# ShapeSeq — NISPS Generative Sequencing System ## Overview ShapeSeq is a generative sequencing system for the NISPS playground where interactive ML (via the NISPS MLP engine) controls **parameters of algorithmic sequencing primitives** rather than raw note data. The user shapes sequences by navigating a learned parameter space with a joystick or hand tracking, can freeze sequences they like, then selectively re-expose specific parameters for further ML-driven exploration. ShapeSeq replaces the existing placeholder arpeggiator. ## Core Architecture ### Design Principles 1. **MLP outputs are abstract [0,1] values** — musical meaning is applied downstream by a configurable projection layer 2. **Separate NISPS instances** for timbre control and sequence control, with architecture supporting future unification into a single instance 3. **Port-ready JS** — no closures in hot paths, explicit state, data structures that map cleanly to C++ for future RP2040 firmware porting 4. **Modular primitives** — small, combinable algorithmic building blocks that generate musical patterns from continuous parameters ### System Diagram ``` ┌─────────────────┐ │ Input Router │ │ (configurable) │ └──┬──────────┬───┘ │ │ ┌────────▼──┐ ┌───▼────────┐ │ NISPS MLP │ │ NISPS MLP │ │ (timbre) │ │ (sequence) │ └────────┬───┘ └───┬────────┘ │ │ ┌────────▼──┐ ┌───▼────────────────────┐ │ Synth │ │ Delta Controller │ │ Param Map │ │ (frozen vals + deltas) │ └────────┬───┘ └───┬────────────────────┘ │ │ │ ┌────▼──────────────┐ │ │ Primitive Chain │ │ │ Euclid→ProbGate→… │ │ └────┬──────────────┘ │ │ │ ┌────▼──────────────┐ │ │ Projection Layer │ │ │ (scale quant, etc) │ │ └────┬──────────────┘ │ │ │ ┌────▼──────────┐ │ │ Clock Engine │ │ │ (AudioContext) │ │ └────┬──────────┘ │ │ ┌────▼──────────▼────┐ │ Namespaced Event Bus│ │ seq.* ml.* ui.* │ └────────┬───────────┘ │ ┌────────▼───────┐ │ C15 Synth │ │ (noteOn/Off + │ │ param changes)│ └────────────────┘ ``` ### Namespaced Event Bus A pub/sub event system with namespaced channels: | Namespace | Events | Purpose | |-----------|--------|---------| | `seq.*` | `seq.step`, `seq.noteOn`, `seq.noteOff`, `seq.paramChange`, `seq.loopStart` | Musical output from sequencer to synth and visualizer | | `ml.*` | `ml.trained`, `ml.frozen`, `ml.unfrozen`, `ml.deltaUpdate` | ML state changes | | `ui.*` | `ui.paramSelect`, `ui.chainEdit`, `ui.presetLoad`, `ui.freezeToggle` | User actions | All events carry a timestamp (AudioContext.currentTime for `seq.*`, performance.now() for others). ### Input Routing Matrix A configurable routing layer that maps any input source to either NISPS instance's inputs: **Input sources:** - Joystick X, Y (2 values) - Hand tracking features (14 values) - Gamepad axes (variable) **Routing targets:** - Timbre NISPS input 0, input 1 - Sequence NISPS input 0, input 1 Default: joystick → timbre NISPS, hand tracking features 0+1 → sequence NISPS. User-configurable via UI. ## Sequencing Primitives Each primitive is a pure function (or stateful generator with explicit state) that accepts a parameter object and produces typed output. All parameters are normalized [0,1]. ### 1. Euclidean Rhythm Generator **Params:** `steps` (int, from continuous), `pulses` (int), `rotation` (int) **Output type:** trigger pattern (boolean array) **Stateless:** yes Generates Bjorklund-distributed trigger patterns. The continuous [0,1] params are projected to integer ranges based on current step count. ### 2. Probability Gate **Params:** `density` [0,1], `accentProbability` [0,1] **Input type:** trigger pattern **Output type:** filtered trigger pattern with accent flags **Stateless:** yes (per-step coin flip using seeded PRNG) Each incoming trigger survives with probability `density`. Surviving triggers receive accent flag with probability `accentProbability`. ### 3. Pitch Walker **Params:** `stepSize` [0,1], `directionBias` [0,1] (0.5=unbiased), `gravity` [0,1] (pull toward center), `range` [0,1] **Input type:** trigger pattern **Output type:** pitch values [0,1] per triggered step **Stateful:** yes — maintains current position in pitch space Constrained random walk that generates melodic contour. `gravity` pulls the walk toward center (0.5), preventing it from getting stuck