コード例 #1
0
        /// <summary>
        /// Generates a Melody using the notes in this bar (lead) and a melody pattern
        /// </summary>
        private List <IMusicalValue> GetMelodyBar(List <IMusicalValue> bar, List <int?> pattern)
        {
            IMusicalValue barChord    = bar[(int)Beat.One];
            Note          rootBarNote = CurrentMood.TonicNote;

            if (barChord is Chord)
            {
                rootBarNote = Theory.GetNote(((Chord)barChord).Notes[0]);
            }
            else if (barChord is Note)
            {
                rootBarNote = (Note)barChord;
                if (rootBarNote.Value == Tone.Rest)
                {
                    rootBarNote = CurrentMood.TonicNote;
                }
            }
            else
            {
                Debug.Log("Cannot determine the root note or chord for this bar. Shouldnt happen.");
            }
            List <IMusicalValue> newMelodyBar = new List <IMusicalValue>();

            for (int n = 0; n < pattern.Count; n++)
            {
                if (pattern[n] != null)
                {
                    newMelodyBar.Add(Theory.GetNextNoteByInterval(rootBarNote, (int)pattern[n]));
                }
                else
                {
                    newMelodyBar.Add(Theory.Rest);
                }
            }
            return(newMelodyBar);
        }
コード例 #2
0
        public void Generate()
        {
            GetMood();
            CurrentLead.Clear();
            CurrentMelody.Clear();
            var progressionGraph = GetProgressionTypeForKey(CurrentMood.Key);

            //choose lead progression
            Numeral tonicNumeral = Numeral.I;

            if (!progressionGraph.ContainsKey(tonicNumeral))
            {
                tonicNumeral = Numeral.i; //this is a minor key
            }
            ;
            List <Numeral> chosenProgression = new List <Numeral>()
            {
                tonicNumeral
            };
            var node       = progressionGraph[tonicNumeral];
            int chordrange = UnityEngine.Random.Range(3, 6);

            for (int i = 0; i < chordrange; i++)
            {
                var nextChord = node.Next();
                chosenProgression.Add((nextChord));
                if (!progressionGraph.ContainsKey(nextChord))
                {
                    Debug.Log("Couldn't get " + nextChord + " in progressionGraph");
                }
                node = progressionGraph[nextChord];
            }

            List <IMusicalValue> generated = new List <IMusicalValue>();

            BeatPattern           = ChooseBeatPattern();
            CurrentMelodyPatterns = GenerateMelodyPatterns(4);

            int currentChord = 0;

            //generate a phrase of 16 bars
            for (int i = 0; i < BarSize; i++)
            {
                var bar = GetBar();
                foreach (var beat in BeatPattern)
                {
                    //determine if we change chords on this beat
                    if (ChangeOnBeat())
                    {
                        //Debug.Log("Changing Chord..");
                        currentChord++;
                        if (currentChord >= chosenProgression.Count)
                        {
                            currentChord = 0;
                        }
                    }
                    Chord chord = Theory.GetChordOfKey(CurrentMood.Key, chosenProgression[currentChord]);
                    //determine if we appregiate or not
                    if (Appregiate())
                    {
                        var x = (int)beat;
                        //appregio pattern
                        // 1 2 3
                        var pattern = UnityEngine.Random.value;
                        if (pattern <= 0.8)
                        {
                            foreach (var note in chord.Notes)
                            {
                                bar[x] = Theory.GetNote(note);
                                x++;
                            }
                        }
                        else
                        {
                            // 1 3 2
                            bar[x]     = Theory.GetNote(chord.Notes[0]);
                            bar[x + 1] = Theory.GetNote(chord.Notes[2]);
                            bar[x + 2] = Theory.GetNote(chord.Notes[1]);
                        }
                    }
                    else
                    {
                        bar[(int)beat] = chord;
                    }
                }
                generated.AddRange(bar);
                //pick a reuseable melody pattern for here
                var melodyPattern = Utils.ChooseList(CurrentMelodyPatterns);
                var melodyBar     = GetMelodyBar(bar, melodyPattern);
                CurrentMelody.AddRange(melodyBar);
            }

            CurrentLead = generated;

            FirstPass = false;
        }