Finally happy with drums!

This commit is contained in:
Neale Pickett 2024-01-01 12:19:50 -07:00
parent 6b1b26fc0b
commit 94287ddcbd
3 changed files with 358 additions and 27 deletions

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@ -8,12 +8,20 @@
//#include "blue.hh" // Ginnie's blue guitar //#include "blue.hh" // Ginnie's blue guitar
#include "standard.hh" // Standard pins #include "standard.hh" // Standard pins
// How often do you want to send an update? // Maximum time between wammy bar updates.
// Smaller number: lower latency, but more bounces
// Bigger number: higher latency
// 20ms feels pretty good to me
#define UPDATE_INTERVAL_MS 20 #define UPDATE_INTERVAL_MS 20
// After an edge on a pin, stop listening for this long, to debounce it
#define SILENCE_INTERVAL_MS 40
// Your measured samples per frame, more or less
#define SAMPLES_PER_FRAME 127
// Some arithmetic for the compiler, to make the code fast
#define SAMPLES_PER_MS (SAMPLES_PER_FRAME / UPDATE_INTERVAL_MS)
#define SILENCE_SAMPLES (SAMPLES_PER_MS * SILENCE_INTERVAL_MS)
InstrumentButtonState buttonState; InstrumentButtonState buttonState;
void setup() { void setup() {
@ -48,39 +56,56 @@ void setup() {
buttonState.finalConstant = 0x0200020002000200; buttonState.finalConstant = 0x0200020002000200;
} }
// Order of pins in sample
uint8_t pins[] = {
BUTTON_BLUE,
BUTTON_GREEN,
BUTTON_RED,
BUTTON_YELLOW,
BUTTON_ORANGE,
TILT_SWITCH,
STRUM_UP, // Not in USB packet
STRUM_DOWN, // Not in USB packet
BUTTON_MINUS,
BUTTON_PLUS,
SOLO_BLUE, // Not in USB packet
SOLO_GREEN, // Not in USB packet
SOLO_RED, // Not in USB packet
SOLO_YELLOW, // Not in USB packet
SOLO_ORANGE, // Not in USB packet
};
#define npins (sizeof(pins) / sizeof(*pins))
// The 3.3v Pro Micro is on the slow side. // The 3.3v Pro Micro is on the slow side.
// Our strategy is to poll button state as quickly as possible, // Our strategy is to poll button state as quickly as possible,
// send an update every 10ms,
// and hope we don't miss anything while we're doing USB stuff. // and hope we don't miss anything while we're doing USB stuff.
void loop() { void loop() {
register uint16_t buttons = 0; uint16_t buttons = 0;
uint16_t samples = 0;
unsigned long next = 0; unsigned long next = 0;
uint16_t silence[npins] = {0};
while (1) { while (1) {
unsigned long now = millis(); unsigned long now = millis();
uint16_t edge = 0;
buttons |= ~(0 samples++;
| (digitalRead(BUTTON_BLUE) << 0)
| (digitalRead(BUTTON_GREEN) << 1)
| (digitalRead(BUTTON_RED) << 2)
| (digitalRead(BUTTON_YELLOW) << 3)
| (digitalRead(BUTTON_ORANGE) << 4)
| (digitalRead(TILT_SWITCH) << 5)
| (digitalRead(STRUM_UP) << 6) // Not in USB packet
| (digitalRead(STRUM_DOWN) << 7) // Not in USB packet
| (digitalRead(BUTTON_MINUS) << 8)
| (digitalRead(BUTTON_PLUS) << 9)
| (digitalRead(SOLO_BLUE) << 10) // Not in USB packet
| (digitalRead(SOLO_GREEN) << 11) // Not in USB packet
| (digitalRead(SOLO_RED) << 12) // Not in USB packet
| (digitalRead(SOLO_YELLOW) << 13) // Not in USB packet
| (digitalRead(SOLO_ORANGE) << 14) // Not in USB packet
);
if (now < next) { for (uint8_t i = 0; i < npins; i++) {
if (silence[i]) {
silence[i]--;
} else if (bitRead(buttons, i) != !digitalRead(pins[i])) {
edge |= bit(i);
silence[i] = SILENCE_SAMPLES;
}
}
buttons ^= edge;
// We've sampled everything. Is it time to do calculations and USB?
