Dawdlehorn - Current State
Current Task: Enhanced Gamepad Controls with C-Major Scale and Pitch Bending (COMPLETED)
Implemented advanced gamepad controls with musical scale mapping and pitch bending functionality for more intuitive music creation.
Current Task Checklist
Previous Task: Custom Gamepad Mapping Implementation (COMPLETED)
Project Status
- Phase: Gamepad debug interface improvements
- Repository: Advanced gamepad-controlled synthesizer with comprehensive input handling
- Current Controller: Hori third-party Nintendo Controller ("0f0d-00f6 Lic Pro Controller")
- Next Priority: Testing trigger display fix and continued button mapping accuracy
- Recent Achievement: Fixed triggers display to show proper Nintendo controller button names (ZL/ZR)
Key Decisions Needed
- Audio synthesis approach (Web Audio API patterns)
- Gamepad input handling strategy
- UI framework selection
- State management approach
- Audio worklet vs main thread processing
Current Understanding
- Target: Gamepad-controlled groovebox/DAW
- Core APIs: Web Gamepad, Web Audio, Web MIDI
- Environment: Browser-based with Vite dev server
- Focus: Real-time performance and low latency
Development Server Requirements
CRITICAL: Always use npm run dev to start the development server
- NEVER use
open index.html - this will fail due to CORS and module resolution issues
- Vite dev server is required for ES6 modules, hot reloading, and proper web API access
- Development URL: typically
http://localhost:5173
- Audio context requires user interaction, which the dev server handles properly
Technical Plan Summary
Selected Stack:
- Audio: Tone.js + Audio Worklets for synthesis and effects
- Input: Web Gamepad API + custom input manager
- UI: Vanilla JavaScript + Web Components + Canvas
- State: Custom lightweight state manager with audio/UI separation
Architecture: Event-driven, audio-first design with separate processing threads
Current Implementation Status
GamepadMapper Features Implemented:
- Multi-controller support (Xbox, PlayStation, Nintendo Switch Pro)
- Configurable deadzone compensation (default 0.15)
- Button debouncing (30ms default) to prevent multiple rapid presses
- Event-driven architecture replacing inefficient polling
- Analog trigger detection and proper axis mapping
- Vibration feedback support
- Standardized button/axis naming across controller types
Application Integration:
- Event-driven gamepad handling with buttondown/buttonup/axischange events
- Real-time synthesizer control via gamepad input
- Vibration feedback on button presses
- Debug interface showing processed input values
- Proper audio parameter updates with deadzone-compensated values
Technical Achievements:
- Eliminated stick drift through configurable deadzones with scaling
- Solved button bounce issues with timeout-based debouncing
- Unified controller mapping across different brands
- Improved performance with event-driven vs polling approach
Controller Information
- Current Controller: Hori third-party Nintendo Controller
- Controller ID: "0f0d-00f6 Lic Pro Controller"
- Controller Type: Nintendo (detected by GamepadMapper)
- Status: Currently in the process of mapping all buttons accurately
- Trigger Names: ZL (left trigger), ZR (right trigger), L (left bumper), R (right bumper)
Recent Changes
- C-Major Scale Mapping: Right stick now maps to C-Major scale notes based on angle:
- Down (270°) = C4 (261.63 Hz)
- Down-right (315°) = D4 (293.66 Hz)
- Right (0°) = E4 (329.63 Hz)
- Up-right (45°) = F4 (349.23 Hz)
- Up (90°) = G4 (392.00 Hz)
- Up-left (135°) = A4 (440.00 Hz)
- Left (180°) = B4 (493.88 Hz)
- Down-left (225°) = C5 (523.25 Hz) - octave
- Volume Control: Right stick magnitude now controls volume (0-100%)
- Pitch Bending: Left stick Y-axis now controls pitch bending:
- Up = sharp (positive pitch bend up to +100 cents)
- Down = flat (negative pitch bend down to -100 cents)
- Range: ±1 semitone (±100 cents)
- Enhanced Audio Processing:
- Separated base frequency from pitch-bent frequency
- Real-time pitch bend calculation using semitone ratios
- Visual feedback showing pitch bend amount in cents with ♯/♭ symbols
- Improved UI Display:
- Filter display now shows selected note and angle
- Frequency display shows pitch bend indicators
- Volume display reflects right stick magnitude
Immediate Next Steps
- Test the fixed triggers display with the Hori Nintendo controller
- Continue mapping accuracy verification for all buttons
- Fine-tune deadzone and debounce settings based on real-world usage
- Consider adding more advanced features like:
- Custom controller mapping configuration
- Input recording/playback for testing
- Advanced vibration patterns
- Potential future enhancements:
- Pattern sequencer functionality
- Multiple instrument tracks
- Effects chain controls
- Preset saving/loading system