mirror of
https://codeberg.org/uzu/strudel
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91 lines
3.7 KiB
JavaScript
91 lines
3.7 KiB
JavaScript
/*
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stateful.mjs - File of shame for stateful, impure and otherwise illegal pattern methods
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Copyright (C) 2025 Strudel contributors - see <https://codeberg.org/uzu/strudel/src/branch/main/packages/core/index.mjs>
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This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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import { register, reify, Pattern } from './pattern.mjs';
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let timelines = {};
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export const reset_state = function () {
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reset_timelines();
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};
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export const reset_timelines = function () {
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timelines = {};
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};
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/***
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* Allows you to switch a pattern between different 'timelines'. This is particularly useful when
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* live coding, for example when you want to cue a pattern up to play from its start.
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*
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* Timelines are specified by number, so that if you had a pattern like
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* `n("<0 1 2 3>").s("num").timeline(1)` playing, then changed the '1'
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* to '2', it would always align '0' to the nearest cycle. You will likely want to trigger
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* an evaluation a little bit before the cycle starts, to avoid missing events.
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*
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* After the first use, a timeline will continue with the same 'offset'. That is, if you change
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* a pattern without changing its timeline number, it will stay on that timeline without resetting.
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*
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* Rather than incrementing a timeline to reset it, it's easier to negate it, e.g. by switching between `-2`
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* and `2`. This is because when you negate a timeline it will always reset.
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*
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* You can also pattern the timeline if you want, to create strange resetting patterns.
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* @param {number | Pattern} timeline The timeline that the pattern should play on.
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* @example
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* n("<0 1 2 3>(3,8)")
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* .sound("num")
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* // resets the timeline every two cycles, by negating the timeline.
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* // in a lot of cases this will be edited by a human live coder
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* // rather than patterned!
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* .timeline("<2 -2>".slow(2))
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*/
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export const timeline = register(
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'timeline',
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function (tpat, pat) {
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tpat = reify(tpat);
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const f = function (state) {
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// Is this called from the scheduler? (rather than from e.g. the visualiser)
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const scheduler = !!state.controls.cyclist;
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const timehaps = tpat.query(state);
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const result = [];
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for (const timehap of timehaps) {
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const tlid = timehap.value;
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let offset;
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if (tlid === 0) {
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offset = 0;
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} else if (tlid in timelines) {
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offset = timelines[tlid];
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} else {
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const timearc = timehap.wholeOrPart();
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if (!scheduler || state.span.begin.lt(timearc.midpoint())) {
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offset = timearc.begin;
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} else {
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// Sync to end of timearc if we first see it over halfway into its
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// timespan. Allows 'cuing up' next timeline when live coding.
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offset = timearc.end;
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}
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}
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if (scheduler) {
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// update state
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timelines[tlid] = offset;
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if (tlid !== 0) {
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delete timelines[-tlid];
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}
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}
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const pathaps = pat
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.late(offset)
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.query(state.setSpan(timehap.part))
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.map((h) => h.setContext(h.combineContext(timehap)));
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result.push(...pathaps);
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}
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return result;
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};
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return new Pattern(f, pat._steps);
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},
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false,
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);
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