Lay patterns and sounds out on tracks and play them as a song #334
game-maker / gate (push) Successful in 3m29s
game-maker / suite (push) Successful in 16m29s

Patterns could only be heard one at a time, in their own tab or from
a behavior. A song lays patterns and sounds out on tracks along one
time axis and plays them through the scheduler of #332, the third
piece of the music tools of #330.

- New asset type song under the heading Songs, with four empty tracks,
  120 BPM in 4/4 and a grid of a bar. Tempo, meter and grid are rows
  in the inspector. Tracks, items and the loop are the asset's data,
  held to their rules on load and in every command.
- A track has a name, volume, pan, mute and solo. Each is heard on a
  bus of its own, so a change reaches what is sounding at once.
- A pattern item repeats its pattern for as long as it is, with a
  transpose and another instrument if wanted. A sound item plays its
  sound as a clip at its own speed, round and round, through a sound
  FX if wanted. Both have a volume on top of their track's.
- Cut back at the left end or split, an item starts as far into what
  it plays as the cut is: ticks into a pattern, seconds into a sound.
- The tab shows the heads with M, S, volume and pan, the ruler of the
  Pattern tab and the items, a pattern with its notes, a sound with
  its waveform, a missing asset red. Patterns and sounds are dragged
  in from the Assets panel. Body, right and left end move, lengthen
  and cut back, Alt leaves the grid. Ctrl+C/V/D/A, Ctrl+E splits
  where playing starts, Delete, arrows. A double-click opens a
  pattern item in its tab.
- What is picked is a new selection of its own, so the inspector
  shows the item or the track, with a button to delete it.
- The scheduler plans clips beside notes. Where the playhead starts
  or jumps back inside a clip, it is taken up that far into its
  sound. A clip fades out at the end of its item or of the loop.
- The editor plays one piece at a time: a pattern started stops the
  song and the other way round.
- The rules are pure functions in core/music/song, editor/song/
  songView and songEdit.

Findings:
- The suites of 4ea752f and 2a3b90b were red at e2e 54: the Pattern
  pushed Struct below the fold of the + menu. The module now scrolls
  to it, as e2e 47 does for Vector art. It also left the menu open,
  which made e2e 55 fail behind it.
- The Assets panel only dragged assets a scene can place. Patterns
  and sounds are dragged now as well, and a scene says why it does
  not take one instead of calling every asset a scene.

Tests:
- song.test.ts (new, 14) and song-edit.test.ts (new, 9): model,
  round trip, sequence of patterns and clips, mute and solo, cuts,
  clips on the scheduler, moving, sizing, trimming, splitting,
  duplicating, hits, head parts. sound-library.test.ts +5: clip
  offset, end fade, pitched clip, track bus, peaks.
- e2e 65 (new) on melektaus-atx: ALL PASSED, 18 checks. e2e 54 and
  55 with the fix: ALL PASSED, 33 checks. e2e 4 with 30 asset
  types: ALL PASSED, 62 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 250 test files, 3884 tests.
- Counter-checks: no taking up of a clip, no pattern offset, no clip
  end each fail 3, 1 and 1 tests.
- Probe on stein2: the tab with four tracks, before and while
  playing, looked at in two screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-06 16:28:25 +02:00
1 parent 2a3b90b017
commit 8f9c250eb6
43 files changed
+3863 -36

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+3
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@@ -11,6 +11,7 @@ import type {
VariablesAsset,
} from '../model/Asset';
import type { AssetType } from '../model/AssetTypes';
import { defaultTracks } from '../music/song';
import { linearCurve } from '../model/curve';
import { isFontFile } from '../model/font';
import { DEFAULT_PALETTE, PIXEL_CANVAS_DEFAULT } from '../model/pixelart';
@@ -108,6 +109,8 @@ export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
return { ...base, type: 'instrument', graph: starterInstrumentGraph() };
case 'pattern':
return { ...base, type: 'pattern', notes: [] };
case 'song':
return { ...base, type: 'song', tracks: defaultTracks(), items: [] };
case 'particles':
return { ...base, type: 'particles', graph: createEmptyGraph() };
}
+7
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@@ -5,6 +5,7 @@ import type {
Asset,
CurveAsset,
PatternAsset,
SongAsset,
TileAsset,
BehaviorAsset,
StateMachineAsset,
@@ -148,6 +149,12 @@ export function requirePattern(project: Project, assetId: string): PatternAsset
return asset;
}
export function requireSong(project: Project, assetId: string): SongAsset {
const asset = findAssetOf(project, assetId, 'song');
if (!asset) throw new CommandError(`Song ${assetId} not found`);
return asset;
}
export function requireVariablesAsset(project: Project, assetId: string): VariablesAsset {
const asset = findAssetOf(project, assetId, 'variables');
if (!asset) throw new CommandError(`Variables ${assetId} not found`);
+74
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@@ -0,0 +1,74 @@
/**
* Editing a song (#334). As with the notes of a pattern, one gesture is one command: the tracks or
* items are written whole once the pointer lets go, so an undo takes the drag back. What is written
* is held to the rules of a track and an item first; an item whose track goes goes with it.
