-
Notifications
You must be signed in to change notification settings - Fork 2
/
finger.js
948 lines (850 loc) · 24 KB
/
finger.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
import { drumPatterns, synthPatterns } from './patterns.js';
import drum, {
DRUM_HAND_LEFT,
DRUM_HAND_RIGHT,
COWBELL,
FACE
} from './drum.js';
import {
SYNTH_LEFT,
SYNTH_BITS_LEFT,
KEY_GUIDE,
SYNTH_IDLE_HAND_LEFT,
SYNTH_IDLE_HAND_RIGHT,
SYNTH_PLAY_HAND_LEFT,
SYNTH_PLAY_HAND_RIGHT
} from './synth.js';
import MIDI, { whiteKeys, idxToMidi } from './midi.js';
import css from './finger.css.js';
import * as c from './constants.js';
import { asArrayLike, stringBool } from './utils.js';
// Private symbols to not expose every variable to the outside
const [
$playback,
$hold,
$timer,
$displayInstrument,
$bpm,
$stepDuration,
$midi,
$controlChannel,
$resizeTimeout,
$noteScheduled
] = [
Symbol('playback'),
Symbol('hold'),
Symbol('timer'),
Symbol('displayInstrument'),
Symbol('bpm'),
Symbol('stepDuration'),
Symbol('midi'),
Symbol('controlChannel'),
Symbol('resizeTimeout'),
Symbol('noteScheduled')
];
const [
$drumPlayback,
$drumPlayhead,
$drumPattern,
$activeDrumNotes,
$drumChannel
] = [
Symbol('drumPlayback'),
Symbol('drumPlayhead'),
Symbol('drumPattern'),
Symbol('activeDrumNotes'),
Symbol('drumChannel')
];
const [
$synthPlayback,
$synthPlayhead,
$synthPattern,
$activeSynthNotes,
$synthChannel,
$synthKeyX
] = [
Symbol('synthPlayback'),
Symbol('synthPlayhead'),
Symbol('synthPattern'),
Symbol('activeSynthNotes'),
Symbol('synthChannel'),
Symbol('synthKeyX')
];
class Finger extends HTMLElement {
static get observedAttributes() {
return ['control-channel', 'drum-channel', 'synth-channel', 'bpm'];
}
constructor() {
super();
this._printWelcomeText();
// Set some defaults
this[$playback] = false;
this[$drumPlayback] = false;
this[$synthPlayback] = false;
this[$bpm] = parseFloat(40);
this[$drumPattern] = 0;
this[$synthPattern] = 0;
this[$activeDrumNotes] = null;
this[$activeSynthNotes] = null;
this[$controlChannel] = 16;
this[$drumChannel] = 1;
this[$synthChannel] = 2;
this[$displayInstrument] = 'drum';
// Look for MIDI devices
this._initMIDI();
// Show the SVG
this.shadow = this.attachShadow({ mode: 'open' });
const style = document.createElement('style');
style.appendChild(document.createTextNode(css));
this.shadow.appendChild(style);
this.shadow.appendChild(
document.getElementById('finger-svg').content.cloneNode(true)
);
this.shadow.appendChild(document.createElement('finger-settings'));
}
// We're in the DOM
connectedCallback() {
// Reset the UI
this._resetUI();
this._resetDrums();
this._idleDrums();
this._resetSynths();
this._idleSynths();
this._updatePatternUI();
// Resize the settings bar and the SVG together
setTimeout(() => this._sendSettingSizing());
window.addEventListener('resize', () => {
clearTimeout(this[$resizeTimeout]);
this[$resizeTimeout] = setTimeout(() => {
this._sendSettingSizing();
}, 100);
});
// Adjust the MIDI channels if they are sent from the settings
const settings = this.shadow.querySelector('finger-settings');
settings.addEventListener(
'drum-channel',
evt => (this.drumChannel = evt.detail)
);
settings.addEventListener(
'control-channel',
evt => (this.controlChannel = evt.detail)
