Algorithm-Gutter
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eg/rainmidi3000.pl view on Meta::CPAN
my $glist = $gobj->gutter;
# The 'undef' are replaced with togglers, while the numbers are used to
# generate MIDI events with the given pitch number. Random pitches
# better suit random drum soundfonts. TWEAK
my $nbuckets = 32;
my @pitches = shuffle( (undef) x 5, map getapitch(), 1 .. 13 );
#my @pitches = shuffle( (undef) x 5,
# 55, 56, 60, 61, 65, 67, 68, 72, 73, 77, 79, 80, 84 );
die "too many pitches\n" if @pitches > $nbuckets;
my $nholes = @pitches;
# Randomly allocate the toggler and pitch-generating cells. Planning
# where these go might get you better results?
{
my $total = $nbuckets;
my $remain = $nholes;
my $id = 0;
for ( 1 .. $nbuckets ) {
my $cell = Algorithm::Gutter::Cell->new( amount => 0, id => $id++ );
push @$glist, $cell;
if ( rand(1.0) < ( $remain / $total ) ) {
$cell->enabled = 1;
die "not enough pitches??\n" unless @pitches;
my $p = shift @pitches;
if ( defined $p ) {
$cell->update = \&pitch;
# TWEAK larger values need more rainfall to trigger
$cell->threshold = 4 + int( rand 6 + rand 6 + rand 6 );
$cell->context->{pitch} = $p;
} else {
$cell->update = \&toggle;
$cell->threshold = 4 + int( rand 2 + rand 2 + rand 2 );
}
last if $remain-- <= 0;
}
$total--;
}
}
# Wire up the togglers to toggle a random toggler or pitch generator
# cell, if possible.
my @targets = shuffle grep { $_->enabled } @$glist;
for my $cell ( shuffle @$glist ) {
unless ( defined $cell->context ) {
if (@targets) {
$cell->context->{toggles} = shift @targets;
$cell->enabled = coinflip();
} else {
( $cell->enabled, $cell->threshold, $cell->update ) =
( 0, ~0, undef );
}
}
}
# What thing did we wire up? Some way to visualize this over time might
# also help direct one towards better wirings?
show_wiring($glist);
{
# TWEAK fewer slosh iterations makes the fluid more viscous and thus
# less able to spread out to adjacent cells
#my $slosh_iters;
my $slosh_iters = 2;
my %slosh;
my $offset = 0;
for my $turn ( 1 .. 128 ) {
$gobj->rain;
# TWEAK whether to drain all the fluid (1) or only up to the
# threshold (0) but whether this makes a difference depends on
# how much rain is being added, etc
my @pitches = $gobj->drain(0);
if (@pitches) {
sound( $offset, @pitches );
} else {
$offset += $tick + ticknoise();
}
my $r = $gobj->slosh( $slosh_iters // ~0 );
unless ( defined $slosh_iters ) {
$slosh{$r}++;
}
}
unless ( defined $slosh_iters ) {
warn Data::Dumper->Dump( [ \%slosh ], ['slosh_iters'] );
}
}
MIDI::Opus->new(
{ format => 0, ticks => 96, tracks => make_track() } )
->write_to_file($out_file);
########################################################################
#
# SUBROUTINES
sub coinflip { int rand 2 }
# This is for when you want random pitches, possibly when using a drum
# SountFont and to select from random drum samples. The MIDI number
# range may well need to be fiddled with. Softlocks if you try to
# request too many pitches from it, so don't do that.
{
my %seen;
sub getapitch {
my $p;
do {
$p = 24 + int rand( 77 - 24 );
} while exists $seen{$p};
$seen{$p} = 1;
return $p;
}
}
sub make_track () { [ MIDI::Track->new( { events => \@events } ) ] }
sub pitch { $_[0]->context->{pitch} }
sub show_wiring {
my ($gutter) = @_;
( run in 2.327 seconds using v1.01-cache-2.11-cpan-96521ef73a4 )