*/
import type { SongAsset } from '../model/Asset';
import type { Project } from '../model/Project';
import { heldSongItems, heldSongTracks, type SongItem, type SongTrack } from '../music/song';
import { heldLoop, type LoopRange } from '../music/sequence';
import type { Command } from './Command';
import { requireSong } from './require';
export interface SongParts {
tracks?: readonly SongTrack[];
items?: readonly SongItem[];
}
export class SetSongCommand implements Command {
private previous: { tracks: SongTrack[]; items: SongItem[] } | null = null;
constructor(
private readonly assetId: string,
private readonly parts: SongParts,
readonly label = 'Edit song',
) {}
/** Nothing to do when the song already reads exactly like this – no empty undo step. */
static changes(asset: SongAsset, parts: SongParts): boolean {
const tracks = heldSongTracks(parts.tracks ?? asset.tracks);
const items = heldSongItems(parts.items ?? asset.items, tracks);
return JSON.stringify([asset.tracks, asset.items]) !== JSON.stringify([tracks, items]);
}
execute(project: Project): void {
const asset = requireSong(project, this.assetId);
this.previous = { tracks: asset.tracks, items: asset.items };
asset.tracks = heldSongTracks(this.parts.tracks ?? asset.tracks);
asset.items = heldSongItems(this.parts.items ?? asset.items, asset.tracks);
}
undo(project: Project): void {
if (!this.previous) return;
const asset = requireSong(project, this.assetId);
asset.tracks = this.previous.tracks;
asset.items = this.previous.items;
}
}
/** Sets the loop of the ruler, or takes it away (`null`): then the whole song is the loop. */
export class SetSongLoopCommand implements Command {
readonly label: string;
private previous: LoopRange | undefined;
constructor(
private readonly assetId: string,
private readonly loop: LoopRange | null,
) {
this.label = loop ? 'Set loop' : 'Loop the whole song';
}
execute(project: Project): void {
const asset = requireSong(project, this.assetId);
this.previous = asset.loop;
const held = heldLoop(this.loop);
if (held) asset.loop = { start: Math.round(held.start), end: Math.round(held.end) };
else delete asset.loop;
}
undo(project: Project): void {
const asset = requireSong(project, this.assetId);
if (this.previous) asset.loop = this.previous;
else delete asset.loop;
}
}
+14
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@@ -1,5 +1,6 @@
import type { Graph } from '../graph/Graph';
import type { PatternNote } from '../music/pattern';
import type { SongItem, SongTrack } from '../music/song';
import type { LoopRange } from '../music/sequence';
import type { PropertyDef } from '../properties/PropertySchema';
import type { AssetType } from './AssetTypes';
@@ -341,6 +342,18 @@ export interface PatternAsset extends AssetBase {
loop?: LoopRange;
}
/**
* Sounds and patterns on tracks along one time axis (#334). The tempo, the meter and the grid are
* properties; the tracks, their items and the loop are the asset's own data, the whole song while
* no loop is set.
*/
export interface SongAsset extends AssetBase {
type: 'song';
tracks: SongTrack[];
items: SongItem[];
loop?: LoopRange;
}
/**
* A tile a tilemap paints with: `pictures` names one block per animation step (a texture id for a
* sheet that holds nothing else, a frame id for one block cut out of a sheet), and `props` say
@@ -596,6 +609,7 @@ export type Asset =
| SoundFxAsset
| InstrumentAsset
| PatternAsset
| SongAsset
| ParticlesAsset;
/** The assets whose `variables` are declared by the user – see `requireVariableOwner`. */
+5 -1
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@@ -27,6 +27,7 @@ export const ASSET_TYPES = [
'soundfx',
'instrument',
'pattern',
'song',
'particles',
] as const;
@@ -61,6 +62,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
soundfx: 'Sound FX',
instrument: 'Instrument',
pattern: 'Pattern',
song: 'Song',
particles: 'Particles',
};
@@ -74,7 +76,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
* A struct is a shape that variables and fields take on (#253), nothing that exists on its own.
