
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for (int i = 0; i < 12; i++) scaleNotes[i] = i;
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for (int i = 0; i < 12; i++) {
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int j = random(12);
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int temp = scaleNotes[i];
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scaleNotes[i] = scaleNotes[j];
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scaleNotes[j] = temp;
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}
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sortArray(scaleNotes, numScaleNotes);
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}
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void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int intensity) override {
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// Swap call and response halves
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int half = numSteps / 2;
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for(int i=0; i<half; i++) {
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Step temp = sequence[track][i];
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sequence[track][i] = sequence[track][i+half];
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sequence[track][i+half] = temp;
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}
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}
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const char* getName() override {
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return "CallResp";
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}
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};
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#endif
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102
IsorhythmStrategy.h
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102
IsorhythmStrategy.h
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#ifndef ISORHYTHM_STRATEGY_H
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#define ISORHYTHM_STRATEGY_H
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#include "MelodyStrategy.h"
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#include <Arduino.h>
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class IsorhythmStrategy : public MelodyStrategy {
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public:
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void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
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randomSeed(seed);
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if (numScaleNotes == 0) return;
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// 1. Create the Color (pitch pattern)
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// Intensity affects color length. Higher intensity = longer, more complex color.
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int colorLength = 2 + random(intensity + 2); // 2 to intensity+3 notes
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if (colorLength > numScaleNotes) colorLength = numScaleNotes;
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if (colorLength > 8) colorLength = 8; // Keep it reasonable
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int color[8];
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// Pick unique notes from the scale for the color
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int scaleIndices[12];
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for(int i=0; i<numScaleNotes; i++) scaleIndices[i] = i;
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for(int i=0; i<numScaleNotes; i++) { // shuffle
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int r = random(numScaleNotes);
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int temp = scaleIndices[i];
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scaleIndices[i] = scaleIndices[r];
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scaleIndices[r] = temp;
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}
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for(int i=0; i<colorLength; i++) {
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color[i] = scaleIndices[i];
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}
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// 2. Create the Talea (rhythmic pattern)
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// Intensity affects talea length and density.
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int taleaLength = 4 + random(numSteps / 2); // 4 to 12 steps for a 16-step sequence
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if (taleaLength > numSteps) taleaLength = numSteps;
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bool talea[NUM_STEPS];
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int pulses = 2 + random(taleaLength - 2); // At least 2 pulses
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// Euclidean distribution for a nice rhythm
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int bucket = 0;
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for(int i=0; i<taleaLength; i++) {
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bucket += pulses;
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if (bucket >= taleaLength) {
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bucket -= taleaLength;
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talea[i] = true;
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} else {
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talea[i] = false;
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}
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}
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// 3. Apply Color and Talea to the sequence
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int colorIdx = 0;
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for (int i = 0; i < numSteps; i++) {
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int taleaIdx = i % taleaLength;
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if (talea[taleaIdx]) {
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int octave = 3 + random(3);
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int noteScaleIndex = color[colorIdx % colorLength];
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sequence[track][i].note = 12 * octave + scaleNotes[noteScaleIndex];
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sequence[track][i].accent = (i % 4 == 0); // Accent on downbeats
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sequence[track][i].tie = false;
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colorIdx++;
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} else {
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sequence[track][i].note = -1;
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sequence[track][i].accent = false;
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sequence[track][i].tie = false;
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}
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}
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randomSeed(micros());
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}
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void generateScale(int* scaleNotes, int& numScaleNotes) override {
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numScaleNotes = random(5, 8);
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for (int i = 0; i < 12; i++) scaleNotes[i] = i;
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for (int i = 0; i < 12; i++) {
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int j = random(12);
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int temp = scaleNotes[i];
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scaleNotes[i] = scaleNotes[j];
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scaleNotes[j] = temp;
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}
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sortArray(scaleNotes, numScaleNotes);
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}
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void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int intensity) override {
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// Mutation: rotate the talea (rhythmic displacement)
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int rotation = random(1, numSteps);
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Step temp[NUM_STEPS];
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for(int i=0; i<numSteps; i++) {
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temp[i] = sequence[track][(i + rotation) % numSteps];
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}
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for(int i=0; i<numSteps; i++) {
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sequence[track][i] = temp[i];
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}
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}
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const char* getName() override {