);
settings.addEventListener(
'synth-channel',
evt => (this.synthChannel = evt.detail)
);
}
attributeChangedCallback(name, oldVal, newVal) {
// Replace `something-name` with `somethingName`
name = name.replace(/-([a-z])/g, function(g) {
return g[1].toUpperCase();
});
this[name] = newVal;
}
/**
* Start or stop playback
* @param {boolean} playback
*/
set playback(playback) {
playback = stringBool(playback);
if (this[$playback] !== playback) {
// Reset all playheads and start playback
// (won't do anything unless there's a pattern started on drums or synth)
if (playback) {
this[$drumPlayhead] = 0;
this[$synthPlayhead] = 0;
this[$timer] = null;
// Play the first note
this[$noteScheduled] = true;
// Start the main loop
requestAnimationFrame(this._playBeat.bind(this));
} else {
// Send noteoff to all held notes when stopping playback
if (this[$activeDrumNotes] !== null) {
this[$activeDrumNotes].forEach(n =>
this[$midi].send(this[$drumChannel], 'noteoff', n, 127)
);
}
if (this[$activeSynthNotes] !== null) {
this[$activeSynthNotes].forEach(n =>
this[$midi].send(this[$synthChannel], 'noteoff', n, 127)
);
}
}
this[$playback] = playback;
}
}
get playback() {
return this[$playback];
}
/**
* Set the current drum pattern
* @param {int|string} drumPattern
*/
set drumPattern(drumPattern) {
if (this[$drumPattern] !== parseInt(drumPattern, 10)) {
this[$drumPattern] = parseInt(drumPattern, 10);
// Make the drums show up in the middle pattern view
this[$displayInstrument] = 'drum';
this._updatePatternUI();
}
}
get drumPattern() {
return this[$drumPattern];
}
/**
* Set the current synth pattern
* @param {int|string} synthPattern
*/
set synthPattern(synthPattern) {
if (this[$synthPattern] !== parseInt(synthPattern, 10)) {
this[$synthPattern] = parseInt(synthPattern, 10);
// Make the synth show up in the middle pattern view
this[$displayInstrument] = 'synth';
this._updatePatternUI();
}
}
get synthPattern() {
return this[$synthPattern];
}
/**
* Set the BPM
* @param {int|string} bpm
*/
set bpm(bpm) {
if (Math.abs(parseFloat(this[$bpm]) - parseFloat(bpm)) > Number.EPSILON) {
this[$bpm] = parseFloat(bpm);
this[$stepDuration] = 60.0 / this[$bpm] / 4.0;
this.setAttribute('bpm', parseFloat(bpm));
this.shadow
.querySelector('svg')
.style.setProperty('--beat-s', this[$stepDuration] + 's');
this.shadow
.querySelector('finger-settings')
.setAttribute('step-duration', this[$stepDuration]);
}
}
get bpm() {
return this[$bpm];
}
/**
* Set the channel of the control input
* @param {int|string} controlChannel
*/
set controlChannel(controlChannel) {
if (this[$controlChannel] !== parseInt(controlChannel, 10)) {
this[$controlChannel] = parseInt(controlChannel, 10);
this.setAttribute('control-channel', controlChannel);
}
}
get controlChannel() {
return this[$controlChannel];
}
/**
* Set the channel of the drum output
* @param {int|string} drumChannel
*/
set drumChannel(drumChannel) {
if (this[$drumChannel] !== parseInt(drumChannel, 10)) {
this[$drumChannel] = parseInt(drumChannel, 10);
this.setAttribute('drum-channel', drumChannel);
}
}
get drumChannel() {
return this[$drumChannel];
}
/**
* Set the channel of the synth output
* @param {int|string} synthChannel
*/
set synthChannel(synthChannel) {
