pxt-calliope/libs/core/music.ts
Amerlander 918af4f3ac
Bump V3.0.22 (#110)
* change simulator svg

* change radio image

* Remove google fonts cdn

* change color of 'advanced' button

* font fix

* font fix 2

* display fix

* change fullsceen simulator bg

* Continuous servo

* handle continuous state

* adding shims

* update rendering for continuous servos

* fixing sim

* fix sig

* typo

* fix sim

* bump pxt

* bump pxt

* rerun travis

* Input blocks revision

- add Button and Pin event types
- merge onPinPressed & onPinReleased in new onPinEvent function
- create new onButtonEvent function

* update input blocks in docs and tests

* remove device_pin_release block

* Hide DAL.x behind Enum

* bring back deprecated blocks, but hide them

* shims and locales files

* fix input.input. typing

* remove buildpr

* bump V3

* update simulator aspect ratio

* add Loudness Block

* revoke loudness block

* Adds soundLevel

To be replaced by pxt-common-packages when DAL is updated.

* Remove P0 & P3 from AnalogPin

Co-authored-by: Juri <gitkraken@juriwolf.de>
2020-09-08 02:04:25 -07:00

581 lines
20 KiB
TypeScript

enum Note {
//% blockIdentity=music.noteFrequency enumval=262
C = 262,
//% block=C#
//% blockIdentity=music.noteFrequency enumval=277
CSharp = 277,
//% blockIdentity=music.noteFrequency enumval=294
D = 294,
//% blockIdentity=music.noteFrequency enumval=311
Eb = 311,
//% blockIdentity=music.noteFrequency enumval=330
E = 330,
//% blockIdentity=music.noteFrequency enumval=349
F = 349,
//% block=F#
//% blockIdentity=music.noteFrequency enumval=370
FSharp = 370,
//% blockIdentity=music.noteFrequency enumval=392
G = 392,
//% block=G#
//% blockIdentity=music.noteFrequency enumval=415
GSharp = 415,
//% blockIdentity=music.noteFrequency enumval=440
A = 440,
//% blockIdentity=music.noteFrequency enumval=466
Bb = 466,
//% blockIdentity=music.noteFrequency enumval=494
B = 494,
//% blockIdentity=music.noteFrequency enumval=131
C3 = 131,
//% block=C#3
//% blockIdentity=music.noteFrequency enumval=139
CSharp3 = 139,
//% blockIdentity=music.noteFrequency enumval=147
D3 = 147,
//% blockIdentity=music.noteFrequency enumval=156
Eb3 = 156,
//% blockIdentity=music.noteFrequency enumval=165
E3 = 165,
//% blockIdentity=music.noteFrequency enumval=175
F3 = 175,
//% block=F#3
//% blockIdentity=music.noteFrequency enumval=185
FSharp3 = 185,
//% blockIdentity=music.noteFrequency enumval=196
G3 = 196,
//% block=G#3
//% blockIdentity=music.noteFrequency enumval=208
GSharp3 = 208,
//% blockIdentity=music.noteFrequency enumval=220
A3 = 220,
//% blockIdentity=music.noteFrequency enumval=233
Bb3 = 233,
//% blockIdentity=music.noteFrequency enumval=247
B3 = 247,
//% blockIdentity=music.noteFrequency enumval=262
C4 = 262,
//% block=C#4
//% blockIdentity=music.noteFrequency enumval=277
CSharp4 = 277,
//% blockIdentity=music.noteFrequency enumval=294
D4 = 294,
//% blockIdentity=music.noteFrequency enumval=311
Eb4 = 311,
//% blockIdentity=music.noteFrequency enumval=330
E4 = 330,
//% blockIdentity=music.noteFrequency enumval=349
F4 = 349,
//% block=F#4
//% blockIdentity=music.noteFrequency enumval=370
FSharp4 = 370,
//% blockIdentity=music.noteFrequency enumval=392
G4 = 392,
//% block=G#4
//% blockIdentity=music.noteFrequency enumval=415
GSharp4 = 415,
//% blockIdentity=music.noteFrequency enumval=440
A4 = 440,
//% blockIdentity=music.noteFrequency enumval=466
Bb4 = 466,
//% blockIdentity=music.noteFrequency enumval=494
B4 = 494,
//% blockIdentity=music.noteFrequency enumval=523
C5 = 523,
//% block=C#5
//% blockIdentity=music.noteFrequency enumval=555
CSharp5 = 555,
//% blockIdentity=music.noteFrequency enumval=587
D5 = 587,
//% blockIdentity=music.noteFrequency enumval=622
