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Step Sequencer

CollegeSoloOpenFrameworksC++

I developed a Step Sequencer audio tool prototype in C++ and openFrameworks during my two-year Game Development: Programming program at RRC Polytech. My focus was building a functional audio tool rather than a traditional game, with an emphasis on musical timing accuracy, responsive interaction, and modular system design.

Playback is managed with a BPM-driven step scheduler, advancing a global playhead that triggers steps across all rows. Users can load audio samples into dynamic rows and sequence them using an interactive grid of steps, with each step toggleable and visually grouped to reinforce musical phrasing. Each row functions as a self-contained module, managing its own sample playback, pitch, and volume while remaining synchronized to the global playhead. Parameters such as BPM, pitch, and volume can be adjusted live without interrupting playback, and a lightweight FFT-based visualizer provides continuous spectrum feedback.

The sequencer is fully modular, with rows and steps able to be created, removed, or resized dynamically, and the UI automatically recalculates to match the current configuration, ensuring a clean and responsive interface regardless of sequence length or sample arrangement.

PRIMARY ROLES

Audio ProgrammerTools / Systems Programmer

SOFTWARE USED

Visual Studio