Route sounds, songs and buses in one Master routing graph (#351)
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>
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@@ -35,7 +35,7 @@ import type { EaseShare } from '../core/model/animation';
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import { type BusLevel, Playbacks, type SequenceNeeds, type SequencePlay } from '../core/music/playbacks';
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import { arrivalOf, sendDelays, type TimedBus } from '../core/music/routing';
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import type { SendTap } from '../core/graph/Graph';
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import { MASTER_MIX, type MixBus, sameMix } from '../core/music/mixer';
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import { MASTER_MIX, type MixBus, type MixSend, sameMix } from '../core/music/mixer';
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import { limiterLatency } from '../core/soundfx/dynamics';
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import type { ScheduledClip, ScheduledNote } from '../core/music/Scheduler';
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import { dbToGain, SOUND_ITEM_MAX_DB } from '../core/music/song';
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@@ -632,6 +632,7 @@ export class SoundLibrary implements AudioSink {
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this.cutPan(bus);
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bus.pan.connect(this.outOf(target));
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bus.into = target;
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this.alignSends();
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}
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/**
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@@ -714,9 +715,10 @@ export class SoundLibrary implements AudioSink {
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private async applyMix(): Promise<void> {
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const names = new Set(this.mix.map((bus) => bus.name));
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const waits: Promise<void>[] = [];
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for (const { name, volume, into, fx } of this.mix) {
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for (const { name, volume, into, sends, fx } of this.mix) {
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const bus = this.bus(name, into);
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this.route(name, bus, into);
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if (sends) this.setSends(bus, sends);
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else this.route(name, bus, into);
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this.glideLevel(bus, this.mixVolumes.get(name) ?? volume);
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waits.push(this.setFx(bus, fx));
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}
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@@ -943,7 +945,7 @@ export class SoundLibrary implements AudioSink {
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if (play.sequence.notes.length === 0 && !play.sequence.clips?.length) return 0;
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const id = this.nextId++;
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const buses = play.buses ?? [];
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this.open(id, buses, play.fx ?? null, play.bus ?? MASTER_MIX);
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this.open(id, buses, play.fx ?? null, play.bus ?? MASTER_MIX, play.sends);
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const tracks = new Set(buses.map((bus) => bus.name));
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const into = (bus: string | undefined) => groupBus(id, bus !== undefined && tracks.has(bus) ? bus : '');
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const { strike, strikeClip } = play;
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@@ -992,14 +994,22 @@ export class SoundLibrary implements AudioSink {
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/**
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* The buses of a playing, its tracks into its master and a pattern item's into its track (#346),
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* each with the sound FX it was given. Their chains are made once the worklet is there (`ready`).
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* each with the sound FX it was given; its master into `into`, or along `sends` (#351). Their
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* chains are made once the worklet is there (`ready`).
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*/
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private open(id: number, tracks: readonly BusLevel[], fx: FxVoice | null, into: string): void {
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private open(
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id: number,
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tracks: readonly BusLevel[],
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fx: FxVoice | null,
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into: string,
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sends?: readonly MixSend[],
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): void {
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const masterName = groupBus(id, '');
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const master = this.bus(masterName, into);
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master.gain.gain.value = 0;
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master.set = { gain: 0, pan: 0 };
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master.fx = fx;
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if (sends) this.setSends(master, sends);
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const names = new Set(tracks.map((track) => track.name));
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const inside = (bus: string | undefined) =>
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bus !== undefined && names.has(bus) ? groupBus(id, bus) : masterName;
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