* A shader function is part of other shaders (#303), worn by nothing itself. A sound FX is what a
* sound is played through (#311), heard but never seen, an instrument what a note is played
* with (#331) and a pattern the notes it plays (#333).
* with (#331), a pattern the notes it plays (#333) and a song what lays them out (#334).
*/
export type PlaceableAssetType = Exclude<
AssetType,
@@ -94,6 +96,7 @@ export type PlaceableAssetType = Exclude<
| 'soundfx'
| 'instrument'
| 'pattern'
| 'song'
| 'variables'
| 'struct'
>;
@@ -115,6 +118,7 @@ const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
'soundfx',
'instrument',
'pattern',
'song',
'variables',
'struct',
]);
+4 -2
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@@ -1,5 +1,5 @@
import type { Asset } from './Asset';
import { isPlaceableType } from './AssetTypes';
import { ASSET_TYPE_LABELS, isPlaceableType } from './AssetTypes';
import { containerReaches } from './container';
import type { ObjectHolder, Project } from './Project';
@@ -9,7 +9,9 @@ import type { ObjectHolder, Project } from './Project';
* promise a placement the command then refuses.
*/
export function placementRejection(project: Project, holder: ObjectHolder, asset: Asset): string {
if (!isPlaceableType(asset.type)) return 'A scene cannot be placed into a scene';
// A pattern or a sound is dragged out of the panel for a song (#334), and may pass over a scene.
if (!isPlaceableType(asset.type))
return `A ${ASSET_TYPE_LABELS[asset.type].toLowerCase()} cannot be placed into a scene`;
if (asset.type === 'container' && containerReaches(project, asset, holder.id))
return `${asset.name} cannot contain ${holder.name}: that nests forever`;
return '';
+41 -2
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@@ -1,4 +1,4 @@
import { heldLoop, type LoopRange, notesIn, playheadAt, type Sequence } from './sequence';
import { clipsIn, heldLoop, type LoopRange, notesIn, playheadAt, type Sequence } from './sequence';
import {
COMMON_TIME,
DEFAULT_TEMPO,
@@ -26,6 +26,22 @@ export interface ScheduledNote {
instrument: string;
/** What a Delay synced to beats counts by. */
tempo: number;
/** A factor on its loudness, and the track of a song it is heard on (#334). */
volume?: number;
bus?: string;
}
/** One clip handed to the player (#334): when it starts, how long it plays and from where in the sound. */
export interface ScheduledClip {
at: number;
duration: number;
/** Seconds into the sound, however often it has gone round by then. */
offset: number;
sound: string;
fx: string;
volume: number;
bus: string;
tempo: number;
}
/** What the scheduler needs of the audio side; a test hands in a clock of its own. */
@@ -36,6 +52,8 @@ export interface SchedulerHost {
latency(): number;
/** Starts the note, gives back the number of its voice; 0 where nothing plays. */
play(note: ScheduledNote): number;
/** Starts a clip the same way; a host that plays no clips leaves it out. */
playClip?(clip: ScheduledClip): number;
playing(voice: number): boolean;
/** Ends these voices; with `letRing` a note falls away in the release of its Envelope. */
stop(voices: readonly number[], letRing?: boolean): void;
@@ -70,6 +88,8 @@ export class Scheduler {
private anchor: number | null = null;
/** Playing time planned so far, in whole ticks. */
private until = 0;
/** Started and not planned yet: a clip the playhead starts in the middle of is taken up. */
private fresh = false;
/** How it played before the last change of tempo or loop, for the time until that is reached. */
private before: { anchor: number; from: number; tempo: number; loop: LoopRange | null } | null = null;
private voices: number[] = [];
@@ -103,6 +123,7 @@ export class Scheduler {
this.until = 0;
this.before = null;
this.ended = false;
this.fresh = true;
this.sleep = this.host.wake(() => this.pump());
this.pump();
}
@@ -154,7 +175,8 @@ export class Scheduler {
const to = Math.floor(ticksOfSeconds(this.host.now() + LOOKAHEAD - this.anchor, this.tempo));
if (to <= this.until) return;
this.voices = this.voices.filter((voice) => this.host.playing(voice));
for (const due of notesIn(this.sequence(), this.from, this.loop, this.until, to)) {
