sointu/song.go
5684185+vsariola@users.noreply.github.com d92426a100 feat!: rewrote the GUI and model for better testability
The Model was getting unmaintanable mess. This is an attempt to refactor/rewrite the Model so that data of certain type is exposed in standardized way, offering certain standard manipulations for that data type, and on the GUI side, certain standard widgets to tied to that data.

This rewrite closes #72, #106 and #120.
2024-02-17 18:16:06 +02:00

276 lines
7.7 KiB
Go

package sointu
import (
"errors"
)
type (
// Song includes a Score (the arrangement of notes in the song in one or more
// tracks) and a Patch (the list of one or more instruments). Additionally,
// BPM and RowsPerBeat fields set how fast the song should be played.
// Currently, BPM is an integer as it offers already quite much granularity
// for controlling the playback speed, but this could be changed to a
// floating point in future if finer adjustments are necessary.
Song struct {
BPM int
RowsPerBeat int
Score Score
Patch Patch
}
// Score represents the arrangement of notes in a song; just a list of
// tracks and RowsPerPattern and Length (in patterns) to know the desired
// length of a song in rows. If any of the tracks is too short, all the
// notes outside the range should be just considered as holding the last
// note.
Score struct {
Tracks []Track
RowsPerPattern int // number of rows in each pattern
Length int // length of the song, in number of patterns
}
// Track represents the patterns and orderlist for each track. Note that
// each track has its own patterns, so one track cannot use another tracks
// patterns. This makes the data more intuitive to humans, as the reusing of
// patterns over tracks is a rather rare occurence. However, the compiler
// will put all the patterns in one global table (identical patterns only
// appearing once), to optimize the runtime code.
Track struct {
// NumVoices is the number of voices this track triggers, cycling through
// the voices. When this track triggers a new voice, the previous should be
// released.
NumVoices int
// Effect hints the GUI if this is more of an effect track than a note
// track: if true, e.g. the GUI can display the values as hexadecimals
// instead of note values.
Effect bool `yaml:",omitempty"`
// Order is a list telling which pattern comes in which order in the song in
// this track.
Order Order `yaml:",flow"`
// Patterns is a list of Patterns for this track.
Patterns []Pattern `yaml:",flow"`
}
// Pattern represents a single pattern of note, in practice just a slice of
// bytes, but provides convenience functions that return 1 values (hold) for
// indices out of bounds of the array, and functions to increase the size of
// the slice only by necessary amount when a new item is added, filling the
// unused slots with 1s.
Pattern []byte
// Order is the pattern order for a track, in practice just a slice of
// integers, but provides convenience functions that return -1 values for
// indices out of bounds of the array, and functions to increase the size of
// the slice only by necessary amount when a new item is added, filling the
// unused slots with -1s.
Order []int
// SongPos represents a position in a song, in terms of order row and
// pattern row. The order row is the index of the pattern in the order list,
// and the pattern row is the index of the row in the pattern.
SongPos struct {
OrderRow int
PatternRow int
}
)
func (s *Score) SongPos(songRow int) SongPos {
if s.RowsPerPattern == 0 {
return SongPos{OrderRow: 0, PatternRow: 0}
}
orderRow := songRow / s.RowsPerPattern
patternRow := songRow % s.RowsPerPattern
return SongPos{OrderRow: orderRow, PatternRow: patternRow}
}
func (s *Score) SongRow(songPos SongPos) int {
return songPos.OrderRow*s.RowsPerPattern + songPos.PatternRow
}
func (s *Score) Wrap(songPos SongPos) SongPos {
ret := s.SongPos(s.SongRow(songPos))
ret.OrderRow %= s.Length
return ret
}
func (s *Score) Clamp(songPos SongPos) SongPos {
r := s.SongRow(songPos)
if l := s.LengthInRows(); r >= l {
