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pitch down no dt.qml
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pitch down no dt.qml
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import QtQuick 2.1
import QtQuick.Controls 1.3
import QtQuick.Controls.Styles 1.3
import QtQuick.Dialogs 1.1
import MuseScore 3.0
MuseScore {
MessageDialog {
id: invalidTuningSystemError
title: 'n-TET tuning plugin error:'
text: 'Tuning system not supported, it requires an accidental that cannot be represented.\nOnly EDOs ranked up to sharp-8 are supported. See the README for more info.'
onAccepted: {
Qt.quit();
}
}
version: "2.3.3"
description: "Lowers selection (Shift-click) or individually selected notes (Ctrl-click) by 1 step of n EDO. " +
"This version prioritises up/down arrows over semisharp/flat accidentals whenever possible."
menuPath: "Plugins.n-EDO.Lower Pitch By 1 Step (Arrows)"
// WARNING! This doesn't validate the accidental code!
property variant customKeySigRegex: /\.(.*)\.(.*)\.(.*)\.(.*)\.(.*)\.(.*)\.(.*)/g
// these lookups are for transposition annotations
property variant fifthsFromC: {
'f': -1,
'c': 0,
'g': 1,
'd': 2,
'a': 3,
'e': 4,
'b': 5
}
property variant standardAccFifths: {
'bb': -14,
'b': -7,
'': 0,
'#': 7,
'x': 14
}
function clog(msg) {
// Set to true to turn on debug mode. Will cause performance to drop.
if (false)
console.log(msg);
}
// MuseScore's annotations contain formatting code in angle brackets if the
// annotation text formatting is not default. This function removes
// all text within angle brackets including the brackets themselves
function removeFormattingCode(str) {
if (typeof(str) == 'string')
return str.replace(/<[^>]*>/g, '');
else
return null;
}
// <TUNING SYSTEM VARIANT CHECKPOINT>
/**
noteName: nominal of note to tune
stepOffset: number of edosteps away from nominal
regAcc: number of sharps in the accidental of this note is a regular accidental
edo: edo to tune to
center: Reference pitch e.g. {note: 'a4', freq: 440}
transFifths: number of fifths this part is transposed by if transposing instrument and
concert pitch mode is off. E.g. Bb clarinet should be -2.
Only regular fifth-based transpositions can be used.
Rationale for this is that musescore's transposing instruments
are transposed in 12 edo, so an additional offset must be applied
to convert it to a fifth-based transposition in n-edo.
*/
function getCentOffset(noteName, stepOffset, regAcc, edo, center, transFifths) {
var stepSize = 1200.0 / edo;
var val = [2, 3].map (function (q) {return Math.round(edo * Math.log(q) / Math.LN2);});
var fifthStep = -val[0] + val[1];
var sharpValue = -11*val[0] + 7*val[1];
var twelveFifthVsEdoFifthCents = 700 - (fifthStep * stepSize);
var transpositionCorrection = -transFifths * twelveFifthVsEdoFifthCents;
// Offset caused by custom central frequency
var centOffset = 1200*Math.log (center.freq / 440) / Math.LN2;
// Offset caused by custom central note
var centerValue;
switch (center.note.substring(0, 1)) {
case 'f':
centOffset += 400;
centerValue = 3;
break;
case 'c':
centOffset += 900;
centerValue = 2;
break;
case 'g':
centOffset += 200;
centerValue = 1;
break;
case 'd':
centOffset += 700;
centerValue = 0;
break;
case 'a':
centOffset += 0;
centerValue = -1;
break;
case 'e':
centOffset += 500;
centerValue = -2;
break;
case 'b':
centOffset += -200;
centerValue = -3;
break;
}
centOffset += -1200*(parseInt(center.note.substring(1, 2)) - 4);
var nominalOffset = 0;
switch (noteName) {
case 'f':
nominalOffset = (centerValue - 3)*(stepSize*fifthStep - 700);
break;
case 'c':
nominalOffset = (centerValue - 2)*(stepSize*fifthStep - 700);
break;
case 'g':
nominalOffset = (centerValue - 1)*(stepSize*fifthStep - 700);
break;
case 'd':
nominalOffset = centerValue*(stepSize*fifthStep - 700);
break;
case 'a':
