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authorskal <pascal.massimino@gmail.com>2026-02-07 19:22:43 +0100
committerskal <pascal.massimino@gmail.com>2026-02-07 19:22:43 +0100
commit726ae79dd3ba8f368d3a671f371e747c33195edd (patch)
tree9fbd250b47853a4b81312ff6baddd307341cb15c /assets
parent0eef80ccb12ced607b953bf680459028485b9c67 (diff)
refactor(audio): Convert tracker to unit-less timing system
Changes tracker timing from beat-based to unit-less system to separate musical structure from BPM-dependent playback speed. TIMING CONVENTION: - 1 unit = 4 beats (by convention) - Conversion: seconds = units * (4 / BPM) * 60 - At 120 BPM: 1 unit = 2 seconds BENEFITS: - Pattern structure independent of BPM - BPM changes only affect playback speed, not structure - Easier pattern composition (0.00-1.00 for typical 4-beat pattern) - Fixes issue where patterns played for 2s instead of expected duration DATA STRUCTURES (tracker.h): - TrackerEvent.beat → TrackerEvent.unit_time - TrackerPattern.num_beats → TrackerPattern.unit_length - TrackerPatternTrigger.time_sec → TrackerPatternTrigger.unit_time RUNTIME (tracker.cc): - Added BEATS_PER_UNIT constant (4.0) - Convert units to seconds at playback time using BPM - Pattern remains active for full unit_length duration - Fixed premature pattern deactivation bug COMPILER (tracker_compiler.cc): - Parse LENGTH parameter from PATTERN lines (defaults to 1.0) - Parse unit_time instead of beat values - Generate code with unit-less timing ASSETS: - test_demo.track: converted to unit-less (8 score triggers) - music.track: converted to unit-less (all patterns) - Events: beat/4 conversion (e.g., beat 2.0 → unit 0.50) - Score: seconds/unit_duration (e.g., 4s → 2.0 units at 120 BPM) VISUALIZER (track_visualizer/index.html): - Parse LENGTH parameter and BPM directive - Convert unit-less time to seconds for rendering - Update tick positioning to use unit_time - Display correct pattern durations DOCUMENTATION (doc/TRACKER.md): - Added complete .track format specification - Timing conversion reference table - Examples with unit-less timing - Pattern LENGTH parameter documentation FILES MODIFIED: - src/audio/tracker.{h,cc} (data structures + runtime conversion) - tools/tracker_compiler.cc (parser + code generation) - assets/{test_demo,music}.track (converted to unit-less) - tools/track_visualizer/index.html (BPM-aware rendering) - doc/TRACKER.md (format documentation) - convert_track.py (conversion utility script) TEST RESULTS: - test_demo builds and runs correctly - demo64k builds successfully - Generated code verified (unit-less values in music_data.cc) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets')
