Songlib: note notations

written by: Song Li Buser

Revision Date: April 15, 2016

Printable Version


Songlib nominally uses a Western music scale with 12 notes (or semitones) per octave. The following note constants are defined:

    #define C     0
    #define Cs    1
    #define Db    1
    #define D     2
    #define Ds    3
    #define Eb    3
    #define E     4
    #define F     5
    #define Fs    6
    #define Gb    6
    #define G     7
    #define Gs    8
    #define Ab    8
    #define A     9
    #define As   10
    #define Bb   10
    #define B    11

Here, the "s" appelation denotes a sharp and "b" a flat. These constants are used in conjuction with an octave specification to specify which notes play, chord, and others are to produce.

There are also   absolute   constants defined as well:

    #define C0    0
    #define Cs0   1
    #define Db0   2
    #define D0    2
    ...
    #define B0   11
    #define C1   12
    #define Cs1  13
    #define Db1  13
    #define D1   14
    ...
    ...
    ...
    #define B10  131

These constants are used with the notePlaying? and filters? commands, among others.

Percussion

A special set of note constants is used for playing percussion. By songlib covention, the following notes correspond to the following percussion instruments:

  note suffix  

named constant    explanation
3 BLOCK_LOW wood block, low
6 BLOCK_MIDDLE wood block, middle
9 BLOCK_HIGH wood block, high
12 BASS_LOW bass drum, low
15 BASS_MIDDLE bass drum, middle
18 BASS_HIGH bass drum, high
21 CLAP hand clap
24 COWBELL cowbell
27 CRASH crash cymbal
30 CRASH_ALT crash cymbal, alternate
33 HAT_CLOSED high hat, closed
36 HAT_OPEN high hat, open
39 HAT_PEDAL high hat, pedal
42 KICK pedal drum
45 KICK_ALT pedal drum, alternate
48 RIDE_ ride cymbal
51 RIDE_ALT ride cymbal, alternate
54 RIDE_BELL ride cymbal, bell
57 SNARE snare drum
60 SNARE_ALT snare drum, alternate
63 STICK stick on rim
66 STICKS stick on stick
69 TIM_LOW timbale, low
72 TIM_MIDDLE timbale, middle
75 TIM_HIGH timbale, high
78 TOM_LOW tomtom, low
81 TOM_MIDDLE tomtom, middle
84 TOM_HIGH tomtom, high
87 CRASH_CHOKE short crash
90 BELL bell
93 CHINA china cymbal
96 SPLASH splash cymbal
99 TAMBOURINE tambourine
102 SHAKER shaker
105 RIMSHOT rim shot
108 PERC8 percussion
111 PERC9 percussion
114 PERC10 percussion
117 PERC11 percussion
120 PERC12 percussion
123 PERC13 percussion
126 PERC14 percussion
129 PERC15 percussion

Assuming the notes have been set up properly, one would use these constants thusly:

    drumset = readScale("/usr/local/share/samples/drums/","hydrogen_");

    snplay(Q,drumset,COWBELL);
    snplay(I,drumset,CRASH);

Drums are usually played with the snplay playing function, since the entire note will play but the song will advance only the requested number of beats. There is a version of snplay that randomly introduces some slop into the amplitude, pitch and timing of the note:

    for (i = 0; i < 4; ++i)
	drum(I,drumset,TOM_MIDDLE)

This makes a repetitive series of beats sound less mechanical. You can set the slop with the functions:

    void setSlopTiming(double);
    void setSlopAmplitude(double);
    void setSlopPitch(double);

lusth@cs.ua.edu