at extremes. State includes current position and PRNG state. ### 4. Ratchet **Params:** `maxDivision` [0,1] (maps to 1-4 subdivisions), `probability` [0,1] **Input type:** trigger pattern **Output type:** trigger pattern with subdivision timing offsets **Stateless:** yes (per-step coin flip) Subdivides triggered steps into rapid repeats. Division count determined by `maxDivision`, applied probabilistically. ### 5. Swing / Groove **Params:** `swingAmount` [0,1] (0=straight, 1=full swing), `swingGrid` [0,1] (which subdivisions swing) **Input type:** timing information **Output type:** modified timing offsets **Stateless:** yes Shifts timing of alternating steps. At `swingAmount=0.67` this produces classic 2:1 shuffle. `swingGrid` controls whether swing applies to 8th notes, 16th notes, or triplets. ### 6. Density Morph **Params:** `density` [0,1], `clustering` [0,1] (0=spread evenly, 1=clustered together) **Input type:** step count **Output type:** trigger pattern **Stateless:** yes Alternative to Euclidean — generates trigger patterns with controllable density and spatial distribution. At high clustering, triggers group together creating bursts; at low clustering, triggers spread evenly. ### 7. Interval Lock (Scale Quantizer) **Params:** `root` [0,1] (maps to 0-11 semitones), `mode` [0,1] (maps to scale index), `octaveRange` [0,1] (1-4 octaves) **Input type:** pitch values [0,1] **Output type:** MIDI note numbers **Stateless:** yes Available scales: chromatic, major, natural minor, harmonic minor, pentatonic major, pentatonic minor, blues, dorian, mixolydian, whole tone, diminished. ### 8. Velocity Shaper **Params:** `curveType` [0,1] (maps to: flat, accent-every-N, crescendo, decrescendo, random), `depth` [0,1], `phase` [0,1] **Input type:** trigger pattern with step indices **Output type:** velocity values [0,1] per step **Stateless:** yes Applies cyclic velocity patterns. `phase` rotates the pattern, `depth` controls contrast between quiet and loud. ### Primitive Interface ```javascript // Port-ready: explicit state, no closures class Primitive { constructor(name, paramSchema) { ... } // paramSchema: array of { name, min, max, default, boundary } // boundary: 'clamp' | 'wrap' | 'scaled' // For 'scaled': operates within ±scaledRange of frozen value // Pure processing function process(params, input, state, stepCount, rng) → { output, nextState } // State management for freeze getState() → serializable object setState(state) → void getSeed() → number setSeed(seed) → void } ``` ### Chain Connection Modes Three configurable modes for how primitives connect in a chain: **1. Sequential Pipeline** — each primitive transforms the previous output. Order matters. Signal flows left to right. **2. Parallel + Merge** — each primitive runs independently, outputs merged (OR for triggers, average for continuous values). Order doesn't matter. **3. Typed Routing** — primitives connect via typed ports. A primitive's output connects to the next primitive that accepts that type. Multiple primitives can feed the same type (merged). Most flexible, most complex. The chain connection mode is a global setting (per-chain), configurable via UI. Default: sequential pipeline. ## Delta Control System ### Freeze Workflow 1. User plays with NISPS, finds a sequence they like 2. User activates **freeze** — all current parameter values are captured 3. User selects specific parameters to **re-expose** (mark as "live"): - Click/tap parameters in the UI - Or use hand tracking: point with index finger, pinch gesture to toggle 4. Live parameters receive **deltas** from NISPS MLP output 5. Frozen parameters hold their captured values ### Freeze Modes **Freeze as Algorithm** — captures parameter values + PRNG seed. Stateful primitives (pitch walker) will replay identically. Re-exposing params resumes algorithmic generation with delta-modified params. **Freeze as Pattern** — captures the realized note pattern (snapshot of all step events for one full loop). The primitive chain is bypassed; the sequencer loops the frozen pattern directly. Re-exposing params requires switching back to algorithm mode. User chooses freeze mode via UI toggle. ### Delta Boundary Behavior Each parameter declares its boundary behavior: | Behavior | Description | Good for | |----------|-------------|----------| | `clamp` | Delta result clamped to [0,1] | Velocity, volume, most continuous params | | `wrap` | Values wrap around (1.1 → 0.1) | Rotation, phase, cyclic params | | `scaled` | Delta operates within ±`scaledRange` centered on frozen value | Precision control near a sweet spot | Parameters also declare a `scaledRange` (default 0.3) for the scaled boundary mode. Example: frozen value 0.8 with scaledRange 0.3 → effective range [0.5, 1.0], clamped at boundaries. ## Clock Engine Replaces setTimeout-based arpeggiator with AudioContext-scheduled timing. ```javascript class ClockEngine { constructor(audioContext) { ... } // Properties bpm // beats per minute stepCount // total steps in sequence subdivision // ticks per step (for ratchet/swing resolution) // Lookahead scheduling: schedule events slightly ahead of time // using AudioContext.currentTime for sample-accurate timing start() → void stop() → void setTempo(bpm) → void // Callback: called with { stepIndex, time, isAccent } onStep(callback) → void } ``` The clock uses the standard Web Audio lookahead pattern: - A setInterval (~25ms) checks if any events need scheduling in the next ~100ms - Events are scheduled using AudioContext.currentTime for sample-accurate timing - This decouples visual updates (requestAnimationFrame) from audio timing ## Projection Layer A composable chain of transform functions that convert raw [0,1] MLP outputs into musical values. Each transform is a small, independent module. ### Available Transforms | Transform | Input | Output | Params | |-----------|-------|--------|--------| | Scale Quantizer | [0,1] | MIDI note | root, scale, octave range | | Velocity Curve | [0,1] | [0,1] | curve shape (linear, exponential, S-curve) | | Gate Threshold | [0,1] | boolean | threshold value | | Range Map | [0,1] | [min,max] | min, max | | Octave Folder | MIDI note | MIDI note | target octave range | | Stutter Map | [0,1] | repeat count | max repeats | Transforms snap together: output type of one must match input type of next. The chain is validated on construction. ### Projection Presets Pre-built chain configurations for common use cases: - **Melodic Minor** — scale quant (A minor) → octave fold (2 oct) → velocity curve (exponential) - **Pentatonic Drift** — scale quant (pentatonic) → octave fold (3 oct) → velocity curve (S) - **Chromatic Chaos** — range map (full MIDI) → velocity curve (linear) - **Rhythmic Only** — gate threshold (0.5) → velocity curve (accent) Users can edit any preset or build custom chains. ## UI Design ### Circular Step Visualizer Steps arranged in a circle with even angular spacing (7 steps = heptagon, 13 steps = 13-gon, etc.). No grid overlay — the ear provides rhythmic context. **Visual elements:** - Each step is a node on the circle - Active/triggered steps glow or pulse - Current playback position shown with a rotating indicator - Pitch mapped to node distance from center (low=outer, high=inner) - Velocity mapped to node size - Accents shown with brighter color **Interaction:** - Tap a step to solo/mute it - Long-press for step detail (all params for that step) ### Primitive Chain Builder Vertical stack layout (like a guitar pedalboard): - Each primitive is a card with its name and key params visible - Drag to reorder - Swipe left to delete - "+" button at bottom opens primitive palette - Each card expandable to show all params as sliders - Params marked as "live" (NISPS-controlled) get a distinct visual indicator (e.g., pulsing border) ### Parameter Selection (for freeze/re-expose) Two input modes: 1. **Mouse/touch** — tap a parameter slider to toggle it between frozen (dimmed) and live (highlighted) 2. **Hand tracking** — point index finger at parameter, pinch to toggle. Visual cursor follows index finger tip. Live params show their current NISPS delta as a secondary indicator on the slider. ### Layout ``` ┌──────────────────────────────────┐ │ Circular Step Viz │ │ (upper half of screen) │ │ │ │ ○ ○ │ │ ○ ○ │ │ ○ ▶ ○ │ │ ○ ○ │ │ ○ ○ │ │ │ ├──────────────────────────────────┤ │ Chain Builder (scrollable stack) │ │ ┌──────────────────────────────┐ │ │ │ Euclidean [steps][pulses] │ │ │ │ [rotation] │ │ │ ├──────────────────────────────┤ │ │ │ Prob Gate [density][accent] │ │ │ ├──────────────────────────────┤ │ │ │ Pitch Walk [step][bias] │ │ │ ├──────────────────────────────┤ │ │ │ [ + Add Primitive ] │ │ │ └──────────────────────────────┘ │ ├──────────────────────────────────┤ │ [▶ Play] [❄ Freeze] [Chain:Seq] │ │ BPM: 120 Steps: 8 Scale: Cm │ └──────────────────────────────────┘ ``` ## Phased Implementation Plan ### Phase 1 — Foundation (MVP) **Goal:** All 8 primitives working, chain builder, basic UI, NISPS control. Full architecture with minimal polish. 