Eb5 = 622,
//% blockIdentity=music.noteFrequency enumval=659
E5 = 659,
//% blockIdentity=music.noteFrequency enumval=698
F5 = 698,
//% block=F#5
//% blockIdentity=music.noteFrequency enumval=740
FSharp5 = 740,
//% blockIdentity=music.noteFrequency enumval=784
G5 = 784,
//% block=G#5
//% blockIdentity=music.noteFrequency enumval=831
GSharp5 = 831,
//% blockIdentity=music.noteFrequency enumval=880
A5 = 880,
//% blockIdentity=music.noteFrequency enumval=932
Bb5 = 932,
//% blockIdentity=music.noteFrequency enumval=988
B5 = 988,
}
enum BeatFraction {
//% block=1
Whole = 1,
//% block="1/2"
Half = 2,
//% block="1/4"
Quarter = 4,
//% block="1/8"
Eighth = 8,
//% block="1/16"
Sixteenth = 16,
//% block="2"
Double = 32,
//% block="4",
Breve = 64
}
enum MelodyOptions {
//% block="once"
Once = 1,
//% block="forever"
Forever = 2,
//% block="once in background"
OnceInBackground = 4,
//% block="forever in background"
ForeverInBackground = 8
}
enum MelodyStopOptions {
//% block="all"
All = MelodyOptions.Once | MelodyOptions.OnceInBackground,
//% block="foreground"
Foreground = MelodyOptions.Once,
//% block="background"
Background = MelodyOptions.OnceInBackground
}
enum MusicEvent {
//% block="melody note played"
MelodyNotePlayed = 1,
//% block="melody started"
MelodyStarted = 2,
//% block="melody ended"
MelodyEnded = 3,
//% block="melody repeated"
MelodyRepeated = 4,
//% block="background melody note played"
BackgroundMelodyNotePlayed = MelodyNotePlayed | 0xf0,
//% block="background melody started"
BackgroundMelodyStarted = MelodyStarted | 0xf0,
//% block="background melody ended"
BackgroundMelodyEnded = MelodyEnded | 0xf0,
//% block="background melody repeated"
BackgroundMelodyRepeated = MelodyRepeated | 0xf0,
//% block="background melody paused"
BackgroundMelodyPaused = 5 | 0xf0,
//% block="background melody resumed"
BackgroundMelodyResumed = 6 | 0xf0
}
/**
* Generation of music tones.
*/
//% color=#DF4600 weight=98 icon="\uf025"
//% groups='["Melody", "Tone", "Volume", "Tempo", "Melody Advanced"]'
namespace music {
const INTERNAL_MELODY_ENDED = 5;
let beatsPerMinute: number = 120;
//% whenUsed
const freqs = hex`
1f00210023002500270029002c002e003100340037003a003e004100450049004e00520057005c00620068006e00
75007b0083008b0093009c00a500af00b900c400d000dc00e900f70006011501260137014a015d01720188019f01
b801d201ee010b022a024b026e029302ba02e40210033f037003a403dc03170455049704dd0427057505c8052006
7d06e0064907b8072d08a9082d09b9094d0aea0a900b400cfa0cc00d910e6f0f5a1053115b1272139a14d4152017
8018f519801b231dde1e`;
let _playTone: (frequency: number, duration: number) => void;
const MICROBIT_MELODY_ID = 2000;
/**
* Plays a tone through pin ``P0`` for the given duration.
* @param frequency pitch of the tone to play in Hertz (Hz), eg: Note.C
* @param ms tone duration in milliseconds (ms)
*/
//% help=music/play-tone weight=90
//% blockId=device_play_note block="play|tone %note=device_note|for %duration=device_beat" blockGap=8
//% parts="speaker"
//% useEnumVal=1
//% group="Tone"
export function playTone(frequency: number, ms: number): void {
if (_playTone) _playTone(frequency, ms);
else pins.analogPitch(frequency, ms);
}
/**
* Plays a tone through pin ``P0``.
* @param frequency pitch of the tone to play in Hertz (Hz), eg: Note.C
*/
//% help=music/ring-tone weight=80
//% blockId=device_ring block="ring tone (Hz)|%note=device_note" blockGap=8
//% parts="speaker"
//% useEnumVal=1
//% group="Tone"
export function ringTone(frequency: number): void {
playTone(frequency, 0);
}
/**
* Rests (plays nothing) for a specified time through pin ``P0``.
* @param ms rest duration in milliseconds (ms)
*/
//% help=music/rest weight=79
