Show a Saturation node as a device that glows with its drive (#396)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 16m2s

A Saturation in the graph was a stack of rows. The user wanted a device
of its own style and size, like the Delay and the Reverb, that shows
warmth and heat the harder the sound is driven.

- The node is a copper plate of 720x280 with a button per type, the
  auto-gain lever, a big drive knob and small knobs for tone, output
  and wet. Each change is one undo step, wired numbers lock their knob.
- The screen draws a sine at -12 dBFS, the level auto-gain is reckoned
  at, as a grey ghost. Over it is the wave that comes out: bent by the
  type, its DC taken out, auto-gain and output after it, blended by
  wet. Under it stand the auto-gain and the peak.
- The heat is the drive over 48 dB, as far as wet lets it be heard.
  The wave goes from cold steel through ember red to white, a glow
  rises from below and flickers, and embers fly up from about 8 dB on.
  A lamp beside the name glows with it.
- The node keeps the editor drawing only while there is heat. Without
  drive it draws nothing, unlike the Delay, which always animates.
- The Reverb's private type button is now PickButton with its own
  colours, and the Saturation's type buttons use it as well.
- No instrument preset uses a Saturation, so no preset needs more
  columns.

Tests:
- Unit saturation-view: 14 new tests.
- Counter-check: without taking out the DC, exactly the DC test fails.
- e2e 34 (atx): ALL PASSED, 137 checks, one new for type, lever and
  drive with undo.
- Gate (atx): CHECK EXIT 0, 289 files, 4431 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-10 20:05:11 +02:00
1 parent 8c53ce0cbe
commit 80b25488ce
11 files changed
+1092 -21

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@@ -6,6 +6,7 @@ import {
SoundFxFilter,
SoundFxParametricEq,
SoundFxReverb,
SoundFxSaturation,
} from '../../core/soundfx/nodes';
import type { NodeFace } from '../graph/nodeFace';
import type { EditorState } from '../state';
@@ -19,8 +20,9 @@ import { FilterPanel } from './FilterPanel';
import { KnobFace } from './KnobFace';
import { GAIN_DEVICE, MIX_DEVICE, PAN_DEVICE, PITCH_DEVICE } from './KnobPanel';
import { ReverbFace } from './ReverbFace';
import { SaturationFace } from './SaturationFace';
/** The nodes drawn as a face of their own instead of rows (#380, #381, #384–#386, #388–#390, #392, #393), by type. */
/** The nodes drawn as a face of their own instead of rows (#380, #381, #384–#386, #388–#390, #392, #393, #396), by type. */
export function nodeFaceFor(state: EditorState, assetId: string, node: GraphNode): NodeFace | null {
if (node.type === InstrumentChip.type) return new ChipFace(state, assetId, node.id);
if (node.type === InstrumentEnvelope.type) return new EnvelopeFace(state, assetId, node.id);
@@ -34,5 +36,6 @@ export function nodeFaceFor(state: EditorState, assetId: string, node: GraphNode
if (knobbed) return new KnobFace(state, assetId, node.id, knobbed);
if (node.type === SoundFxReverb.type) return new ReverbFace(state, assetId, node.id);
if (node.type === SoundFxDelay.type) return new DelayFace(state, assetId, node.id);
if (node.type === SoundFxSaturation.type) return new SaturationFace(state, assetId, node.id);
return null;
}