if (this[$synthChannel] !== parseInt(synthChannel, 10)) {
this[$synthChannel] = parseInt(synthChannel, 10);
this.setAttribute('synth-channel', synthChannel);
}
}
get synthChannel() {
return this[$synthChannel];
}
/**
* The main loop to play the patterns
* @param {DOMHighResTimeStamp} timestamp Passed by requestAnimationFrame()
*/
_playBeat(timestamp) {
let drumPattern = drumPatterns[this[$drumPattern]];
let synthPattern = synthPatterns[this[$synthPattern]];
// If there's a note scheduled to play, we'll play it
if (this[$noteScheduled]) {
// Timer is adjusted to be in line with the beat
// (not all BPM's can be divided into 1000/60 ms intervals)
this[$timer] = this[$midi].noteTimestamp || timestamp;
this[$noteScheduled] = false;
// Time to play a note, because the timer has been reset
if (this[$drumPlayback]) {
this._playDrumNotes(
drumPattern[this[$drumPlayhead] % drumPattern.length]
);
} else {
this._resetDrums();
this._idleDrums();
}
if (this[$synthPlayback]) {
this._playSynthNotes(
synthPattern[this[$synthPlayhead] % synthPattern.length]
);
} else {
this._resetSynths();
this._idleSynths();
}
}
// In case we don't know when the loop started, we save it here
if (this[$timer] === null) {
this[$timer] = timestamp;
}
// This is the main logic of the note scheduler
const frameTime = 1000.0 / 60.0;
const progress = timestamp - this[$timer];
// We look ahead 2 frames (2*16.66ms) to schedule notes
if (progress + 2 * frameTime >= this[$stepDuration] * 1000.0) {
// Because the timer is being constantly adjusted, we can use it to schedule the next MIDI notes getting sent
this[$midi].noteTimestamp = this[$timer] + this[$stepDuration] * 1000.0;
this[$noteScheduled] = true;
this[$drumPlayhead] = ++this[$drumPlayhead] % drumPattern.length;
this[$synthPlayhead] = ++this[$synthPlayhead] % synthPattern.length;
}
if (this[$playback]) {
// Continue playback
requestAnimationFrame(this._playBeat.bind(this));
} else {
// Reset the UI if we're not playing
this._resetDrums();
this._idleDrums();
this._resetSynths();
this._idleSynths();
this[$midi].noteTimestamp = 0;
this[$timer] = null;
}
}
/**
* Read notes to play for the synth and show them in the UI
* @param {int|Array} notes
*/
_playSynthNotes(notes) {
// Reset the synth UI
this._updatePatternUI();
this._resetSynths();
const notesArr = asArrayLike(notes);
const midi = this[$midi];
// Stop playing the previous notes
if (this[$activeSynthNotes] !== null) {
midi.send(
this[$synthChannel],
'noteoff',
this[$activeSynthNotes][0],
127
);
if (this[$activeSynthNotes][1]) {
midi.send(
this[$synthChannel],
'noteoff',
this[$activeSynthNotes][1],
127
);
}
}
// Send new notes to MIDI out
if (notes !== null) {
midi.send(this[$synthChannel], 'noteon', idxToMidi(notesArr[0]), 127);
if (notesArr[1]) {
midi.send(this[$synthChannel], 'noteon', idxToMidi(notesArr[1]), 127);
}
} else {
// Stay idle if no notes should be played
this[$activeSynthNotes] = null;
return this._idleSynths();
}
// Store played notes, so we can stop them the next time anything is played
this[$activeSynthNotes] = [idxToMidi(notesArr[0])];
if (notesArr[1]) {
this[$activeSynthNotes].push(idxToMidi(notesArr[1]));
}
if (notesArr.length === 1) {
// Play single notes with the appropriate hand
