PicoWaveTracker/IsorhythmStrategy.h
2026-03-06 23:13:09 +01:00

102 lines
3.6 KiB
C++

#ifndef ISORHYTHM_STRATEGY_H
#define ISORHYTHM_STRATEGY_H
#include "MelodyStrategy.h"
#include <Arduino.h>
class IsorhythmStrategy : public MelodyStrategy {
public:
void generate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int seed, int intensity) override {
randomSeed(seed);
if (numScaleNotes == 0) return;
// 1. Create the Color (pitch pattern)
// Intensity affects color length. Higher intensity = longer, more complex color.
int colorLength = 2 + random(intensity + 2); // 2 to intensity+3 notes
if (colorLength > numScaleNotes) colorLength = numScaleNotes;
if (colorLength > 8) colorLength = 8; // Keep it reasonable
int color[8];
// Pick unique notes from the scale for the color
int scaleIndices[12];
for(int i=0; i<numScaleNotes; i++) scaleIndices[i] = i;
for(int i=0; i<numScaleNotes; i++) { // shuffle
int r = random(numScaleNotes);
int temp = scaleIndices[i];
scaleIndices[i] = scaleIndices[r];
scaleIndices[r] = temp;
}
for(int i=0; i<colorLength; i++) {
color[i] = scaleIndices[i];
}
// 2. Create the Talea (rhythmic pattern)
// Intensity affects talea length and density.
int taleaLength = 4 + random(numSteps / 2); // 4 to 12 steps for a 16-step sequence
if (taleaLength > numSteps) taleaLength = numSteps;
bool talea[NUM_STEPS];
int pulses = 2 + random(taleaLength - 2); // At least 2 pulses
// Euclidean distribution for a nice rhythm
int bucket = 0;
for(int i=0; i<taleaLength; i++) {
bucket += pulses;
if (bucket >= taleaLength) {
bucket -= taleaLength;
talea[i] = true;
} else {
talea[i] = false;
}
}
// 3. Apply Color and Talea to the sequence
int colorIdx = 0;
for (int i = 0; i < numSteps; i++) {
int taleaIdx = i % taleaLength;
if (talea[taleaIdx]) {
int octave = 3 + random(3);
int noteScaleIndex = color[colorIdx % colorLength];
sequence[track][i].note = 12 * octave + scaleNotes[noteScaleIndex];
sequence[track][i].accent = (i % 4 == 0); // Accent on downbeats
sequence[track][i].tie = false;
colorIdx++;
} else {
sequence[track][i].note = -1;
sequence[track][i].accent = false;
sequence[track][i].tie = false;
}
}
randomSeed(micros());
}
void generateScale(int* scaleNotes, int& numScaleNotes) override {
numScaleNotes = random(5, 8);
for (int i = 0; i < 12; i++) scaleNotes[i] = i;
for (int i = 0; i < 12; i++) {
int j = random(12);
int temp = scaleNotes[i];
scaleNotes[i] = scaleNotes[j];
scaleNotes[j] = temp;
}
sortArray(scaleNotes, numScaleNotes);
}
void mutate(Step (*sequence)[NUM_STEPS], int track, int numSteps, int* scaleNotes, int numScaleNotes, int intensity) override {
// Mutation: rotate the talea (rhythmic displacement)
int rotation = random(1, numSteps);
Step temp[NUM_STEPS];
for(int i=0; i<numSteps; i++) {
temp[i] = sequence[track][(i + rotation) % numSteps];
}
for(int i=0; i<numSteps; i++) {
sequence[track][i] = temp[i];
}
}
const char* getName() override {
return "Isorhythm";
}
};
#endif