nominalOffset = (centerValue + 1)*(stepSize*fifthStep - 700);
break;
case 'e':
nominalOffset = (centerValue + 2)*(stepSize*fifthStep - 700);
break;
case 'b':
nominalOffset = (centerValue + 3)*(stepSize*fifthStep - 700);
break;
}
return stepSize*stepOffset - 100*regAcc + nominalOffset + centOffset + transpositionCorrection;
}
function convertAccidentalToSteps(acc, edo) {
return convertAccidentalTypeToSteps(convertAccidentalTextToAccidentalType(acc), edo);
}
function convertAccidentalTextToAccidentalType(accStr) {
switch(accStr.trim()) {
case 'bbv3':
return Accidental.DOUBLE_FLAT_THREE_ARROWS_DOWN;
case 'bbv2':
return Accidental.DOUBLE_FLAT_TWO_ARROWS_DOWN;
case 'bbv':
case 'bbv1':
return Accidental.DOUBLE_FLAT_ONE_ARROW_DOWN;
case 'bb':
return Accidental.FLAT2;
case 'bb^3':
return Accidental.DOUBLE_FLAT_THREE_ARROWS_UP;
case 'bb^2':
return Accidental.DOUBLE_FLAT_TWO_ARROWS_UP;
case 'bb^':
case 'bb^1':
return Accidental.DOUBLE_FLAT_ONE_ARROW_UP;
case 'db':
case 'bd':
return Accidental.MIRRORED_FLAT2;
case 'bv3':
return Accidental.FLAT_THREE_ARROWS_DOWN;
case 'bv2':
return Accidental.FLAT_TWO_ARROWS_DOWN;
case 'bv':
case 'bv1':
return Accidental.FLAT_ONE_ARROW_DOWN;
case 'b':
return Accidental.FLAT;
case 'b^3':
return Accidental.FLAT_THREE_ARROWS_UP;
case 'b^2':
return Accidental.FLAT_TWO_ARROWS_UP;
case 'b^':
case 'b^1':
return Accidental.FLAT_ONE_ARROW_UP;
case 'v3':
return Accidental.NATURAL_THREE_ARROWS_DOWN;
case 'v2':
return Accidental.NATURAL_TWO_ARROWS_DOWN;
case 'v':
case 'v1':
return Accidental.NATURAL_ONE_ARROW_DOWN;
case 'd':
return Accidental.MIRRORED_FLAT;
case '+':
return Accidental.SHARP_SLASH;
case '^3':
return Accidental.NATURAL_THREE_ARROWS_UP;
case '^2':
return Accidental.NATURAL_TWO_ARROWS_UP;
case '^':
case '^1':
return Accidental.NATURAL_ONE_ARROW_UP;
case '#v3':
return Accidental.SHARP_THREE_ARROWS_DOWN;
case '#v2':
return Accidental.SHARP_TWO_ARROWS_DOWN;
case '#v':
case '#v1':
return Accidental.SHARP_ONE_ARROW_DOWN;
case '#':
return Accidental.SHARP;
case '#^3':
return Accidental.SHARP_THREE_ARROWS_UP;
case '#^2':
return Accidental.SHARP_TWO_ARROWS_UP;
case '#^':
case '#^1':
return Accidental.SHARP_ONE_ARROW_UP;
case '#+':
case '+#':
return Accidental.SHARP_SLASH4;
case 'xv3':
return Accidental.DOUBLE_SHARP_THREE_ARROWS_DOWN;
case 'xv2':
return Accidental.DOUBLE_SHARP_TWO_ARROWS_DOWN;
case 'xv':
case 'xv1':
return Accidental.DOUBLE_SHARP_ONE_ARROW_DOWN;
case 'x':
return Accidental.SHARP2;
case 'x^3':
return Accidental.DOUBLE_SHARP_THREE_ARROWS_UP;
case 'x^2':
return Accidental.DOUBLE_SHARP_TWO_ARROWS_UP;
case 'x^':
case 'x^1':
return Accidental.DOUBLE_SHARP_ONE_ARROW_UP;
// Addon
case '^4':
return Accidental.RAISE_ONE_SEPTIMAL_COMMA;
case 'v4':
return Accidental.LOWER_ONE_SEPTIMAL_COMMA;
case '#^4':
return Accidental.SHARP_SLASH2;
case '#v4':
return Accidental.RAISE_ONE_TRIDECIMAL_QUARTERTONE;
case 'b^4':
return Accidental.FOUR_TWELFTH_FLAT;
case 'bv4':
return Accidental.THREE_TWELFTH_FLAT;
case 'x^4':
return Accidental.DOUBLE_SHARP_EQUAL_TEMPERED;
case 'xv4':
return Accidental.SAGITTAL_SHARP25SD;
case 'bb^4':
return Accidental.TEN_TWELFTH_FLAT;
case 'bbv4':
return Accidental.NINE_TWELFTH_FLAT;
default:
return Accidental.NATURAL;
}
}
// <TUNING SYSTEM VARIANT CHECKPOINT>
function convertAccidentalTypeToSteps(accType, edo) {
var accOffset = null;
var val = [2, 3].map (function (q) {return Math.round(edo * Math.log(q) / Math.LN2);});
var fifthStep = -val[0] + val[1];
var sharpValue = -11*val[0] + 7*val[1];
switch(accType) {
case Accidental.SHARP_SLASH4:
accOffset = 3*sharpValue/2;
break;
case Accidental.SHARP_SLASH:
accOffset = sharpValue/2;
break;
case Accidental.MIRRORED_FLAT:
accOffset = -sharpValue/2;
break;
case Accidental.MIRRORED_FLAT2:
accOffset = -3*sharpValue/2;
break;
case Accidental.DOUBLE_SHARP_THREE_ARROWS_UP:
accOffset = 2*sharpValue + 3;
break;
case Accidental.DOUBLE_SHARP_TWO_ARROWS_UP:
accOffset = 2*sharpValue + 2;
break;
case Accidental.SHARP2_ARROW_UP:
case Accidental.DOUBLE_SHARP_ONE_ARROW_UP:
accOffset = 2*sharpValue + 1;
break;
case Accidental.SHARP2:
accOffset = 2 * sharpValue;
break;
case Accidental.SHARP2_ARROW_DOWN:
case Accidental.DOUBLE_SHARP_ONE_ARROW_DOWN:
accOffset = 2*sharpValue - 1;
break;
case Accidental.DOUBLE_SHARP_TWO_ARROWS_DOWN:
accOffset = 2*sharpValue - 2;
break;
case Accidental.DOUBLE_SHARP_THREE_ARROWS_DOWN:
accOffset = 2*sharpValue - 3;
break;
case Accidental.SHARP_THREE_ARROWS_UP:
accOffset = sharpValue + 3;
break;
case Accidental.SHARP_TWO_ARROWS_UP:
accOffset = sharpValue + 2;
break;
case Accidental.SHARP_ARROW_UP:
case Accidental.SHARP_ONE_ARROW_UP:
accOffset = sharpValue + 1;
break;
case Accidental.SHARP:
accOffset = sharpValue;
break;
case Accidental.SHARP_ARROW_DOWN:
case Accidental.SHARP_ONE_ARROW_DOWN:
accOffset = sharpValue - 1;
break;
case Accidental.SHARP_TWO_ARROWS_DOWN:
accOffset = sharpValue - 2;
break;
case Accidental.SHARP_THREE_ARROWS_DOWN:
accOffset = sharpValue - 3;
break;
case Accidental.NATURAL_THREE_ARROWS_UP:
accOffset = 3;
break;
case Accidental.NATURAL_TWO_ARROWS_UP:
accOffset = 2;
break;
case Accidental.NATURAL_ARROW_UP:
case Accidental.NATURAL_ONE_ARROW_UP:
accOffset = 1;
break;
case Accidental.NATURAL:
accOffset = 0;
break;
case Accidental.NATURAL_ARROW_DOWN:
case Accidental.NATURAL_ONE_ARROW_DOWN:
accOffset = -1;
break;
case Accidental.NATURAL_TWO_ARROWS_DOWN:
accOffset = -2;
break;
case Accidental.NATURAL_THREE_ARROWS_DOWN:
accOffset = -3;
break;
case Accidental.FLAT_THREE_ARROWS_UP:
accOffset = -sharpValue + 3;
break;
case Accidental.FLAT_TWO_ARROWS_UP:
accOffset = -sharpValue + 2;
break;
case Accidental.FLAT_ARROW_UP:
case Accidental.FLAT_ONE_ARROW_UP:
accOffset = -sharpValue + 1;
break;
case Accidental.FLAT:
accOffset = -sharpValue;
break;
case Accidental.FLAT_ARROW_DOWN:
case Accidental.FLAT_ONE_ARROW_DOWN:
accOffset = -sharpValue - 1;
break;
case Accidental.FLAT_TWO_ARROWS_DOWN:
accOffset = -sharpValue - 2;
break;
case Accidental.FLAT_THREE_ARROWS_DOWN:
accOffset = -sharpValue - 3;
break;
case Accidental.DOUBLE_FLAT_THREE_ARROWS_UP:
accOffset = -2*sharpValue + 3;
break;
case Accidental.DOUBLE_FLAT_TWO_ARROWS_UP:
accOffset = -2*sharpValue + 2;
break;
case Accidental.FLAT2_ARROW_UP:
case Accidental.DOUBLE_FLAT_ONE_ARROW_UP:
accOffset = -2*sharpValue + 1;
break;
case Accidental.FLAT2:
accOffset = -2 * sharpValue;
break;
case Accidental.FLAT2_ARROW_DOWN:
case Accidental.DOUBLE_FLAT_ONE_ARROW_DOWN:
accOffset = -2*sharpValue - 1;
break;
case Accidental.DOUBLE_FLAT_TWO_ARROWS_DOWN:
accOffset = -2*sharpValue - 2;
break;
case Accidental.DOUBLE_FLAT_THREE_ARROWS_DOWN:
accOffset = -2*sharpValue - 3;
break;
// Addon
case Accidental.RAISE_ONE_SEPTIMAL_COMMA: // ^4
accOffset = 4;
break;
case Accidental.LOWER_ONE_SEPTIMAL_COMMA: // v4
accOffset = -4;
break;
case Accidental.SHARP_SLASH2: // #^4
accOffset = sharpValue + 4;
break;
case Accidental.RAISE_ONE_TRIDECIMAL_QUARTERTONE: // #v4
accOffset = sharpValue - 4;
break;
case Accidental.FOUR_TWELFTH_FLAT: // b^4
accOffset = -sharpValue + 4;
break;
case Accidental.THREE_TWELFTH_FLAT: // bv4
accOffset = -sharpValue - 4;
break;
case Accidental.DOUBLE_SHARP_EQUAL_TEMPERED: // x^4
accOffset = 2*sharpValue + 4;
break;
case Accidental.SAGITTAL_SHARP25SD: // xv4
accOffset = 2*sharpValue - 4;
break;
case Accidental.TEN_TWELFTH_FLAT: // bb^4
accOffset = -2*sharpValue + 4;
break;
case Accidental.NINE_TWELFTH_FLAT: // bbv4
accOffset = -2*sharpValue - 4;
break;
}
return accOffset;
}
// Construct an up/down arrow accidental based on the number of sharps and number of up arrows
// of the accidental. Negative values represents flats/down arrows instead.