const relNote = idxToMidi(notesArr[0]) % 12;
if (relNote < 6) {
this._hide(SYNTH_IDLE_HAND_LEFT);
this._hitSynthKey(SYNTH_PLAY_HAND_LEFT, relNote);
} else {
this._hide(SYNTH_IDLE_HAND_RIGHT);
this._hitSynthKey(SYNTH_PLAY_HAND_RIGHT, relNote);
}
} else {
// Play multiple notes with two hands
this._hide([SYNTH_IDLE_HAND_LEFT, SYNTH_IDLE_HAND_RIGHT]);
const relNotesArr = [
idxToMidi(notesArr[0]) % 12,
idxToMidi(notesArr[1]) % 12
];
this._hitSynthKey(SYNTH_PLAY_HAND_LEFT, Math.min(...relNotesArr));
this._hitSynthKey(SYNTH_PLAY_HAND_RIGHT, Math.max(...relNotesArr));
}
}
/**
* Animate hitting a key with a hand
* @param {string} hand DOM selector
* @param {int} relNote Relative note position
*/
_hitSynthKey(hand, relNote) {
// Memoize the key positions to improve performance
if (!this[$synthKeyX]) {
this[$synthKeyX] = [];
}
if (!this[$synthKeyX][0]) {
this[$synthKeyX][0] = this.shadow
.querySelector('#bk0')
.getAttribute('x1');
}
if (!this[$synthKeyX][relNote]) {
this[$synthKeyX][relNote] = this.shadow
.querySelector(`#bk${relNote}`)
.getAttribute('x1');
}
this._show(hand);
// Calculate the x-offset of the hand and set it in a CSS custom property
// (it will be used in the CSS keyframe animation)
const xDiff = this[$synthKeyX][relNote] - this[$synthKeyX][0];
this.shadow
.querySelector(hand)
.style.setProperty('--translate-x', `${xDiff}px`);
// Animate the hand and the key using CSS
this._toggle([`#bk${relNote}`, hand], c.CLASS_HIT, true);
this._toggle('#synthb', c.CLASS_FADED, false);
}
/**
* Read notes for the drums to play and show them in the UI
* @param {int|Array} notes
*/
_playDrumNotes(notes) {
// Reset the drums UI
this._updatePatternUI();
this._resetDrums();
const notesArr = asArrayLike(notes);
const midi = this[$midi];
// Stop playing the previous notes
if (this[$activeDrumNotes] !== null) {
midi.send(this[$drumChannel], 'noteoff', this[$activeDrumNotes][0], 127);
if (this[$activeDrumNotes][1]) {
midi.send(
this[$drumChannel],
'noteoff',
this[$activeDrumNotes][1],
127
);
}
}
// Send new notes to MIDI out
if (notes !== null) {
midi.send(this[$drumChannel], 'noteon', idxToMidi(notesArr[0]), 127);
if (notesArr[1]) {
midi.send(this[$drumChannel], 'noteon', idxToMidi(notesArr[1]), 127);
}
}
if (notes === null) {
// Stay idle if no notes should be played
this[$activeDrumNotes] = null;
return this._idleDrums();
}
// Store played notes, so we can stop them the next time anything is played
this[$activeDrumNotes] = [idxToMidi(notesArr[0])];
if (notesArr[1]) {
this[$activeDrumNotes].push(idxToMidi(notesArr[1]));
}
// Show the appropriate state in the UI
const note0 = drum[notesArr[0] % drum.length];
const note1 = drum[notesArr[1] % drum.length] || note0;
this._show(FACE(note0.face));
const layer0 = note0.layer;
this._show(layer0);
this._toggle(layer0, c.CLASS_HIT, true);
const hideLeftHand = !(
note0.hands.includes(c.SIDE_LEFT) && note1.hands.includes(c.SIDE_LEFT)
);
this._toggle(DRUM_HAND_LEFT, c.CLASS_HIDDEN, hideLeftHand);
const hideRightHand = !(
note0.hands.includes(c.SIDE_RIGHT) && note1.hands.includes(c.SIDE_RIGHT)
);
this._toggle(DRUM_HAND_RIGHT, c.CLASS_HIDDEN, hideRightHand);
const hideCowbell = note0.cowbell === false || note1.cowbell === false;