const sequence = this.sequence();
for (const due of notesIn(sequence, this.from, this.loop, this.until, to)) {
const voice = this.host.play({
at: this.anchor + secondsOfTicks(due.at, this.tempo),
duration: secondsOfTicks(due.length, this.tempo),
@@ -162,9 +184,26 @@ export class Scheduler {
velocity: due.velocity,
instrument: due.instrument,
tempo: this.tempo,
...(due.volume !== undefined && { volume: due.volume }),
...(due.bus !== undefined && { bus: due.bus }),
});
if (voice !== 0) this.voices.push(voice);
}
if (this.host.playClip)
for (const due of clipsIn(sequence, this.from, this.loop, this.until, to, this.fresh)) {
const voice = this.host.playClip({
at: this.anchor + secondsOfTicks(due.at, this.tempo),
duration: secondsOfTicks(due.length, this.tempo),
offset: due.offset + secondsOfTicks(due.skip, this.tempo),
sound: due.sound,
fx: due.fx,
volume: due.volume,
bus: due.bus,
tempo: this.tempo,
});
if (voice !== 0) this.voices.push(voice);
}
this.fresh = false;
this.until = to;
if (!this.loop && playheadAt(to, this.from, null) >= this.end) {
this.ended = true;
+63
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@@ -15,10 +15,30 @@ export interface SequenceNote {
velocity: number;
/** The instrument asset that plays it. */
instrument: string;
/** A factor on its loudness, 1 where left out: the volume of a song's item (#334). */
volume?: number;
/** The track of a song it is heard on (#334); straight out where left out. */
bus?: string;
}
/**
* A sound played as a clip of a song (#334): from `offset` seconds into it, round and round until
* `length` ticks have passed. It keeps its own speed whatever the tempo.
*/
export interface SequenceClip {
tick: number;
length: number;
sound: string;
/** The sound FX it goes through, `''` for none. */
fx: string;
offset: number;
volume: number;
bus: string;
}
export interface Sequence {
notes: readonly SequenceNote[];
clips?: readonly SequenceClip[];
}
/** From `start` up to `end`, in ticks of the sequence; `end` is where the playhead jumps back. */
@@ -82,3 +102,46 @@ export function notesIn(
}
return due.sort((a, b) => a.at - b.at || a.note - b.note);
}
/** A clip of the sequence where it falls in playing time: `skip` ticks of it lie behind the playhead. */
export interface DueClip extends SequenceClip {
at: number;
skip: number;
}
/**
* The clips starting in the playing time from `start` up to `end`, as `notesIn` finds notes. Where
* the playhead lands – at the start with `fresh`, and after every jump back – a clip it lands in the
* middle of is taken up there, `skip` ticks into it. A clip ends where its item or the loop does.
*/
export function clipsIn(
sequence: Sequence,
from: number,
loop: LoopRange | null,
start: number,
end: number,
fresh: boolean,
): DueClip[] {
const clips = sequence.clips ?? [];
const due: DueClip[] = [];
if (clips.length === 0) return due;
const stretchEnd = loop !== null && from < loop.end ? loop.end : Infinity;
let elapsed = start;
let head = playheadAt(start, from, loop);
let landed = fresh;
while (elapsed < end) {
const span = Math.min(end - elapsed, stretchEnd - head);
if (!(span > 0)) break;
for (const clip of clips) {
const clipEnd = Math.min(clip.tick + clip.length, stretchEnd);
if (clip.tick >= head && clip.tick < head + span)
due.push({ ...clip, at: elapsed + (clip.tick - head), length: clipEnd - clip.tick, skip: 0 });
else if (landed && clip.tick < head && clipEnd > head)
due.push({ ...clip, at: elapsed, length: clipEnd - head, skip: head - clip.tick });
}
elapsed += span;
head = head + span >= stretchEnd ? loop!.start : head + span;
landed = true;
}
return due.sort((a, b) => a.at - b.at);
}
+244
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@@ -0,0 +1,244 @@
/**
* A song (#334): sounds and patterns laid out on tracks along one time axis, at one tempo and meter.
* An item is counted in ticks like a note; a pattern item repeats its pattern for as long as it is,
* a sound item its sound, which keeps its own speed whatever the tempo. A track's volume, pan, mute
* and solo are heard on a bus of its own, so a change reaches what is sounding already.
