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