Files
steelseries-live-scale/README.md
khannurien fd5bb786e5 Add an Audio Effect variant of the device, alongside the MIDI one
The device is a pure observer — it reads the LOM and talks to GameSense and
never looks at a note — so it does not have to sit in the path of anything you
play. But a Max MIDI Effect without midiin -> midiout swallows MIDI instead of
passing it on, so the shipped device routes every note you play through Max's
scheduler on its way to your instrument. Pointless cost for this device.

max/scale-lighting-audio.maxpat is the same patcher as an Audio Effect,
declaring no I/O at all: no midiin/midiout, no plugin~/plugout~. Park it on a
dedicated empty Audio track and it is provably out of every signal path.

The two patchers differ by exactly midiin, midiout and the patchline between
them — @watch 1 and everything else are deliberately left identical on both
sides, so an A/B measures the passthrough and nothing else. Both register the
same GameSense game, so they have to be loaded one at a time; that and a way to
actually measure the difference (compare note onsets across recorded takes, not
the CPU meter) are in the README.

The patcher test now runs over both files, and two new tests pin the
distinction: the MIDI variant must wire midiin to midiout, and the audio variant
must declare none of those four objects — the kind of thing a later edit would
otherwise silently undo.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-15 12:17:57 +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.
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
```
### Two variants
The device is pure observer — it reads the LOM and talks to GameSense, and it
never looks at a note. So it does not have to sit in the path of anything you
play. Two patchers ship, identical apart from that:
| Patcher | Live device type | Passthrough |
| --- | --- | --- |
| `max/scale-lighting.maxpat` | Max **MIDI** Effect | `midiin``midiout` |
| `max/scale-lighting-audio.maxpat` | Max **Audio** Effect | none |
The MIDI variant needs the passthrough: a Max MIDI Effect without `midiin`
`midiout` swallows MIDI instead of passing it on. That means when it sits on the
track you play, every note you play is routed through Max's scheduler on its way
to your instrument — a small cost, and a pointless one here.
The audio variant declares no I/O at all: no `midiin`/`midiout`, no
`plugin~`/`plugout~`. Nothing you play goes through Max. Park it on a **dedicated
empty Audio track** and it cannot be in the signal path of anything.
If you would rather not add a track, the MIDI variant on a dedicated empty MIDI
track is just as much out of the way — the cost only appears when the device is
on the track you are actually playing.
### Installing it
The repo ships `.maxpat` files rather than `.amxd`, because an `.amxd` has to be
born inside Live:
1. In Live, drag a **Max Audio Effect** onto a dedicated empty Audio track (or a
**Max MIDI Effect** onto a MIDI track, for the MIDI variant) and click its
edit (pencil) button to open Max.
2. Open the matching `.maxpat` from `max/` 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.
3. **File → Save**, and save the device into `max/` — in *this* folder, so `js`
and `node.script` find their scripts next to it. Suggested names:
`Ableton Scale Lighting.amxd` and `Ableton Scale Lighting (Audio).amxd`.
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.
> **Load one at a time.** Both variants register the same GameSense game
> (`ABLETON_SCALE`), so two of them running together fight over the board and
> either one's `shutdown` blanks it for both.
### Comparing the two
Both patchers keep `@watch 1` on `node.script` and `autowatch` in
`scale-observer.js`, so the only difference between them is the passthrough and
the A/B measures exactly that.
The honest test is not "does it feel laggy" — it is a recording. On one MIDI
track with an instrument that has a sharp attack:
1. Record a bar of audio with no device on the track.
2. Drop the MIDI variant *before* the instrument, play the same part, record again.
3. Do the same with the audio variant on its own separate track.
Line the three takes up and compare note onsets. Live's CPU meter and Max's
**Window → Max Console** are worth a glance too, but neither shows scheduler
latency — only the onsets do.
Note that both variants start a `node.script` process and heartbeat GameSense
every 5s regardless of where they sit; that cost is identical and is not what
this comparison is about.
### 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 M4L patcher, MIDI Effect (midiin/midiout passthrough)
max/scale-lighting-audio.maxpat M4L patcher, Audio Effect (no passthrough at all)
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('<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`, 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.