//
// If numSharps is 1.5, 0.5, -0.5, or -1.5, it represents a quarter tone accidental.
// the numArrows param will be ignored.
//
// Returns null if no such accidental exists, and logs a warning in the console.
function constructAccidental(numSharps, numArrows) {
if (numSharps == -1.5)
return Accidental.MIRRORED_FLAT2;
else if (numSharps == -0.5)
return Accidental.MIRRORED_FLAT;
else if (numSharps == 0.5)
return Accidental.SHARP_SLASH;
else if (numSharps == 1.5)
return Accidental.SHARP_SLASH4;
else if (numSharps == -2) {
switch(numArrows) {
case -4:
return Accidental.NINE_TWELFTH_FLAT; // Addon
case -3:
return Accidental.DOUBLE_FLAT_THREE_ARROWS_DOWN;
case -2:
return Accidental.DOUBLE_FLAT_TWO_ARROWS_DOWN;
case -1:
return Accidental.DOUBLE_FLAT_ONE_ARROW_DOWN;
case 0:
return Accidental.FLAT2;
case 1:
return Accidental.DOUBLE_FLAT_ONE_ARROW_UP;
case 2:
return Accidental.DOUBLE_FLAT_TWO_ARROWS_UP;
case 3:
return Accidental.DOUBLE_FLAT_THREE_ARROWS_UP;
case 4:
return Accidental.TEN_TWELFTH_FLAT; // Addon
}
} else if (numSharps == -1) {
switch(numArrows) {
case -4:
return Accidental.THREE_TWELFTH_FLAT; // Addon
case -3:
return Accidental.FLAT_THREE_ARROWS_DOWN;
case -2:
return Accidental.FLAT_TWO_ARROWS_DOWN;
case -1:
return Accidental.FLAT_ONE_ARROW_DOWN;
case 0:
return Accidental.FLAT;
case 1:
return Accidental.FLAT_ONE_ARROW_UP;
case 2:
return Accidental.FLAT_TWO_ARROWS_UP;
case 3:
return Accidental.FLAT_THREE_ARROWS_UP;
case 4:
return Accidental.FOUR_TWELFTH_FLAT; // Addon
}
} else if (numSharps == 0) {
switch(numArrows) {
case -4:
return Accidental.LOWER_ONE_SEPTIMAL_COMMA; // Addon
case -3:
return Accidental.NATURAL_THREE_ARROWS_DOWN;
case -2:
return Accidental.NATURAL_TWO_ARROWS_DOWN;
case -1:
return Accidental.NATURAL_ONE_ARROW_DOWN;
case 0:
return Accidental.NATURAL;
case 1:
return Accidental.NATURAL_ONE_ARROW_UP;
case 2:
return Accidental.NATURAL_TWO_ARROWS_UP;
case 3:
return Accidental.NATURAL_THREE_ARROWS_UP;
case 4:
return Accidental.RAISE_ONE_SEPTIMAL_COMMA; // Addon
}
} else if (numSharps == 1) {
switch(numArrows) {
case -4:
return Accidental.RAISE_ONE_TRIDECIMAL_QUARTERTONE; // Addon
case -3:
return Accidental.SHARP_THREE_ARROWS_DOWN;
case -2:
return Accidental.SHARP_TWO_ARROWS_DOWN;
case -1:
return Accidental.SHARP_ONE_ARROW_DOWN;
case 0:
return Accidental.SHARP;
case 1:
return Accidental.SHARP_ONE_ARROW_UP;
case 2:
return Accidental.SHARP_TWO_ARROWS_UP;
case 3:
return Accidental.SHARP_THREE_ARROWS_UP;
case 4:
return Accidental.SHARP_SLASH2; // Addon
}
} else if (numSharps == 2) {
switch(numArrows) {
case -4:
return Accidental.SAGITTAL_SHARP25SD; // Addon
case -3:
return Accidental.DOUBLE_SHARP_THREE_ARROWS_DOWN;
case -2:
return Accidental.DOUBLE_SHARP_TWO_ARROWS_DOWN;
case -1:
return Accidental.DOUBLE_SHARP_ONE_ARROW_DOWN;
case 0:
return Accidental.SHARP2;
case 1:
return Accidental.DOUBLE_SHARP_ONE_ARROW_UP;
case 2:
return Accidental.DOUBLE_SHARP_TWO_ARROWS_UP;
case 3:
return Accidental.DOUBLE_SHARP_THREE_ARROWS_UP;
case 4:
return Accidental.DOUBLE_SHARP_EQUAL_TEMPERED; // Addon
}
}
clog('WARNING: unexpected to have no such accidental exist: sharps: ' + numSharps + ', arrows: ' + numArrows);
return null; // if no such accidental exists.