//% blockId=device_rest block="rest(ms)|%duration=device_beat"
//% parts="speaker"
//% group="Tone"
export function rest(ms: number): void {
playTone(0, ms);
}
/**
* Gets the frequency of a note.
* @param name the note name
*/
//% weight=50 help=music/note-frequency
//% blockId=device_note block="%name"
//% shim=TD_ID color="#FFFFFF" colorSecondary="#FFFFFF"
//% name.fieldEditor="note" name.defl="262"
//% name.fieldOptions.decompileLiterals=true
//% useEnumVal=1
//% group="Tone"
//% blockGap=8
export function noteFrequency(name: Note): number {
return name;
}
function init() {
if (beatsPerMinute <= 0) beatsPerMinute = 120;
}
/**
* Returns the duration of a beat in milli-seconds
*/
//% help=music/beat weight=49
//% blockId=device_beat block="%fraction|beat"
//% group="Tempo"
//% blockGap=8
export function beat(fraction?: BeatFraction): number {
init();
if (fraction == null) fraction = BeatFraction.Whole;
let beat = Math.idiv(60000, beatsPerMinute);
switch (fraction) {
case BeatFraction.Half: return beat >> 1;
case BeatFraction.Quarter: return beat >> 2;
case BeatFraction.Eighth: return beat >> 3;
case BeatFraction.Sixteenth: return beat >> 4;
case BeatFraction.Double: return beat << 1;
case BeatFraction.Breve: return beat << 2;
default: return beat;
}
}
/**
* Returns the tempo in beats per minute. Tempo is the speed (bpm = beats per minute) at which notes play. The larger the tempo value, the faster the notes will play.
*/
//% help=music/tempo weight=40
//% blockId=device_tempo block="tempo (bpm)" blockGap=8
//% group="Tempo"
export function tempo(): number {
init();
return beatsPerMinute;
}
/**
* Change the tempo by the specified amount
* @param bpm The change in beats per minute to the tempo, eg: 20
*/
//% help=music/change-tempo-by weight=39
//% blockId=device_change_tempo block="change tempo by (bpm)|%value" blockGap=8
//% group="Tempo"
export function changeTempoBy(bpm: number): void {
init();
setTempo(beatsPerMinute + bpm);
}
/**
* Sets the tempo to the specified amount
* @param bpm The new tempo in beats per minute, eg: 120
*/
//% help=music/set-tempo weight=38
//% blockId=device_set_tempo block="set tempo to (bpm)|%value"
//% bpm.min=4 bpm.max=400
//% group="Tempo"
export function setTempo(bpm: number): void {
init();
if (bpm > 0) {
beatsPerMinute = Math.max(1, bpm);
}
}
let currentMelody: Melody;
let currentBackgroundMelody: Melody;
/**
* Gets the melody array of a built-in melody.
* @param name the note name, eg: Note.C
*/
//% weight=50 help=music/builtin-melody
//% blockId=device_builtin_melody block="%melody"
//% blockHidden=true
//% group="Melody Advanced"
export function builtInMelody(melody: Melodies): string[] {
return getMelody(melody);
}
/**
* Registers code to run on various melody events
*/
//% blockId=melody_on_event block="music on %value"
//% help=music/on-event weight=59 blockGap=32
//% group="Melody Advanced"
export function onEvent(value: MusicEvent, handler: () => void) {
control.onEvent(MICROBIT_MELODY_ID, value, handler);
}
/**
* Use startMelody instead
*/
//% hidden=1 deprecated=1
//% parts="speaker"
//% group="Melody Advanced"
export function beginMelody(melodyArray: string[], options: MelodyOptions = 1) {
return startMelody(melodyArray, options);
}
/**
* Starts playing a melody.
* Notes are expressed as a string of characters with this format: NOTE[octave][:duration]
* @param melodyArray the melody array to play
* @param options melody options, once / forever, in the foreground / background
*/
//% help=music/begin-melody weight=60 blockGap=16
//% blockId=device_start_melody block="start melody %melody=device_builtin_melody| repeating %options"
//% parts="speaker"
//% group="Melody Advanced"