this._toggle(COWBELL, c.CLASS_HIDDEN, hideCowbell);
// When two notes are played, only show both
// if the gorilla can pull it off
if (
note0.hands === 'lr' ||
note1.hands === 'lr' ||
(note0.cowbell === false || note1.cowbell === false)
) {
const layer1 = note1.layer;
this._show(layer1);
this._toggle(layer1, c.CLASS_HIT, true);
}
}
/**
* Reset shared parts of the UI
*/
_resetUI() {
this._hide([
'#replace',
'#fillin_1_',
'#chain',
'#octhigh',
'#rubber',
'#octdown',
'#octup'
]);
this._toggle('#hold', c.CLASS_FADED, true);
}
/**
* Reset the piano keys UI
*/
_resetKeysUI() {
for (let key = 0; key < 7; key++) {
this._toggle(`#p${key}`, c.CLASS_ACTIVE, false);
}
}
/**
* Update the pattern view UI, show currently displayed pattern
*/
_updatePatternUI() {
let pattern;
let patternIdx;
let step = 0;
if (this[$displayInstrument] === 'drum') {
patternIdx = this[$drumPattern];
pattern = drumPatterns[patternIdx];
step = this[$drumPlayhead] || 0;
} else {
patternIdx = this[$synthPattern];
pattern = synthPatterns[patternIdx];
step = this[$synthPlayhead] || 0;
}
if (this.playback) {
step++;
}
step = parseInt(step, 10) % pattern.length;
for (let step = 0; step < 32; step++) {
// hide all outlines
this._hide(`#g${step}${step >= 22 && step <= 29 ? '_1_' : ''}`);
// hide steps that aren't active
if (step >= pattern.length) {
this._hide(`#x${step}`);
this._hide(`#g${step}bg`);
continue;
} else {
this._show(`#g${step}bg`);
}
// hide empty active steps
if (pattern[step] === null) {
this._hide(`#x${step}`);
} else {
this._show(`#x${step}`);
}
}
this._show(`#g${step}${step >= 22 && step <= 29 ? '_1_' : ''}`);
this._resetKeysUI();
this._toggle(`#p${patternIdx % 7}`, c.CLASS_ACTIVE, true);
this._hide(['#octhigh', '#octlow']);
if (patternIdx >= 7) {
this._show('#octhigh');
} else {
this._show('#octlow');
}
}
/**
* Hide unused parts of the drum UI
* @return {[type]} [description]
*/
_resetDrums() {
this._show('#drum');
this._show('#druma');
this._hide('#drumb');
this._hide([DRUM_HAND_LEFT, DRUM_HAND_RIGHT, FACE(0), FACE(1)]);
this._toggle(COWBELL, c.CLASS_FADED, !this.playback);
for (let i = 0; i <= 11; i++) {
if (i > 1 && i <= 5) {
this._hide(`#face0${i}`);
}
if (i === 10) {
// Hide cowbell
this._hide('#ad10_1_');
continue;
}
this._hide(`#ad${i}`);
}
}
/**
* Set the drum gorilla to stay idle
*/
_idleDrums() {
this._show([DRUM_HAND_LEFT, DRUM_HAND_RIGHT, FACE(0), COWBELL]);
this._toggle(COWBELL, c.CLASS_FADED, !this[$drumPlayback]);
}
_resetSynths() {
this._show('#synth');
this._hide(
[
'#syntha',
'#hald',
'#hard',
'#haru',
'#halu',
KEY_GUIDE,
SYNTH_PLAY_HAND_LEFT,
SYNTH_PLAY_HAND_RIGHT
].concat(SYNTH_LEFT)
);
this.shadow.querySelectorAll(SYNTH_BITS_LEFT).forEach(bit => {
bit.classList.add(c.CLASS_HIDDEN);
});
for (let k = 0; k < 12; k++) {
this._hide(`#ak${k}`);
}
this._show('#synthb');
this._toggle('#synthb', c.CLASS_FADED, true);
this._show([SYNTH_IDLE_HAND_LEFT, SYNTH_IDLE_HAND_RIGHT]);
for (let k = 0; k < 12; k++) {
this._toggle(`#bk${k}`, c.CLASS_HIT, false);
}
}
/**
* Set the synth dude to idle
*/
_idleSynths() {
this._hide([SYNTH_PLAY_HAND_LEFT, SYNTH_PLAY_HAND_RIGHT]);
this._show([SYNTH_IDLE_HAND_LEFT, SYNTH_IDLE_HAND_RIGHT]);
this._toggle('#synthb', c.CLASS_FADED, !this[$synthPlayback]);