r = l - 1
}
if r < 0 {
r = 0
}
return s.SongPos(r)
}
// Get returns the value at index; or -1 is the index is out of range
func (s Order) Get(index int) int {
if index < 0 || index >= len(s) {
return -1
}
return s[index]
}
// Set sets the value at index; appending -1s until the slice is long enough.
func (s *Order) Set(index, value int) {
for len(*s) <= index {
*s = append(*s, -1)
}
(*s)[index] = value
}
func (s Track) Note(pos SongPos) byte {
if pos.OrderRow < 0 || pos.OrderRow >= len(s.Order) {
return 1
}
pat := s.Order[pos.OrderRow]
if pat < 0 || pat >= len(s.Patterns) {
return 1
}
if pos.PatternRow < 0 || pos.PatternRow >= len(s.Patterns[pat]) {
return 1
}
return s.Patterns[pat][pos.PatternRow]
}
func (s *Track) SetNote(pos SongPos, note byte) {
if pos.OrderRow < 0 || pos.PatternRow < 0 {
return
}
pat := s.Order.Get(pos.OrderRow)
if pat < 0 {
if note == 1 {
return
}
for _, o := range s.Order {
if pat <= o {
pat = o
}
}
pat += 1
if pat >= 36 {
return
}
s.Order.Set(pos.OrderRow, pat)
}
if pat >= len(s.Patterns) && note == 1 {
return
}
for pat >= len(s.Patterns) {
s.Patterns = append(s.Patterns, Pattern{})
}
if pos.PatternRow >= len(s.Patterns[pat]) && note == 1 {
return
}
for pos.PatternRow >= len(s.Patterns[pat]) {
s.Patterns[pat] = append(s.Patterns[pat], 1)
}
s.Patterns[pat][pos.PatternRow] = note
}
// Get returns the value at index; or 1 is the index is out of range
func (s Pattern) Get(index int) byte {
if index < 0 || index >= len(s) {
return 1
}
return s[index]
}
// Set sets the value at index; appending 1s until the slice is long enough.
func (s *Pattern) Set(index int, value byte) {
for len(*s) <= index {
*s = append(*s, 1)
}
(*s)[index] = value
}
// Copy makes a deep copy of a Track.
func (t *Track) Copy() Track {
order := make([]int, len(t.Order))
copy(order, t.Order)
patterns := make([]Pattern, len(t.Patterns))
for i, oldPat := range t.Patterns {
newPat := make(Pattern, len(oldPat))
copy(newPat, oldPat)
patterns[i] = newPat
}
return Track{
NumVoices: t.NumVoices,
Effect: t.Effect,
Order: order,
Patterns: patterns,
}
}
// Copy makes a deep copy of a Score.
func (l Score) Copy() Score {
tracks := make([]Track, len(l.Tracks))
for i, t := range l.Tracks {
tracks[i] = t.Copy()
}
return Score{Tracks: tracks, RowsPerPattern: l.RowsPerPattern, Length: l.Length}
}
// NumVoices returns the total number of voices used in the Score; summing the
// voices of every track
func (l Score) NumVoices() int {
ret := 0
for _, t := range l.Tracks {
ret += t.NumVoices
}
return ret
}
// FirstVoiceForTrack returns the index of the first voice of given track. For
// example, if the Score has three tracks (0, 1 and 2), with 1, 3, 2 voices,
// respectively, then FirstVoiceForTrack(0) returns 0, FirstVoiceForTrack(1)
// returns 1 and FirstVoiceForTrack(2) returns 4. Essentially computes just the
// cumulative sum.
func (l Score) FirstVoiceForTrack(track int) int {
ret := 0
for _, t := range l.Tracks[:track] {
ret += t.NumVoices
}
return ret
}
// LengthInRows returns just RowsPerPattern * Length, as the length is the
// length in the number of patterns.
func (l Score) LengthInRows() int {
return l.RowsPerPattern * l.Length
}
// Copy makes a deep copy of a Score.
func (s *Song) Copy() Song {
return Song{BPM: s.BPM, RowsPerBeat: s.RowsPerBeat, Score: s.Score.Copy(), Patch: s.Patch.Copy()}
}
// Assuming 44100 Hz playback speed, return the number of samples of each row of
// the song.
func (s *Song) SamplesPerRow() int {
if divisor := s.BPM * s.RowsPerBeat; divisor > 0 {
return 44100 * 60 / divisor
}
return 0
}
// Validate checks if the Song looks like a valid song: BPM > 0, one or more
// tracks, score uses less than or equal number of voices than patch. Not used
// much so we could probably get rid of this function.
func (s *Song) Validate() error {
if s.BPM < 1 {
return errors.New("BPM should be > 0")
}
if len(s.Score.Tracks) == 0 {
return errors.New("song contains no tracks")
}
if s.Score.NumVoices() > s.Patch.NumVoices() {
return errors.New("Tracks use too many voices")
}
return nil
}