export function startMelody(melodyArray: string[], options: MelodyOptions = 1) {
init();
if (currentMelody != undefined) {
if (((options & MelodyOptions.OnceInBackground) == 0)
&& ((options & MelodyOptions.ForeverInBackground) == 0)
&& currentMelody.background) {
currentBackgroundMelody = currentMelody;
currentMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.BackgroundMelodyPaused);
}
if (currentMelody)
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyEnded : MusicEvent.MelodyEnded);
currentMelody = new Melody(melodyArray, options);
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyStarted : MusicEvent.MelodyStarted);
} else {
currentMelody = new Melody(melodyArray, options);
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyStarted : MusicEvent.MelodyStarted);
// Only start the fiber once
control.inBackground(() => {
while (currentMelody.hasNextNote()) {
playNextNote(currentMelody);
if (!currentMelody.hasNextNote() && currentBackgroundMelody) {
// Swap the background melody back
currentMelody = currentBackgroundMelody;
currentBackgroundMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.MelodyEnded);
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.BackgroundMelodyResumed);
control.raiseEvent(MICROBIT_MELODY_ID, INTERNAL_MELODY_ENDED);
}
}
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyEnded : MusicEvent.MelodyEnded);
if (!currentMelody.background)
control.raiseEvent(MICROBIT_MELODY_ID, INTERNAL_MELODY_ENDED);
currentMelody = null;
})
}
}
/**
* Play a melody from the melody editor.
* @param melody - string of up to eight notes [C D E F G A B C5] or rests [-] separated by spaces, which will be played one at a time, ex: "E D G F B A C5 B "
* @param tempo - number in beats per minute (bpm), dictating how long each note will play for
*/
//% block="play melody $melody at tempo $tempo|(bpm)" blockId=playMelody
//% weight=85 blockGap=8 help=music/play-melody
//% melody.shadow="melody_editor"
//% tempo.min=40 tempo.max=500
//% tempo.defl=120
//% parts=speaker
//% group="Melody"
export function playMelody(melody: string, tempo: number) {
melody = melody || "";
setTempo(tempo);
let notes: string[] = melody.split(" ").filter(n => !!n);
let newOctave = false;
// build melody string, replace '-' with 'R' and add tempo
// creates format like "C5-174 B4 A G F E D C "
for (let i = 0; i < notes.length; i++) {
if (notes[i] === "-") {
notes[i] = "R";
} else if (notes[i] === "C5") {
newOctave = true;
} else if (newOctave) { // change the octave if necesary
notes[i] += "4";
newOctave = false;
}
}
music.startMelody(notes, MelodyOptions.Once)
control.waitForEvent(MICROBIT_MELODY_ID, INTERNAL_MELODY_ENDED);
}
/**
* Create a melody with the melody editor.
* @param melody
*/
//% block="$melody" blockId=melody_editor
//% blockHidden = true
//% weight=85 blockGap=8
//% duplicateShadowOnDrag
//% melody.fieldEditor="melody"
//% melody.fieldOptions.decompileLiterals=true
//% melody.fieldOptions.decompileIndirectFixedInstances="true"
//% melody.fieldOptions.onParentBlock="true"
//% shim=TD_ID
//% group="Melody"
export function melodyEditor(melody: string): string {
return melody;
}
/**
* Stops the melodies
* @param options which melody to stop
*/
//% help=music/stop-melody weight=59 blockGap=16
//% blockId=device_stop_melody block="stop melody $options"
//% parts="speaker"
//% group="Melody Advanced"
export function stopMelody(options: MelodyStopOptions) {
if (options & MelodyStopOptions.Background)
startMelody([], MelodyOptions.OnceInBackground);
if (options & MelodyStopOptions.Foreground)
startMelody([], MelodyOptions.Once);
}
/**
* Sets a custom playTone function for playing melodies
*/
//% help=music/set-play-tone
//% advanced=true
//% group="Tone"
