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|
-- interval ear training
--
-- hear two notes;
-- play two notes
--
-- enc2: repeat
-- enc3: skip
--
-- to do:
-- 1) keep a score
-- 2) select scales
-- 3) select base tone
-- 4) key signatures
-- 5) play from input
-- graphics and audio utilities
function midi_to_hz(note)
local hz = (440 / 32) * (2 ^ ((note - 9) / 12))
return hz
end
function interval_name(base, interval)
t = {
"unison",
"minor second",
"major second",
"minor third",
"major third",
"perfect fourth",
"diminished fifth",
"perfect fifth",
"minor sixth",
"major sixth",
"minor seventh",
"major seventh",
"octave"
}
return t[interval - base + 1]
end
function blit(x, y, bitmap, p)
for i=1,#bitmap do
for j=1,#bitmap[i] do
local level = bitmap[i][j]
if p and p.brightness then
level = level * p.brightness
else
level = level * 10
end
if level > 0 then
screen.level(math.floor(level))
screen.pixel(x + j, y + i)
screen.fill()
end
end
end
end
function blit_center(x, y, sprite, p)
local offset_before = sprite.offset_before or #sprite.data[1] / 2
local offset_above = sprite.offset_above or #sprite.data / 2
blit(x - offset_before, y - offset_above, sprite.data, p)
end
local quarter_sprite = {
data={
{ 0, 0, 0, 0, 1, 0, 0},
{ 0, 0, 0, 0, 1, 0, 0},
{ 0, 0, 0, 0, 1, 0, 0},
{ 0, 0, 0, 0, 1, 0, 0},
{ 0, 0, 0, 0, 1, 0, 0},
{ 0, 0, 0, 0, 1, 0, 0},
{ 0, 1, 1, 1, 1, 0, 0},
{ 1, 1, 1, 1, 1, 0, 0},
{ 0, 1, 1, 1, 0, 0, 0},
},
-- metadata to center properly
offset_before=2,
offset_above=8
}
local sharp_sprite = {
data = {
{ 0, 1, 0, 1, 0 },
{ 1, 1, 1, 1, 1 },
{ 0, 1, 0, 1, 0 },
{ 1, 1, 1, 1, 1 },
{ 0, 1, 0, 1, 0 }
}
}
local flat_sprite = {
data = {
{ 1, 0, 0, 0},
{ 1, 0, 0, 0},
{ 1, 1, 1, 0},
{ 1, 0, 1, 0},
{ 1, 1, 0, 0}
}
}
-- parameters:
-- p.y: offset from the top
-- p.margin: distance from the side (since it's all centered)
-- p.notes: all quarter notes for now
function staff (p)
local x_start = p.margin;
local x_end = 128 - p.margin
local width = 128 - p.margin * 2
screen.level(1)
for i=0,4 do
for j=x_start,x_end do
screen.pixel(j, p.y + 5 * i)
end
end
screen.fill()
for i=1,#p.notes do
-- adjust for lines drawn
local bottom_y = p.y + 20
-- offset for this particular note
local y = math.ceil(bottom_y - 2.5 * p.notes[i].place)
-- evenly distribute along the x-axis
local total_x = 128 - p.margin * 2
local each_x = total_x / #p.notes
local x = x_start + each_x * (i - 1) + each_x / 2
-- draw the broken staff line, if it's out of range
if y > bottom_y or y < p.y then
screen.level(1) -- todo p.brightness
screen.move(x - quarter_sprite.offset_before - 1, y + 1)
screen.line(x + #quarter_sprite.data[1] - 1, y + 1)
screen.stroke()
end
if p.notes[i].accidental > 0 then
blit_center(x - 6, y, sharp_sprite, p.notes[i])
elseif p.notes[i].accidental < 0 then
blit_center(x - 6, y, flat_sprite, p.notes[i])
end
-- draw the note
blit_center(x, y, quarter_sprite, p.notes[i])
end
end
-- todo could probably do this more nicely
function c_major_treble(midi_note)
local scale = {
-- c / c#
[60]={place=-2, accidental=0},
[61]={place=-2, accidental=1},
-- d / d#
[62]={place=-1, accidental=0},
[63]={place=-1, accidental=1},
-- e
[64]={place=0, accidental=0},
-- f / f#
[65]={place=1, accidental=0},
[66]={place=1, accidental=1},
-- g / g#
[67]={place=2, accidental=0},
[68]={place=2, accidental=1},
-- a / a#
[69]={place=3, accidental=0},
[70]={place=3, accidental=1},
-- b
[71]={place=4, accidental=0},
-- c
[72]={place=5, accidental=0},
}
return scale[midi_note]
end
-- little mode library...
-- a mode is a thing with fields for enc, redraw, and key
-- it can edit the state
function state_call(state, name, args)
if state.stack[#state.stack] then
local fn = state.stack[#state.stack][name]
if fn then
local ret = fn(table.unpack(args or {}))
if ret then
ret(state)
end
end
else
print("empty state?")
end
end
function state_init(state)
-- destroy old timer, create a new one.