if (!edge && (next > now)) {
continue; continue;
} }
next = now + 20; next = now + UPDATE_INTERVAL_MS;
buttonState.buttons = (buttons & 0b1100111111); // All directly-mappable bits buttonState.buttons = (buttons & 0b1100111111); // All directly-mappable bits
buttonState.buttons |= ((buttons >> 10) & 0b11111); // Solo keys buttonState.buttons |= ((buttons >> 10) & 0b11111); // Solo keys
@ -96,9 +121,12 @@ void loop() {
buttonState.axis[2] = analogRead(ANALOG_WAMMY) / 4; buttonState.axis[2] = analogRead(ANALOG_WAMMY) / 4;
// The second Y axis doesn't appear to be used, so I'm logging sample rate with it
buttonState.axis[3] = samples & 0xff; // most things map this to [-1,1]
// Send an update // Send an update
HID().SendReport(0, (uint8_t *)&buttonState, 27); HID().SendReport(0, (uint8_t *)&buttonState, 27);
buttons = 0; samples = 0;
} }
} }

39
NOTES.md Normal file
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@ -0,0 +1,39 @@
I did some performance testing.
The Pro Micro runs an Atmel 32u4 at 8MHz.
If the code does nothing else,
I was able to poll all pins around 13 times every 1ms,
or 13kHz.
Sample Rate
-----------
The number of samples taken since the last HID report
is sent as the second Y axis.
If you use the
[included gamepad tester](gamepad.html),
it will show the approximate number of samples as an integer,
for Y axis 2.
This is approximate,
because the browser encodes the value as a real number between -1 and 1.
We convert it back, but may lose a little precision.
It's close enough for me,
hopefully it's close enough for you.
Debouncing
----------
Using `millis()` time to debounce the switch
roughly halved my sample frequency.
So instead, I do some preprocessor arithmetic
to calculate how many samples to take after an edge,
in order to debounce switches.
The drum controller was a partcular pain:
in addition to the switch bouncing,
the stick was bouncing on the rubber pad.
I settled on a 40ms silence window as feeling pretty good.
You can adjust this if you want to.

264
gamepad.html Normal file
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@ -0,0 +1,264 @@
<!--
/*
* Copyright 2019 Gregg Tavares
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
-->
<style>
body {
background: #444;
color: white;
font-family: monospace;
}
#gamepads>* {
background: #333;
padding: 1em;
margin: 10px 5px 0 0;
}
#gamepads pre {
white-space: pre-wrap;
}
.head {
display: flex;
}
.head .id {
flex: 1 1 auto;
}
.head .index,
.head .id {
display: inline-block;
background: #222;
padding: 0.5em;
}
.head .index {
}
.info .label {
width: 7em;
display: inline-block;
}
.info>div {
padding: 0.25em;
background: #222;
margin: 0.25em 0.25em 0 0;
}
.inputs {
display: flex;
}
.axes {
display: flex;
align-items: flex-start;
}
.svg text {
color: #CCC;
font-family: monospace;
}
.axes svg text {
font-size: 0.6px;
}
.buttons svg text {
font-size: 1.2px;
}
.axes>div, .buttons>div {
display: inline-block;
background: #222;
}
.axes>div {
margin: 2px 5px 0 0;
}
.buttons>div {
margin: 2px 2px 0 0;
}
</style>
<body>
<h1>HTML5 Gamepad Test</h1>
<div>running: <span id="running"></span></div>
<div id="gamepads"></div>
</body>
<script>
const fudgeFactor = 2; // because of bug in Chrome related to svg text alignment font sizes can not be < 1
const runningElem = document.querySelector('#running');
const gamepadsElem = document.querySelector('#gamepads');
const gamepadsByIndex = {};
const controllerTemplate = `
<div>
<div class="head"><div class="index"></div><div class="id"></div></div>
<div class="info"><div class="label">connected:</div><span class="connected"></span></div>
<div class="info"><div class="label">mapping:</div><span class="mapping"></span></div>
<div class="inputs">
<div class="axes"></div>
<div class="buttons"></div>
</div>
</div>
`;
const axisTemplate = `
<svg viewBox="-2.2 -2.2 4.4 4.4" width="128" height="128">
<circle cx="0" cy="0" r="2" fill="none" stroke="#888" stroke-width="0.04" />
<path d="M0,-2L0,2M-2,0L2,0" stroke="#888" stroke-width="0.04" />
<circle cx="0" cy="0" r="0.22" fill="red" class="axis" />
<text text-anchor="middle" fill="#CCC" x="0" y="2">0</text>
