Play sounds, patterns and songs on the tracks of a composition (#418)
A trailer needs its music and effects on the same timeline as its pictures. Until now a composition could only place objects, so sound had to be started by hand from a behavior and drifted against the picture. - Audio items: a sound, a clip of a sound, a pattern or a song dragged from the asset panel onto a track becomes an item as long as one pass of it. It may share a track with object and video items and overlap them. - Editing works as for other items: move, resize, trim on the left (moves the offset), fit to media, delete, copy and paste, box selection. Sounds draw their waveform, the colour tells the kind. - The inspector shows what it plays, start, length, offset, volume (-60 to +12 dB) and bus. The bus is "From asset", the master or one of the buses, as asked for in the issue. - An item longer than its material plays in rounds. Sounds and patterns start over, a song runs on in its loop. Loop marks on the item follow the same rule, a song's first mark sits at its loop end. - compositionAudio.ts turns the items into sequences, each with its own tempo. CompositionSound plays them, in the tab and in a game. - In the tab the items are heard from the playhead on, straight into the master like every tab. A scrub is silent. Playing a song or pattern in its own tab stops the composition, and the other way round. - In a game they are planned on the audio clock for the moment the composition clock reaches them, with the scheduler's LEAD made up. While the clock stands (waiting for a video, paused, placement off) they are silent and resume at the right spot. Found along the way: - The asset panel never let a song out of its list, so a song could not be dragged anywhere. Song and scene tab reject it as they reject a pattern. - The asset panel scrolled to the selected asset on every rebuild of its list, so folding a group far below the selection jumped back up. Only a new selection scrolls now. - At the end of the list, folding a group pulled every row down by the rows that went away. ScrollContainer has a new opt-in holdOffset, set only in the asset panel, that keeps the offset until the user scrolls up. Limits: a time scale other than 1 or a frame longer than 0.1 s moves the picture and not the sound. A baked song plays its notes here, not the bake. Tests: - tsc, eslint, Prettier clean. Gate on melektaus-atx green, 309 files, 4788 tests (4772 plus 16 new). - Unit: composition-audio.test.ts 13 new, scroll-container 3 new. Counter-checks: without catching up on load time or without the silence on pause the unit tests go red. - e2e 68h: the sound is planned 1.2 ms after the composition reaches 0.5 s. Without the LEAD make-up it is 54 ms late and red. - e2e 04 and 69 ALL PASSED, 86 checks. 69o-ii drags a pattern and a song onto a track, 20 frames each. - e2e 04: folding Sound at the end of the list keeps its header at y 234. With the old panel it jumps to 984 and the check is red. - Not run in a browser: the loop marks of a song item, copy and paste of audio items, the bus choice. - README and wiki count 2072 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -47,7 +47,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2068 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 2072 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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