1. **Event bus** — namespaced pub/sub system 2. **Clock engine** — AudioContext-based precise timing 3. **Primitive framework** — base class, param schema, state management 4. **All 8 primitives** — implement each with their param schemas 5. **Sequential chain** — primitives connected in sequence (pipeline mode only) 6. **Projection layer** — scale quantizer + velocity curve (2 transforms minimum) 7. **Sequence NISPS instance** — second MLP controlling primitive chain params 8. **Basic circular viz** — step circle with playback indicator 9. **Basic chain UI** — vertical stack with sliders, add/remove primitives 10. **Bridge integration** — sequence events → C15 noteOn/noteOff via event bus 11. **Remove arpeggiator** — replace with ShapeSeq ### Phase 2 — Freeze & Delta Control 1. **Freeze system** — capture params + seed, capture pattern snapshot 2. **Parameter selection UI** — click to toggle frozen/live 3. **Delta controller** — applies MLP deltas to live params with boundary config 4. **Hand tracking param select** — pinch gesture to toggle params 5. **Freeze mode toggle** — algorithm vs pattern freeze ### Phase 3 — Advanced Chain & Routing 1. **Parallel + merge chain mode** 2. **Typed routing chain mode** 3. **Input routing matrix** — configurable input → NISPS instance mapping 4. **Projection chain builder** — user-editable transform chains 5. **Projection presets** ### Phase 4 — Polish & Expansion 1. **Preset chains** — pre-built primitive combinations for common genres 2. **Save/load** — persist chain configs, frozen sequences, NISPS state 3. **Unified NISPS mode** — single MLP controlling both timbre + sequence 4. **Additional primitives** as discovered through experimentation 5. **Freeform lasso param selection** (see Future Work) 6. **Per-track variable step counts** (polyrhythm) ## Future Work - **Freeform lasso selection** — draw/lasso over the step visualization to select params spatially. Intuitive but complex to implement. (Create bd backlog issue.) - **MIDI clock sync** — accept external MIDI clock for hardware sync - **OSC output** — route sequencer events via OSC for external software/hardware - **C++ port** — port primitive framework and chain system to nisps-core for RP2040 firmware - **Multi-track** — multiple independent primitive chains running simultaneously with different step counts (polyrhythm) - **Markov chain primitive** — transition-probability-based note selection - **L-system primitive** — Lindenmayer system string rewriting for self-similar patterns - **Cellular automata primitive** — 1D CA rules (e.g., Rule 30) generating trigger patterns ## Technical Notes ### Port-Ready JS Conventions To facilitate future C++ porting: - No closures in primitive process functions — all state is explicit - Use typed arrays (Float32Array) for parameter vectors where possible - Primitives are pure functions with explicit state in/out - Seeded PRNG (not Math.random()) for deterministic replay - All time values in seconds (AudioContext convention), not milliseconds ### PRNG Use a seedable PRNG (e.g., mulberry32 or xoshiro128) so that: - Freeze-as-algorithm can replay identical sequences from seed - Different primitives in a chain get independent PRNG streams (derived from a master seed) - Deterministic behavior aids debugging and reproducibility ### Performance Budget The sequencer tick runs at most every ~15ms (at 250 BPM with 16th note subdivision). Each tick must: 1. Query NISPS MLP (already fast — the MLP inference is <1ms) 2. Run primitive chain (8 primitives × simple math = negligible) 3. Apply projection transforms (simple lookups/math) 4. Emit events Total budget per tick: ~5ms. This is comfortable even on mobile.