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Play sequential notes based on ms [SOLVED]


Danny Wyatt

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I am trying to reverse engineer and modify one of the factory presets called "Delayed Notes", and I was able to (almost) achieve the effect I want (see note below the code).

So basically what I would like to achieve is:

 

If the note is C1

Play that note for X amount of ms

Then after X amount of ms, play note C#1, for X amount of ms

Then after X amount of ms, play note D1 for X amount of ms

 

Here's the code I ended up with so far:

// ************************
// Sequential Delayed Notes
// ************************

var pitch1 = 37;
var pitch2 = 38;
var delayTime1 = 2000;
var delayTime2 = 4000;
var sampleLength = 50;
var sampleLength2 = 70;
var sampleLength3 = 90;

function HandleMIDI(event) {
if (event instanceof NoteOn && event.pitch == 36) {
	event.send();
	var off = new NoteOff(event);
	off.sendAfterMilliseconds(sampleLength);
	
	var newPitch1 = new NoteOn;
	newPitch1.pitch = pitch1;
	newPitch1.sendAfterMilliseconds(delayTime1);
	
	//This is where I get stuck....
	var off1 = new NoteOff(newPitch1);
	off1.sendAfterMilliseconds(sampleLength2);
	
	var newPitch2 = new NoteOn;
	newPitch2.pitch = pitch2;
	newPitch2.sendAfterMilliseconds(delayTime2);
	
}
/*else if (event instanceof NoteOff) return;
else event.send();*/
}

 

Right now I can make the first note have the length of 50ms, but notes 2 and 3 won't change, even if I add some code to it for NoteOff.

See the comment where I get stuck...

Any tips?

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There are some problems in your script

 

when you defined newPitch1 as a NoteOn event, you did not assign channel nor velocity values to it. This later also affected the off1 event you created and newPitch2

 

Secondly you need to remember that the entire script is happening from a point in time referencing the time the event came into the HandleMIDI function. every delayAfterMilliseconds call should be relative to that original time. So you need to add them up as you go so that each call to that function accumulates enough delay time.

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There are some problems in your script

 

when you defined newPitch1 as a NoteOn event, you did not assign channel nor velocity values to it. This later also affected the off1 event you created and newPitch2

 

Secondly you need to remember that the entire script is happening from a point in time referencing the time the event came into the HandleMIDI function. every delayAfterMilliseconds call should be relative to that original time. So you need to add them up as you go so that each call to that function accumulates enough delay time.

 

 

Thanks. I will have to check what you wrote in depth so I can understand what the issues are so I can avoid them in the future.

Meanwhile, since I wrote this post, I was able to make it work.

I just copied and pasted the original code 2 more times.

It's working now and even if it's not the cleanest thing a developer would see, at least I was able to make it work :)

 

Here:

//************************************************
// Kick Builder by Danny Wyatt
// www.iamdannywyatt.com
//************************************************

// Start
function HandleMIDI(event) {

// Sample Notes Variables
var sampleNote1 = GetParameter ("Sample 1 Note (36 = C1)");
var sampleNote2 = GetParameter ("Sample 2 Note (36 = C1)");
var sampleNote3 = GetParameter ("Sample 3 Note (36 = C1)");

// Crosspoints Variables
var crossPoint1 = GetParameter ("Sample 1 Length (ms)");
var crossPoint2 = crossPoint1 + GetParameter ("Sample 2 Length (ms)");
var endPoint = crossPoint2 + GetParameter ("Sample 3 Length (ms)");

// Velocity Variables
var velocity1 = GetParameter ("Sample 1 Velocity");
var velocity2 = GetParameter ("Sample 2 Velocity");
var velocity3 = GetParameter ("Sample 3 Velocity");

// Sample 1
if (event instanceof NoteOn) {
	event.pitch = sampleNote1;
	event.velocity = velocity1;
	event.send();		
	var off1 = new NoteOff(event);
	off1.sendAfterMilliseconds(crossPoint1);
}
else if (event instanceof NoteOff) return;
else event.send();

// Sample 2
if (event instanceof NoteOn) {
	event.pitch = sampleNote2;
	event.velocity = velocity2;
	event.sendAfterMilliseconds(crossPoint1);		
	var off2 = new NoteOff(event);
	off2.sendAfterMilliseconds(crossPoint2);
}
else if (event instanceof NoteOff) return;
else event.send();

// Sample 3
if (event instanceof NoteOn) {
	event.pitch = sampleNote3;
	event.velocity = velocity3;
	event.sendAfterMilliseconds(crossPoint2);		
	var off3 = new NoteOff(event);
	off3.sendAfterMilliseconds(endPoint);
}
else if (event instanceof NoteOff) return;
else event.send();
}

// Controls
var PluginParameters = [
// Sample 1
{name:'Sample 1 Note (36 = C1)', type:'lin',
minValue:0, maxValue:127, defaultValue:36, numberOfSteps:127},
{name:'Sample 1 Length (ms)', type:'lin', unit:'ms',
minValue:0, maxValue:2000, defaultValue:50, numberOfSteps:2000},
{name:'Sample 1 Velocity', type:'lin',
minValue:0, maxValue:127, defaultValue:127, numberOfSteps:127},

// Sample 2
{name:'Sample 2 Note (36 = C1)', type:'lin',
minValue:0, maxValue:127, defaultValue:37, numberOfSteps:127},
{name:'Sample 2 Length (ms)', type:'lin', unit:'ms',
minValue:0, maxValue:2000, defaultValue:50, numberOfSteps:2000},
{name:'Sample 2 Velocity', type:'lin',
minValue:0, maxValue:127, defaultValue:127, numberOfSteps:127},

// Sample 3
{name:'Sample 3 Note (36 = C1)', type:'lin',
minValue:0, maxValue:127, defaultValue:38, numberOfSteps:127},
{name:'Sample 3 Length (ms)', type:'lin', unit:'ms',
minValue:0, maxValue:2000, defaultValue:100, numberOfSteps:2000},
{name:'Sample 3 Velocity', type:'lin',
minValue:0, maxValue:127, defaultValue:127, numberOfSteps:127}
];

 

 

This is a prototype for something I would like to develop one day as a real plugin, with way more features and all that, but for now it does what is supposed to :)

719005217_ScreenShot2022-02-18at6_14_54PM.png.ca49e1faecd0ea53ecf51840ef9d6c10.png

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also one little trick that is good to use, is that you don't need to create so many Event objects. You can reuse the same event object and just change the pitch and send it again, etc.. and even more than that you can also cause a NoteOn to function like a NoteOff by settings its velocity to zero. For example like this:

 

// ************************
// Sequential Delayed Notes
// ************************

var pitch1 = 37;
var pitch2 = 38;
var delayTime1 = 2000;
var delayTime2 = 4000;
var sampleLength = 50;
var sampleLength2 = 70;
var sampleLength3 = 90;

function HandleMIDI(event) {
  if (event instanceof NoteOn && event.pitch == 36) {
     var vel = event.velocity;
     event.send();
     event.velocity = 0;
     event.sendAfterMilliseconds(sampleLength);
     
     event.pitch = pitch1;
     event.velocity = vel;
     event.sendAfterMilliseconds(delayTime1);
     event.velocity = 0;
     event.sendAfterMilliseconds(delayTime1 + sampleLength2);

     event.pitch = pitch2;
     event.velocity = vel;
     event.sendAfterMilliseconds(delayTime2);
     event.velocity = 0;
     event.sendAfterMilliseconds(delayTime2 + sampleLength3);
  }

  }
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