export function setPlayTone(f: (frequency: number, duration: number) => void) {
_playTone = f;
}
/**
* Set the default output volume of the sound synthesizer.
* @param volume the volume 0...255
*/
//% blockId=synth_set_volume block="set volume %volume"
//% parts="speaker"
//% volume.min=0 volume.max=255
//% volume.defl=127
//% help=music/set-volume
//% weight=70
//% group="Volume"
export function setVolume(volume: number): void {
pins.analogSetPitchVolume(volume);
}
/**
* Returns the current output volume of the sound synthesizer.
*/
//% blockId=synth_get_volume block="volume"
//% parts="speaker"
//% help=music/volume
//% weight=69
//% group="Volume"
export function volume(): number {
return pins.analogPitchVolume();
}
function playNextNote(melody: Melody): void {
// cache elements
let currNote = melody.nextNote();
let currentPos = melody.currentPos;
let currentDuration = melody.currentDuration;
let currentOctave = melody.currentOctave;
let note: number;
let isrest: boolean = false;
let beatPos: number;
let parsingOctave: boolean = true;
let prevNote: boolean = false;
for (let pos = 0; pos < currNote.length; pos++) {
let noteChar = currNote.charAt(pos);
switch (noteChar) {
case 'c': case 'C': note = 1; prevNote = true; break;
case 'd': case 'D': note = 3; prevNote = true; break;
case 'e': case 'E': note = 5; prevNote = true; break;
case 'f': case 'F': note = 6; prevNote = true; break;
case 'g': case 'G': note = 8; prevNote = true; break;
case 'a': case 'A': note = 10; prevNote = true; break;
case 'B': note = 12; prevNote = true; break;
case 'r': case 'R': isrest = true; prevNote = false; break;
case '#': note++; prevNote = false; break;
case 'b': if (prevNote) note--; else { note = 12; prevNote = true; } break;
case ':': parsingOctave = false; beatPos = pos; prevNote = false; break;
default: prevNote = false; if (parsingOctave) currentOctave = parseInt(noteChar);
}
}
if (!parsingOctave) {
currentDuration = parseInt(currNote.substr(beatPos + 1, currNote.length - beatPos));
}
let beat = Math.idiv(60000, beatsPerMinute) >> 2;
if (isrest) {
music.rest(currentDuration * beat)
} else {
let keyNumber = note + (12 * (currentOctave - 1));
let frequency = freqs.getNumber(NumberFormat.UInt16LE, keyNumber * 2) || 0;
music.playTone(frequency, currentDuration * beat);
}
melody.currentDuration = currentDuration;
melody.currentOctave = currentOctave;
const repeating = melody.repeating && currentPos == melody.melodyArray.length - 1;
melody.currentPos = repeating ? 0 : currentPos + 1;
control.raiseEvent(MICROBIT_MELODY_ID, melody.background ? MusicEvent.BackgroundMelodyNotePlayed : MusicEvent.MelodyNotePlayed);
if (repeating)
control.raiseEvent(MICROBIT_MELODY_ID, melody.background ? MusicEvent.BackgroundMelodyRepeated : MusicEvent.MelodyRepeated);
}
class Melody {
public melodyArray: string[];
public currentDuration: number;
public currentOctave: number;
public currentPos: number;
public repeating: boolean;
public background: boolean;
constructor(melodyArray: string[], options: MelodyOptions) {
this.melodyArray = melodyArray;
this.repeating = ((options & MelodyOptions.Forever) != 0);
this.repeating = this.repeating ? true : ((options & MelodyOptions.ForeverInBackground) != 0)
this.background = ((options & MelodyOptions.OnceInBackground) != 0);
this.background = this.background ? true : ((options & MelodyOptions.ForeverInBackground) != 0);
this.currentDuration = 4; //Default duration (Crotchet)
this.currentOctave = 4; //Middle octave
this.currentPos = 0;
}
hasNextNote() {
return this.repeating || this.currentPos < this.melodyArray.length;
}
nextNote(): string {
const currentNote = this.melodyArray[this.currentPos];
return currentNote;
}
}
}