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# Tempo Test Track - Drum beat with acceleration/deceleration tests
# Tests variable tempo system with clear, debuggable patterns
# Import drum samples
SAMPLE ASSET_KICK_1
SAMPLE ASSET_KICK_2
SAMPLE ASSET_SNARE_1
SAMPLE ASSET_SNARE_3
SAMPLE ASSET_HIHAT_1
SAMPLE ASSET_HIHAT_2
SAMPLE ASSET_CRASH_1
SAMPLE ASSET_BASS_1
# Simple kick pattern with light syncopation
# Pattern duration: 4 beats (2 seconds at 120 BPM)
PATTERN kick_basic
0.0, ASSET_KICK_1, 1.0, 0.0
2.0, ASSET_KICK_1, 1.0, 0.0
2.5, ASSET_KICK_2, 0.7, -0.2
# Snare on beats 2 and 4
PATTERN snare_basic
1.0, ASSET_SNARE_1, 0.9, 0.1
3.0, ASSET_SNARE_1, 0.9, 0.1
# Hi-hat 8th notes with stress on beats
PATTERN hihat_stressed
0.0, ASSET_HIHAT_2, 0.8, -0.3
0.5, ASSET_HIHAT_1, 0.4, 0.3
1.0, ASSET_HIHAT_2, 0.8, -0.3
1.5, ASSET_HIHAT_1, 0.4, 0.3
2.0, ASSET_HIHAT_2, 0.8, -0.3
2.5, ASSET_HIHAT_1, 0.4, 0.3
3.0, ASSET_HIHAT_2, 0.8, -0.3
3.5, ASSET_HIHAT_1, 0.4, 0.3
# Denser kick pattern for reset trick (2x faster)
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_1, 1.0, 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_1, 1.0, 0.0
3.5, ASSET_KICK_2, 0.6, 0.2
# Denser snare pattern
PATTERN snare_dense
0.5, ASSET_SNARE_3, 0.7, 0.0
1.0, ASSET_SNARE_1, 0.9, 0.1
1.5, ASSET_SNARE_3, 0.7, 0.0
2.5, ASSET_SNARE_3, 0.7, 0.0
3.0, ASSET_SNARE_1, 0.9, 0.1
3.5, ASSET_SNARE_3, 0.7, 0.0
# Crash accent
PATTERN crash
0.0, ASSET_CRASH_1, 0.85, 0.0
# Bass line in E
PATTERN bass_e
0.0, NOTE_E2, 0.9, 0.0
1.0, NOTE_E2, 0.7, 0.0
2.0, NOTE_E2, 0.9, 0.0
2.5, NOTE_E2, 0.6, 0.0
3.0, NOTE_E2, 0.7, 0.0
# Bass line with variation (E-G progression)
PATTERN bass_eg
0.0, NOTE_E2, 0.9, 0.0
1.0, NOTE_E2, 0.7, 0.0
2.0, NOTE_G2, 0.9, 0.0
3.0, NOTE_G2, 0.7, 0.0
# Simple melody in E minor
PATTERN melody_em
0.0, NOTE_E4, 0.7, 0.0
0.5, NOTE_G4, 0.6, 0.1
1.0, NOTE_B4, 0.7, -0.1
2.0, NOTE_A4, 0.6, 0.0
2.5, NOTE_G4, 0.6, 0.1
3.0, NOTE_E4, 0.7, 0.0
# Score: time_sec, pattern_name
# NOTE: Timing in MUSIC TIME (not physical time)
# Physical time will vary based on tempo_scale in main.cc
SCORE
# Phase 1: Steady beat (0-10s music time)
# tempo_scale = 1.0 throughout
0.0, crash
0.0, kick_basic
0.0, snare_basic
0.0, hihat_stressed
2.0, kick_basic
2.0, snare_basic
2.0, hihat_stressed
4.0, crash
4.0, kick_basic
4.0, snare_basic
4.0, hihat_stressed
6.0, kick_basic
6.0, snare_basic
6.0, hihat_stressed
8.0, crash
8.0, kick_basic
8.0, snare_basic
8.0, hihat_stressed
# Phase 2: Acceleration section (10-15s music time)
# tempo_scale accelerates from 1.0 to 2.0
# Then resets to 1.0 with denser patterns
10.0, crash
10.0, kick_basic
10.0, snare_basic
10.0, hihat_stressed
10.0, bass_e
12.0, kick_basic
12.0, snare_basic
12.0, hihat_stressed
12.0, bass_e
14.0, kick_basic
14.0, snare_basic
14.0, hihat_stressed
14.0, bass_e
# Phase 3: After reset - denser patterns (16-20s music time)
# tempo_scale = 1.0 with 2x denser patterns
16.0, crash
16.0, kick_dense
16.0, snare_dense
16.0, hihat_stressed
16.0, bass_e
18.0, kick_dense
18.0, snare_dense
18.0, hihat_stressed
18.0, bass_eg
# Phase 4: Slow-down section (20-25s music time)
# tempo_scale decelerates from 1.0 to 0.5
# Then resets to 1.0
20.0, crash
20.0, kick_dense
20.0, snare_dense
20.0, hihat_stressed
20.0, bass_e
22.0, kick_dense
22.0, snare_dense
22.0, hihat_stressed
22.0, bass_e
24.0, kick_dense
24.0, snare_dense
24.0, hihat_stressed
24.0, bass_eg
# Phase 5: After slow-down reset (26-30s music time)
# Back to normal tempo with bass
26.0, crash
26.0, kick_basic
26.0, snare_basic
26.0, hihat_stressed
26.0, bass_e
28.0, kick_basic
28.0, snare_basic
28.0, hihat_stressed
28.0, bass_eg
# Phase 6: Add melody (30s+ music time)
30.0, crash
30.0, kick_basic
30.0, snare_basic
30.0, hihat_stressed
30.0, bass_e
30.0, melody_em
32.0, kick_basic
32.0, snare_basic
32.0, hihat_stressed
32.0, bass_eg
32.0, melody_em
34.0, kick_basic
34.0, snare_basic
34.0, hihat_stressed
34.0, bass_e
34.0, melody_em
36.0, crash
36.0, kick_basic
36.0, snare_basic
36.0, hihat_stressed
36.0, bass_eg
36.0, melody_em
# Ending
38.0, crash
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