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C# MIDI Toolkit

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18 Apr 2007MIT18 min read 3.2M   41.8K   303  
A toolkit for creating MIDI applications with C#.
#region License

/* Copyright (c) 2005 Leslie Sanford
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a copy 
 * of this software and associated documentation files (the "Software"), to 
 * deal in the Software without restriction, including without limitation the 
 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 
 * sell copies of the Software, and to permit persons to whom the Software is 
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in 
 * all copies or substantial portions of the Software. 
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 
 * THE SOFTWARE.
 */

#endregion

#region Contact

/*
 * Leslie Sanford
 * Email: jabberdabber@hotmail.com
 */

#endregion

using System;
using System.ComponentModel;
using System.Diagnostics;

namespace Sanford.Multimedia.Midi
{
    #region System Realtime Message Types
    
    /// <summary>
    /// Defines constants representing the various system realtime message types.
    /// </summary>
    public enum SysRealtimeType
    {
        /// <summary>
        /// Represents the clock system realtime type.
        /// </summary>
        Clock = 0xF8,

        /// <summary>
        /// Represents the tick system realtime type.
        /// </summary>
        Tick,

        /// <summary>
        /// Represents the start system realtime type.
        /// </summary>
        Start,

        /// <summary>
        /// Represents the continue system realtime type.
        /// </summary>
        Continue,

        /// <summary>
        /// Represents the stop system realtime type.
        /// </summary>
        Stop,    
    
        /// <summary>
        /// Represents the active sense system realtime type.
        /// </summary>
        ActiveSense = 0xFE,

        /// <summary>
        /// Represents the reset system realtime type.
        /// </summary>
        Reset
    }

    #endregion

	/// <summary>
	/// Represents MIDI system realtime messages.
	/// </summary>
	/// <remarks>
	/// System realtime messages are MIDI messages that are primarily concerned 
	/// with controlling and synchronizing MIDI devices. 
	/// </remarks>
	[ImmutableObject(true)]
	public sealed class SysRealtimeMessage : ShortMessage
	{
        #region SysRealtimeMessage Members

        #region System Realtime Messages

        /// <summary>
        /// The instance of the system realtime start message.
        /// </summary>
        public static readonly SysRealtimeMessage StartMessage = 
            new SysRealtimeMessage(SysRealtimeType.Start);

        /// <summary>
        /// The instance of the system realtime continue message.
        /// </summary>
        public static readonly SysRealtimeMessage ContinueMessage = 
            new SysRealtimeMessage(SysRealtimeType.Continue);

        /// <summary>
        /// The instance of the system realtime stop message.
        /// </summary>
        public static readonly SysRealtimeMessage StopMessage = 
            new SysRealtimeMessage(SysRealtimeType.Stop);

        /// <summary>
        /// The instance of the system realtime clock message.
        /// </summary>
        public static readonly SysRealtimeMessage ClockMessage = 
            new SysRealtimeMessage(SysRealtimeType.Clock);

        /// <summary>
        /// The instance of the system realtime tick message.
        /// </summary>
        public static readonly SysRealtimeMessage TickMessage = 
            new SysRealtimeMessage(SysRealtimeType.Tick);

        /// <summary>
        /// The instance of the system realtime active sense message.
        /// </summary>
        public static readonly SysRealtimeMessage ActiveSenseMessage = 
            new SysRealtimeMessage(SysRealtimeType.ActiveSense);

        /// <summary>
        /// The instance of the system realtime reset message.
        /// </summary>
        public static readonly SysRealtimeMessage ResetMessage = 
            new SysRealtimeMessage(SysRealtimeType.Reset);

        #endregion

        // Make construction private so that a system realtime message cannot 
        // be constructed directly.
        private SysRealtimeMessage(SysRealtimeType type)
        {
            msg = (int)type;

            #region Ensure

            Debug.Assert(SysRealtimeType == type);

            #endregion
        }

        #region Methods

        /// <summary>
        /// Returns a value for the current SysRealtimeMessage suitable for use in 
        /// hashing algorithms.
        /// </summary>
        /// <returns>
        /// A hash code for the current SysRealtimeMessage.
        /// </returns>
        public override int GetHashCode()
        {
            return msg;
        }

        /// <summary>
        /// Determines whether two SysRealtimeMessage instances are equal.
        /// </summary>
        /// <param name="obj">
        /// The SysRealtimeMessage to compare with the current SysRealtimeMessage.
        /// </param>
        /// <returns>
        /// <b>true</b> if the specified SysRealtimeMessage is equal to the current 
        /// SysRealtimeMessage; otherwise, <b>false</b>.
        /// </returns>
        public override bool Equals(object obj)
        {
            #region Guard

            if(!(obj is SysRealtimeMessage))
            {
                return false;
            }

            #endregion

            SysRealtimeMessage message = (SysRealtimeMessage)obj;

            return this.msg == message.msg;
        }

        #endregion

        #region Properties
        
        /// <summary>
        /// Gets the SysRealtimeType.
        /// </summary>
        public SysRealtimeType SysRealtimeType
        {
            get
            {
                return (SysRealtimeType)msg;
            }
        }
   
        /// <summary>
        /// Gets the MessageType.
        /// </summary>
        public override MessageType MessageType
        {
            get
            {
                return MessageType.SystemRealtime;
            }
        }

        #endregion

        #endregion
    }
}

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License

This article, along with any associated source code and files, is licensed under The MIT License


Written By
United States United States
Aside from dabbling in BASIC on his old Atari 1040ST years ago, Leslie's programming experience didn't really begin until he discovered the Internet in the late 90s. There he found a treasure trove of information about two of his favorite interests: MIDI and sound synthesis.

After spending a good deal of time calculating formulas he found on the Internet for creating new sounds by hand, he decided that an easier way would be to program the computer to do the work for him. This led him to learn C. He discovered that beyond using programming as a tool for synthesizing sound, he loved programming in and of itself.

Eventually he taught himself C++ and C#, and along the way he immersed himself in the ideas of object oriented programming. Like many of us, he gotten bitten by the design patterns bug and a copy of GOF is never far from his hands.

Now his primary interest is in creating a complete MIDI toolkit using the C# language. He hopes to create something that will become an indispensable tool for those wanting to write MIDI applications for the .NET framework.

Besides programming, his other interests are photography and playing his Les Paul guitars.

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