Files
topos/src/API.ts

418 lines
14 KiB
TypeScript

import { Editor } from "./main";
import { scale } from './Scales';
import { tryEvaluate } from "./Evaluator";
import { MidiConnection } from "./IO/MidiConnection";
// @ts-ignore
import { webaudioOutput, samples } from '@strudel.cycles/webaudio';
// @ts-ignore
import { ZZFX, zzfx } from "zzfx";
const sound = (value: any) => ({
value, context: {},
ensureObjectValue: () => { }
});
class DrunkWalk {
public min: number;
public max: number;
private wrap: boolean;
public position: number;
constructor(min: number, max: number, wrap: boolean) {
this.min = min;
this.max = max;
this.wrap = wrap;
this.position = 0;
}
step(): void {
// The "drunk" makes a step: +1, 0, or -1
const stepSize: number = Math.floor(Math.random() * 3) - 1;
this.position += stepSize;
// Checks for wrap
if (this.wrap) {
if (this.position > this.max) {
this.position = this.min;
} else if (this.position < this.min) {
this.position = this.max;
}
} else {
// Enforces min and max constraints
if (this.position < this.min) {
this.position = this.min;
} else if (this.position > this.max) {
this.position = this.max;
}
}
}
getPosition(): number {
return this.position;
}
toggleWrap(b: boolean): void {
this.wrap = b;
}
}
export class UserAPI {
private variables: { [key: string]: any } = {}
private iterators: { [key: string]: any } = {}
private _drunk: DrunkWalk = new DrunkWalk(-100, 100, false);
MidiConnection: MidiConnection = new MidiConnection()
strudelSound = webaudioOutput()
load: samples
constructor(public app: Editor) {
this.load = samples("github:tidalcycles/Dirt-Samples/master");
}
// =============================================================
// Time functions
// =============================================================
get time(): number {
return this.app.audioContext.currentTime
}
// =============================================================
// Mouse functions
// =============================================================
get mouseX(): number {
return this.app._mouseX
}
get mouseY(): number {
return this.app._mouseY
}
// =============================================================
// Utility functions
// =============================================================
log = console.log
scale = scale
rate(rate: number): void {
// TODO: Implement this. This function should change the rate at which the global script
// is evaluated. This is useful for slowing down the script, or speeding it up. The default
// would be 1.0, which is the current rate (very speedy).
}
r = this.rate
script(...args: number[]): void {
args.forEach(arg => {
tryEvaluate(this.app, this.app.universes[
this.app.selected_universe].locals[arg])
})
}
s = this.script
clearscript(script: number): void {
this.app.universes[this.app.selected_universe].locals[script] = {
candidate: '', committed: '', evaluations: 0
}
}
cs = this.clearscript
copyscript(from: number, to: number): void {
// Copy a script to another script
this.app.universes[this.app.selected_universe].locals[to] =
this.app.universes[this.app.selected_universe].locals[from]
}
cps = this.copyscript
// =============================================================
// MIDI related functions
// =============================================================
public midi_outputs(): void {
console.log(this.MidiConnection.listMidiOutputs())
}
public midi_output(outputName: string): void {
if (!outputName) {
console.log(this.MidiConnection.getCurrentMidiPort())
} else {
this.MidiConnection.switchMidiOutput(outputName)
}
}
public midi_connect(outputName: string): void {
this.MidiConnection.switchMidiOutput(outputName)
}
public note(note: number, channel: number, velocity: number, duration: number): void {
this.MidiConnection.sendMidiNote(note, channel, velocity, duration)
}
public midi_clock(): void {
this.MidiConnection.sendMidiClock()
}
public cc(control: number, value: number): void {
this.MidiConnection.sendMidiControlChange(control, value)
}
public midi_panic(): void {
this.MidiConnection.panic()
}
// =============================================================
// Iterator related functions
// =============================================================
public iterator(name: string, limit?: number, step?: number) {
// Check if iterator already exists
if (!(name in this.iterators)) {
// Create new iterator with default step of 1
this.iterators[name] = {
value: 0,
step: step ?? 1,
limit
};
} else {
// Increment existing iterator by step value
this.iterators[name].value += this.iterators[name].step;
// Check for limit overshoot
if (this.iterators[name].limit !== undefined &&
this.iterators[name].value > this.iterators[name].limit) {
this.iterators[name].value = 0;
}
}
// Return current iterator value
return this.iterators[name].value;
}
it = this.iterator
// =============================================================
// Drunk mechanism
// =============================================================
get drunk() {
this._drunk.step();
return this._drunk.getPosition();
}
set drunk(position: number) {
this._drunk.position = position;
}
set drunk_max(max: number) {
this._drunk.max = max;
}
set drunk_min(min: number) {
this._drunk.min = min;
}
set drunk_wrap(wrap: boolean) {
this._drunk.toggleWrap(wrap);
}
// =============================================================
// Variable related functions
// =============================================================
public variable(a: number | string, b?: any): any {
if (typeof a === 'string' && b === undefined) {
return this.variables[a]
} else {
this.variables[a] = b
return this.variables[a]
}
}
v = this.variable
public delete_variable(name: string): void {
delete this.variables[name]
}
dv = this.delete_variable
public clear_variables(): void {
this.variables = {}
}
cv = this.clear_variables
// =============================================================
// Small algorithmic functions
// =============================================================
pick<T>(...array: T[]): T { return array[Math.floor(Math.random() * array.length)] }
seqbeat<T>(...array: T[]): T { return array[this.app.clock.time_position.beat % array.length] }
seqbar<T>(...array: T[]): T { return array[this.app.clock.time_position.bar % array.length] }
