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C# MIDI Toolkit

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18 Apr 2007MIT18 min read 3.1M   41.7K   303  
A toolkit for creating MIDI applications with C#.
/*
 * Created by: Leslie Sanford
 * 
 * Contact: jabberdabber@hotmail.com
 * 
 * Last modified: 05/08/2004
 */

using System;

namespace Multimedia.Midi
{
    /// <summary>
    /// Represents the method that will handle SysRealtimeEvent events from an
    /// InputDevice.
    /// </summary>
    public delegate void SysRealtimeEventHandler(object sender, SysRealtimeEventArgs e);
    
    /// <summary>
    /// Represents 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
    }

	/// <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>
	public class SysRealtimeMessage : ShortMessage
	{
        #region SysRealtimeMessage Members

        #region Fields

        // The system realtime type.
        private SysRealtimeType type;

        #endregion

        #region Construction

        /// <summary>
        /// Initializes a new instance of the SysRealtimeMessage class.
        /// </summary>
        /// <param name="type">
        /// The type of system realtime message.
        /// </param>
		public SysRealtimeMessage(SysRealtimeType type)
		{
            Type = type;
		}

        /// <summary>
        /// Initializes a new instance of the SysRealtimeMessage class with a
        /// system realtime message packed as an integer.
        /// </summary>
        /// <param name="message">
        /// The packed system realtime message to use for initialization.
        /// </param>
        public SysRealtimeMessage(int message)
        {
            // Enforce preconditions.
            if(!SysRealtimeMessage.IsSysRealtimeMessage(message))
                throw new ArgumentException(
                    "Message is not a system realtime message.", "message");

            // Initialize type.
            Type = (SysRealtimeType)message;
        }

        /// <summary>
        /// Initializes a new instance of the SysRealtimeMessage class with 
        /// another instance of the SysRealtimeMessage class.
        /// </summary>
        /// <param name="message">
        /// The SysRealtimeMessage instance to use for initialization.
        /// </param>
        public SysRealtimeMessage(SysRealtimeMessage message)
        {
            Type = message.Type;
        }

        #endregion

        #region Methods

        /// <summary>
        /// Tests to see if a status value belongs to a system realtime 
        /// message.
        /// </summary>
        /// <param name="status">
        /// The status value to test.
        /// </param>
        /// <returns>
        /// <b>true</b> if the status value belongs to a system realtime 
        /// message; otherwise, <b>false</b>.
        /// </returns>
        public static bool IsSysRealtimeMessage(int status)
        {
            bool result = false;

            // If the status value is in range for clock and stop type
            // system realtime type messages
            if(status >= (int)SysRealtimeType.Clock && 
                status <= (int)SysRealtimeType.Stop)
            {
                // Indicate that this is a system realtime message.
                result = true;
            }
            // Else if the status value is in range for the active sense and 
            // reset messages
            else if(status == (int)SysRealtimeType.ActiveSense ||
                status == (int)SysRealtimeType.Reset)
            {
                // Indicate that this is a system realtime message.
                result = true;
            }
            
            return result;
        }

        #endregion

        #region Properties
        
        /// <summary>
        /// Gets or sets the system realtime type.
        /// </summary>
        public SysRealtimeType Type
        {
            get
            {
                return type;
            }
            set
            {
                type = value;
                SetStatus((int)type);
            }
        }

        #endregion       

        #region Overrides

        /// <summary>
        /// Creates a clone of this instance of the SysRealtimeMessage class.
        /// </summary>
        /// <returns>
        /// A clone of this instance of the SysRealtimeMessage class.
        /// </returns>
        public override object Clone()
        {
            return new SysRealtimeMessage(this);
        }

        /// <summary>
        /// Accepts an IMidiMessageVisitor.
        /// </summary>
        /// <param name="visitor">
        /// The IMidiMessageVisitor to accept.
        /// </param>
        public override void Accept(IMidiMessageVisitor visitor)
        {
            visitor.Visit(this);
        }

        #endregion

        #endregion
	}

    /// <summary>
    /// Represents data for SysRealtimeEvent events.
    /// </summary>
    public class SysRealtimeEventArgs : EventArgs
    {
        #region SysRealtimeEventArgs Members

        #region Fields

        // The SysRealtimeMessage for this event.
        private SysRealtimeMessage message;

        // Time in milliseconds since the input device began recording.
        private int timeStamp;
       
        #endregion

        #region Construction

        /// <summary>
        /// Initializes a new instance of the SysRealtimeEventArgs class with 
        /// the specified SysRealtimeMessage and time stamp.
        /// </summary>
        /// <param name="message">
        /// The SysRealtimeMessage for this event.
        /// </param>
        /// <param name="timeStamp">
        /// The time in milliseconds since the input device began recording.
        /// </param>
        public SysRealtimeEventArgs(SysRealtimeMessage message, int timeStamp)
        {
            this.message = message;
            this.timeStamp = timeStamp;
        }

        #endregion

        #region Properties

        /// <summary>
        /// Gets the SysRealtimeMessage for this event.
        /// </summary>
        public SysRealtimeMessage Message
        {
            get
            {
                return message;
            }
        }

        /// <summary>
        /// Gets the time in milliseconds since the input device began 
        /// recording.
        /// </summary>
        public int TimeStamp
        {
            get
            {
                return timeStamp;
            }
        }

        #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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