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arcade_midi.ts
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namespace ArcadeMIDI {
let DEBUG_PARSING: boolean = false;
let DEBUG_PLAYING: boolean = false;
export function log(parsing: boolean, playing: boolean, console_on_screen: boolean): void {
DEBUG_PARSING = parsing;
DEBUG_PLAYING = playing;
game.consoleOverlay.setVisible(console_on_screen);
}
export namespace ArcadeMIDIInternals {
interface ArcadeMIDINote {
frequency: number;
velocity: number;
};
// All stolen from @richard on the MakeCode Forums:
// https://forum.makecode.com/t/announcement-makecode-arcade-mini-game-jam-2-submission-thread/14534/11?u=unsignedarduino
//% shim=music::queuePlayInstructions
function queuePlayInstructions(timeDelta: number, buf: Buffer) { }
export class ArcadeMIDISound {
/**
* Formats and writes to a provided buffer the neccessary information to play a note.
*
* @param sndInstr The buffer to store the instruction in.
* @param sndInstrPtr Index of where to start writing in the buffer.
* @param ms How long for the sound to last, in milliseconds.
* @param beg The beginning velocity.
* @param end The ending velocity.
* @param The sound wave type.
* @param hz The hertz of the sound.
* @param volume The velocity overall.
* @param endHz The ending hertz of the sound.
* @return The index of where we ended writing to the buffer.
*/
private addNote(sndInstr: Buffer, sndInstrPtr: number, ms: number, beg: number, end: number, soundWave: number, hz: number, volume: number, endHz: number): number {
if (ms > 0) {
sndInstr.setNumber(NumberFormat.UInt8LE, sndInstrPtr, soundWave);
sndInstr.setNumber(NumberFormat.UInt8LE, sndInstrPtr + 1, 0);
sndInstr.setNumber(NumberFormat.UInt16LE, sndInstrPtr + 2, hz);
sndInstr.setNumber(NumberFormat.UInt16LE, sndInstrPtr + 4, ms);
sndInstr.setNumber(NumberFormat.UInt16LE, sndInstrPtr + 6, (beg * volume) >> 6);
sndInstr.setNumber(NumberFormat.UInt16LE, sndInstrPtr + 8, (end * volume) >> 6);
sndInstr.setNumber(NumberFormat.UInt16LE, sndInstrPtr + 10, endHz);
sndInstrPtr += 12;
}
sndInstr.setNumber(NumberFormat.UInt8LE, sndInstrPtr, 0); // terminate
return sndInstrPtr;
}
/**
* Create and queue an instruction to play.
*
* @param when When to play the instruction, in milliseconds.
* @param frequency The frequency of the sound in hertz.
* @param velocity The velocity of the sound.
* @param ms The duration of the sound in milliseconds.
*/
public playNoteCore(when: number, frequency: number, velocity: number, ms: number): void {
let buf = control.createBuffer(12);
// const amp = Math.min(Math.abs(currentSpeed) / PLAY_SPEED, 1) * 255;
const amp = 255;
this.addNote(buf, 0, ms, amp, amp, 1, frequency, velocity, frequency);
queuePlayInstructions(when, buf);
}
}
export class ArcadeMIDIInstructions {
private _sound_driver: ArcadeMIDISound = undefined;
private _playing_notes: ArcadeMIDINote[] = [];
public constructor() {
this._sound_driver = new ArcadeMIDISound();
this._playing_notes = [];
}
/**
* Converts a note number (0 - 88, on a piano) to the actual note name.
*
* @param num The note number.
* @return The note name.
*/
private note_num_to_name(num: number): string {
// https://stackoverflow.com/a/54546263/10291933
const notes: string[] = ["A", "A#", "B", "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#"];
const octave = Math.ceil(num / 12);
const name = notes[num % 12];
return name + octave.toString();
}
/**
* Converts a note name into the frequency.
*
* @param note The note name. (example: "A4")
* @param A4 The frequency A4 should be at, in hertz. Defaults to 440 hertz.
* @return The frequency, in hertz.
