up to three melodies will be played by one sequencer instance
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@ -2,7 +2,8 @@
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#include "psg.h"
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#include "sequencer.h"
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/*
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* most simple Tetris from https://de.wikipedia.org/wiki/Korobeiniki
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const t_tone notes[] = {
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{ .octave = e_O_3, .note = e_G, .length = e_L_1_4, .legato = false, .staccato = false },
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{ .octave = e_O_3, .note = e_D, .length = e_L_1_8, .legato = false, .staccato = false },
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@ -70,8 +71,12 @@ const t_tone notes[] = {
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{ .octave = e_O_Null, .note = e_Null, .length = e_L_EndMark, .legato = false, .staccato = false },
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};
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*/
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/*
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* drei-stimmiges theme from https://www.gamemusicthemes.com/sheetmusic/gameboy/tetris/themea/Tetris_-_Theme_A_by_Gori_Fater.pdf
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*/
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const t_tone tetris1[] = {
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// -------
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{ .octave = e_O_5, .note = e_E, .length = e_L_1_4, .legato = false, .staccato = false },
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@ -692,38 +697,16 @@ const t_tone tetris3[] = {
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{ .octave = e_O_3, .note = e_E, .length = e_L_1_8, .legato = false, .staccato = false },
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};
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t_melody melody = {
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.pace = 4,
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.amplitude = 3,
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.channel = 0,
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.tones = notes
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};
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t_melody melodyTetris1 = {
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.pace = 4,
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.amplitude = 3,
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.channel = 0,
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.tones = tetris1
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};
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t_melody melodyTetris2 = {
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.pace = 4,
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.amplitude = 3,
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.channel = 1,
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.tones = tetris2
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};
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t_melody melodyTetris3 = {
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.pace = 4,
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.amplitude = 3,
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.channel = 1,
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.tones = tetris3
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t_melodies tetrisTheme = {
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.melodies = { { .amplitude = 3, .tones = tetris1 }, { .amplitude = 3, .tones = tetris2 }, { .amplitude = 3, .tones = tetris3 } },
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.numOfMelodies = 3,
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.pace = 4
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};
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void melodyInit() {
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sequencerPlayMelody(&melodyTetris1);
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sequencerPlayMelody(&melodyTetris2);
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sequencerPlayMelody(&melodyTetris3);
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sequencerPlayMelodies(&tetrisTheme);
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}
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@ -1,3 +1,4 @@
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#include <sys/param.h>
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#include "sequencer.h"
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#include "scheduler.h"
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#include "psg.h"
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@ -8,53 +9,59 @@ void sequencerInit() {
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}
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void sequencerExec(void *handle) {
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t_melody *melody = (t_melody*) handle;
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t_melodies *melodies = (t_melodies*) handle;
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switch (melody->state) {
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case e_Init:
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psgAmplitude(melody->channel, melody->amplitude);
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melody->state = e_PlayTone;
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break;
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case e_PlayTone:
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if (melody->tones[melody->idx].length == e_L_EndMark) {
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melody->idx = 0;
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}
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psgPlayTone(melody->channel, melody->tones[melody->idx].octave, melody->tones[melody->idx].note);
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melody->lengthCnt = (melody->tones[melody->idx].staccato) ? (melody->tones[melody->idx].length / 2) : melody->tones[melody->idx].length;
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melody->state = e_HoldTone;
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break;
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case e_HoldTone:
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melody->lengthCnt -= 1;
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if (melody->lengthCnt == 0) {
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melody->state = (melody->tones[melody->idx].staccato) ? e_StaccatoBreak : e_SeparateTone;
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}
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break;
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case e_StaccatoBreak:
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psgPlayTone(melody->channel, e_O_Null, e_Pause);
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melody->lengthCnt = melody->tones[melody->idx].length / 2;
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melody->state = e_HoldStaccatoBreak;
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break;
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case e_HoldStaccatoBreak:
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melody->lengthCnt -= 1;
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if (melody->lengthCnt == 0) {
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melody->state = e_SeparateTone;
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}
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break;
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case e_SeparateTone:
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if (! (melody->tones[melody->idx].legato)) {
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psgPlayTone(melody->channel, e_O_Null, e_Pause);
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}
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melody->idx += 1;
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melody->state = e_PlayTone;
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break;
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for (uint8_t channel = 0; channel < MAX(NUM_OF_CHANNELS, melodies->numOfMelodies); channel++) {
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t_melody *melody = &(melodies->melodies[channel]);
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switch (melody->state) {
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case e_Init:
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psgAmplitude(channel, melody->amplitude);
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melody->state = e_PlayTone;
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break;
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case e_PlayTone:
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if (melody->tones[melody->idx].length == e_L_EndMark) {
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melody->idx = 0;
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}
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psgPlayTone(channel, melody->tones[melody->idx].octave, melody->tones[melody->idx].note);
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melody->lengthCnt = (melody->tones[melody->idx].staccato) ? (melody->tones[melody->idx].length / 2) : melody->tones[melody->idx].length;
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melody->state = e_HoldTone;
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break;
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case e_HoldTone:
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melody->lengthCnt -= 1;
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if (melody->lengthCnt == 0) {
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melody->state = (melody->tones[melody->idx].staccato) ? e_StaccatoBreak : e_SeparateTone;
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}
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break;
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case e_StaccatoBreak:
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psgPlayTone(channel, e_O_Null, e_Pause);
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melody->lengthCnt = melody->tones[melody->idx].length / 2;
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melody->state = e_HoldStaccatoBreak;
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break;
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case e_HoldStaccatoBreak:
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melody->lengthCnt -= 1;
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if (melody->lengthCnt == 0) {
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melody->state = e_SeparateTone;
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}
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break;
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case e_SeparateTone:
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if (! (melody->tones[melody->idx].legato)) {
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psgPlayTone(channel, e_O_Null, e_Pause);
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}
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melody->idx += 1;
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melody->state = e_PlayTone;
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break;
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}
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}
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}
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uint16_t sequencerPlayMelody(t_melody *melody) {
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melody->idx = 0;
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melody->lengthCnt = 0;
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melody->state = e_Init;
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uint16_t sequencerPlayMelodies(t_melodies *melodies) {
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for (uint8_t i = 0; i < NUM_OF_CHANNELS; i++) {
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melodies->melodies[i].idx = 0;
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melodies->melodies[i].lengthCnt = 0;
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melodies->melodies[i].state = e_Init;
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}
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return schAdd(sequencerExec, (void*) melody, 0, melody->pace);
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return schAdd(sequencerExec, (void*) melodies, 0, melodies->pace);
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}
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@ -37,14 +37,20 @@ typedef struct {
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uint16_t idx;
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uint8_t lengthCnt;
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t_sequencerState state;
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uint8_t pace;
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uint8_t amplitude;
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uint8_t channel;
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const t_tone *tones;
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} t_melody;
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#define NUM_OF_CHANNELS 3
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typedef struct {
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uint8_t numOfMelodies;
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uint8_t pace;
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t_melody melodies[NUM_OF_CHANNELS];
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} t_melodies;
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void sequencerInit();
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uint16_t sequencerPlayMelody(t_melody *melody);
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uint16_t sequencerPlayMelodies(t_melodies *melodies);
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#endif // _SEQUENCER_H_
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