*/
import { newId } from '../ids';
import { HIGHEST_NOTE, LOWEST_NOTE } from '../instrument/notes';
import type { SongAsset } from '../model/Asset';
import { type PropertyBag, textOf } from '../model/Properties';
import { findAssetOf, type Project } from '../model/Project';
import { gridTicks, GRID_OPTIONS, patternInstrument, patternLength } from './pattern';
import { heldLoop, type LoopRange, type Sequence, type SequenceClip, type SequenceNote } from './sequence';
import { heldMeter, heldTempo, type Meter, secondsOfTicks, ticksPerBar } from './time';
export interface SongTrack {
id: string;
name: string;
/** In decibels, from `TRACK_MIN_DB` to `TRACK_MAX_DB`. */
volume: number;
/** -1 all left, 1 all right. */
pan: number;
mute: boolean;
solo: boolean;
}
export type SongItemKind = 'pattern' | 'sound';
export interface SongItem {
id: string;
track: string;
kind: SongItemKind;
/** The pattern or sound asset it plays. */
asset: string;
/** Where it starts and how long it lasts, in ticks. */
tick: number;
length: number;
/** Where in what it plays it starts: ticks into a pattern, seconds into a sound. */
offset: number;
/** In decibels, from `ITEM_MIN_DB` to 0. */
volume: number;
/** Semitones a pattern's notes are moved by. */
transpose: number;
/** The instrument a pattern is played with instead of its own, `''` for its own. */
instrument: string;
/** The sound FX a sound goes through, `''` for none. */
fx: string;
}
export const SONG_TEMPO_KEY = 'tempo';
export const SONG_BEATS_KEY = 'beats';
export const SONG_BEAT_KEY = 'beat';
export const SONG_GRID_KEY = 'grid';
export const DEFAULT_SONG_GRID = 'bar';
export const SONG_GRID_OPTIONS = [{ value: 'bar', label: 'Bar' }, ...GRID_OPTIONS];
/** A new song has this many tracks, and its ruler shows at least this many bars. */
export const DEFAULT_TRACKS = 4;
export const MIN_BARS = 4;
export const TRACK_MIN_DB = -60;
export const TRACK_MAX_DB = 6;
export const ITEM_MIN_DB = -60;
export const MAX_TRANSPOSE = 48;
export function songMeter(props: PropertyBag): Meter {
const beats = props[SONG_BEATS_KEY];
return heldMeter({
beats: typeof beats === 'number' ? Math.round(beats) : 4,
unit: Number(textOf(props[SONG_BEAT_KEY] ?? '4')),
});
}
export function songTempo(props: PropertyBag): number {
const tempo = props[SONG_TEMPO_KEY];
return heldTempo(typeof tempo === 'number' ? tempo : NaN);
}
/** The grid items snap to, in ticks: a bar, or one of the grids of a pattern. */
export function songGrid(props: PropertyBag): number {
const grid = textOf(props[SONG_GRID_KEY] ?? DEFAULT_SONG_GRID);
return grid === 'bar' ? ticksPerBar(songMeter(props)) : gridTicks(grid);
}
export function itemEnd(item: SongItem): number {
return item.tick + item.length;
}
/** Where the song ends: after its last item, on a bar line, and never before `MIN_BARS`. */
export function songLength(song: SongAsset): number {
const bar = ticksPerBar(songMeter(song.props));
const last = Math.max(0, ...song.items.map(itemEnd));
return Math.max(MIN_BARS * bar, Math.ceil(last / bar) * bar);
}
/** The loop the playhead runs round: as it was set, else the whole song. */
export function songLoop(song: SongAsset): LoopRange {
return heldLoop(song.loop ?? null) ?? { start: 0, end: songLength(song) };
}
export function newTrack(index: number): SongTrack {
return { id: newId(), name: `Track ${index}`, volume: 0, pan: 0, mute: false, solo: false };
}
export function defaultTracks(): SongTrack[] {
return Array.from({ length: DEFAULT_TRACKS }, (_, i) => newTrack(i + 1));
}
export function newItem(fields: Pick<SongItem, 'track' | 'kind' | 'asset' | 'tick' | 'length'>): SongItem {
return { id: newId(), offset: 0, volume: 0, transpose: 0, instrument: '', fx: '', ...fields };
}
/** The bus a track is heard on; ids are a song's own, so the song's id goes in front. */
export function trackBus(songId: string, trackId: string): string {
return `song:${songId}:${trackId}`;
}
export function dbToGain(db: number): number {
return db <= TRACK_MIN_DB ? 0 : 10 ** (db / 20);
}
/** What a track's bus is set to: silent while muted, or while others are soloed and it is not. */
export function trackLevel(track: SongTrack, tracks: readonly SongTrack[]): { gain: number; pan: number } {
const soloed = tracks.some((t) => t.solo);
const heard = !track.mute && (!soloed || track.solo);
return { gain: heard ? dbToGain(track.volume) : 0, pan: track.pan };
}
/**
* The part of an item from `tick` on, which is where it is cut by a split or by its left edge: what
* it plays starts as far in as the cut is from its start. Null where `tick` is not inside it.