*/
private get_frequency(note: string, A4: number = 440): number {
// https://gist.github.com/CGrassin/26a1fdf4fc5de788da9b376ff717516e
// MIT License
// Python to convert a string note(eg. "A4") to a frequency(eg. 440).
// Inspired by https://gist.github.com/stuartmemo/3766449
const notes: string[] = ["A", "A#", "B", "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#"];
const octave: number = parseInt(note.length === 3 ? note[2] : note[1]);
let key_number: number = notes.indexOf(note.slice(0, note.length - 1));
if (key_number < 3) {
key_number = key_number + 12 + ((octave - 1) * 12) + 1;
} else {
key_number = key_number + ((octave - 1) * 12) + 1;
}
return A4 * 2 ** ((key_number - 49) / 12);
}
/**
* "note_on" MIDI command.
*
* @param note_index The MIDI note index.
* @param velocity The velocity to play the note at. Set to 0 to stop playing the note.
* @param time The time to delay afterwards, in milliseconds.
* @param play_now Whether to actually queue the notes to play now or not. Defaults to true.
*/
public note_on(note_index: number, velocity: number, time: number, play_now: boolean = true): void {
const frequency: number = this.get_frequency(this.note_num_to_name(note_index - 21));
if (velocity == 0) {
for (let i = 0; i < this._playing_notes.length; i++) {
if (this._playing_notes[i].frequency == frequency) {
this._playing_notes.splice(i, 1);
break;
}
}
} else {
this._playing_notes.push(<ArcadeMIDINote>{ frequency: frequency, velocity: velocity });
}
if (time > 0 && play_now) {
this.play_now(time);
pause(time);
}
}
/**
* Replays all the notes for a certain period of time.
*
* @param duration The duration to play all the playing notes.
*/
public play_now(duration: number): void {
if (DEBUG_PLAYING) {
console.log(`Playing ${this._playing_notes.length} frequencies`);
}
for (const note of this._playing_notes) {
this._sound_driver.playNoteCore(0, note.frequency, note.velocity, duration);
};
}
/**
* Stop playing all the notes.
*/
public stop_all(): void {
if (DEBUG_PLAYING) {
console.log("Stopping all notes");
}
this._playing_notes.splice(0, this._playing_notes.length);
}
}
}
export namespace ArcadeMIDIImageParser {
export class ArcadeMIDIImageFrame {
private _img_ref: Image;
private _start_y: number;
private _stop_y: number;
private _duration_start_y: number;
private _duration_stop_y: number;
private _velocity_start_y: number;
private _velocity_stop_y: number;
private _note_start_y: number;
private _note_stop_y: number;
private _frame_len: number;
public constructor(img_ref: Image, start_y: number, stop_y: number) {
this._img_ref = img_ref;
this._start_y = start_y;
this._stop_y = stop_y;
this.recompute_frame(DEBUG_PARSING);
}
/**
* Gets the reference image.
*
* @return An image.
*/
get image_ref(): Image {
return this._img_ref;
}
/**
* Gets the frame length.
*
* @return A number, the width of the image - 2.
*/
get frame_length(): number {
return this._frame_len;
}
/**
* Recomputes the frame from the image.
* Note: This will parse the image to recompute neccessary information, and may take a long time.
*
* @param debug Whether to log what we find.
