import { MiniRepl } from '../../../website/src/docs/MiniRepl';
# Gamepad
The Gamepad module allows you to integrate gamepad input functionality into your musical patterns. This can be particularly useful for live performances or interactive installations where you want to manipulate sounds using a game controller.
## Getting Started
Initialize a gamepad by calling the gamepad() function with an optional index parameter.
<MiniRepl
client:idle
tune={`// Initialize gamepad (optional index parameter, defaults to 0)
const gp = gamepad(0)
note("c a f e").mask(gp.a)`}
/>
## Available Controls
The gamepad module provides access to buttons and analog sticks as normalized signals (0-1) that can modulate your patterns.
### Buttons
| Type | Controls |
| ---------------- | ---------------------------------------------------------------------------------------------- |
| Face Buttons | `a`, `b`, `x`, `y` (or uppercase `A`, `B`, `X`, `Y`) |
| | Toggle versions: `tglA`, `tglB`, `tglX`, `tglY` |
| Shoulder Buttons | `lb`, `rb`, `lt`, `rt` (or uppercase `LB`, `RB`, `LT`, `RT`) |
| | Toggle versions: `tglLB`, `tglRB`, `tglLT`, `tglRT` |
| D-Pad | `up`, `down`, `left`, `right` (or `u`, `d`, `l`, `r` or uppercase) |
| | Toggle versions: `tglUp`, `tglDown`, `tglLeft`, `tglRight` (or `tglU`, `tglD`, `tglL`, `tglR`) |
| Stick Buttons | `l3`, 'r3' (or `ls`, `rs`) |
| | Toggle versions: `tglL3`, 'tglR3' (or `tglLs`, `tglRs`) |
| System Buttons | `start`, `back` (or uppercase `START`, `BACK`) |
| | Toggle versions: `tglStart`, `tglBack` (or `tglSTART`, `tglBACK`) |
### Analog Sticks
| Stick | Controls |
| ----------- | ------------------------------ |
| Left Stick | `x1`, `y1` (0 to 1 range) |
| | `x1_2`, `y1_2` (-1 to 1 range) |
| Right Stick | `x2`, `y2` (0 to 1 range) |
| | `x2_2`, `y2_2` (-1 to 1 range) |
### Button Sequence
| Stick | Controls |
| --------------- | --------------------------------------- |
| Button Sequence | `btnSequence()`, `btnSeq()`, `btnseq()` |
## Using Gamepad Inputs
Once initialized, you can use various gamepad inputs in your patterns. Here are some examples:
### Button Inputs
You can use button inputs to control different aspects of your music, such as gain or triggering events.
<MiniRepl
client:idle
tune={`const gp = gamepad(0)
setcpm(120)
// Use button values to control amplitude
$: stack(
s("[[hh hh] oh hh oh]/2").mask(gp.tglX).bank("RolandTR909"), // X btn for HH
s("cr*1").mask(gp.Y).bank("RolandTR909"), // LB btn for CR
s("bd").mask(gp.tglA).bank("RolandTR909"), // A btn for BD
s("[ht - - mt - - lt - ]/2").mask(gp.tglB).bank("RolandTR909"), // B btn for Toms
s("sd*4").mask(gp.RB).bank("RolandTR909"), // RB btn for SD
)
`}
/>
### Analog Stick Inputs
Analog sticks can be used for continuous control, such as pitch shifting or panning.
<MiniRepl
client:idle
tune={`const gp = gamepad(0)
setcpm(120)
// Use analog stick for continuous control
$: note("c4 d3 a3 e3").sound("sawtooth")
.lpf(gp.x1.range(100,4000))
.lpq(gp.y1.range(5,30))
.decay(gp.y2.range(0.1,2))
.lpenv(gp.x2.range(-5,5))`}
/>
### Button Sequences
You can define button sequences to trigger specific actions, like playing a sound when a sequence is detected.
<MiniRepl client:idle tune={`const gp = gamepad(0)
setcpm(120)
// Define button sequences
const HADOUKEN = [
'd', // Down
'r', // Right
'a', // A
]
const KONAMI = 'uuddlrlrba' //Konami Code ↑↑↓↓←→←→BA
// Check butto-n sequence (returns 1 while detected, 0 when not within last 1 second)
$: s("free_hadouken -").slow(2)
.mask(gp.btnSequence(HADOUKEN)).room(1)
// hadouken.wav by Syna-Max
//https://freesound.org/people/Syna-Max/sounds/67674/
samples({free_hadouken: 'https://cdn.freesound.org/previews/67/67674_111920-lq.mp3'})
`} />
## Multiple Gamepads
Strudel supports multiple gamepads. You can specify the gamepad index to connect to different devices.
<MiniRepl
client:idle
tune={`const pad1 = gamepad(0); // First gamepad
const pad2 = gamepad(1); // Second gamepad`}
/>