Route sounds, songs and buses in one Master routing graph (#351)
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s

A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

- Menu -> Master routing opens a tab with one graph per project. It has
  a node per sound, instrument, pattern, song and bus, named after its
  asset, and one Master. Embedded assets have none, their song routes
  them.
- The nodes follow the assets. Every edit settles the routing in the
  same undo step (KeepRoutingCommand), so an undone delete brings the
  links of its asset back. A new asset gets a node and a link to the
  master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
  master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
  song. Out of a sound, an instrument or a pattern a link always takes
  the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
  overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
  the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
  project is read, but nothing is added there. The editor adds the
  nodes when it opens a project. An asset without a node plays on the
  master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
  A sound or instrument with more gets a bus of its own with the sends.
  A pattern or song sends from the master of its playing, which is
  where its Mode taps. Buses of the mix can have sends now too.

Found:

- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
  failed in 2 of 5 runs here and in CI task 580 at 490fcba, before
  this change. HEAD passed it 2 of 2. Not fixed here.

Tests:

- Unit master-routing (new, 10), sound-library (2 new), buses
  rewritten onto the routing, 5 lists without the Bus row. 5 counter
  checks red.
- e2e 34 (melektaus-atx): ALL PASSED, 93 checks (3 new, 2 rewritten).
  Counter check with the Sound tab ignoring the routing: the routing
  check red.
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4225 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-09 09:18:46 +02:00
1 parent 8891f027db
commit 0e73fd85b9
46 files changed
+1253 -311

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import { masterRoutingProblems } from '../../core/music/projectRouting';
import { ROUTING_ID } from '../../core/model/Project';
import { Button, Label, Spacer, VStack } from '../../ui';
import { GraphCanvas } from '../graph/GraphCanvas';
import { SnapToggle } from '../graph/SnapToggle';
import type { EditorState } from '../state';
import { TabHeader } from '../TabHeader';
const INFO_WIDTH = 220;
/**
* The Master routing tab (#351), one per project: a node per sound, instrument, pattern, song and bus
* and the master, the links between them where each one goes. Edited as the routing of a song is
* (#350); a click on a node shows its asset in the inspector, a double click opens it.
*/
export class RoutingEditor extends VStack {
readonly canvas: GraphCanvas;
readonly fitButton: Button;
readonly snap: SnapToggle;
private readonly info = new Label('', { style: 'small', align: 'right' });
constructor(private readonly state: EditorState) {
super();
this.canvas = new GraphCanvas(state, 'routing');
this.snap = new SnapToggle(() => this.canvas);
this.fitButton = new Button('Fit', { onClick: () => this.canvas.fit() });
this.info.minWidth = INFO_WIDTH;
const header = new TabHeader();
for (const widget of this.snap.widgets) header.add(widget);
header.add(this.fitButton);
header.add(new Spacer(), 1);
header.add(this.info);
this.add(header);
this.add(this.canvas, 1);
state.on('project', () => this.refresh());
state.on('load', () => this.close());
}
/** Shows the routing of the project; framed the first time, as it was left after that. */
open(): void {
this.canvas.show(ROUTING_ID);
this.refresh();
}
/** The tab is closed: opened again, the routing starts from a fitted view. */
close(): void {
this.canvas.show('');
this.refresh();
}
/** The readout: how many links, and how many nodes go nowhere and are never heard. */
get shownInfo(): string {
return this.info.text;
}
private refresh(): void {
if (this.canvas.currentAssetId !== ROUTING_ID) return this.info.setText('');
const graph = this.state.project.routing;
const silent = Object.keys(masterRoutingProblems(graph)).length;
const links = `${graph.edges.length} link${graph.edges.length === 1 ? '' : 's'}`;
this.info.setText(silent > 0 ? `${links} · ${silent} going nowhere` : links);
}
}