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/** @file mmelody.c
@author M. P. Hayes, UCECE
@date 20 April 2007
@brief Play simple melodies.
*/
#include "system.h"
#include "mmelody.h"
/* By default notes are in the scale C4 -> C5.
Note the first 12 frets on a six string guitar covers 3 octaves
from the pitch E2 (82.41 Hz) to the pitch E5 (659.26 Hz).
Tunes are specified using the notation C4C5F4G4C4 but for brevity
this can be simplified to C4C5F4GC where the previously specified
octave number persists. A problem with this notation is the
verbosity when we have something like B2C3B2C3. Most melodies will
only require 2 and 3 at the most octaves. The ABC music notation
uses CDEFGABcdefgabc'd'e'f'g'a'b'c' to denote 3 octaves from C2 to
C5? This uses numbers to indicate note duration, for example, C2
denotes a C of twice the standard duration.
For emphasis of first beat in bar, perhaps use ^ to indicate
louder, for example, C^. Similarly, to make a note quieter it
could have a v suffix. Alternatively, | bar markers could be
inserted and perhaps time signatures.
By default notes are quarter-notes. It is probably best to define
speed in terms of quarter-notes (beats per minute) rather than bars
per minute since this requires bars to be defined. Two bars in 4/4
could be represented by C^DEDC^BAB whereas two bars in 3/4 could be
represented by C^DEC^DE.
So how should we denote note duration? We need to distinguish
between 2 identical quarter-notes (A A) played in succession and a
half-note since this sounds different.
We could use AA to indicate two A quarter-notes. Alternatively, we
could use AA to indicate an A half-note. However, for a whole note
we would need to indicate this with AAAA. With the latter scheme
we could separate two indentical quarter notes with a comma, for
example, A,A.
Eighth notes and triplets? *8 switches to interpreting the notes
as eighth notes. *4 switches back to quarter notes.
Rests are easy. Each space represents one rest of quarter-note
duration. Two spaces represent a half-note rest. Alternatively,
we could represent this with " /".
From a sequencing point of view it is simpler if every symbol
represents a quarter-note rather than having variable length notes
since this alters the sequencing timing. This favours the approach
of using AA to denote a half-note.
If I implement a simple attack/decay response then it would be
easier to use A/ for a half-note since we would interpret the / as
to keep playing the previous note without sounding it again.
Alternatively, when each new note is sounded there could be a short
delay.
>num could indicate jump forward to label num while <num could
represent jump back to label num. Although I prefer the notation
<ABC>3 to represent playing the notes ABC in succession 3 times.
This notation could be nested, for example, <ABC<DEF>2>3.
Perhaps <ABC> denotes playing ABC indefinitely? No I prefer
a simple repeat. Use ABC: for an infinite repeat.
<ABC]1DE]2FG> represents ABCDEABCFG where ]n denotes alternate
endings.
With 8 bits for the tempo (in bpm), the max tempo is 255 bpm.
This corresponds to 4.25 beats per second. If the minimum time
to release a note is 1 / 8 of a quarter note, then we need
to poll at a rate of at least 4.25 * 8 = 34 times per second.
This could be made a lot more flexible but the orginal
implementation had a tight memory constraint.
*/
enum {MMELODY_SCALE_SIZE = 12};
static void
mmelody_ticker_set (mmelody_t mmelody)
{
uint16_t speed;
/* Notes per four minutes. */
speed = mmelody->speed * mmelody->note_fraction;
mmelody->beat_duration = mmelody->poll_rate * 60 * 4 / speed;
}
static void
mmelody_note_on (mmelody_t mmelody, mmelody_note_t note, uint8_t duration)
{
mmelody->play_callback (mmelody->play_callback_data, note,
mmelody->volume);
mmelody->note = note;
/* Determine ticks between sounding notes. */
mmelody->ticks2 = (mmelody->beat_duration + 8) / 16;
/* Determine ticks before turning the note off. */
mmelody->ticks1 = mmelody->beat_duration * duration - mmelody->ticks2;
}
static void
mmelody_note_off (mmelody_t mmelody)
{
mmelody->play_callback (mmelody->play_callback_data,
mmelody->note, 0);
mmelody->note = 0;
}
/* Specify the default note length in fractions of a measure (bar).