*/
private recompute_frame(debug: boolean = false): void {
let duration_start_y: number | undefined = undefined;
let duration_stop_y: number | undefined = undefined;
let velocity_start_y: number | undefined = undefined;
let velocity_stop_y: number | undefined = undefined;
let note_start_y: number | undefined = undefined;
let note_stop_y: number | undefined = undefined;
const frame_x: number = 1;
const note_color: number = 1; // White
const velocity_color: number = 2; // Red
const duration_color: number = 3; // Pink
const log = (s: string) => {
if (debug) {
console.log(s);
}
};
for (let y = this._start_y; y <= this._stop_y; y++) {
const prev_px = this._img_ref.getPixel(frame_x, y - 1);
const curr_px = this._img_ref.getPixel(frame_x, y);
const next_px = this._img_ref.getPixel(frame_x, y + 1);
if (prev_px != curr_px) { // Starting new color
switch (curr_px) {
case (note_color): {
note_start_y = y;
log(`Found note start at ${y}`);
break;
}
case (velocity_color): {
velocity_start_y = y;
log(`Found velocity start at ${y}`);
break;
}
case (duration_color): {
duration_start_y = y;
log(`Found duration start at ${y}`);
break;
}
default: {
log(`Found unknown start at ${y}`);
break;
}
}
} else if (next_px != curr_px) { // Ending new color
switch (curr_px) {
case (note_color): {
note_stop_y = y;
log(`Found note end at ${y}`);
break;
}
case (velocity_color): {
velocity_stop_y = y;
log(`Found velocity end at ${y}`);
break;
}
case (duration_color): {
duration_stop_y = y;
log(`Found duration end at ${y}`);
break;
}
default: {
log(`Found unknown end at ${y}`);
break;
}
}
}
}
this._duration_start_y = duration_start_y;
this._duration_stop_y = duration_stop_y;
this._velocity_start_y = velocity_start_y;
this._velocity_stop_y = velocity_stop_y;
this._note_start_y = note_start_y;
this._note_stop_y = note_stop_y;
this._frame_len = this._img_ref.width - 2;
}
/**
* Get the hex value from the image, most significant byte first on top.
*
* @param x The x value in the image.
* @param start_y The starting y value in the image.
* @param stop_y The ending y value in the image.
*/
private get_hex_val(x: number, start_y: number, stop_y: number): number {
// Number.toString(16) does not work in Arcade
// This only works with numbers up to 15
const numToHex = (num: number): string => {
if (num < 10) {
return num.toString();
} else {
const letters = ["a", "b", "c", "d", "e", "f"];
return letters[num - 10];
}
}
let hex_str: string = "";
for (let y = start_y; y <= stop_y; y++) {
const px = this._img_ref.getPixel(x + 2, y);
hex_str += numToHex(px);
}
return parseInt(hex_str.length > 0 ? hex_str : "0", 16);
}
/**
* Gets the duration at the specified X index.
*
* @param x The x index, starting from 0.
* @return The duration, in milliseconds.
*/
public get_duration(x: number): number {
return this.get_hex_val(x, this._duration_start_y, this._duration_stop_y);
}
/**
* Gets the velocity at the specified X index.
*
* @param x The x index, starting from 0.
* @return The velocity.
*/
public get_velocity(x: number): number {
return this.get_hex_val(x, this._velocity_start_y, this._velocity_stop_y);
}
/**
* Gets the notes at the specified X index.
*
* @param x The x index, starting from 0.
* @param A list of note indicies that are pressed.
*/
public get_notes(x: number): number[] {
const notes: number[] = [];
let fake_y: number = 0;
for (let y = this._note_start_y; y <= this._note_stop_y; y++) {
if (this._img_ref.getPixel(x + 2, y) != 0) {
notes.push(fake_y);
}
fake_y++;
}
return notes;
}
}
export class ArcadeMIDIImageParser {
private _stop: boolean;
private _img_queue: Image[];
private _frame_queue: ArcadeMIDIImageFrame[];
public constructor() {
this._stop = false;
this._img_queue = [];
this._frame_queue = [];
}
/**
* Gets the image queue.
*
* @return A list of images.
*/
get queue(): Image[] {
return this._img_queue;
}
/**
* Sets the image queue.
* Note: This will parse all the images to recompute neccessary information, and may take a long time.
*
* @param new_queue The new list of images.
*/
set queue(new_queue: Image[]) {
this._img_queue = new_queue;
this.recompute_frames(DEBUG_PARSING);
}
/**
* Gets the frames, that you can pass to a ArcadeMIDIImageFramePlayer.
*
* @return A list of frames, can be 0 length.
*/
get frames(): ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageFrame[] {
return this._frame_queue;
}
/**
* Recomputes the frames from the images.
* Note: This will parse all the images to recompute neccessary information, and may take a long time.
*
* @param debug Whether to log what we found or not.
