Files
steelseries-live-scale/README.md
khannurien 2f0d5841c6 Add the Max for Live device that reads Live's scale
Build step 2 of the brief: an M4L device that observes root_note /
scale_name / scale_intervals in the Live Object Model and prints the
QWERTY keys the scale maps to. No lighting yet — that is step 3.

LiveAPI only exists inside Max's js objects, so max/scale-observer.js
(plain ES5, the one uncompiled file here) observes the LOM and forwards
raw values as flat messages; src/max/device.ts resolves them, keeping
every decision in TypeScript and testable off the hardware.

Follows the Song's scale by default and the selected clip's on request,
since the brief left that decision open. scale_intervals only exists
from Live 12.1, so scale_name resolves against a table of Live's
built-ins as a fallback; reported intervals always win.

Ships a .maxpat rather than an .amxd because an .amxd has to be created
from inside Live — the README has the paste-into-a-new-device steps.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 08:48:05 +00:00

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# 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.
Two 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. No lighting yet.
3. Next — wire the two together so the board follows Live.
4. Then — polish.
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. That is what
step 3 needs when the scale changes mid-set.
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.
Unit tests for the scale math, key mapping, handler shape and frame colors —
plus the LOM parsing and the device's message handling, driven through a fake
Max:
```bash
npm test
```
## The Max for Live device (step 2)
`max/` holds a device that watches Live's scale and prints the keys it computes.
It does not light anything yet — that is step 3. Its job is to prove the LOM
half of the chain against the mapping table in the brief.
### 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 prints
Open the Max console (Cmd/Ctrl-Shift-M). Change the scale in Live's control bar
and each change prints:
```
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.
`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. That keeps every decision in TypeScript, and
means step 3 only has to call `ScaleLighting` from a place that already has the
scale.
## 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 step 3 will call from Node for Max
src/live.ts LOM values -> a resolved scale, and how to print it
src/max/device.ts the Node for Max device: messages in, key set 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.
## What step 3 has to do
Both halves now exist and neither knows about the other. Step 3 is joining them
inside `src/max/device.ts`: it already resolves a `LiveScale` on every `commit`,
so it needs to hold a `ScaleLighting`, start it on load, call
`showScale(scale.root, scale.intervals)` where it currently prints, and stop it
on `notifydeleted`. `src/index.ts` is that seam — 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('<repo>/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`.
## 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`.