A value of 4 is the default which makes each note a quarter note. */
static void
mmelody_note_fraction_set (mmelody_t mmelody, uint8_t note_fraction)
{
mmelody->note_fraction = note_fraction;
mmelody_ticker_set (mmelody);
}
static mmelody_note_t
mmelody_char_to_note (uint8_t ch)
{
/* A = 9, B = 11, C = 0, D = 2, E = 4, F = 5, G = 7 */
static const mmelody_note_t const lookup[] = {9, 11, 0, 2, 4, 5, 7};
return lookup[ch - 'A'];
}
/* Scan next part of melody until a note or end of melody is found. */
static const char *
mmelody_scan (mmelody_t mmelody, const char *str)
{
while (1)
{
uint8_t num;
char cmd;
char modifier;
bool have_hash;
bool have_num;
mmelody_note_t note;
uint8_t duration = 1;
/* Play rest at end of melody. */
if (! *str)
{
mmelody_note_off (mmelody);
return str;
}
cmd = *str++;
have_hash = *str == '#';
if (have_hash)
str++;
modifier = 0;
if (*str == '+' || *str == '-')
modifier = *str++;
have_num = 0;
num = 0;
while (*str >= '0' && *str <= '9')
{
have_num = 1;
num = num * 10 + *str++ - '0';
}
switch (cmd)
{
/* Repeat sequence from start. */
case ':':
str = mmelody->start;
continue;
/* Define start of loop. */
case '<':
/* We could implement a small stack to allow nested
loops. */
mmelody->loop_start = str;
mmelody->loop_count = 0;
continue;
/* Loop. */
case '>':
mmelody->loop_count++;
if (!num)
num = 2;
if (mmelody->loop_count < num)
{
/* Jump to start of loop. If no start of loop symbol,
jump to start. */
str = mmelody->loop_start;
if (!str)
str = mmelody->start;
}
continue;
/* Alternate endings. */
case '[':
if (mmelody->loop_count == num - 1)
continue;
/* Skip to next alternate ending, the end of loop, or end of
melody. */
while (*str && *str != '[' && *str != '>')
str++;
continue;
/* Play rest. */
case ' ':
while (*str == '/')
{
duration++;
str++;
}
mmelody_note_on (mmelody, 0, duration);
return str;
break;
case '*':
if (num)
mmelody_note_fraction_set (mmelody, num);
continue;
case '@':
if (num)
mmelody_speed_set (mmelody, num);
continue;
case 'A':
case 'B':
case 'C':
case 'D':
case 'E':
case 'F':
case 'G':
note = mmelody_char_to_note (cmd);
if (have_hash)
note++;
if (have_num)
mmelody->octave = num;
if (modifier == '+')
note += MMELODY_SCALE_SIZE;
if (modifier == '-')
note -= MMELODY_SCALE_SIZE;
/* Convert note to MIDI note number. */
note += (mmelody->octave + 1) * MMELODY_SCALE_SIZE;
while (*str == '/')
{
duration++;
str++;
}
mmelody_note_on (mmelody, note, duration);
return str;
break;
default:
return str;
break;
}
}
return str;
}
void
mmelody_play (mmelody_t mmelody, const char *str)
{
mmelody->cur = mmelody->start = str;
mmelody->loop_start = 0;
mmelody->loop_count = 0;
mmelody->octave = MMELODY_OCTAVE_DEFAULT;
/* Default to quarter notes. */
mmelody_note_fraction_set (mmelody, 4);
/* Stop what is currently sounding. */
mmelody_note_off (mmelody);
mmelody->ticks1 = 0;
mmelody->ticks2 = 1;
}
/* Set (base) speed in beats per minute (BPM). */
void
mmelody_speed_set (mmelody_t mmelody, mmelody_speed_t speed)
{
/* The duration of a beat varies with the time signature:
2/2 : minum (half note)
4/4 : crotchet (quarter note)
6/8, 9/8, 12/8 : dotted crotchet (one and a half quarter notes)
Currently, there is no time signature support so we assume 4/4.
This means a beat is quarter note and a bar is four quarter notes.
*/
mmelody->speed = speed;
mmelody_ticker_set (mmelody);
}
/* Set volume as percentage of maximum. */
void
mmelody_volume_set (mmelody_t mmelody, mmelody_volume_t volume)
{
mmelody->volume = volume;
}
bool
mmelody_active_p (mmelody_t mmelody)
{
return mmelody->cur != 0;
}
void
mmelody_update (mmelody_t mmelody)
{
if (!mmelody->cur)
return;
if (mmelody->ticks1)
{
mmelody->ticks1--;
if (!mmelody->ticks1)
mmelody_note_off (mmelody);
}
else
{
if (mmelody->ticks2)
{
mmelody->ticks2--;
if (!mmelody->ticks2)
mmelody->cur = mmelody_scan (mmelody, mmelody->cur);
}
}
}
mmelody_t
mmelody_init (mmelody_obj_t *mmelody,
uint16_t poll_rate,
mmelody_callback_t play_callback,
void *play_callback_data)
{
mmelody->poll_rate = poll_rate;
mmelody->play_callback = play_callback;
mmelody->play_callback_data = play_callback_data;
mmelody->volume = 100;
mmelody->note_fraction = 1;
mmelody->note = 0;
mmelody->ticks1 = 0;
mmelody->ticks2 = 0;
mmelody_speed_set (mmelody, MMELODY_SPEED_DEFAULT);
return mmelody;
}