*/
export function itemFrom(item: SongItem, tick: number, tempo: number): SongItem | null {
const by = Math.round(tick) - item.tick;
if (by <= 0 || by >= item.length) return null;
const offset = item.kind === 'sound' ? item.offset + secondsOfTicks(by, tempo) : item.offset + by;
return { ...item, tick: item.tick + by, length: item.length - by, offset };
}
/** What the scheduler plays of a song: every item that has its asset, on the bus of its track. */
export function songSequence(project: Project, song: SongAsset): Sequence {
const notes: SequenceNote[] = [];
const clips: SequenceClip[] = [];
const tracks = new Set(song.tracks.map((t) => t.id));
for (const item of song.items) {
if (!tracks.has(item.track)) continue;
const bus = trackBus(song.id, item.track);
const volume = dbToGain(item.volume);
if (item.kind === 'sound') {
if (!findAssetOf(project, item.asset, 'sound')?.file) continue;
clips.push({
tick: item.tick,
length: item.length,
sound: item.asset,
fx: item.fx,
offset: item.offset,
volume,
bus,
});
continue;
}
const pattern = findAssetOf(project, item.asset, 'pattern');
const instrument = pattern && (item.instrument || patternInstrument(pattern.props));
if (!pattern || !instrument) continue;
const span = patternLength(pattern);
const end = itemEnd(item);
const into = ((item.offset % span) + span) % span;
for (let round = item.tick - into; round < end; round += span)
for (const n of pattern.notes) {
const tick = round + n.tick;
const note = n.note + item.transpose;
if (n.tick >= span || tick < item.tick || tick >= end || note < LOWEST_NOTE || note > HIGHEST_NOTE)
continue;
const length = Math.min(n.length, span - n.tick, end - tick);
notes.push({ tick, length, note, velocity: n.velocity, instrument, volume, bus });
}
}
notes.sort((a, b) => a.tick - b.tick || a.note - b.note);
clips.sort((a, b) => a.tick - b.tick);
return { notes, clips };
}
const finite = (value: unknown, fallback: number) =>
typeof value === 'number' && Number.isFinite(value) ? value : fallback;
const clampTo = (value: number, min: number, max: number) => Math.max(min, Math.min(max, value));
const text = (value: unknown) => (typeof value === 'string' ? value : '');
/** Held to what a track may be; at least one track, ids no other has. */
export function heldSongTracks(raw: unknown): SongTrack[] {
const ids = new Set<string>();
const tracks: SongTrack[] = [];
for (const item of Array.isArray(raw) ? (raw as unknown[]) : []) {
if (typeof item !== 'object' || item === null) continue;
const t = item as Record<string, unknown>;
let id = text(t.id) || newId();
while (ids.has(id)) id = newId();
ids.add(id);
tracks.push({
id,
name: text(t.name) || `Track ${tracks.length + 1}`,
volume: clampTo(finite(t.volume, 0), TRACK_MIN_DB, TRACK_MAX_DB),
pan: clampTo(finite(t.pan, 0), -1, 1),
mute: t.mute === true,
solo: t.solo === true,
});
}
return tracks.length > 0 ? tracks : [newTrack(1)];
}
/**
* Held to what an item may be: on a track of the song, a kind it knows, a start in whole ticks from
* 0, at least a tick long, an offset from 0. Anything else in the list is dropped.