-rw-r--r--assets/music.track382
-rw-r--r--assets/test_demo.track40
2 files changed, 216 insertions, 206 deletions
diff --git a/assets/music.track b/assets/music.track
index 4159372..252fb1d 100644
--- a/assets/music.track
+++ b/assets/music.track
@@ -1,7 +1,9 @@
# Enhanced Demo Track - Progressive buildup with varied percussion
# Features acceleration/deceleration with diverse samples and melodic progression
-
-# Import expanded drum kit
+#
+# TIMING: Unit-less (1 unit = 4 beats at 120 BPM = 2 seconds)
+# Pattern events use unit-less time (0.0-1.0 for 4-beat pattern)
+# Score triggers use unit-less time
SAMPLE ASSET_KICK_1
SAMPLE ASSET_KICK_2
SAMPLE ASSET_KICK_2
@@ -20,264 +22,264 @@ SAMPLE ASSET_BASS_1
# === KICK PATTERNS ===
# Varied kicks for different sections
-PATTERN kick_basic
- 0.0, ASSET_KICK_1, 1.0, 0.0
- 2.0, ASSET_KICK_1, 1.0, 0.0
+PATTERN kick_basic LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.50, ASSET_KICK_1, 1.0, 0.0
# 2.5, ASSET_KICK_2, 0.7, -0.2
-PATTERN kick_varied
- 0.0, ASSET_KICK_2, 1.0, 0.0
- 2.0, ASSET_KICK_3, 0.95, 0.0
+PATTERN kick_varied LENGTH 1.0
+ 0.00, ASSET_KICK_2, 1.0, 0.0
+ 0.50, ASSET_KICK_3, 0.95, 0.0
# 2.5, ASSET_KICK_1, 0.7, 0.2
-PATTERN kick_dense
- 0.0, ASSET_KICK_1, 1.0, 0.0
- 0.5, ASSET_KICK_2, 0.6, -0.2
- 1.0, ASSET_KICK_3, 0.95, 0.0
- 1.5, ASSET_KICK_2, 0.6, 0.2
- 2.0, ASSET_KICK_1, 1.0, 0.0
- 2.5, ASSET_KICK_2, 0.6, -0.2
- 3.0, ASSET_KICK_3, 0.95, 0.0
- 3.5, ASSET_KICK_2, 0.6, 0.2
+PATTERN kick_dense LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.12, ASSET_KICK_2, 0.6, -0.2
+ 0.25, ASSET_KICK_3, 0.95, 0.0
+ 0.38, ASSET_KICK_2, 0.6, 0.2
+ 0.50, ASSET_KICK_1, 1.0, 0.0
+ 0.62, ASSET_KICK_2, 0.6, -0.2
+ 0.75, ASSET_KICK_3, 0.95, 0.0
+ 0.88, ASSET_KICK_2, 0.6, 0.2
# === SNARE PATTERNS ===
# Louder snare for more punch
-PATTERN snare_basic
- 1.0, ASSET_SNARE_1, 1.1, 0.1
- 3.0, ASSET_SNARE_1, 1.1, 0.1
+PATTERN snare_basic LENGTH 1.0
+ 0.25, ASSET_SNARE_1, 1.1, 0.1
+ 0.75, ASSET_SNARE_1, 1.1, 0.1
-PATTERN snare_varied
- 1.0, ASSET_SNARE_2, 1.05, -0.1
- 3.0, ASSET_SNARE_4, 1.1, 0.1
+PATTERN snare_varied LENGTH 1.0
+ 0.25, ASSET_SNARE_2, 1.05, -0.1
+ 0.75, ASSET_SNARE_4, 1.1, 0.1
-PATTERN snare_dense
+PATTERN snare_dense LENGTH 1.0
# 0.5, ASSET_SNARE_3, 0.9, 0.0
- 1.0, ASSET_SNARE_1, 1.1, 0.1
+ 0.25, ASSET_SNARE_1, 1.1, 0.1
# 1.5, ASSET_SNARE_4, 0.85, 0.0
- 2.5, ASSET_SNARE_3, 0.9, 0.0
+ 0.62, ASSET_SNARE_3, 0.9, 0.0
# 3.0, ASSET_SNARE_2, 1.05, 0.1
- 3.5, ASSET_SNARE_4, 0.85, 0.0