}
// deconstructs and accidental enum into {numSharps, numArrows}
// does the opposite of constructAccidental
function deconstructAccidental(acc) {
// helper fn for creating objects
function a(x, y) {
return {
numSharps: x,
numArrows: y
};
}
switch(acc) {
case Accidental.SHARP_SLASH4:
return a(1.5, 0);
case Accidental.SHARP_SLASH:
return a(0.5, 0);
case Accidental.MIRRORED_FLAT:
return a(-0.5, 0);
case Accidental.MIRRORED_FLAT2:
return a(-1.5, 0);
case Accidental.DOUBLE_SHARP_THREE_ARROWS_UP:
return a(2, 3);
case Accidental.DOUBLE_SHARP_TWO_ARROWS_UP:
return a(2, 2);
case Accidental.SHARP2_ARROW_UP:
case Accidental.DOUBLE_SHARP_ONE_ARROW_UP:
return a(2, 1);
case Accidental.SHARP2:
return a(2, 0);
case Accidental.SHARP2_ARROW_DOWN:
case Accidental.DOUBLE_SHARP_ONE_ARROW_DOWN:
return a(2, -1);
case Accidental.DOUBLE_SHARP_TWO_ARROWS_DOWN:
return a(2, -2);
case Accidental.DOUBLE_SHARP_THREE_ARROWS_DOWN:
return a(2, -3);
case Accidental.SHARP_THREE_ARROWS_UP:
return a(1, 3);
case Accidental.SHARP_TWO_ARROWS_UP:
return a(1, 2);
case Accidental.SHARP_ARROW_UP:
case Accidental.SHARP_ONE_ARROW_UP:
return a(1, 1);
case Accidental.SHARP:
return a(1, 0);
case Accidental.SHARP_ARROW_DOWN:
case Accidental.SHARP_ONE_ARROW_DOWN:
return a(1, -1);
case Accidental.SHARP_TWO_ARROWS_DOWN:
return a(1, -2);
case Accidental.SHARP_THREE_ARROWS_DOWN:
return a(1, -3);
case Accidental.NATURAL_THREE_ARROWS_UP:
return a(0, 3);
case Accidental.NATURAL_TWO_ARROWS_UP:
return a(0, 2);
case Accidental.NATURAL_ARROW_UP:
case Accidental.NATURAL_ONE_ARROW_UP:
return a(0, 1);
case Accidental.NATURAL:
return a(0, 0);
case Accidental.NATURAL_ARROW_DOWN:
case Accidental.NATURAL_ONE_ARROW_DOWN:
return a(0, -1);
case Accidental.NATURAL_TWO_ARROWS_DOWN:
return a(0, -2);
case Accidental.NATURAL_THREE_ARROWS_DOWN:
return a(0, -3);
case Accidental.FLAT_THREE_ARROWS_UP:
return a(-1, 3);
case Accidental.FLAT_TWO_ARROWS_UP:
return a(-1, 2);
case Accidental.FLAT_ARROW_UP:
case Accidental.FLAT_ONE_ARROW_UP:
return a(-1, 1);
case Accidental.FLAT:
return a(-1, 0);
case Accidental.FLAT_ARROW_DOWN:
case Accidental.FLAT_ONE_ARROW_DOWN:
return a(-1, -1);
case Accidental.FLAT_TWO_ARROWS_DOWN:
return a(-1, -2);
case Accidental.FLAT_THREE_ARROWS_DOWN:
return a(-1, -3);
case Accidental.DOUBLE_FLAT_THREE_ARROWS_UP:
return a(-2, 3);
case Accidental.DOUBLE_FLAT_TWO_ARROWS_UP:
return a(-2, 2);
case Accidental.FLAT2_ARROW_UP:
case Accidental.DOUBLE_FLAT_ONE_ARROW_UP:
return a(-2, 1);
case Accidental.FLAT2:
return a(-2, 0);
case Accidental.FLAT2_ARROW_DOWN:
case Accidental.DOUBLE_FLAT_ONE_ARROW_DOWN:
return a(-2, -1);
case Accidental.DOUBLE_FLAT_TWO_ARROWS_DOWN:
return a(-2, -2);
case Accidental.DOUBLE_FLAT_THREE_ARROWS_DOWN:
return a(-2, -3);
// Addon
case Accidental.RAISE_ONE_SEPTIMAL_COMMA: // ^4
return a(0, 4);
case Accidental.LOWER_ONE_SEPTIMAL_COMMA: // v4
return a(0, -4);
case Accidental.SHARP_SLASH2: // #^4
return a(1, 4);
case Accidental.RAISE_ONE_TRIDECIMAL_QUARTERTONE: // #v4
return a(1, -4);
case Accidental.FOUR_TWELFTH_FLAT: // b^4
return a(-1, 4);
case Accidental.THREE_TWELFTH_FLAT: // bv4
return a(-1, -4);