seqpulse<T>(...array: T[]): T { return array[this.app.clock.time_position.pulse % array.length] }
// =============================================================
// Randomness functions
// =============================================================
randI(min: number, max: number): number { return Math.floor(Math.random() * (max - min + 1)) + min }
randF(min: number, max: number): number { return Math.random() * (max - min) + min }
rI = this.randI; rF = this.randF
// =============================================================
// Quantification functions
// =============================================================
public quantize(value: number, quantization: number[]): number {
if (quantization.length === 0) { return value }
let closest = quantization[0]
quantization.forEach(q => {
if (Math.abs(q - value) < Math.abs(closest - value)) { closest = q }
})
return closest
}
quant = this.quantize
public clamp(value: number, min: number, max: number): number {
return Math.min(Math.max(value, min), max)
}
cmp = this.clamp
// =============================================================
// Transport functions
// =============================================================
bpm(bpm?: number): number {
if (bpm === undefined)
return this.app.clock.bpm
this.app.clock.bpm = bpm
return bpm
}
tempo = this.bpm
time_signature(numerator: number, denominator: number): void {
this.app.clock.time_signature = [numerator, denominator]
}
// =============================================================
// Probability functions
// =============================================================
public almostNever() { return Math.random() > 0.9 }
public sometimes() { return Math.random() > 0.5 }
public rarely() { return Math.random() > 0.75 }
public often() { return Math.random() > 0.25 }
public almostAlways() { return Math.random() > 0.1 }
public randInt(min: number, max: number) { return Math.floor(Math.random() * (max - min + 1)) + min }
public dice(sides: number) { return Math.floor(Math.random() * sides) + 1 }
// =============================================================
// Iterator functions (for loops, with evaluation count, etc...)
// =============================================================
get i() { return this.app.universes[this.app.selected_universe].global.evaluations }
get e1() { return this.app.universes[this.app.selected_universe].locals[0].evaluations }
get e2() { return this.app.universes[this.app.selected_universe].locals[1].evaluations }
get e3() { return this.app.universes[this.app.selected_universe].locals[2].evaluations }
get e4() { return this.app.universes[this.app.selected_universe].locals[3].evaluations }
get e5() { return this.app.universes[this.app.selected_universe].locals[4].evaluations }
get e6() { return this.app.universes[this.app.selected_universe].locals[5].evaluations }
get e7() { return this.app.universes[this.app.selected_universe].locals[6].evaluations }
get e8() { return this.app.universes[this.app.selected_universe].locals[7].evaluations }
get e9() { return this.app.universes[this.app.selected_universe].locals[8].evaluations }
public evaluations_number(index: number): number {
return this.app.universes[this.app.selected_universe].locals[index].evaluations
}
e = this.evaluations_number
// =============================================================
// Time markers
// =============================================================
get tick(): number { return this.app.clock.tick }
get bar(): number { return this.app.clock.time_position.bar }
get pulse(): number { return this.app.clock.time_position.pulse }
get beat(): number { return this.app.clock.time_position.beat }
onbar(n: number, ...bar: number[]): boolean {
// n is acting as a modulo on the bar number
const bar_list = [...Array(n).keys()].map(i => i + 1);
console.log(bar_list)
console.log(bar.some(b => bar_list.includes(b % n)))
return bar.some(b => bar_list.includes(b % n))
}
// TODO: bugfix here
onbeat(...beat: number[]): boolean {
let final_pulses: boolean[] = []
beat.forEach(b => {
b = b % this.app.clock.time_signature[0]
let integral_part = Math.floor(b);
let decimal_part = b - integral_part;
final_pulses.push(
integral_part === this.app.clock.time_position.beat &&
this.app.clock.time_position.pulse === decimal_part * this.app.clock.ppqn
)
});
return final_pulses.some(p => p == true)
}
stop(): void {
this.app.clock.pause()
this.app.setButtonHighlighting("pause", true);
}
silence = this.stop
hush = this.stop
prob(p: number): boolean { return Math.random() * 100 < p }
toss(): boolean { return Math.random() > 0.5 }
min(...values: number[]): number { return Math.min(...values) }
max(...values: number[]): number { return Math.max(...values) }
limit(value: number, min: number, max: number): number { return Math.min(Math.max(value, min), max) }
delay(ms: number, func: Function): void {
setTimeout(func, ms)
}
mod(...pulse: number[]): boolean { return pulse.some(p => this.app.clock.time_position.pulse % p === 0) }
modbar(...bar: number[]): boolean { return bar.some(b => this.app.clock.time_position.bar % b === 0) }
euclid(pulses: number, length: number, rotate: number=0): boolean {
const pulse = this.app.clock.time_position.beat;
const nextPulse = pulse % length;
return this.euclidean_cycle(pulses, length, rotate)[nextPulse];
}
euclidean_cycle(pulses: number, length: number, rotate: number = 0): boolean[] {
function startsDescent(list: number[], i: number): boolean {
const length = list.length;
const nextIndex = (i + 1) % length;
return list[i] > list[nextIndex] ? true : false;
}
if (pulses >= length) return [true];
const resList = Array.from({length}, (_, i) => ((pulses * (i - 1)) % length + length) % length);
let cycle = resList.map((_, i) => startsDescent(resList, i));
if(rotate!=0) {
cycle = cycle.slice(rotate).concat(cycle.slice(0, rotate));
}
return cycle;
}
// =============================================================
// Trivial functions
// =============================================================
// Small ZZFX interface for playing with this synth
zzfx = (...thing: number[]) => zzfx(...thing);
sound = async (values: object) => {
await this.load;
webaudioOutput(sound(values), 0.00)
}
}