}
/**
* Connect to all possible MIDI devices and set up message listeners
*/
_initMIDI() {
let drumPatterns = [];
let synthPatterns = [];
this[$midi] = new MIDI();
this[$midi].noteTimestamp = 0;
/**
* Handle incoming MIDI note presses
* @param {int} channel
* @param {int} note
*/
this[$midi].noteon = (channel, note) => {
// Only handle input on the control channel
if (channel !== this[$controlChannel]) {
return;
}
// Only handle input of the middle white keys F-E (OP-1/Z style)
const patternIdx = whiteKeys[note];
if (patternIdx === undefined) {
return;
}
if (patternIdx < 7) {
// Left side is for drums
// Start playback and show pattern
if (!this[$drumPlayback]) {
this[$drumPlayhead] = 0;
}
this[$displayInstrument] = 'drum';
this[$drumPlayback] = true;
this.drumPattern = patternIdx;
drumPatterns.push(this.drumPattern);
} else {
// Right side is for synths
// Start playback and show pattern
if (!this[$synthPlayback]) {
this[$synthPlayhead] = 0;
}
this[$displayInstrument] = 'synth';
this[$synthPlayback] = true;
this.synthPattern = patternIdx;
synthPatterns.push(this.synthPattern);
}
// Whatever input we get, playback should be started
this.playback = true;
};
/**
* Handle incoming MIDI note releases
* @param {int} channel
* @param {int} note
*/
this[$midi].noteoff = (channel, note) => {
// Only handle input on the control channel
if (channel !== this[$controlChannel]) {
return;
}
// Only handle input of the middle white keys F-E (OP-1/Z style)
const patternIdx = whiteKeys[note];
if (patternIdx === undefined) {
return;
}
if (patternIdx < 7) {
// Left side is for drums
// Either jump back to another pattern still being held down,
// or stop playback of drums
const idx = drumPatterns.lastIndexOf(patternIdx);
if (idx !== -1) {
drumPatterns.splice(idx, 1);
}
if (drumPatterns.length === 0) {
// Send noteoff to all held notes when stopping playback
if (this[$activeDrumNotes] !== null) {
this[$activeDrumNotes].forEach(n =>
this[$midi].send(this[$drumChannel], 'noteoff', n, 127)
);
}
if (synthPatterns.length === 0) {
// If there would be no drums and synths played, we stop playback
this.playback = false;
} else {
// If there are still synths playing, we show that pattern
this[$displayInstrument] = 'synth';
}
this[$drumPlayback] = false;
} else {
// There is another drum key held down, so we'll start playing that
this.drumPattern = drumPatterns[drumPatterns.length - 1];
}
} else {
const idx = synthPatterns.lastIndexOf(patternIdx);
if (idx !== -1) {
synthPatterns.splice(idx, 1);
}
if (synthPatterns.length === 0) {
if (this[$activeSynthNotes] !== null) {
// Send noteoff to all held notes when stopping playback
this[$activeSynthNotes].forEach(n =>
this[$midi].send(this[$synthChannel], 'noteoff', n, 127)
);
}
if (drumPatterns.length === 0) {
// If there would be no drums and synths played, we stop playback
this.playback = false;
} else {
// If there are still drums playing, we show that pattern
this[$displayInstrument] = 'drum';
}
this[$synthPlayback] = false;
} else {
// There is another synth key held down, so we'll start playing that
this.synthPattern = synthPatterns[synthPatterns.length - 1];
}
}
};
}
/**
* Hide element
* @param {string|Array} selector
*/