*/
private recompute_frames(debug: boolean = false): void {
this._frame_queue = [];
const log = (s: string) => {
if (debug) {
console.log(s);
}
};
for (const img of this._img_queue) {
let this_frame_start: number = 0;
for (let y = 0; y < img.height; y++) {
const prev_px = img.getPixel(0, y - 1);
const curr_px = img.getPixel(0, y);
const next_px = img.getPixel(0, y + 1);
if (prev_px != curr_px) { // Start of new frame
this_frame_start = y;
log(`Found start of new frame at Y: ${y} (color: ${curr_px})`);
} else if (next_px != curr_px) { // End of this frame
switch (curr_px) {
case (1): { // White
log(`Found note frame ending at Y: ${y} (color: ${curr_px})`);
this._frame_queue.push(new ArcadeMIDIImageFrame(img, this_frame_start, y));
break;
}
default: {
log(`Found unknown frame ending at Y: ${y} (color: ${curr_px})`);
break;
}
}
}
}
}
}
}
}
export namespace ArcadeMIDIImageFramePlayer {
export class ArcadeMIDIImageFramePlayer {
private _driver: ArcadeMIDI.ArcadeMIDIInternals.ArcadeMIDIInstructions;
private _pls_pause: boolean;
private _actually_paused: boolean;
private _pls_stop: boolean;
private _actually_stopped: boolean;
public constructor() {
this._driver = new ArcadeMIDI.ArcadeMIDIInternals.ArcadeMIDIInstructions();
this._pls_pause = false;
this._actually_paused = false;
this._pls_stop = false;
this._actually_stopped = true;
}
/**
* Get whether we are paused or not.
*/
get paused(): boolean {
return this._actually_paused;
}
/**
* Set whether we are paused or not. Note, we won't actually pause until the end of the current note.
* Use the getter paused function to check if we have actually paused.
*
* @param new_state Set whether we are paused or not.
*/
set paused(new_state: boolean) {
this._pls_pause = new_state;
}
/**
* Get whether we have stopped or not. Note, that if we haven't played a frame before then this will return false!
*/
get stopped(): boolean {
return this._actually_stopped;
}
/**
* Set whether we should stop or not. Note, we won't actually stop until the end of the current note.
* Use the getter stopped function to check if we have actually stopped.
*
* @param new_state Set whether we are stopped or not.
*/
set stopped(new_state: boolean) {
this._pls_stop = new_state;
}
/**
* Play through a frame. Note that on play we will reset all the request flags for pausing and stopping!
*
* @param frame The frame to play.
*/
public play(frame: ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageFrame): void {
const log = (s: string) => {
if (DEBUG_PLAYING) {
console.log(s);
}
};
this._pls_pause = false;
this._actually_paused = false;
this._pls_stop = false;
this._actually_stopped = false;
for (let x = 0; x < frame.frame_length; x++) {
const frame_time: number = frame.get_duration(x);
const frame_velocity: number = frame.get_velocity(x);
const frame_notes: number[] = frame.get_notes(x);
log(`Playing ${frame_notes.length} notes for ${frame_time} ms at ${frame_velocity} velocity`);
for (const note of frame_notes) {
this._driver.note_on(note, frame_velocity, 0, false);
}
this._driver.play_now(frame_time);
pause(frame_time);
if (this._pls_stop) {
this._driver.stop_all();
this._actually_stopped = true;
log("Serviced requested stop");
return;
} else if (this._pls_pause) {
this._actually_paused = true;
log("Serviced requested pause");
while (this._pls_pause) {
pause(50);
}
log("End of requested pause");
this._actually_paused = false;
}
}
}
}
export class ArcadeMIDIMultiImageFramePlayer {
private _frames: ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageFrame[];
private _driver: ArcadeMIDI.ArcadeMIDIImageFramePlayer.ArcadeMIDIImageFramePlayer;
public constructor() {
this._frames = [];
this._driver = new ArcadeMIDI.ArcadeMIDIImageFramePlayer.ArcadeMIDIImageFramePlayer();
}
/**
* Gets the image frames.
*
* @return A list of frames.
*/
get frames(): ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageFrame[] {
return this._frames;
}
/**
* Sets the image frames, and stops playing if we are.
