Esempio n. 1
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        /// <summary>
        ///  Gets the distance between the played frequency to the open note by percentage.
        /// </summary>
        /// <param name="twoClosestOpenNotes">The two closest open notes to the frequency.</param>
        /// <param name="closestNote">The most closest note, out of the two closest notes,
        /// which will be used as a reference to calculate the difference between this and the playedFrequency.</param>
        /// <param name="playedFrequency">The note that the user hits translated to frequency [Hz].</param>
        /// <returns>How close the users' frequency is from the desired note.</returns>
        private NoteDifference CalculateRatioOfCloseness(UpperAndLowerNotes twoClosestOpenNotes, Note closestNote, Hz playedFrequency)
        {
            float          closenessToMark; //Closeness to the exact note mark. Number between 0 and 1.
            NoteDifference noteDiff = new NoteDifference();

            //Represents how close the frequency is from the closestNote.
            float difference = Math.Abs(playedFrequency - closestNote.Hertz);

            float middleOfTwoOpenNotes = Math.Abs(twoClosestOpenNotes.Upper.Hertz - twoClosestOpenNotes.Lower.Hertz) / 2;

            if (middleOfTwoOpenNotes != 0)
            {
                //Calculate the closness to the closestNote.
                closenessToMark = difference / middleOfTwoOpenNotes; //FIX: Why is that?
            }
            else
            {
                closenessToMark = difference;
            }
            //Calculate the alpha (opacity) of the note indicator.
            //noteDiff.ClosnessAlpha = NoteDifference.FULL_ALPHA - closenessToMark;
            //Calculate the closness by a precentage of base 90.
            noteDiff.ClosnessByPercentage_Base90 = closenessToMark * 90; //FIX: This is not a precentage!
            noteDiff.ClosestNote = closestNote.Name;

            if (playedFrequency < closestNote.Hertz)
            {
                //from -90 to 0 degrees.
                noteDiff.ClosnessByPercentage_Base90 *= (-1);
                //if (closestNote.Alias != null)
                //    noteDiff.ClosestNote = closestNote.Alias;
            }

            return(noteDiff);
        }
Esempio n. 2
0
 /// <summary>
 /// Find the single open note which is closest to the frequency.
 /// </summary>
 /// <param name="twoClosestOpenNotes">The two open notes that the frequency is between them.</param>
 /// <param name="frequency">The given frequency.</param>
 /// <returns>Retruns the main note that is being tuned to.</returns>
 private Note FindClosestOpenNote(UpperAndLowerNotes twoClosestOpenNotes, Hz frequency)
 {
     if ((twoClosestOpenNotes.Upper.Hertz - frequency) < (frequency - twoClosestOpenNotes.Lower.Hertz))
     {
         return(twoClosestOpenNotes.Upper);
     }
     else
     {
         return(twoClosestOpenNotes.Lower);
     }
 }
Esempio n. 3
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        /// <summary>
        /// Finds the two closest open chord notes (as shown at NoteFrequencyFilter description)
        /// of the played frequency.
        /// </summary>
        /// <param name="playedFrequency">The frequency the user played.</param>
        /// <returns>Returns the two closest open chord notes,
        /// unless the playedFrequency is above the highest open string frequency,
        /// or below the lowest open string frequency,
        /// in that case it will return the same value for both.</returns>
        private UpperAndLowerNotes GetTwoClosestOpenNotes(Hz playedFrequency)
        {
            UpperAndLowerNotes twoClosestOpenNotes = new UpperAndLowerNotes(Notes.LowerLimit, Notes.UpperLimit);

            if (playedFrequency <= OpenStringNotes.E2.Hertz)
            {
                twoClosestOpenNotes.Lower = Notes.LowerLimit;
                twoClosestOpenNotes.Upper = OpenStringNotes.E2;
            }
            else if (playedFrequency > OpenStringNotes.E2.Hertz && playedFrequency <= OpenStringNotes.A2.Hertz)
            {
                twoClosestOpenNotes.Lower = OpenStringNotes.E2;
                twoClosestOpenNotes.Upper = OpenStringNotes.A2;
            }
            else if (playedFrequency > OpenStringNotes.A2.Hertz && playedFrequency <= OpenStringNotes.D3.Hertz)
            {
                twoClosestOpenNotes.Lower = OpenStringNotes.A2;
                twoClosestOpenNotes.Upper = OpenStringNotes.D3;
            }
            else if (playedFrequency > OpenStringNotes.D3.Hertz && playedFrequency <= OpenStringNotes.G3.Hertz)
            {
                twoClosestOpenNotes.Lower = OpenStringNotes.D3;
                twoClosestOpenNotes.Upper = OpenStringNotes.G3;
            }
            else if (playedFrequency > OpenStringNotes.G3.Hertz && playedFrequency <= OpenStringNotes.B3.Hertz)
            {
                twoClosestOpenNotes.Lower = OpenStringNotes.G3;
                twoClosestOpenNotes.Upper = OpenStringNotes.B3;
            }
            else if (playedFrequency > OpenStringNotes.B3.Hertz && playedFrequency <= OpenStringNotes.E4.Hertz)
            {
                twoClosestOpenNotes.Lower = OpenStringNotes.B3;
                twoClosestOpenNotes.Upper = OpenStringNotes.E4;
            }
            else if (playedFrequency > OpenStringNotes.E4.Hertz)
            {
                twoClosestOpenNotes.Lower = OpenStringNotes.E4;
                twoClosestOpenNotes.Upper = Notes.UpperLimit;
            }

            return(twoClosestOpenNotes);
        }
Esempio n. 4
0
        /// <summary>
        /// Open string notes:
        /// String	    Frequency	    Scientific pitch notation
        ///  1 (E)	    329.63 Hz       E4
        /// 82.69? / 2 = 41.345
        ///  2 (B)	    246.94 Hz       B3
        /// 50.94? / 2 = 25.470
        ///  3 (G)	    196.00 Hz       G3
        /// 49.17? / 2 = 24.585
        ///  4 (D)	    146.83 Hz       D3
        /// 36.83? / 2 = 18.415
        ///  5 (A)	    110.000 Hz       A2
        /// 27.59? / 2 = 13.795
        ///  6 (E)	    82.407 Hz        E2
        ///
        /// The filter is responsible for routing the note that is being recieved to its place.
        /// </summary>
        /// <param name="frequency">The note's frequency represented by a number.</param>
        /// <returns></returns>
        public NoteDifference NoteFrequencyFilter(Hz frequency)
        {
            //Determine frequency range. (Get 2 closest open notes that the frequency is between them).
            UpperAndLowerNotes twoClosestOpenNotes = GetTwoClosestOpenNotes(frequency);

            //Assume a closest note.
            //Note closestNote = twoClosestOpenNotes.Upper;

            //If the two closest notes are actually diffrent ones, then...
            //if (twoClosestOpenNotes.Upper != twoClosestOpenNotes.Lower)
            //Find which out of the two closest notes the played frequency is closer to.
            Note closestNote = FindClosestOpenNote(twoClosestOpenNotes, frequency);

            //Find out how close the played frequency is from its closest note by percetage.
            //NoteDifference noteDifference =
            return(CalculateRatioOfCloseness(twoClosestOpenNotes, closestNote, frequency));

            //Get the closest note for presentation.
            //string noteNameRepresentation = string.Empty;

            //noteDifference.ClosestNote = closestNote.Name; //noteNameRepresentation;

            //return noteDifference;
        }