+ 0.88, ASSET_SNARE_4, 0.85, 0.0
# === HIHAT PATTERNS ===
-PATTERN hihat_basic
- 0.0, ASSET_HIHAT_2, 0.7, -0.3
- 0.5, ASSET_HIHAT_1, 0.35, 0.3
- 1.0, ASSET_HIHAT_2, 0.7, -0.3
- 1.5, ASSET_HIHAT_1, 0.35, 0.3
- 2.0, ASSET_HIHAT_2, 0.7, -0.3
- 2.5, ASSET_HIHAT_1, 0.35, 0.3
- 3.0, ASSET_HIHAT_2, 0.7, -0.3
- 3.5, ASSET_HIHAT_1, 0.35, 0.3
+PATTERN hihat_basic LENGTH 1.0
+ 0.00, ASSET_HIHAT_2, 0.7, -0.3
+ 0.12, ASSET_HIHAT_1, 0.35, 0.3
+ 0.25, ASSET_HIHAT_2, 0.7, -0.3
+ 0.38, ASSET_HIHAT_1, 0.35, 0.3
+ 0.50, ASSET_HIHAT_2, 0.7, -0.3
+ 0.62, ASSET_HIHAT_1, 0.35, 0.3
+ 0.75, ASSET_HIHAT_2, 0.7, -0.3
+ 0.88, ASSET_HIHAT_1, 0.35, 0.3
-PATTERN hihat_varied
- 0.0, ASSET_HIHAT_3, 0.7, -0.3
- 0.5, ASSET_HIHAT_1, 0.35, 0.3
- 1.0, ASSET_HIHAT_4, 0.65, -0.2
- 1.5, ASSET_HIHAT_1, 0.35, 0.3
- 2.0, ASSET_HIHAT_3, 0.7, -0.3
- 2.5, ASSET_HIHAT_1, 0.35, 0.3
- 3.0, ASSET_HIHAT_4, 0.65, -0.2
- 3.5, ASSET_HIHAT_1, 0.35, 0.3
+PATTERN hihat_varied LENGTH 1.0
+ 0.00, ASSET_HIHAT_3, 0.7, -0.3
+ 0.12, ASSET_HIHAT_1, 0.35, 0.3
+ 0.25, ASSET_HIHAT_4, 0.65, -0.2
+ 0.38, ASSET_HIHAT_1, 0.35, 0.3
+ 0.50, ASSET_HIHAT_3, 0.7, -0.3
+ 0.62, ASSET_HIHAT_1, 0.35, 0.3
+ 0.75, ASSET_HIHAT_4, 0.65, -0.2
+ 0.88, ASSET_HIHAT_1, 0.35, 0.3
# === CYMBAL PATTERNS ===
# Crash for major transitions only
-PATTERN crash
- 0.0, ASSET_CRASH_1, 0.85, 0.0
+PATTERN crash LENGTH 1.0
+ 0.00, ASSET_CRASH_1, 0.85, 0.0
# Ride for driving the beat (replaces most crashes)
-PATTERN ride
- 0.0, ASSET_RIDE_1, 0.75, 0.2
+PATTERN ride LENGTH 1.0
+ 0.00, ASSET_RIDE_1, 0.75, 0.2
# Faster ride beat for intensity
-PATTERN ride_fast
- 0.0, ASSET_RIDE_1, 0.75, 0.2
- 0.5, ASSET_RIDE_1, 0.6, 0.2
- 1.0, ASSET_RIDE_1, 0.75, 0.2
- 1.5, ASSET_RIDE_1, 0.6, 0.2
- 2.0, ASSET_RIDE_1, 0.75, 0.2
- 2.5, ASSET_RIDE_1, 0.6, 0.2
- 3.0, ASSET_RIDE_1, 0.75, 0.2
- 3.5, ASSET_RIDE_1, 0.6, 0.2
+PATTERN ride_fast LENGTH 1.0
+ 0.00, ASSET_RIDE_1, 0.75, 0.2
+ 0.12, ASSET_RIDE_1, 0.6, 0.2
+ 0.25, ASSET_RIDE_1, 0.75, 0.2
+ 0.38, ASSET_RIDE_1, 0.6, 0.2
+ 0.50, ASSET_RIDE_1, 0.75, 0.2
+ 0.62, ASSET_RIDE_1, 0.6, 0.2
+ 0.75, ASSET_RIDE_1, 0.75, 0.2
+ 0.88, ASSET_RIDE_1, 0.6, 0.2
# Splash for accent/variation
-PATTERN splash
- 0.0, ASSET_SPLASH_1, 0.7, -0.2
+PATTERN splash LENGTH 1.0
+ 0.00, ASSET_SPLASH_1, 0.7, -0.2
# === BASS PATTERNS ===
# Progressive bass introduction with reduced volumes
-PATTERN bass_e_soft
- 0.0, NOTE_E3, 0.4, 0.0
- 2.0, NOTE_E3, 0.35, 0.0
+PATTERN bass_e_soft LENGTH 1.0
+ 0.00, NOTE_E3, 0.4, 0.0
+ 0.50, NOTE_E3, 0.35, 0.0
-PATTERN bass_e
- 0.0, NOTE_E3, 0.5, 0.0
- 1.0, NOTE_E3, 0.4, 0.0