</svg>
`
const buttonTemplate = `
<svg viewBox="-2.2 -2.2 4.4 4.4" width="64" height="64">
<circle cx="0" cy="0" r="2" fill="none" stroke="#888" stroke-width="0.1" />
<circle cx="0" cy="0" r="0" fill="none" fill="red" class="button" />
<text class="value" dominant-baseline="middle" text-anchor="middle" fill="#CCC" x="0" y="0">0.00</text>
<text class="index" alignment-baseline="hanging" dominant-baseline="hanging" text-anchor="start" fill="#CCC" x="-2" y="-2">0</text>
</svg>
`;
function addGamepad(gamepad) {
console.log('add:', gamepad.index);
const elem = document.createElement('div');
elem.innerHTML = controllerTemplate;
const axesElem = elem.querySelector('.axes');
const buttonsElem = elem.querySelector('.buttons');
const axes = [];
for (let ndx = 0; ndx < gamepad.axes.length; ndx += 2) {
const div = document.createElement('div');
div.innerHTML = axisTemplate;
axesElem.appendChild(div);
axes.push({
axis: div.querySelector('.axis'),
value: div.querySelector('text'),
});
}
const buttons = [];
for (let ndx = 0; ndx < gamepad.buttons.length; ++ndx) {
const div = document.createElement('div');
div.innerHTML = buttonTemplate;
buttonsElem.appendChild(div);
div.querySelector('.index').textContent = ndx;
buttons.push({
circle: div.querySelector('.button'),
value: div.querySelector('.value'),
});
}
gamepadsByIndex[gamepad.index] = {
gamepad,
elem,
axes,
buttons,
index: elem.querySelector('.index'),
id: elem.querySelector('.id'),
mapping: elem.querySelector('.mapping'),
connected: elem.querySelector('.connected'),
};
gamepadsElem.appendChild(elem);
}
function removeGamepad(gamepad) {
const info = gamepadsByIndex[gamepad.index];
if (info) {
delete gamepadsByIndex[gamepad.index];
info.elem.parentElement.removeChild(info.elem);
}
}
function addGamepadIfNew(gamepad) {
const info = gamepadsByIndex[gamepad.index];
if (!info) {
addGamepad(gamepad);
} else {
// This broke sometime in the past. It used to be
// the same gamepad object was returned forever.
// Then Chrome only changed to a new gamepad object
// is returned every frame.
info.gamepad = gamepad;
}
}
function handleConnect(e) {
console.log('connect');
addGamepadIfNew(e.gamepad);
}
function handleDisconnect(e) {
console.log('disconnect');
removeGamepad(e.gamepad);
}
const t = String.fromCharCode(0x26AA);
const f = String.fromCharCode(0x26AB);
function onOff(v) {
return v ? t : f;
}
const keys = ['index', 'id', 'connected', 'mapping', /*'timestamp'*/];
function processController(info) {
const {elem, gamepad, axes, buttons} = info;
const lines = [`gamepad : ${gamepad.index}`];
for (const key of keys) {
info[key].textContent = gamepad[key];
}
axes.forEach(({axis, value}, ndx) => {
const off = ndx * 2;
axis.setAttributeNS(null, 'cx', gamepad.axes[off ] * fudgeFactor);
axis.setAttributeNS(null, 'cy', gamepad.axes[off + 1] * fudgeFactor);
value.textContent = `${Math.floor(127*gamepad.axes[off]+127)},${Math.floor(127*gamepad.axes[off+1]+127)}`;
});
buttons.forEach(({circle, value}, ndx) => {
const button = gamepad.buttons[ndx];
circle.setAttributeNS(null, 'r', button.value * fudgeFactor);
circle.setAttributeNS(null, 'fill', button.pressed ? 'red' : 'gray');
value.textContent = `${button.value.toFixed(2)}`;
});
// lines.push(`axes : [${gamepad.axes.map((v, ndx) => `${ndx}: ${v.toFixed(2).padStart(5)}`).join(', ')} ]`);
// lines.push(`buttons : [${gamepad.buttons.map((v, ndx) => `${ndx}: ${onOff(v.pressed)} ${v.value.toFixed(2)}`).join(', ')} ]`);
// elem.textContent = lines.join('\n');
}
function addNewPads() {
const gamepads = navigator.getGamepads();
for (let i = 0; i < gamepads.length; i++) {
const gamepad = gamepads[i]
if (gamepad) {
addGamepadIfNew(gamepad);
}
}
}
window.addEventListener("gamepadconnected", handleConnect);
window.addEventListener("gamepaddisconnected", handleDisconnect);
function process() {
runningElem.textContent = ((performance.now() * 0.001 * 60 | 0) % 100).toString().padStart(2, '0');
addNewPads(); // some browsers add by polling, others by event
Object.values(gamepadsByIndex).forEach(processController);
requestAnimationFrame(process);
}
requestAnimationFrame(process);
</script>