case Accidental.DOUBLE_SHARP_EQUAL_TEMPERED: // x^4
return a(2, 4);
case Accidental.SAGITTAL_SHARP25SD: // xv4
return a(2, -4);
case Accidental.TEN_TWELFTH_FLAT: // bb^4
return a(-2, 4);
case Accidental.NINE_TWELFTH_FLAT: // bbv4
return a(-2, -4);
}
}
// NOTE: This function may differ between upwards and downwards variants of
// the plugin as some tuning systems (e.g. 31 ups and downs) will have
// enharmonic equivalents between two different types of accidentals
//
// e.g.: C#v and C^.
//
// Whenever possible, use the LEAST number of arrows
// If steps splits sharpValue exactly into half, use a quarter-tone accidental.
// If plugin moves upwards, prefer spelling using up arrows (default to the flatter enharmonic side, or sharper if super-flat)
// If plugin moves downwards, prefer spelling using down arrows (default to the sharper enharmonic side, or flatter if super-flat)
//
// <TUNING SYSTEM VARIANT CHECKPOINT>
function convertStepsToAccidentalType(steps, edo) {
var val = [2, 3].map (function (q) {return Math.round(edo * Math.log(q) / Math.LN2);});
var fifthStep = -val[0] + val[1];
var sharpValue = -11*val[0] + 7*val[1];
var numSharpsFlatter;
var numSharpsSharper;
if (sharpValue == 0) {
numSharpsFlatter = 0;
numSharpsSharper = 0;
} else {
numSharpsFlatter = Math.floor(steps / sharpValue);
numSharpsSharper = Math.ceil(steps / sharpValue);
}
var arrowsOnFlatSide = steps - numSharpsFlatter * sharpValue;
var arrowsOnSharpSide = steps - numSharpsSharper * sharpValue;
var useFlatSide = Math.abs(arrowsOnFlatSide) < Math.abs(arrowsOnSharpSide);
if (Math.abs(arrowsOnFlatSide) == Math.abs(arrowsOnSharpSide)) {
// <UP DOWN VARIANT CHECKPOINT>
// Use sharpValue >= 0 for pitch up,
// Use sharpValue <= 0 for pitch down
useFlatSide = sharpValue <= 0; // invert equality if the plugin moves downwards
}
// check if the num of sharps the algorithm decides to use is illegal.
// maximum of 2 sharps/flats allowed.
if (numSharpsFlatter > 2 || numSharpsFlatter < -2)
useFlatSide = false;
if (numSharpsSharper > 2 || numSharpsSharper < -2)
useFlatSide = true;
// check if quartertone accidentals may be used.
if (steps == -sharpValue * 3/2)
return Accidental.MIRRORED_FLAT2;
else if (steps == -sharpValue * 1/2)
return Accidental.MIRRORED_FLAT;
else if (steps == sharpValue * 1/2)
return Accidental.SHARP_SLASH;
else if (steps == sharpValue * 3/2)
return Accidental.SHARP_SLASH4;
var numSharps;
var numArrows;
if (sharpValue != 0) {
numSharps = useFlatSide ? numSharpsFlatter : numSharpsSharper;
numArrows = useFlatSide ? arrowsOnFlatSide : arrowsOnSharpSide;
while (numSharps > 2) {
if (numArrows + sharpValue > 4 || numArrows + sharpValue < -4) {
invalidTuningSystemError.open();
return null;
} else {
numSharps--;
numArrows += sharpValue;
}
}
while (numSharps < -2) {
if (numArrows - sharpValue > 4 || numArrows - sharpValue < -4) {
invalidTuningSystemError.open();
return null;
} else {
numSharps++;
numArrows -= sharpValue;
}
}
return constructAccidental(numSharps, numArrows);
} else {
numSharps = 0;
// there shouldn't be a difference between arrowsOnSharpSide or arrowsOnFlatSide
// if this is a sharp-0 perfect tuning.