- 2.0, NOTE_E3, 0.5, 0.0
- 2.5, NOTE_E3, 0.35, 0.0
- 3.0, NOTE_E3, 0.4, 0.0
+PATTERN bass_e LENGTH 1.0
+ 0.00, NOTE_E3, 0.5, 0.0
+ 0.25, NOTE_E3, 0.4, 0.0
+ 0.50, NOTE_E3, 0.5, 0.0
+ 0.62, NOTE_E3, 0.35, 0.0
+ 0.75, NOTE_E3, 0.4, 0.0
-PATTERN bass_eg
- 0.0, NOTE_E3, 0.5, 0.0
- 1.0, NOTE_E3, 0.4, 0.0
- 2.0, NOTE_G3, 0.5, 0.0
- 3.0, NOTE_G3, 0.4, 0.0
+PATTERN bass_eg LENGTH 1.0
+ 0.00, NOTE_E3, 0.5, 0.0
+ 0.25, NOTE_E3, 0.4, 0.0
+ 0.50, NOTE_G3, 0.5, 0.0
+ 0.75, NOTE_G3, 0.4, 0.0
-PATTERN bass_progression
- 0.0, NOTE_E3, 0.5, 0.0
- 1.0, NOTE_D3, 0.45, 0.0
- 2.0, NOTE_C2, 0.5, 0.0
- 3.0, NOTE_G3, 0.4, 0.0
+PATTERN bass_progression LENGTH 1.0
+ 0.00, NOTE_E3, 0.5, 0.0
+ 0.25, NOTE_D3, 0.45, 0.0
+ 0.50, NOTE_C2, 0.5, 0.0
+ 0.75, NOTE_G3, 0.4, 0.0
# === SYNCOPATED BASS PATTERNS ===
# Punchy, syncopated bass with short notes for final section
-PATTERN bass_synco_1
- 0.0, NOTE_E3, 0.6, 0.0
- 0.25, NOTE_E3, 0.5, 0.1
- 0.75, NOTE_E3, 0.55, -0.1
- 1.5, NOTE_E3, 0.5, 0.0
- 2.0, NOTE_E3, 0.6, 0.0
- 2.75, NOTE_G3, 0.55, 0.1
- 3.25, NOTE_E3, 0.5, 0.0
+PATTERN bass_synco_1 LENGTH 1.0
+ 0.00, NOTE_E3, 0.6, 0.0
+ 0.06, NOTE_E3, 0.5, 0.1
+ 0.19, NOTE_E3, 0.55, -0.1
+ 0.38, NOTE_E3, 0.5, 0.0
+ 0.50, NOTE_E3, 0.6, 0.0
+ 0.69, NOTE_G3, 0.55, 0.1
+ 0.81, NOTE_E3, 0.5, 0.0
-PATTERN bass_synco_2
- 0.0, NOTE_E3, 0.6, 0.0
- 0.5, NOTE_D3, 0.55, -0.1
- 1.25, NOTE_E3, 0.5, 0.1
- 1.75, NOTE_D3, 0.5, 0.0
- 2.0, NOTE_C2, 0.6, 0.0
- 2.5, NOTE_E3, 0.5, 0.1
- 3.0, NOTE_G3, 0.6, 0.0
- 3.5, NOTE_E3, 0.5, -0.1
+PATTERN bass_synco_2 LENGTH 1.0
+ 0.00, NOTE_E3, 0.6, 0.0
+ 0.12, NOTE_D3, 0.55, -0.1
+ 0.31, NOTE_E3, 0.5, 0.1
+ 0.44, NOTE_D3, 0.5, 0.0
+ 0.50, NOTE_C2, 0.6, 0.0
+ 0.62, NOTE_E3, 0.5, 0.1
+ 0.75, NOTE_G3, 0.6, 0.0
+ 0.88, NOTE_E3, 0.5, -0.1
-PATTERN bass_synco_3
- 0.0, NOTE_E3, 0.65, 0.0
- 0.25, NOTE_E3, 0.5, 0.0
- 0.5, NOTE_E3, 0.55, 0.1
- 1.0, NOTE_G3, 0.6, 0.0
- 1.5, NOTE_E3, 0.5, -0.1
- 2.25, NOTE_D2, 0.55, 0.0
- 2.75, NOTE_E3, 0.5, 0.1
- 3.5, NOTE_E3, 0.55, 0.0
+PATTERN bass_synco_3 LENGTH 1.0
+ 0.00, NOTE_E3, 0.65, 0.0
+ 0.06, NOTE_E3, 0.5, 0.0
+ 0.12, NOTE_E3, 0.55, 0.1
+ 0.25, NOTE_G3, 0.6, 0.0
+ 0.38, NOTE_E3, 0.5, -0.1
+ 0.56, NOTE_D2, 0.55, 0.0
+ 0.69, NOTE_E3, 0.5, 0.1
+ 0.88, NOTE_E3, 0.55, 0.0
# === SCORE ===
SCORE
# Phase 1: Intro - Minimal setup (0-4s)
- 0.0, crash
- 0.0, kick_basic
- 0.0, hihat_basic
+ 0.00, crash
+ 0.00, kick_basic
+ 0.00, hihat_basic
- 2.0, kick_basic
- 2.0, snare_basic
- 2.0, hihat_basic
+ 0.50, kick_basic
+ 0.50, snare_basic
+ 0.50, hihat_basic
# Phase 2: Build - Add variety (4-8s)
- 4.0, ride
- 4.0, kick_varied
- 4.0, snare_basic