-- we need to do this because e.g. if we transition
-- to the next screen halfway between 1 and 2, then we'll
-- pause for half a second less than we ought to.
if state.timer then
state.timer:stop()
metro.free(state.timer.id)
end
state.timer = metro.init()
state.timer.time = state.tick_interval or 1.0
state.timer.event = function(t)
state_call(state, "tick", {t})
end
state_call(state, "init")
state.timer:start()
end
function state_redraw(state)
state_call(state, "redraw")
end
function pop(state)
table.remove(state.stack)
state_init(state)
end
function pop_n(n)
return function (state)
if state.timer then
state.timer:stop()
end
for i=1,n,1 do
table.remove(state.stack)
end
state_init(state)
end
end
function replace(modes)
return function (state)
top = table.remove(state.stack)
push(modes)(state)
end
end
function push(modes)
return function (state)
for i=1,#modes do
table.insert(state.stack, modes[i])
end
state_init(state)
end
end
-- end mode library
engine.name = 'PolyPerc'
function play(hz)
engine.hz(hz)
end
function message (msgs, tick_fn, midi_fn)
return {
init = function ()
return state_redraw
end,
redraw=function ()
screen.clear()
local total_height = 10 * #msgs
local y = (64 - total_height) / 2
local x = 64
for i=1,#msgs do
screen.move(x, y + 10 * (i - 1) + 5)
screen.text_center(msgs[i])
end
screen.update()
end,
key=function (n, x)
if n == 3 and x == 0 then
return pop
end
end,
tick=function(t)
if tick_fn then
return tick_fn(t)
end
end,
midi=function(ev)
if midi_fn then
return midi_fn(ev)
end
end
}
end
function correct_guess(known, guess)
return {
init=function ()
return state_redraw
end,
redraw=function()
local known_note = c_major_treble(known)
known_note.brightness = 10
local guess_note = c_major_treble(guess)
guess_note.brightness = 10
staff({y=20, margin=5, notes={
known_note, guess_note
}})
screen.move(64, 10)
screen.text_center(interval_name(known, guess))
screen.update()
end,
key=function(n, x)
if n == 3 and x == 0 then
return pop
end
end,
tick = function()
return pop
end
}
end
function play_and_wait_3 (known, guess)
return {
init=function ()
return state_redraw
end,
redraw=function()
screen.clear()
local known_note = c_major_treble(known)
known_note.brightness = 10
staff({y=20, margin=5, notes={
known_note,
{place=0,accidental=0, brightness=0}
}})
screen.update()
end,
key=function(n, x)
if n == 3 and x == 0 then
return pop
end
end,
midi=function(ev)
if ev.type == "note_on" and ev.note == guess then
return pop
end
end
}
end
function play_and_wait_2 (known, guess)
return {
init=function ()
play(midi_to_hz(guess))
return state_redraw
end,
redraw=function()
screen.clear()
local known_note = c_major_treble(known)
known_note.brightness = 5
staff({y=20, margin=5, notes={
known_note,
{place=0,accidental=0, brightness=0}
}})
screen.update()
end,
key=function(n, x)
-- forward button
if n == 3 and x == 0 then
return pop_n(2)
end
-- back button
if n == 2 and x == 0 then
return push({play_and_wait_1(known, guess)})
end
end,
midi=function(ev)
if ev.type == "note_on" and ev.note == known then
return pop
end
end
}
end
function play_and_wait_1 (midi_note)
complete = nil
return {
init=function ()
play(midi_to_hz(midi_note))
return state_redraw
end,
redraw=function()
screen.clear()
local known_note = c_major_treble(midi_note)
known_note.brightness = 5
staff({y=20, margin=5, notes={
known_note,
{place=0,accidental=0, brightness=0}
}})
screen.update()
end,
tick=function()
return pop
end,
key=function(n, x)
-- forward button
if n == 3 and x == 0 then
return pop_n(3)
end
-- back button
if n == 2 and x == 0 then
print("back on 1")
return replace({play_and_wait_1(midi_note)})
end
end,
}
end
function choose_interval ()
return {
init=function ()
local guess = math.random(60, 72)
return push({
correct_guess(60, guess),
play_and_wait_3(60, guess),
play_and_wait_2(60, guess),
play_and_wait_1(60)
})
end
}
end
-- drawing, state, etc
intervals_state = {
stack = {
choose_interval(),
message({
"first I'll play middle c.",
"then a random major interval.",
"play both notes back",
"as best as you can"},
function (t)
if t > 2 then
return pop
end
end),
message({"yay."},
function ()
return pop
end),
message({
"plug in a midi keyboard",
"and give me a middle c."
},
nil,
function (ev)
if ev.type == "note_on" and ev.note == 60 then
return pop
end
end)
},
}
function init()
play(midi_to_hz(60))
-- initialize midi
m = midi.connect()
m.event = function (a)
b = midi.to_msg(a)
-- monitor
if b.type == "note_on" then
play(midi_to_hz(b.note))
end
state_call(intervals_state, "midi", {b})
end
end
function cleanup()
intervals_state.timer:stop()
end
function redraw()
screen.clear()
screen.aa(0)
screen.line_width(1)
state_call(intervals_state, "redraw")
end
function key(n, x)
state_call(intervals_state, "key", {n, x})
end
|