numArrows = arrowsOnSharpSide;
if (numArrows > 4 || numArrows < -4) {
invalidTuningSystemError.open();
return null;
}
return constructAccidental(numSharps, numArrows);
}
}
function convertAccidentalTypeToName(accType) {
switch(accType) {
case Accidental.DOUBLE_FLAT_THREE_ARROWS_DOWN:
return 'bbv3';
case Accidental.DOUBLE_FLAT_TWO_ARROWS_DOWN:
return 'bbv2';
case Accidental.FLAT2_ARROW_DOWN:
case Accidental.DOUBLE_FLAT_ONE_ARROW_DOWN:
return 'bbv';
case Accidental.FLAT2:
return 'bb';
case Accidental.FLAT2_ARROW_UP:
case Accidental.DOUBLE_FLAT_ONE_ARROW_UP:
return 'bb^';
case Accidental.DOUBLE_FLAT_TWO_ARROWS_UP:
return 'bb^2';
case Accidental.DOUBLE_FLAT_THREE_ARROWS_UP:
return 'bb^3';
case Accidental.MIRRORED_FLAT2:
return 'db';
case Accidental.FLAT_THREE_ARROWS_DOWN:
return 'bv3';
case Accidental.FLAT_TWO_ARROWS_DOWN:
return 'bv2';
case Accidental.FLAT_ARROW_DOWN:
case Accidental.FLAT_ONE_ARROW_DOWN:
return 'bv';
case Accidental.FLAT:
return 'b';
case Accidental.MIRRORED_FLAT:
return 'd';
case Accidental.FLAT_ARROW_UP:
case Accidental.FLAT_ONE_ARROW_UP:
return 'b^';
case Accidental.FLAT_TWO_ARROWS_UP:
return 'b^2';
case Accidental.FLAT_THREE_ARROWS_UP:
return 'b^3';
case Accidental.NATURAL_THREE_ARROWS_DOWN:
return 'v3';
case Accidental.NATURAL_TWO_ARROWS_DOWN:
return 'v2';
case Accidental.NATURAL_ARROW_DOWN:
case Accidental.NATURAL_ONE_ARROW_DOWN:
return 'v';
case Accidental.NATURAL:
return 'nat';
case Accidental.NATURAL_THREE_ARROWS_UP:
return '^3';
case Accidental.NATURAL_TWO_ARROWS_UP:
return '^2';
case Accidental.NATURAL_ARROW_UP:
case Accidental.NATURAL_ONE_ARROW_UP:
return '^';
case Accidental.SHARP_THREE_ARROWS_DOWN:
return '#v3';
case Accidental.SHARP_TWO_ARROWS_DOWN:
return '#v2';
case Accidental.SHARP_ARROW_DOWN:
case Accidental.SHARP_ONE_ARROW_DOWN:
return '#v';
case Accidental.SHARP_SLASH:
return '+';
case Accidental.SHARP:
return '#';
case Accidental.SHARP_THREE_ARROWS_UP:
return '#^3';
case Accidental.SHARP_TWO_ARROWS_UP:
return '#^2';
case Accidental.SHARP_ARROW_UP:
case Accidental.SHARP_ONE_ARROW_UP:
return '#^';
case Accidental.SHARP_SLASH4:
return '#+';
case Accidental.DOUBLE_SHARP_THREE_ARROWS_DOWN:
return 'xv3';
case Accidental.DOUBLE_SHARP_TWO_ARROWS_DOWN:
return 'xv2';
case Accidental.SHARP2_ARROW_DOWN:
case Accidental.DOUBLE_SHARP_ONE_ARROW_DOWN:
return 'xv';
case Accidental.SHARP2:
return 'x';
case Accidental.DOUBLE_SHARP_THREE_ARROWS_UP:
return 'x^3';
case Accidental.DOUBLE_SHARP_TWO_ARROWS_UP:
return 'x^2';
case Accidental.SHARP2_ARROW_UP:
case Accidental.DOUBLE_SHARP_ONE_ARROW_UP:
return 'x^';
// Addon
case Accidental.RAISE_ONE_SEPTIMAL_COMMA: // ^4
return '^4';
case Accidental.LOWER_ONE_SEPTIMAL_COMMA: // v4
return 'v4';
case Accidental.SHARP_SLASH2: // #^4
return '#^4';
case Accidental.RAISE_ONE_TRIDECIMAL_QUARTERTONE: // #v4
return '#v4';
case Accidental.FOUR_TWELFTH_FLAT: // b^4
return 'b^4';
case Accidental.THREE_TWELFTH_FLAT: // bv4
return 'bv4';
case Accidental.DOUBLE_SHARP_EQUAL_TEMPERED: // x^4
return 'x^4';
case Accidental.SAGITTAL_SHARP25SD: // xv4
return 'xv4';
case Accidental.TEN_TWELFTH_FLAT: // bb^4
return 'bb^4';
case Accidental.NINE_TWELFTH_FLAT: // bbv4
return 'bbv4';
case Accidental.NONE:
return 'none';
default:
return 'unrecognized';
}
}
// Returns the accidental after it has been transposed up (or down if the plugin is for transposing down)
// will return null if there are no more accidentals that are higher (or lower) than acc.
