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