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return "Isorhythm";
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}
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};
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#endif
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@ -6,6 +6,9 @@
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#include "CellularAutomataStrategy.h"
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#include "LSystemStrategy.h"
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#include "DroneStrategy.h"
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#include "CallAndResponseStrategy.h"
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#include "WaveStrategy.h"
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#include "IsorhythmStrategy.h"
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// Global state variables
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Step sequence[NUM_TRACKS][NUM_STEPS];
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@ -130,8 +133,10 @@ extern const uint32_t EEPROM_MAGIC = 0x42424250;
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MelodyStrategy* strategies[] = {
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new LuckyStrategy(), new ArpStrategy(), new EuclideanStrategy(),
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new MarkovStrategy(), new CellularAutomataStrategy(), new LSystemStrategy(), new DroneStrategy()};
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extern const int numStrategies = 7;
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new MarkovStrategy(), new CellularAutomataStrategy(), new LSystemStrategy(), new DroneStrategy(),
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new CallAndResponseStrategy(), new IsorhythmStrategy(), new WaveStrategy()
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};
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extern const int numStrategies = 10;
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int currentStrategyIndices[NUM_TRACKS];
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volatile PlayMode playMode = MODE_POLY;
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97
WaveStrategy.h
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97
WaveStrategy.h
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#include "MelodyStrategy.h"
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#include <Arduino.h>
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#ifndef WAVE_STRATEGY_H
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#define WAVE_STRATEGY_H
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class WaveStrategy : public MelodyStrategy {
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public:
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void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
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randomSeed(seed);
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if (numScaleNotes == 0) return;
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// Wave parameters
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// Frequency: How many cycles per sequence
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float freq = (float)random(1, 4) + (intensity * 0.2f);
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// Phase offset
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float phase = random(100) / 100.0f * 2.0f * PI;
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// Waveform type: 0=Sine, 1=Triangle, 2=Saw
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int type = random(3);
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// Center pitch (note index)
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int centerIdx = numScaleNotes * 2; // Middle of 4 octaves roughly
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int amp = numScaleNotes + (intensity); // Amplitude in scale degrees
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for (int i = 0; i < numSteps; i++) {
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float t = (float)i / (float)numSteps; // 0.0 to 1.0
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float val = 0.0f;
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if (type == 0) { // Sine
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val = sin(t * freq * 2.0f * PI + phase);
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} else if (type == 1) { // Triangle
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float x = t * freq + phase / (2.0f*PI);
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x = x - (int)x; // frac
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val = (x < 0.5f) ? (4.0f * x - 1.0f) : (3.0f - 4.0f * x);
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} else { // Saw
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float x = t * freq + phase / (2.0f*PI);
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x = x - (int)x;
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val = 2.0f * x - 1.0f;
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}
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// Map val (-1 to 1) to note index
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int noteIdxOffset = (int)(val * amp);
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int totalIdx = centerIdx + noteIdxOffset;
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// Normalize totalIdx
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while(totalIdx < 0) totalIdx += numScaleNotes;
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int octave = 2 + (totalIdx / numScaleNotes);
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int scaleIdx = totalIdx % numScaleNotes;
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if (octave < 0) octave = 0;
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if (octave > 8) octave = 8;
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// Rhythmic density based on intensity
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if (random(100) < (40 + intensity * 5)) {
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sequence[track][i].note = 12 * octave + scaleNotes[scaleIdx];
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sequence[track][i].accent = (val > 0.8f); // Accent peaks
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sequence[track][i].tie = false;
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} else {
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sequence[track][i].note = -1;
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sequence[track][i].accent = false;
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sequence[track][i].tie = false;
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}
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}
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randomSeed(micros());
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}
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void generateScale(int* scaleNotes, int& numScaleNotes) override {
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numScaleNotes = random(5, 8);
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for (int i = 0; i < 12; i++) scaleNotes[i] = i;
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for (int i = 0; i < 12; i++) {
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int j = random(12);
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int temp = scaleNotes[i];
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scaleNotes[i] = scaleNotes[j];
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scaleNotes[j] = temp;
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}
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sortArray(scaleNotes, numScaleNotes);
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}
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void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int intensity) override {
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// Phase shift the sequence
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int shift = random(1, 4);
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Step temp[NUM_STEPS];
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for(int i=0; i<numSteps; i++) {
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temp[i] = sequence[track][(i + shift) % numSteps];
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}
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for(int i=0; i<numSteps; i++) {
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sequence[track][i] = temp[i];
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}
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}
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const char* getName() override {
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return "Wave";
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}
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};
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#endif
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