*/
export function heldSongItems(raw: unknown, tracks: readonly SongTrack[]): SongItem[] {
const known = new Set(tracks.map((t) => t.id));
const ids = new Set<string>();
const items: SongItem[] = [];
for (const entry of Array.isArray(raw) ? (raw as unknown[]) : []) {
if (typeof entry !== 'object' || entry === null) continue;
const i = entry as Record<string, unknown>;
const kind = i.kind === 'sound' || i.kind === 'pattern' ? i.kind : null;
const tick = Math.round(finite(i.tick, NaN));
const length = Math.max(1, Math.round(finite(i.length, NaN)));
if (!kind || !known.has(text(i.track)) || !(tick >= 0) || !(length >= 1)) continue;
let id = text(i.id) || newId();
while (ids.has(id)) id = newId();
ids.add(id);
const offset = Math.max(0, finite(i.offset, 0));
items.push({
id,
track: text(i.track),
kind,
asset: text(i.asset),
tick,
length,
offset: kind === 'pattern' ? Math.round(offset) : offset,
volume: clampTo(finite(i.volume, 0), ITEM_MIN_DB, 0),
transpose: Math.round(clampTo(finite(i.transpose, 0), -MAX_TRANSPOSE, MAX_TRANSPOSE)),
instrument: text(i.instrument),
fx: text(i.fx),
});
}
return items.sort((a, b) => a.tick - b.tick);
}
+38
View File
@@ -117,6 +117,14 @@ import {
PATTERN_INSTRUMENT_KEY,
PATTERN_TEMPO_KEY,
} from '../music/pattern';
import {
DEFAULT_SONG_GRID,
SONG_BEAT_KEY,
SONG_BEATS_KEY,
SONG_GRID_KEY,
SONG_GRID_OPTIONS,
SONG_TEMPO_KEY,
} from '../music/song';
import { DEFAULT_TEMPO, MAX_TEMPO, MIN_TEMPO } from '../music/time';
import { Theme } from '../../ui';
@@ -715,6 +723,36 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
step: 1,
},
],
// The tracks, items and loop are intrinsic data on the asset (see SongAsset).
song: [
{
key: SONG_TEMPO_KEY,
label: 'Tempo (BPM)',
kind: 'number',
default: DEFAULT_TEMPO,
min: MIN_TEMPO,
max: MAX_TEMPO,
step: 1,
},
{
key: SONG_BEATS_KEY,
label: 'Beats per bar',
kind: 'number',
default: 4,
min: 1,
max: 32,
step: 1,
decimals: 0,
},
{ key: SONG_BEAT_KEY, label: 'Beat', kind: 'enum', default: '4', options: BEAT_OPTIONS },
{
key: SONG_GRID_KEY,
label: 'Grid',
kind: 'enum',
default: DEFAULT_SONG_GRID,
options: SONG_GRID_OPTIONS,
},
],
// How many particles and for how long; what one of them does is the asset's graph, whose Property
// nodes add their rows after these – see `schemaForBag`.
particles: [
+3 -1
View File
@@ -69,12 +69,14 @@ export class PitchPlayer {
* `channels` are the samples of the sound, `step` how many of them pass for one sample of the
* output (the sound's rate over the output's) and `rate` the output's rate, which sets the frame.
* `loop` repeats the whole sound, or the samples from `start` up to `end` (#331) once it gets there.
* `skip` is how many samples of the sound lie before where it starts (#334).
*/
constructor(
private readonly channels: readonly Float32Array[],
private readonly step: number,
rate: number,
loop: boolean | { start: number; end: number },
skip = 0,
) {
// About 43 ms: a frame holds a few periods of a low note.
this.size = 2 ** Math.round(Math.log2(rate * 0.043));
@@ -96,7 +98,7 @@ export class PitchPlayer {
this.runPhase = channels.map(() => new Float64Array(this.bins));
this.sum = channels.map(() => new Float32Array(this.size));
this.given = this.hop;
this.frameAt = -this.size;
this.frameAt = Math.max(0, Math.round(skip / step)) - this.size;
const length = channels[0]?.length ?? 0;
this.end = loop ? Infinity : Math.ceil(length / step);
const region = loop === true ? { start: 0, end: length } : loop || null;
+14 -1
View File
@@ -22,6 +22,7 @@ import { isShaderNodeDef } from '../shader/nodes';
import { isSoundFxNodeDef } from '../soundfx/nodes';
import { INSTRUMENT_SAMPLE, isInstrumentNodeDef, withSamplePlay } from '../instrument/nodes';
import { heldPatternNotes } from '../music/pattern';
import { heldSongItems, heldSongTracks } from '../music/song';
import { heldLoop, type LoopRange } from '../music/sequence';
import { isKeyInterpolation, normalizeKeys } from '../model/animation';
import type {
@@ -276,6 +277,18 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
} else if (type === 'pattern') {
const loop = readLoop(a.loop);
assets.push({ id, type, name, props, notes: heldPatternNotes(a.notes), ...(loop && { loop }) });
