Cut a sound into named clips, as a texture into frames (#357)

A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.

- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
  generator with asset ids, so a sound field holds a sound or a clip,
  as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
  Volume, loop, sound FX and bus stay on the sound for all its clips.
  The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
  instrument, a Reverb impulse, song items, the scheduler and the test
  sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
  "Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
  A drag there makes a clip, a click picks one, beside the bands the
  sound. Only the picked clip has handles. Reverse, fades and curves
  in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
  inspector shows its name, its cut rows and Delete clip. Delete
  takes it away without asking, as with a frame. Ctrl+Z brings it
  back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
  duplicated with its takes, and the copy a split or paste makes of
  an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
  the clip picked. The Sound row of an item on an embedded take
  offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
  user decided.
- No migration in the code, as the user decided. The one project
  with cut sounds was changed over by hand.

Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".

Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
  the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-08 20:18:47 +02:00
1 parent c7fa1d15b0
commit 42a3759d9d
32 files changed
+1230 -363

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@@ -10,6 +10,7 @@ import type { Vec2 } from '../../core/model/Properties';
import { JOINT_CONNECTED_KEY } from '../../core/model/joint';
import { objectReference } from '../../core/model/objectRefs';
import { findAsset, findAssetOf, findScene, type Project } from '../../core/model/Project';
import { findSound } from '../../core/model/sound';
import { renderLayerAlong } from '../../core/model/renderLayers';
import { pickedFx } from '../../core/properties/assetFx';
import { playedSoundById, playedSoundOf } from '../../core/properties/playedSound';
@@ -283,13 +284,13 @@ function playSound(
tempo: number,
bus: string,
): number {
const asset = findAssetOf(project, assetId, 'sound');
if (!asset?.file) return 0;
const props = resolveAssetProps(project, asset);
const ref = findSound(project, assetId);
if (!ref?.asset.file) return 0;
const props = resolveAssetProps(project, ref.asset);
const level = Math.max(0, Math.min(1, volumeOf(props) * volume));
const fx = fxVoiceOf(project, pickedFx(fxId, props), tempo, fxParams);
return audio.play(
playedSoundOf(project, asset),
playedSoundOf(ref),
level,
loop ?? loopsOf(props),
owner,
@@ -463,14 +464,14 @@ export function playClip(
{ project, audio }: Pick<ContextSources, 'project' | 'audio'>,
clip: ScheduledClip,
): number {
const asset = findAssetOf(project, clip.sound, 'sound');
if (!asset?.file) return 0;
const ref = findSound(project, clip.sound);
if (!ref?.asset.file) return 0;
const volume = Math.max(
0,
Math.min(dbToGain(SOUND_ITEM_MAX_DB), volumeOf(resolveAssetProps(project, asset)) * clip.volume),
Math.min(dbToGain(SOUND_ITEM_MAX_DB), volumeOf(resolveAssetProps(project, ref.asset)) * clip.volume),
);
return audio.playClip(
playedSoundOf(project, asset),
playedSoundOf(ref),
{ at: clip.at, offset: clip.offset, duration: clip.duration, volume, bus: clip.bus },
clipFx(project, clip.fx, clip.tempo),
);