Implement Substation: BLE-WS bridge with music-reactive e-stim
- Renamed from CoyoteBridge to Substation (namespace, classes, UI) - BLE connection via WinRT with graceful disconnect handling - WebSocket server (127.0.0.1:8765) with single-client, push events for BLE connect/disconnect transitions - Operator strength limiter (clamp/scale modes, default 30) - Tray icon with 3 states: neutral/active/hot (runtime-drawn voltage glyph) - A/B strength gauges, hide-on-minimise to tray - Music mode: MP3 decode + FFT analysis (NAudio + FftSharp), rhythm→ch A, melody→ch B, pre-analyzed with synced audio playback - Test/Stop All work without BLE connected (dev mode) - WS device-driving commands error when BLE not connected; ping/status/ connect always work - TreatWarningsAsErrors, LangVersion=latest - .gitignore, README with full API docs + attribution
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using System.Numerics;
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using FftSharp;
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using NAudio.Wave;
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namespace Substation;
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public record MusicPattern(List<WaveFrame> ChannelA, List<WaveFrame> ChannelB, TimeSpan Duration);
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public static class MusicAnalyzer
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{
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const int SampleRate = 44100;
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const int WindowSize = 2048;
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const int HopSize = 1024;
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const double TickDuration = 0.1; // 100ms per e-stim frame
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// Frequency band boundaries (Hz)
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const double RhythmLow = 20, RhythmHigh = 250;
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const double MelodyLow = 300, MelodyHigh = 4000;
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public static MusicPattern Analyze(string mp3Path, IProgress<int>? progress = null)
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{
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var samples = DecodeToMono(mp3Path);
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var duration = TimeSpan.FromSeconds((double)samples.Length / SampleRate);
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var tickCount = (int)Math.Ceiling((double)samples.Length / SampleRate / TickDuration);
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var channelA = new List<WaveFrame>(tickCount);
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var channelB = new List<WaveFrame>(tickCount);
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var window = new FftSharp.Windows.Hanning();
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var buffer = new double[WindowSize];
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int fftsPerTick = (int)Math.Round(TickDuration * SampleRate / HopSize);
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double[]? prevRhythmMag = null;
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double maxFlux = 0;
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double maxMelodyEnergy = 0;
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// First pass: collect per-tick features
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var tickFeatures = new List<TickFeature>(tickCount);
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int pos = 0;
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int fftIndex = 0;
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while (pos + WindowSize <= samples.Length)
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{
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for (int i = 0; i < WindowSize; i++)
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buffer[i] = samples[pos + i];
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window.ApplyInPlace(buffer);
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var spectrum = FFT.Forward(buffer);
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var mag = FFT.Magnitude(spectrum);
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var (rhythmEnergy, rhythmFlux, melodyEnergy, melodyFreq) =
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ExtractFeatures(mag, prevRhythmMag);
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if (rhythmFlux > maxFlux) maxFlux = rhythmFlux;
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if (melodyEnergy > maxMelodyEnergy) maxMelodyEnergy = melodyEnergy;
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prevRhythmMag = mag;
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int tickIdx = fftIndex / Math.Max(1, fftsPerTick);
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while (tickFeatures.Count <= tickIdx)
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tickFeatures.Add(new TickFeature());
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var tf = tickFeatures[tickIdx];
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tf.RhythmFlux = Math.Max(tf.RhythmFlux, rhythmFlux);
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tf.MelodyEnergy += melodyEnergy;
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tf.MelodyFreqSamples.Add(melodyFreq);
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tf.MelodyCount++;
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pos += HopSize;
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fftIndex++;
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if (progress != null && fftIndex % 50 == 0)
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{
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var pct = (int)((double)pos / samples.Length * 100);
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progress.Report(pct);
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}
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}
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progress?.Report(100);
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// Second pass: normalize and build WaveFrames
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const int rhythmFreqMs = 150; // ~7Hz deep pulse
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foreach (var tf in tickFeatures)
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{
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// Channel A: rhythm onset
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double normalizedFlux = maxFlux > 0 ? tf.RhythmFlux / maxFlux : 0;
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int onsetIntensity = (int)Math.Round(normalizedFlux * 100);
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// Sub-tick attack/decay shape
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var intA = new[]
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{
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(byte)Math.Clamp(onsetIntensity, 0, 100),
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(byte)Math.Clamp(onsetIntensity * 6 / 10, 0, 100),
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(byte)Math.Clamp(onsetIntensity * 3 / 10, 0, 100),
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(byte)0
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};
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var freqA = Freq.Compress4(new[] { rhythmFreqMs, rhythmFreqMs, rhythmFreqMs, rhythmFreqMs });
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channelA.Add(new WaveFrame(freqA, intA));
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// Channel B: melody
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double avgEnergy = tf.MelodyCount > 0 ? tf.MelodyEnergy / tf.MelodyCount : 0;
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double normalizedEnergy = maxMelodyEnergy > 0 ? avgEnergy / maxMelodyEnergy : 0;
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int melodyIntensity = (int)Math.Round(normalizedEnergy * 80); // cap at 80 for comfort
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melodyIntensity = Math.Clamp(melodyIntensity, 0, 100);
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// Weighted average dominant frequency
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double weightedFreq = 0;
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double totalWeight = 0;
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foreach (var f in tf.MelodyFreqSamples)
