chromaflock/Source/DSP/Arpeggiator.h

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#pragma once
#include <vector>
#include <algorithm>
#include <cstdint>
// Tempo-synced arpeggiator. Tracks held notes and, on each clock step,
// produces the notes to play for the selected pattern / octave range /
// direction. Pure note logic — timing is driven from outside (the audio
// thread) via step().
class Arpeggiator {
public:
enum Pattern {
Up = 0,
Down,
UpDown,
DownUp,
Random,
AsPlayed,
Chord,
numPatterns
};
enum Direction {
DirectionUp = 0,
DirectionDown
};
struct NotePitch {
int note;
float velocity;
};
void setParameters(bool enabled, int pattern, int octaves, int direction,
double rateBeats, double bpm) {
this->enabled = enabled;
this->pattern = pattern < 0 ? Up : (pattern >= numPatterns ? Chord : pattern);
this->octaves = octaves < 1 ? 1 : (octaves > 3 ? 3 : octaves);
this->direction = (direction == DirectionDown) ? DirectionDown : DirectionUp;
this->rateBeats = rateBeats;
this->bpm = bpm > 0.0 ? bpm : 120.0;
}
bool isEnabled() const { return enabled; }
double getTickSeconds() const {
return rateBeats * 60.0 / bpm;
}
void noteOn(int note, float velocity) {
if (note < 0 || note > 127) return;
if (std::find(heldNotes.begin(), heldNotes.end(), note) != heldNotes.end())
return;
bool wasIdle = heldNotes.empty();
heldNotes.push_back(note);
velocities[note] = velocity;
// A fresh key press should sound immediately instead of waiting for
// the next host-synced tick.
if (wasIdle)
needsImmediateStep = true;
}
void noteOff(int note) {
auto it = std::find(heldNotes.begin(), heldNotes.end(), note);
if (it != heldNotes.end())
heldNotes.erase(it);
}
bool hasHeldNotes() const { return !heldNotes.empty(); }
// Returns true if the next step should fire right now (a fresh key press
// requested an immediate trigger) and clears the request.
bool shouldTriggerNow() {
bool v = needsImmediateStep;
needsImmediateStep = false;
return v;
}
// Clears held notes and step state. Notes that were sounding when reset
// was called are returned so the caller can issue note-offs.
void reset(std::vector<int>& notesToStop) {
notesToStop.swap(currentNotes);
heldNotes.clear();
stepIndex = 0;
needsImmediateStep = false;
}
// Advances one step. Notes that should stop go into `notesToStop`
// (usually the note(s) from the previous step); notes that should start
// go into `notesToPlay`.
void step(std::vector<int>& notesToStop, std::vector<NotePitch>& notesToPlay) {
notesToStop.clear();
notesToPlay.clear();
if (!enabled) return;
if (heldNotes.empty()) {
notesToStop = currentNotes;
currentNotes.clear();
stepIndex = 0;
return;
}
std::vector<NotePitch> pool;
buildPool(pool);
if (pool.empty()) {
notesToStop = currentNotes;
currentNotes.clear();
return;
}
if (pattern == Chord) {
notesToStop = currentNotes;
notesToPlay = pool;
currentNotes.clear();
for (const auto& np : pool)
currentNotes.push_back(np.note);
return;
}
auto order = buildOrder(pool);
if (order.empty()) {
notesToStop = currentNotes;
currentNotes.clear();
return;
}
int idx = stepIndex % static_cast<int>(order.size());
++stepIndex;
const NotePitch& np = order[idx];
notesToStop = currentNotes;
currentNotes.clear();
currentNotes.push_back(np.note);
notesToPlay.push_back(np);
}
private:
void buildPool(std::vector<NotePitch>& pool) const {
bool used[128] = {};
auto addPitch = [&](int pitch, float velocity) {
pitch = pitch < 0 ? 0 : (pitch > 127 ? 127 : pitch);
if (used[pitch]) return;
used[pitch] = true;
pool.push_back({pitch, velocity});
};
if (pattern == AsPlayed) {
for (int n : heldNotes) {
for (int k = 0; k < octaves; ++k) {
int off = (direction == DirectionUp ? 12 * k : -12 * k);
addPitch(n + off, velocities[n]);
}
}
} else {
std::vector<int> sorted(heldNotes.begin(), heldNotes.end());
std::sort(sorted.begin(), sorted.end());
for (int n : sorted) {
for (int k = 0; k < octaves; ++k) {
int off = (direction == DirectionUp ? 12 * k : -12 * k);
addPitch(n + off, velocities[n]);
}
}
}
}
std::vector<NotePitch> buildOrder(const std::vector<NotePitch>& pool) {
// Sequential patterns play by ascending pitch regardless of the
// octave direction; As Played keeps the key-press order.
std::vector<NotePitch> seq(pool);
std::sort(seq.begin(), seq.end(),
[](const NotePitch& a, const NotePitch& b) { return a.note < b.note; });
int n = static_cast<int>(seq.size());
std::vector<NotePitch> order;
auto push = [&](int i) { order.push_back(seq[i]); };
switch (pattern) {
case Down:
for (int i = n - 1; i >= 0; --i) push(i);
break;
case UpDown:
for (int i = 0; i < n; ++i) push(i);
for (int i = n - 2; i >= 1; --i) push(i);
break;
case DownUp:
for (int i = n - 1; i >= 0; --i) push(i);
for (int i = 1; i < n - 1; ++i) push(i);
break;
case Random:
order = seq;
for (int i = n - 1; i > 0; --i) {
int j = static_cast<int>(randomState % static_cast<uint32_t>(i + 1));
std::swap(order[i], order[j]);
randomState = randomState * 1664525u + 1013904223u;
}
break;
case AsPlayed:
order = pool;
break;
case Chord:
case Up:
default:
for (int i = 0; i < n; ++i) push(i);
break;
}
return order;
}
bool enabled = false;
int pattern = Up;
int octaves = 1;
int direction = DirectionUp;
double rateBeats = 0.5;
double bpm = 120.0;
std::vector<int> heldNotes;
float velocities[128] = {};
std::vector<int> currentNotes;
int stepIndex = 0;
bool needsImmediateStep = false;
uint32_t randomState = 0x12345678u;
};