# steelseries-live-scale Light the notes of a musical scale on a **SteelSeries Apex 7** using the GameSense SDK, mapped to Ableton Live's computer MIDI keyboard layout. Three of the four build steps in [`apex7-ableton-scale-lighting.md`](./apex7-ableton-scale-lighting.md) are done: 1. **Done** — a standalone CLI that lights a scale via GameSense. You pass the scale on the command line; Live is not involved. 2. **Done** — a Max for Live device that reads the scale from Live's Object Model and prints the computed key set to the Max console. 3. **Done** — the two are wired together: change the scale in Live and the keyboard follows. 4. Next — polish (colors on the device face, handling scale mode being off). TypeScript, no runtime dependencies. Node 16+. ## Quick start (Windows, with SteelSeries GG running) ```powershell npm install # also compiles src\*.ts to dist\ node bin\apex7-scale.js --root C --scale major ``` `npm install` builds via the `prepare` script; after editing any `.ts` file run `npm run build` (or `npm run typecheck` for types only). The board dims, the C-major keys light up (`A S D F G H J K`), the root is orange. The process stays resident and heartbeats so the lighting sticks; you can type new scales at the prompt: ``` F# dorian Bb minor-pentatonic quit ``` Ctrl+C blanks the board and hands lighting back to SteelSeries GG. ### Verify the key mapping on hardware ```powershell node bin\apex7-scale.js --key-test ``` Lights one note key at a time, in order, printing the note it should be. Walk it against the table in the brief — `A`=C, `W`=C#, … `J`=B, `K`=C (octave up). ### Other modes ```powershell node bin\apex7-scale.js --demo 2 # cycle scales, 2s each node bin\apex7-scale.js --intervals 0,3,5,6,7,10 --root A # raw intervals (blues) node bin\apex7-scale.js --once # one frame, then exit node bin\apex7-scale.js --off # blank + deregister node bin\apex7-scale.js --list # known scale names node bin\apex7-scale.js --help ``` Colors: `--bg`, `--color`, `--root-color`, `--off-color`, all `#rrggbb`. ```powershell node bin\apex7-scale.js --root D --scale minor --bg "#020208" --color "#ff00d0" --root-color "#ffffff" ``` ## How the lighting works One GameSense event (`SCALE`) with **14 handlers**, all in `context-color` mode: | Handler | Zone | Frame key | |---|---|---| | background | every key *except* the 13 note keys (93 keys) | `background` | | 13 × note key | one key each, by HID code | `note-a` … `note-k` | Because every handler pulls its color from the event's `frame`, the handlers are bound **once** at startup and a scale change is a single POST — which is what makes following Live mid-set cheap. Two design notes: - **Zones, not `bitmap`.** The brief suggested bitmap mode. Bitmap's 22×6 grid has no documented index→key table per keyboard model, whereas HID usage codes are exact. Painting *all* keys with the background zone solves the same problem bitmap was suggested for: the moment a GameSense event arrives the board enters GameSense mode and any key you don't address goes black. - **The octave key `K`** follows pitch class 0 (same as `A`) but is only tinted as the root when C actually is the root. ## Testing without hardware `tools/fake-gamesense.ts` stands in for the GameSense server: it accepts the real endpoints, resolves the bound handlers against each frame, and renders the resulting keyboard as ANSI color in the terminal. ```bash npm run stub -- --port 51000 # terminal 1 node bin/apex7-scale.js --address 127.0.0.1:51000 --root F# --scale dorian # terminal 2 ``` `--address` (or `GAMESENSE_ADDRESS`) skips `coreProps.json` discovery entirely, so this works on Linux too. `--dry-run` prints the payloads without sending. The M4L device can be pointed at the stub too, with the `address` message box in the patcher — useful for watching what Live's scale changes actually send. Unit tests for the scale math, key mapping, handler shape and frame colors — plus the LOM parsing, the device's message handling and its lighting behaviour, driven through a fake Max and a fake controller: ```bash npm test ``` ## The Max for Live device `max/` holds a device that watches Live's scale, prints the keys it computes, and lights them on the Apex 7. With it loaded and SteelSeries GG running, the whole chain from the brief is live: ``` Live 12 → js (LiveAPI) → Node for Max → GameSense → Apex 7 ``` ### Installing it The repo ships a `.maxpat` rather than a `.amxd`, because an `.amxd` has to be born inside Live: 1. In Live, drag a **Max MIDI Effect** onto a MIDI track and click its edit (pencil) button to open Max. 2. Open `max/scale-lighting.maxpat` in a text editor, copy all of it, then in the Max device window: **Edit → Select All**, **Delete**, **Edit → Paste**. Max pastes the whole patcher, `midiin`/`midiout` passthrough included. 3. **File → Save**, and save the device as `max/Ableton Scale Lighting.amxd` — in *this* folder, so `js` and `node.script` find their scripts next to it. 4. Make sure `dist/` is built (`npm install` in the repo root). `node.script` loads `dist/src/max/device.js`. Add this repo's folder in Live's browser (**Add Folder…**) to load the device from there in future sets. ### What it does Change the scale in Live's control bar and the board follows: scale notes in blue, the root in orange, everything else near-off. The keyboard is only touched when the scale actually changes, and the device heartbeats in between so the lighting sticks. The same change prints to the Max console (Cmd/Ctrl-Shift-M): ``` C Major — from the song intervals: 0 2 4 5 7 9 11 notes: C D E F G A B keys: A S D F G H J K A W S E D F T G Y H U J K * . * . * * . * . * . * * ``` The last two lines are every note key in keyboard order with a mark under the lit ones — hold that against the table in the brief and the mapping is verified. The device also sends `notes …`, `keys …` and `scale …` out `node.script`'s outlet, so you can wire them to a `live.comment` if you want them on the device face. ### Which scale it follows Live 12 puts a scale on the Song *and* on each clip, so the device supports both. Click the message boxes in the patcher: - `source song` (default) — the control bar's global scale. - `source clip` — the scale of the clip currently open in the Detail view, falling back to the Song's when no clip is selected or the clip has no scale. - `refresh` — re-read and re-send. - `debug 1` / `verbose 1` — log every LOM read / every commit, not just changes. ### Controlling the lighting The device takes the board as soon as Live reports a scale. The other message boxes in the patcher: - `lights 0` — stop driving the keyboard and hand it back to SteelSeries GG. Live is still followed, so `lights 1` picks up at the current scale. - `retry` — re-connect to GameSense and re-send. Use it after starting GG, or after GG restarts. - `address 127.0.0.1:51000` — talk to `tools/fake-gamesense.ts` instead of the real thing. Send `address` with no value to go back to `coreProps.json` discovery. - `shutdown` — blank the board now. `closebang` sends this for you when the device is deleted or the set is closed. If GameSense is not there the failure is printed once, not on every scale change, and the device keeps tracking Live so that a later `retry` lands on the right scale. `node.script`'s outlet also reports `lighting 1` / `lighting 0`. `scale_intervals` only exists from Live 12.1. On earlier versions the device resolves Live's `scale_name` against a table of Live's built-in scales (`LIVE_SCALE_INTERVALS` in `src/live.ts`); when Live does send intervals, they win, so a scale you edited in Live is followed exactly. ### Why the split between `js` and `node.script` `LiveAPI` exists only inside Max's `js`/`v8` objects — Node for Max cannot see it. So `max/scale-observer.js` (plain ES5, the one uncompiled file in the repo) observes the LOM and forwards raw values as flat messages, and `src/max/device.ts` resolves them and calls `ScaleLighting`. That keeps every decision in TypeScript: the `js` object only reads the LOM, and the HTTP half never has to know about Live. ## Layout ``` bin/apex7-scale.js launcher (plain JS) — runs dist/src/cli.js