- 4.0, hihat_varied
+ 1.00, ride
+ 1.00, kick_varied
+ 1.00, snare_basic
+ 1.00, hihat_varied
- 6.0, kick_varied
- 6.0, snare_varied
- 6.0, hihat_varied
+ 1.50, kick_varied
+ 1.50, snare_varied
+ 1.50, hihat_varied
# Phase 3: Introduce bass softly (8-12s)
- 8.0, splash
- 8.0, kick_basic
- 8.0, snare_basic
- 8.0, hihat_basic
- 8.0, bass_e_soft
+ 2.00, splash
+ 2.00, kick_basic
+ 2.00, snare_basic
+ 2.00, hihat_basic
+ 2.00, bass_e_soft
- 10.0, kick_varied
- 10.0, snare_varied
- 10.0, hihat_varied
- 10.0, bass_e_soft
+ 2.50, kick_varied
+ 2.50, snare_varied
+ 2.50, hihat_varied
+ 2.50, bass_e_soft
# Phase 4: Acceleration section (12-16s music time)
# tempo_scale accelerates from 1.0 to 2.0
- 12.0, ride
- 12.0, kick_basic
- 12.0, snare_basic
- 12.0, hihat_basic
- 12.0, bass_e
+ 3.00, ride
+ 3.00, kick_basic
+ 3.00, snare_basic
+ 3.00, hihat_basic
+ 3.00, bass_e
- 14.0, kick_varied
- 14.0, snare_varied
- 14.0, hihat_varied
- 14.0, bass_eg
+ 3.50, kick_varied
+ 3.50, snare_varied
+ 3.50, hihat_varied
+ 3.50, bass_eg
# Phase 5: After acceleration reset - denser patterns (16-20s)
# tempo_scale = 1.0 with 2x denser patterns
- 16.0, crash
- 16.0, kick_dense
- 16.0, snare_dense
- 16.0, hihat_varied
- 16.0, bass_e
+ 4.00, crash
+ 4.00, kick_dense
+ 4.00, snare_dense
+ 4.00, hihat_varied
+ 4.00, bass_e
- 18.0, kick_dense
- 18.0, snare_dense
- 18.0, hihat_basic
- 18.0, bass_progression
+ 4.50, kick_dense
+ 4.50, snare_dense
+ 4.50, hihat_basic
+ 4.50, bass_progression
# Phase 6: Continue buildup (20-24s)
- 20.0, ride
- 20.0, kick_dense
- 20.0, snare_dense
- 20.0, hihat_varied
- 20.0, bass_e
+ 5.00, ride
+ 5.00, kick_dense
+ 5.00, snare_dense
+ 5.00, hihat_varied
+ 5.00, bass_e
- 22.0, kick_dense
- 22.0, snare_dense
- 22.0, hihat_basic
- 22.0, bass_eg
+ 5.50, kick_dense
+ 5.50, snare_dense
+ 5.50, hihat_basic
+ 5.50, bass_eg
# Phase 7: Slow-down section (24-28s music time)
# tempo_scale decelerates from 1.0 to 0.5
- 24.0, splash
- 24.0, kick_dense
- 24.0, snare_dense
- 24.0, hihat_varied
- 24.0, bass_progression
+ 6.00, splash
+ 6.00, kick_dense
+ 6.00, snare_dense
+ 6.00, hihat_varied
+ 6.00, bass_progression
- 26.0, kick_dense
- 26.0, snare_dense
- 26.0, hihat_basic
- 26.0, bass_e
+ 6.50, kick_dense
+ 6.50, snare_dense
+ 6.50, hihat_basic
+ 6.50, bass_e
# Phase 8: Build to break (28-31s)
- 28.0, ride_fast
- 28.0, kick_basic
- 28.0, snare_varied
- 28.0, hihat_varied
- 28.0, bass_eg
+ 7.00, ride_fast
+ 7.00, kick_basic
+ 7.00, snare_varied
+ 7.00, hihat_varied
+ 7.00, bass_eg
- 30.0, kick_varied
- 30.0, snare_basic
- 30.0, hihat_basic