_hide(selector) {
this._toggle(selector, c.CLASS_HIDDEN, true);
this._toggle(selector, c.CLASS_HIT, false);
}
/**
* Show element
* @param {string|Array} selector
*/
_show(selector) {
this._toggle(selector, c.CLASS_HIDDEN, false);
}
/**
* classList.toggle shorthand
* @param {string|Array} selector
*/
_toggle(selector, className, force) {
asArrayLike(selector).forEach(s => {
this.shadow.querySelector(s).classList.toggle(className, force);
});
}
_sendSettingSizing() {
const holdRect = this.shadow.querySelector('#hold').getBoundingClientRect();
const drumRect = this.shadow.querySelector('#drum').getBoundingClientRect();
const settingsStyle = this.shadow.querySelector('finger-settings').style;
settingsStyle.setProperty('--settings-height', `${holdRect.height}px`);
settingsStyle.setProperty('--settings-width', `${drumRect.width}px`);
this.shadow
.querySelector('svg')
.style.setProperty('--settings-height', `${holdRect.height}px`);
}
_printWelcomeText() {
console.log(
'%cWelcome to the OP-1 Finger Sequencer simulator',
'font-size: 18px;'
);
console.log('');
console.log(
'%cYou can control the sequencer by connecting one or more MIDI devices to your computer.',
''
);
console.log(
'Input will be taken from every connected MIDI device on the control channel %c(default: MIDI channel 14),',
'color: gray'
);
console.log(
'Output will be sent to two separate channels for drums %c(default: MIDI channel 1)%c and synths %c(default: MIDI channel 8)%c.',
'color: gray',
'color: black',
'color: gray',
'color: black'
);
console.log('');
console.log(
'Best used with an OP-Z, the left half of the musical keyboard will correspond to drum patterns, the right half will control the synth patterns.'
);
console.log('');
console.log('To change the MIDI channels, you can use the UI:');
console.log(
'* To change the Drum MIDI output channel: Click on the %cgreen drum icon%c on the bottom left of the screen.',
'color: #00ED95',
'color:black'
);
console.log(
'* To change the Control MIDI input channel: Click on the %cwhite piano icon%c on the very bottom of the screen.',
'color: gray',
'color:black'
);
console.log(
'* To change the Synth MIDI output channel: Click on the %cblue synth icon%c on the bottom right of the screen.',
'color: #698EFF',
'color:black'
);
console.log('');
console.log(
'Changing settings is possible by changing the attributes of the %c<finger-sequencer>%c element:',
'color: slate',
'color: black'
);
console.log(
"* To set the BPM: %cdocument.querySelector('finger-sequencer').setAttribute('bpm', 125);",
'color: gray'
);
console.log('');
console.log('Have fun playing!');
console.log('');
console.log(
'%cMade by: %cDaniel Spitzer - %cgithub.com/sampi',
'color: grey',
'color: slate',
'color: grey'
);
console.log('');
console.log(
'%cBrowser compatibility: Any browser with support for the Web MIDI API (Google Chrome (desktop & Android), Android Browser, Samsung Internet)',
'color: gray; font-size: 10px'
);
console.log('');
console.log(
'%cCopyright notice: All of the visual artwork and sequencer patterns were made by Teenage Engineering, I am just using it for fun here.',
'color: gray; font-size: 8px'
);
console.log('');
}
}
customElements.define('finger-sequencer', Finger);