Moved arduino code to new Arduino folder under software and created a processing fodler as well with the IACMidi2Serial sketch

This commit is contained in:
Jakob Bak
2012-08-25 17:24:03 +02:00
parent 3b0ccb90da
commit a558998efc
18 changed files with 160 additions and 3 deletions
@@ -0,0 +1,39 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
#include <Midi.h>
// variables for this sketch
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// We initialize the MIDI engine by calling Midi.init()
Midi.init();
// Choosing the sine wave oscillator (optional since this is already the default).
Music.setSaw();
// Detuning the three oscillators heavily to create more movement in the sound.
Music.setDetune(0.01);
// Enabling envelope, otherwise the synth would just play constant tones.
Music.enableEnvelope();
}
void loop() {
// The MIDI must be used with the external
// "IAC2Serial.pde" Processing sketch.
Midi.checkMidi();
}
@@ -0,0 +1,88 @@
/////////////////////////////////////////////////////////////////////////
// DON'T TRY TO RUN THIS SKETCH, IT IS FOR DOCUMENTATION PURPOSES ONLY //
/////////////////////////////////////////////////////////////////////////
// These are the music functions that are available for you to use in you sketches.
// You can see examples of how some of them are used (the most basic ones) in the
// Apps folder that downloaded with the MM library.
// In the following you can see the variable type that the function takes as an argument (float, uint8_t or uint16_t)
// The weirdly looking "uint16_t" and "uint8_t" is just unsigned 16 and 8 bit integers. So instead of having
// both negative and positive values, they only have positive values from 0 - 255 (8bit) and 0 - 65535 (16bit).
// If you copy a function from here to your arduino sketch, just change the word "float", "uint8_t", etc into the
// variable name that you uses in your sketch.
// INITIALIZER
// Use this to start the synth engine. It defaults to a sine tone at 110Hz, no envelope and no detune.
Music.init();
// FREQUENCY AND DETUNE FUNCTIONS
// Use these functions to set the frequency and detune parameters of the synth.
Music.setFrequency(float); // Set frequencies of all oscillators at once. Does _not_ affect detune.
Music.setFrequency1(float); // Set frequency of individual oscillators.
Music.setFrequency2(float); //
Music.setFrequency3(float); //
Music.setDetune(float); // Set the detune of all oscillators at once. Does _not_ affect the base frequencies.
Music.setDetune2(float); // Set the detune of oscillator 2 and 3 individually (oscillator 1 stays fixed)
Music.setDetune3(float);
Music.pitchBend(float); // This function detunes the pitch without affecting the detune parameters' individual
// 'spread'. Takes a float.
// WAVEFORM FUNCTIONS
// Switch between the different waveforms for the oscillators. It sets all of them at once.
Music.setSine();
Music.setSaw();
Music.setSquare();
// GAIN FUNCTIONS
// Set the gain of the oscillators all at once or individually. You can send either floats or uint16_t to the
// function and it figures out to use the correct function automagically :)
Music.setGain(float); // 0.0 - 1.0
Music.setGain1(float); // 0.0 - 1.0
Music.setGain2(float); // 0.0 - 1.0
Music.setGain3(float); // 0.0 - 1.0
// using floats in your own calculations can be heavy on the processor, so there is the option of passing 16bit integers
// instead, since this is what it gets converted to anyway internally in the sound engine.
Music.setGain(uint16_t value); // 0 - 65535
Music.setGain1(uint16_t value); // 0 - 65535
Music.setGain2(uint16_t value); // 0 - 65535
Music.setGain3(uint16_t value); // 0 - 65535
// NOTE FUNCTIONS
// These functions triggers a note to be played. The noteOff() functions turns the note off again.
// They come both with note and velocity information (for noteOn). If you don't know what that is,
// just use the ones with the least arguments.
// To get a proper note sound call Music.enableEnvelopes() [see below] before calling the noteOn function.
// You just have to do that once in the setup for example.
Music.noteOn(uint8_t note, uint8_t vel); // 0 - 127
Music.noteOn(uint8_t note); // 0 - 127
Music.noteOff(uint8_t note); // 0 - 127
Music.noteOff();
// This function returns the frequency of a MIDI note number sent to it.
Music.getNoteFrequency(uint8_t); // 0 - 127
// ENVELOPE FUNCTIONS
// These functions enables and sets the parameters of the internal envelope which creates dynamics for the notes
// being played. You can read about ADSR envelopes here: http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope
// When using the envelope you can only hear sound when you are triggering the notes with the note functions. In order
// to get dynamics without triggering the note object you must have the envelope turned off, for example using
// the Music.disableEnvelope() function [already set by default in the init() function]. You can then control the
// dynamics of the sound with the overall or individual setGain() functions.
Music.enableEnvelope();
Music.disableEnvelope();
// Setting the parameters for the envelope you send an 8bit number between 0 and 127 to the functions below. 0 is a very fast
// rise or decay in sound, whereas 127 is very long. Sustain is the sound level where 0 is silent and 127 is full gain.
// You must experiment with what suits your musical taste :)
// These parameters can of course be adjusted during the physics code for interesting results, but be aware that when
// using the sine wave oscillator (which is more processor intensive) the sound can hang or have glitches if you alter
// these parameters too quickly or set them at extremes. Try it out.
