COS 126 Plucking a Guitar String |
Programming Assignment |
Write a program to simulate plucking a guitar string using the Karplus-Strong algorithm. This algorithm played a seminal role in the emergence of physically modeled sound synthesis (where a physical description of a musical instrument is used to synthesize sound electronically).
Digital audio. Before reading this assignment, review the material in the textbook on digital audio (pp. 147–151, 202–206).
Simulate the plucking of a guitar string. When a guitar string is plucked, the string vibrates and creates sound. The length of the string determines its fundamental frequency of vibration. We model a guitar string by sampling its displacement (a real number between -1/2 and +1/2) at N equally spaced points (in time), where N equals the sampling rate (44,100) divided by the fundamental frequency (where the quotient is rounded to the nearest integer).
Why it works? The two primary components that make the Karplus-Strong algorithm work are the ring buffer feedback mechanism and the averaging operation.
Ring buffer. Your first task is to create a data type to model the buffer. Write a class named RingBuffer that implements the following API:
Since the buffer has a known maximum capacity, you can implement a RingBuffer using a double array of that length. For efficiency, use cyclic wrap-around: Maintain one integer instance variable first that stores the index of the least recently inserted item; maintain a second integer instance variable last that stores the index one beyond the most recently inserted item. To insert an item, put it at index last and increment last. To remove an item, take it from index first and increment first. When either index equals capacity, make it wrap-around by changing the index to 0.public class RingBuffer ----------------------------------------------------------------------------------------- RingBuffer(int capacity) // create an empty ring buffer, with given max capacity int size() // return number of items currently in the buffer boolean isEmpty() // is the buffer empty (size equals zero)? boolean isFull() // is the buffer full (size equals capacity)? void enqueue(double x) // add item x to the end double dequeue() // delete and return item from the front double peek() // return (but do not delete) item from the front
Implement RingBuffer to throw an exception if the client attempts to dequeue() from an empty buffer or enqueue() into a full buffer to indicate the error.
Guitar string. Next, create a data type to model a vibrating guitar string. Write a class named GuitarString that implements the following API:
public class GuitarString ------------------------------------------------------------------------------------------------------------------------ GuitarString(double frequency) // create a guitar string of the given frequency, using a sampling rate of 44,100 GuitarString(double[] init) // create a guitar string whose size and initial values are given by the array void pluck() // set the buffer to white noise void tic() // advance the simulation one time step double sample() // return the current sample int time() // return number of tics
Interactive guitar player. GuitarHeroLite.java is a sample client (of GuitarString.java, StdDraw.java, and StdAudio.java) that plays the guitar in real-time, using the keyboard to input notes. When the user types the lowercase letter 'a' or 'c', the program plucks the corresponding string. Since the combined result of several sound waves is the sum of the individual sound waves, we play the sum of all string samples.
Write a program GuitarHero that is similar to GuitarHeroLite, but supports a total of 37 notes on the chromatic scale from 110Hz to 880Hz. In general, make the ith character of the string
public class GuitarHeroLite { public static void main(String[] args) { // create two guitar strings, for concert A and C double CONCERT_A = 440.0; double CONCERT_C = CONCERT_A * Math.pow(2, 3.0/12.0); GuitarString stringA = new GuitarString(CONCERT_A); GuitarString stringC = new GuitarString(CONCERT_C); while (true) { // check if the user has typed a key; if so, process it if (StdDraw.hasNextKeyTyped()) { char key = StdDraw.nextKeyTyped(); if (key == 'a') { stringA.pluck(); } else if (key == 'c') { stringC.pluck(); } } // compute the superposition of samples double sample = stringA.sample() + stringC.sample(); // play the sample on standard audio StdAudio.play(sample); // advance the simulation of each guitar string by one step stringA.tic(); stringC.tic(); } } }
This "keyboard" arrangement imitates a piano keyboard: The "white keys" are on the qwerty and zxcv rows and the "black keys" on the 12345 and asdf rows of the keyboard.String keyboard = "q2we4r5ty7u8i9op-[=zxdcfvgbnjmk,.;/' ";
The ith character of the string corresponds to a frequency of 440 × 2(i - 24) / 12, so that the character 'q' is 110Hz, 'i' is 220Hz, 'v' is 440Hz, and ' ' is 880Hz. Don't even think of including 37 individual GuitarString variables or a 37-way if statement! Instead, create an array of 37 GuitarString objects and use keyboard.indexOf(key) to figure out which key was typed. Make sure your program does not crash if a key is played that is not one of your 37 notes.
Submission. Submit RingBuffer.java, GuitarString.java, and GuitarHero.java. Finally, submit a readme.txt file and answer the questions.
Extra credit 1. Write a program GuitarHeroVisualizer.java (by modifying GuitarHero.java) that plots the sound wave in real-time, as the user is playing the keyboard guitar. The output should look something like this, but change over time.
Submit your client program GuitarHeroVisualizer.java. We will run it with our RingBuffer and GuitarString classes.
Extra credit 2. Bring your laptop to precept and perform a piece for your classmates. Partners may perform a duet and both will receive extra credit, or a solo for individual extra credit.
Challenge for the bored. Modify the Karplus-Strong algorithm to synthesize a different instrument. Consider changing the excitation of the string (from white-noise to something more structured) or changing the averaging formula (from the average of the first two samples to a more complicated rule) or anything else you might imagine.
This assignment was developed by Andrew Appel, Jeff Bernstein, Maia Ginsburg, Ken Steiglitz, Ge Wang, and Kevin Wayne.