*
* @param new_frames A list of frames.
*/
set frames(new_frames: ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageFrame[]) {
this._frames = new_frames;
this.stopped = true;
}
/**
* Get whether we are paused or not.
*/
get paused(): boolean {
return this._driver.paused;
}
/**
* Set whether we are paused or not. Note, we won't actually pause until the end of the current note.
* Use the getter paused function to check if we have actually paused.
*
* @param new_state Set whether we are paused or not.
*/
set paused(new_state: boolean) {
this._driver.paused = new_state;
}
/**
* Get whether we have stopped or not. Note, that if we haven't played a frame before then this will return false!
*/
get stopped(): boolean {
return this._driver.stopped;
}
/**
* Set whether we should stop or not. Note, we won't actually stop until the end of the current note.
* Use the getter stopped function to check if we have actually stopped.
*
* @param new_state Set whether we are stopped or not.
*/
set stopped(new_state: boolean) {
this._driver.stopped = new_state;
}
/**
* Starts playing the music.
*
* @param in_bg Whether to play this in a background thread. Defaults to false.
*/
play(in_bg: boolean = false): void {
const play_all = (): void => {
this.stopped = true;
while (!this.stopped) {
pause(20);
}
for (const frame of this._frames) {
this._driver.play(frame);
if (this._driver.stopped) {
break;
}
}
};
if (in_bg) {
control.runInParallel(play_all);
} else {
play_all();
}
}
}
}
}
//% block="Arcade MIDI"
//% color="#FFB200"
//% icon="\uF001"
namespace ArcadeMIDIBlocks {
export enum ThreadLocation {
//% block="in background"
Background,
//% block="in main thread"
MainThread
}
export class ArcadeMIDIBlocksWrapper {
private _parser: ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageParser;
private _player: ArcadeMIDI.ArcadeMIDIImageFramePlayer.ArcadeMIDIMultiImageFramePlayer;
private _images: Image[];
private _frames: ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageFrame[];
constructor() {
this._parser = new ArcadeMIDI.ArcadeMIDIImageParser.ArcadeMIDIImageParser();
this._player = new ArcadeMIDI.ArcadeMIDIImageFramePlayer.ArcadeMIDIMultiImageFramePlayer();
}
/**
* Set the images. Note, this will cause a frame recompute and may take a long time!
*
* @param images The images to set in the queue.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) set queue to %images"
//% images.shadow=animation_editor
//% weight=90
set_images(images: Image[]): void {
this._parser.queue = images;
this._player.frames = this._parser.frames;
}
/**
* Get the images.
*
* @return The images.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) get queue"
//% weight=80
get_images(): Image[] {
return this._parser.queue;
}
/**
* Play what we have in queue.
*
* @param thread_loc The location on which to play the thread. Defaults to ThreadLocation.Background.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) play || %thread_loc"
//% expandableArgumentMode="toggle"
//% weight=70
play(thread_loc: ThreadLocation = ThreadLocation.Background): void {
this._player.play(thread_loc == ThreadLocation.Background /* true to play in background */);
}
/**
* Stop the player.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) stop"
//% weight=60
stop(): void {
this._player.stopped = true;
}
/**
* Get whether we are stopped or not.
*
* @return Whether we are not playing or not.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) is stopped"
//% weight=50
is_stopped(): boolean {
return this._player.stopped;
}
/**
* Set whether we are paused or not. Note, this will only take effect on the next note.
*
* @param new_state Whether we are paused or not.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) set paused to %state"
//% state.defl=true
//% weight=40
set_paused(state: boolean = true): void {
this._player.paused = state;
}
/**
* Get whether we are paused or not.
*
* @return Whether we are actually paused or not.
*/
//% block="%ArcadeMIDIBlocksWrapper(player) get is paused"
//% weight=30
is_paused(): boolean {
return this._player.paused;
}
}
//% block="create player"
//% blockSetVariable=player
//% weight=100
export function create_wrapper(): ArcadeMIDIBlocks.ArcadeMIDIBlocksWrapper {
return new ArcadeMIDIBlocks.ArcadeMIDIBlocksWrapper();
}
}