- 30.0, bass_progression
+ 7.50, kick_varied
+ 7.50, snare_basic
+ 7.50, hihat_basic
+ 7.50, bass_progression
# DRAMATIC BREAK: 1 beat of silence before climax (31-32s)
- 31.0, hihat_basic
+ 7.75, hihat_basic
# Phase 9: CLIMAX - Punchy syncopated bass with fast ride (32-36s)
- 32.0, crash
- 32.0, ride_fast
- 32.0, kick_dense
- 32.0, snare_dense
- 32.0, hihat_varied
- 32.0, bass_synco_1
+ 8.00, crash
+ 8.00, ride_fast
+ 8.00, kick_dense
+ 8.00, snare_dense
+ 8.00, hihat_varied
+ 8.00, bass_synco_1
- 34.0, ride_fast
- 34.0, kick_dense
- 34.0, snare_dense
- 34.0, hihat_basic
- 34.0, bass_synco_2
+ 8.50, ride_fast
+ 8.50, kick_dense
+ 8.50, snare_dense
+ 8.50, hihat_basic
+ 8.50, bass_synco_2
# Phase 10: Final push with syncopation (36-38s)
- 36.0, ride_fast
- 36.0, kick_dense
- 36.0, snare_dense
- 36.0, hihat_varied
- 36.0, bass_synco_3
+ 9.00, ride_fast
+ 9.00, kick_dense
+ 9.00, snare_dense
+ 9.00, hihat_varied
+ 9.00, bass_synco_3
# Ending
- 38.0, crash
+ 9.50, crash
diff --git a/assets/test_demo.track b/assets/test_demo.track
index 9d6bdf4..6ae5c67 100644
--- a/assets/test_demo.track
+++ b/assets/test_demo.track
@@ -1,28 +1,36 @@
# Minimal drum beat for audio/visual sync testing
# Pattern: kick-snare-kick-snare, crash every 4th bar
# Includes NOTE_A4 (440 Hz) at start of each bar for testing
+#
+# TIMING: Unit-less (1 unit = 4 beats at 120 BPM = 2 seconds)
+# Pattern events use unit-less time (0.0-1.0 for 4-beat pattern)
+# Score triggers use unit-less time
SAMPLE ASSET_KICK_1
SAMPLE ASSET_SNARE_1
SAMPLE ASSET_CRASH_1
-PATTERN drums_basic
- 0.0, ASSET_KICK_1, 1.0, 0.0
- 0.0, NOTE_A4, 0.5, 0.0
- 1.0, ASSET_SNARE_1, 0.9, 0.0
- 2.0, ASSET_KICK_1, 1.0, 0.0
- 3.0, ASSET_SNARE_1, 0.9, 0.0
+PATTERN drums_basic LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.00, NOTE_A4, 0.5, 0.0
+ 0.25, ASSET_SNARE_1, 0.9, 0.0
+ 0.50, ASSET_KICK_1, 1.0, 0.0
+ 0.75, ASSET_SNARE_1, 0.9, 0.0
-PATTERN drums_with_crash
- 0.0, ASSET_KICK_1, 1.0, 0.0
- 0.0, ASSET_CRASH_1, 0.85, 0.0
- 0.0, NOTE_A4, 0.5, 0.0
- 1.0, ASSET_SNARE_1, 0.9, 0.0
- 2.0, ASSET_KICK_1, 1.0, 0.0
- 3.0, ASSET_SNARE_1, 0.9, 0.0
+PATTERN drums_with_crash LENGTH 1.0
+ 0.00, ASSET_KICK_1, 1.0, 0.0
+ 0.00, ASSET_CRASH_1, 0.85, 0.0
+ 0.00, NOTE_A4, 0.5, 0.0
+ 0.25, ASSET_SNARE_1, 0.9, 0.0
+ 0.50, ASSET_KICK_1, 1.0, 0.0
+ 0.75, ASSET_SNARE_1, 0.9, 0.0
SCORE
0.0, drums_basic
- 4.0, drums_with_crash
- 8.0, drums_basic
- 12.0, drums_with_crash
+ 1.0, drums_basic
+ 2.0, drums_with_crash
+ 3.0, drums_basic
+ 4.0, drums_basic
+ 5.0, drums_basic
+ 6.0, drums_with_crash
+ 7.0, drums_basic