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{
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weightedFreq += f * f; // weight by energy (freq already squared mag)
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totalWeight += f;
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}
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double avgMelodyHz = totalWeight > 0 ? weightedFreq / totalWeight : 500;
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int estimsMs = MapPitchToPeriod(avgMelodyHz);
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var intB = new[]
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{
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(byte)melodyIntensity, (byte)melodyIntensity,
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(byte)melodyIntensity, (byte)melodyIntensity
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};
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var freqB = Freq.Compress4(new[] { estimsMs, estimsMs, estimsMs, estimsMs });
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channelB.Add(new WaveFrame(freqB, intB));
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}
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return new MusicPattern(channelA, channelB, duration);
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}
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static (double rhythmEnergy, double rhythmFlux, double melodyEnergy, double melodyFreq) ExtractFeatures(
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double[] magnitude, double[]? prevRhythmMag)
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{
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double binWidth = (double)SampleRate / WindowSize;
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int rhythmLoBin = (int)(RhythmLow / binWidth);
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int rhythmHiBin = (int)(RhythmHigh / binWidth);
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int melodyLoBin = (int)(MelodyLow / binWidth);
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int melodyHiBin = (int)(MelodyHigh / binWidth);
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// Rhythm band energy
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double rhythmEnergy = 0;
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for (int i = rhythmLoBin; i <= rhythmHiBin && i < magnitude.Length; i++)
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rhythmEnergy += magnitude[i] * magnitude[i];
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rhythmEnergy = Math.Sqrt(rhythmEnergy / (rhythmHiBin - rhythmLoBin + 1));
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// Spectral flux (positive change in rhythm band)
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double rhythmFlux = 0;
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if (prevRhythmMag != null)
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{
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for (int i = rhythmLoBin; i <= rhythmHiBin && i < magnitude.Length; i++)
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{
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double diff = magnitude[i] - prevRhythmMag[i];
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if (diff > 0) rhythmFlux += diff;
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}
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}
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// Melody band: energy + dominant frequency (spectral peak)
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double melodyEnergy = 0;
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double peakMag = 0;
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int peakBin = melodyLoBin;
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for (int i = melodyLoBin; i <= melodyHiBin && i < magnitude.Length; i++)
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{
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double m = magnitude[i];
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melodyEnergy += m * m;
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if (m > peakMag)
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{
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peakMag = m;
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peakBin = i;
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}
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}
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melodyEnergy = Math.Sqrt(melodyEnergy / (melodyHiBin - melodyLoBin + 1));
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double melodyFreq = peakBin * binWidth;
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return (rhythmEnergy, rhythmFlux, melodyEnergy, melodyFreq);
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}
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static int MapPitchToPeriod(double hz)
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{
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// Map melody frequency (300-4000Hz) to e-stim period (10-1000ms)
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// Logarithmic mapping: low notes → deep, high notes → buzzy
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double logFreq = Math.Log(Math.Clamp(hz, MelodyLow, MelodyHigh));
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double logMin = Math.Log(MelodyLow);
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double logMax = Math.Log(MelodyHigh);
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double t = (logFreq - logMin) / (logMax - logMin); // 0..1
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// Invert: high freq → short period (buzzy), low freq → long period (deep)
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int ms = (int)Math.Round(1000 - t * 990); // 1000ms..10ms
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return Math.Clamp(ms, 10, 1000);
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}
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static double[] DecodeToMono(string mp3Path)
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{
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using var reader = new Mp3FileReader(mp3Path);
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var format = new WaveFormat(SampleRate, 16, 1);
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using var resampler = new MediaFoundationResampler(reader, format);
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resampler.ResamplerQuality = 60;
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var sampleList = new List<float>();
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var buffer = new byte[SampleRate * 2]; // 1s worth of 16-bit mono
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int read;
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while ((read = resampler.Read(buffer, 0, buffer.Length)) > 0)
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{
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for (int i = 0; i < read; i += 2)
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{
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short sample = (short)(buffer[i] | (buffer[i + 1] << 8));
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sampleList.Add(sample / 32768f);
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}
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}
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var result = new double[sampleList.Count];
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for (int i = 0; i < sampleList.Count; i++)
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result[i] = sampleList[i];
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return result;
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}
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class TickFeature
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{
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public double RhythmFlux;
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public double MelodyEnergy;
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public double MelodyCount;
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public readonly List<double> MelodyFreqSamples = new();
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}
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}
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