Yesterday I talked about how I’ve been taking MIDI note numbers and remapping them to different tunings here. If you only need to deal with discreet chromatic pitches this is enough; but what about if you are using pitch bends? Say you are bending a pitch up a half-step. If you simply add the bend amount to the initial note, you’ll get a sudden jump by the difference in tuning when you hit the next step. Let me illustrate this:
Starting Pitch: middle C + 16 cents (60.16)
Ending Pitch: C# – 14 cents (60.86)
If we have our pitch bend data so that it gives +1.0 is a half-step and add it to the MIDI note look what happens:
Starting Pitch + Bend up 0.25: 60.41
Starting Pitch + Bend up 0.5: 60.66
Starting Pitch + Bend up 0.75: 60.91 <- higher than our desired ending pitch
Starting Pitch + Bend up 1.0: 61.16 <- even higher
This is because here pitch bend is being treated as an alteration to the note rather than to the index of our tuning. The trick is that rather than linear bending across a linear range, we now want linear bending across a non-linear range (since each step is not a different distance from its neighbors). We need to take a few additional steps to make this work correctly. Here we go (in SuperCollider again):
First, to make our pitch bends map to floats where a delta of 1.0 = a half-step, you need something like this:
bend.linlin(8192,8874,0.0,1.0,nil).round(0.01) // .linlin maps a linear range to an other linear range
The first two arguments depend on what format your pitch bend data is in. In my case, it’s a 14-bit integer where 8192 is no bend and 8874 is up a half-step. The 0.0,1.0 is the new range these numbers will be. nil tells it to not clamp values (so this works with higher and lower values than those given). Finally .round(0.01) rounds the output to the nearest cent (you could skip that if you’d like).
Now for some magic! Arrays in SuperCollider have a method called blendAt() which takes a float as an index and spits out a linearly interpolated value between the neighbors around it. Here’s an example:
a = [ 2, 3];
a.blendAt(0.5); // returns 2.5 since the index 0.5 is half way between index 0 (2) and index 1 (3)
This behavior can be easily implemented in other languages as well of course but it’s nice that it’s just there in SuperCollider.
(
var tuning, note, bend, val, tunedNote;
tuning = [ 0.16, -0.14, -0.02, 0.17, 0.02, 0.14, 0.33, -0.31, -0.12, 0, 0.05, 0.04 ]; // our tuning
note = 60; // starting pitch
bend = 1.0; // bend amount
val = note + bend; // add the note and the bend
tunedNote = val + tuning.blendAt( val % 12, ‘wrapAt’ ).round(0.01); // magic!
)
Here’s what’s happening. We start by adding the pitch bend to the note like before (val). Next we convert that to an index by using mod 12. ‘wrapAt’ lets the last value in the array blend with the first in the array (so you can bend between 11 and 0). This spits out the correctly interpolated +/- cents for our new note. We then add this to val to get the real offset. Here’s some example output:
note = 60, bend = 0.0: 60.16 <- initial note
note = 60, bend = 0.25: 60.33
note = 60, bend = 0.5: 60.51
note = 60, bend = 0.75: 60.68
note = 60, bend = 1.0: 60.86 <- bend up a half-step
note = 61, bend = 0.0: 60.86 <- up a half-step with no bend
Now all bent values are scaled correctly and a bend of +1.0 gives the same result as just playing the next higher note with no bending.