src/cli.ts argument parsing, output, the resident stdin loop src/protocol.ts GameSense wire types (Rgb, Frame, Handler, …) src/hid.ts USB HID usage codes; the full-board key list src/scale.ts scale presets, root/interval parsing, pitch class -> QWERTY key src/gamesense.ts GameSense REST client (coreProps discovery, heartbeat, cleanup) src/lighting.ts handler + frame construction src/errors.ts `catch (err: unknown)` helpers src/index.ts ScaleLighting — the API the M4L device drives src/live.ts LOM values -> a resolved scale, and how to print it src/max/device.ts the Node for Max device: Live's scale in, lighting out max/scale-lighting.maxpat the M4L patcher (paste into a device created in Live) max/scale-observer.js the `js` object that observes the Live Object Model (ES5) max/scale-device.js `node.script` launcher — runs dist/src/max/device.js tools/fake-gamesense.ts terminal simulator of the GameSense server test/logic.test.ts unit tests for the lighting half test/live.test.ts unit tests for the Live half, with a fake Max dist/ compiled CommonJS + .d.ts (gitignored) ``` `tsconfig.json` emits CommonJS at ES2020, because Node for Max loads CJS on a Node version we do not control. ## The seam: `ScaleLighting` `src/index.ts` is what joins the two halves, and it is usable on its own — no CLI concerns in it, and it ships type declarations alongside the compiled JS: ```ts import { ScaleLighting } from 'steelseries-live-scale'; // or, from a Node for Max script: require('/dist/src') const lights = new ScaleLighting(); await lights.start(); // register + bind + heartbeat await lights.showScale(0, [0,2,4,5,7,9,11]); // root_note + scale_intervals from the LOM // ... await lights.stop(); ``` `showScale(root, intervals)` takes exactly what Live 12's `Song` object exposes as `root_note` and `scale_intervals`, which is why the device can hand it the resolved scale untouched. `src/max/device.ts` wraps that with the things a device in a running set needs: lighting work is serialized behind a queue so a burst of LOM changes cannot interleave two POSTs, an unchanged scale is never re-sent, and a GameSense that is missing or restarted is a printed message rather than a dead device. Both Max and the controller are injected (`start(max, { createLights })`), so `test/live.test.ts` drives the whole device with no Max and no hardware. ## Troubleshooting - **`coreProps.json not found`** — SteelSeries GG isn't running, or is installed somewhere unusual. Expected at `%PROGRAMDATA%\SteelSeries\SteelSeries Engine 3\coreProps.json`. - **Nothing lights up** — check GG's Engine is enabled and that no other app holds an exclusive lighting profile. - **Lighting reverts after ~15s** — that's GameSense's deactivation timeout; it only happens with `--once`, since resident mode heartbeats every 5s. - **A key stays dark** — it may not be in `src/hid.ts`. Add its HID code there; keys not addressed by any handler go black in GameSense mode. - **`apex7-scale is not built yet`** — run `npm run build`. - **The device prints nothing** — the Max console should show `scale: ready` on load. If not, `node.script` never started: check `dist/src/max/device.js` exists, and that the `.amxd` was saved in `max/` next to the two scripts. - **`scale: no scale yet`** — `live.thisdevice` never banged, or Live has no scale set. Click `refresh` in the patcher. - **Nothing changes when you pick a clip** — the device follows the Song by default; click `source clip`. - **The console shows the scale but the board does not** — the lighting half failed; the reason is printed once, right after the first scale. Start SteelSeries GG and click `retry`. `status` re-prints the last failure. - **The board keeps the last scale after you delete the device** — the blackout is best effort (`closebang`, then a signal to the Node process). GameSense drops the effect ~15s after the heartbeat stops either way; `node bin/apex7-scale.js --off` blanks it immediately. - **Two things fighting over the board** — the device and a running `bin/apex7-scale.js` register the same game. Quit the CLI.