//
// acc: a value from the Accidental enum
// edo: the tuning system
//
// <TUNING SYSTEM VARIANT CHECKPOINT>
function getNextAccidental(acc, edo) {
/*
1. keep the main accidental as much as possible, if it is natural, leave it as natural
2. increase the number of up arrows by one
3. if the next accidental (determined by + sharp value) matches the transposed note
perfectly without any arrows, use that instead
4. if the new transposed note matches exactly half or one and a half steps that a sharp/flat
would transpose it by, use a quarter tone accidental.
5. once 3 arrows are exceeded, a different accidental has to be used
6. if 3 arrows are exceeded and no accidentals are found that allows the note to be spelt with
less than or eq. to 3 arrows, there is no such note and the tuning system cannot be supported
as there are more notes than the number of accidentals available in musescore
*/
var val = [2, 3].map (function (q) {return Math.round(edo * Math.log(q) / Math.LN2);});
var fifthStep = -val[0] + val[1];
var sharpValue = -11*val[0] + 7*val[1];
var acc = deconstructAccidental(acc);
// handle quarter tone accidentals
if (acc.numSharps % 1 !== 0) {
if (acc.numSharps > 0) {
acc.numSharps = Math.floor(Math.abs(acc.numSharps));
acc.numArrows = Math.round(sharpValue / 2);
} else {
acc.numSharps = -Math.floor(Math.abs(acc.numSharps));
acc.numArrows = -Math.round(sharpValue / 2);
}
}
// <UP DOWN VARIANT CHECKPOINT>
acc.numArrows --; // NOTE: set to -- for downwards plugin
// Sharp-flat manipulation section.
// disregard this section if perfect EDO (sharp-0), as sharps and flats do nothing to the scale.
if (sharpValue != 0) {
// check if the number of arrows coincide with a standard accidental
// <UP DOWN VARIANT CHECKPOINT>: negate sharp value for downwards plugins
if (sharpValue < 0 && acc.numArrows == sharpValue && acc.numSharps < 2)
return constructAccidental(acc.numSharps + 1, 0);
// in a flat-n edo, pythagorically flatenning the note raises the pitch.
else if (sharpValue > 0 && acc.numArrows == -sharpValue && acc.numSharps > -2)
return constructAccidental(acc.numSharps - 1, 0);
// check if the number of arrows coincide with quarter tone accidentals
// in the 'arrow priority' version, this is only enabled if absolutely necessary
// (when apotome size is 8 steps and above)
// <NO DT VARIANT CHECKPOINT>
else if (acc.numArrows == 1/2 * sharpValue && acc.numSharps < 2 && sharpValue >= 8)
return constructAccidental(acc.numSharps + 0.5, 0);
else if (acc.numArrows == -1/2 * sharpValue && acc.numSharps > -2 && sharpValue >= 8)
return constructAccidental(acc.numSharps - 0.5, 0);
else if (acc.numArrows == 3/2 * sharpValue && acc.numSharps < 1 && sharpValue >= 8)
return constructAccidental(acc.numSharps + 1.5, 0);
else if (acc.numArrows == -3/2 * sharpValue && acc.numSharps > -1 && sharpValue >= 8)
return constructAccidental(acc.numSharps - 1.5, 0);
// check if number of arrows exceeds sharpValue in the direction of transposition,
// and thus can be better represented with a different base accidental.
// <UP DOWN VARIANT CHECKPOINT>: negate sharpValue for downwards plugin
else if (sharpValue > 0 && acc.numArrows < -3 * sharpValue && acc.numSharps > 0)
return constructAccidental(acc.numSharps - 3, acc.numArrows + sharpValue * 3);
else if (sharpValue > 0 && acc.numArrows < -2 * sharpValue && acc.numSharps > -1)
return constructAccidental(acc.numSharps - 2, acc.numArrows + sharpValue * 2);
else if (sharpValue > 0 && acc.numArrows < -sharpValue && acc.numSharps > -2)
return constructAccidental(acc.numSharps - 1, acc.numArrows + sharpValue);
// for flat-n edos, flats raise the pitch instead.
else if (sharpValue < 0 && acc.numArrows < 3 * sharpValue && acc.numSharps < 0)
return constructAccidental(acc.numSharps + 3, acc.numArrows - sharpValue * 3);
else if (sharpValue < 0 && acc.numArrows < 2 * sharpValue && acc.numSharps < 1)
return constructAccidental(acc.numSharps + 2, acc.numArrows - sharpValue * 2);