Music.setAttack(uint8_t att); // 0 - 127
Music.setDecay(uint8_t dec); // 0 - 127
Music.setSustain(uint8_t sus); // 0 - 127
Music.setRelease(uint8_t rel); // 0 - 127
@@ -0,0 +1,19 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
}
void loop() {
}
@@ -0,0 +1,50 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
// variables for this sketch
boolean noteIsOn = false;
int note = 48;
long time = 0;
long lastTime = 0;
long beatTime = 1000;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// enabling the envelope lets us define an gain envelope for the synth
// without having to specify it in our loop() or physics code.
Music.enableEnvelope();
Music.setAttack(0x0FFF);
Music.setDecay(0x0004);
Music.setSustain(0x00FF);
Music.setRelease(0x0008);
}
void loop() {
// This short routine loops note over and over again
time = millis();
if(time - lastTime > beatTime) {
if(!noteIsOn) {
Music.noteOn(note);
noteIsOn = true;
} else {
Music.noteOff();
noteIsOn = false;
}
lastTime = time;
}
}
@@ -0,0 +1,64 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
// variables for this sketch
float gain = 1.0;
float c = 220; // center frequency
float f1 = 1;
float f2 = 1;
float f3 = 1;
float m1 = 1.0011;
float m2 = 1.0012;
float m3 = 1.0013;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// Choosing the sine wave oscillator (optional since this is already the default).
Music.setSine();
// Setting the initial frequency for all three oscillators.
Music.setFrequency(c);
// Detuning the three oscillators slightly to create movement in the sound.
Music.setDetune(0.002);
}
void loop() {
// This short routine creates a
Music.setFrequency1(c*f1);
Music.setFrequency2(c*f2);
Music.setFrequency3(c*f3);
f1 *= m1;
f2 *= m2;
f3 *= m3;
if(f1 > 4.0) m1 = 0.9745;
if(f2 > 4.0) m2 = 0.9852;
if(f3 > 4.0) m3 = 0.9975;
if(f1 < 0.25) m1 = 1.0754;
if(f2 < 0.25) m2 = 1.0573;
if(f3 < 0.25) m3 = 1.0386;
if(millis() > 10000) {
Music.setGain(gain);
gain *= 0.999;
}
}
@@ -0,0 +1,62 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
// variables for this sketch
boolean noteIsOn = false;
int n = 0;
int dir = 1;
int rootNote = 48;
int note[] = {0,2,3,5,7,9,10,12,14};
long time = 0;
long lastTime = 0;
long beatTime = 100;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// enabling the envelope lets us define an gain envelope for the synth
// without having to specify it in our loop() or physics code.
Music.enableEnvelope();
Music.setAttack(0x00FF);
Music.setDecay(0x0008);
Music.setSustain(0x00FF);
Music.setRelease(0x0008);
}
void loop() {
// This short routine loops note over and over again
time = millis();
if(time - lastTime > beatTime) {
if(!noteIsOn) {
Music.noteOn(rootNote+note[n]);
noteIsOn = true;
n = n + dir;
if(n > 7)
{
dir = -1;
}
else if(n < 1)
{
dir = 1;
}
} else {
Music.noteOff();
noteIsOn = false;
}
lastTime = time;
}
}
@@ -0,0 +1,62 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
// variables for this sketch
boolean noteIsOn = false;
int n = 0;
int dir = 1;
int rootNote = 48;
int note[] = {0,2,3,5,7,9,10,12,14};
long time = 0;
long lastTime = 0;
long beatTime = 100;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// enabling the envelope lets us define an gain envelope for the synth
// without having to specify it in our loop() or physics code.
Music.enableEnvelope();
Music.setAttack(8);
Music.setDecay(70);
Music.setSustain(24);
Music.setRelease(90);
}
void loop() {
// This short routine loops note over and over again
time = millis();
if(time - lastTime > beatTime) {
if(!noteIsOn) {
Music.noteOn(rootNote+note[n]);
noteIsOn = true;
n = n + dir;
if(n > 7)
{
dir = -1;
}
else if(n < 1)
{
dir = 1;
}
} else {
Music.noteOff();
noteIsOn = false;
}
lastTime = time;
}
}
@@ -0,0 +1,68 @@
// This needs to be in all sketches at the moment
#include <stdint.h>
// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
// variables for this sketch
boolean noteIsOn = false;
int n = 0;
int dir = 1;
int rootNote = 26;
int note[] = {0,2,3,5,7,9,10,12,14};
long time = 0;
long lastTime = 0;
long beatTime = 100;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// Choosing the square wave oscillator instead of the sine wave.
Music.setSquare();
// Detuning the three oscillators slightly to create movement in the sound.
Music.setDetune(0.008);
// enabling the envelope lets us define an gain envelope for the synth
// without having to specify it in our loop() or physics code.
Music.enableEnvelope();
Music.setAttack(8);
Music.setDecay(90);
Music.setSustain(48);
Music.setRelease(64);
}
void loop() {
// This short routine loops note over and over again
time = millis();
if(time - lastTime > beatTime) {
if(!noteIsOn) {
Music.noteOn(rootNote+note[n]);
noteIsOn = true;
n = n + dir;
if(n > 7)
{
dir = -1;
}
else if(n < 1)
{
dir = 1;
}
} else {
Music.noteOff();
noteIsOn = false;
}
lastTime = time;
}
}