} else if (type === 'song') {
const loop = readLoop(a.loop);
const tracks = heldSongTracks(a.tracks);
assets.push({
id,
type,
name,
props,
tracks,
items: heldSongItems(a.items, tracks),
...(loop && { loop }),
});
} else if (type === 'curve') {
assets.push({ id, type, name, props, points: sanitizedCurve(normalizePoints(a.points)) });
} else if (type === 'animation') {
@@ -655,7 +668,7 @@ function normalizePixelArt(
return { width: canvasSide(raw.width), height: canvasSide(raw.height), layers, frames };
}
/** A loop of a pattern (#333): two numbers of ticks with room between them, else none. */
/** A loop of a pattern (#333) or song (#334): two numbers of ticks with room between them, else none. */
function readLoop(raw: unknown): LoopRange | null {
const r = asRecord(raw);
const start = asFinite(r.start);
+17 -2
View File
@@ -75,6 +75,7 @@ import { ShaderEditor } from './shader/ShaderEditor';
import { SoundFxEditor } from './soundfx/SoundFxEditor';
import { InstrumentEditor } from './instrument/InstrumentEditor';
import { PatternEditor } from './pattern/PatternEditor';
import { SongEditor } from './song/SongEditor';
import { StateMachineEditor } from './statemachine/StateMachineEditor';
import { installShortcuts } from './shortcuts';
import type { PlayFrom } from '../core/model/playSettings';
@@ -99,6 +100,7 @@ export type CentreTab =
| 'soundfx'
| 'instrument'
| 'pattern'
| 'song'
| 'game'
| 'texture'
| 'vectorart'
@@ -151,6 +153,7 @@ const PANE_ORDER = [
'soundfx',
'instrument',
'pattern',
'song',
'texture',
'vectorart',
'pixelart',
@@ -173,6 +176,7 @@ const TAB_LABELS: Record<CentreTab, string> = {
soundfx: 'Sound FX',
instrument: 'Instrument',
pattern: 'Pattern',
song: 'Song',
texture: 'Texture',
vectorart: 'Vector art',
pixelart: 'Pixel art',
@@ -224,6 +228,7 @@ export class Editor implements PlayHost {
readonly soundFxEditor: SoundFxEditor;
readonly instrumentEditor: InstrumentEditor;
readonly patternEditor: PatternEditor;
readonly songEditor: SongEditor;
readonly textureEditor: TextureEditor;
readonly vectorArtEditor: VectorArtEditor;
readonly pixelArtEditor: PixelArtEditor;
@@ -312,6 +317,7 @@ export class Editor implements PlayHost {
this.soundFxEditor = new SoundFxEditor(state);
this.instrumentEditor = new InstrumentEditor(state);
this.patternEditor = new PatternEditor(state);
this.songEditor = new SongEditor(state);
this.textureEditor = new TextureEditor(state);
this.vectorArtEditor = new VectorArtEditor(state);
this.pixelArtEditor = new PixelArtEditor(state);
@@ -423,6 +429,7 @@ export class Editor implements PlayHost {
soundfx: this.soundFxEditor,
instrument: this.instrumentEditor,
pattern: this.patternEditor,
song: this.songEditor,
texture: this.textureEditor,
vectorart: this.vectorArtEditor,
pixelart: this.pixelArtEditor,
@@ -495,6 +502,7 @@ export class Editor implements PlayHost {
copy: () =>
(this.tab === 'animation' && this.animationEditor.canvas.copyKeys()) ||
(this.tab === 'pattern' && this.patternEditor.canvas.copy()) ||
(this.tab === 'song' && this.songEditor.canvas.copy()) ||
copySelection(state),
paste: () => this.paste(),
removePoint: () => this.removePoint(),
@@ -514,7 +522,8 @@ export class Editor implements PlayHost {
// creating it) is for – see the `open` event below.
state.on('selection', () => {
const s = state.selection;
if (s?.kind === 'node' || s?.kind === 'frame') this.openDocument(`asset:${s.assetId}`);
if (s?.kind === 'node' || s?.kind === 'frame' || s?.kind === 'song')
this.openDocument(`asset:${s.assetId}`);
if (s?.kind === 'object' && findAsset(state.project, s.holderId)?.type === 'container')
this.openDocument(`asset:${s.holderId}`);
});
@@ -594,6 +603,8 @@ export class Editor implements PlayHost {
return this.curveEditor.canvas.removePickedPoint();
case 'pattern':
return this.patternEditor.canvas.deleteSelection();
case 'song':
return this.songEditor.canvas.deleteSelection();
default:
return false;
}
@@ -622,6 +633,8 @@ export class Editor implements PlayHost {
return this.instrumentEditor.canvas.paste();
case 'pattern':
return this.patternEditor.canvas.paste();
case 'song':
return this.songEditor.canvas.paste();
default:
return false;
}
@@ -1009,6 +1022,7 @@ export class Editor implements PlayHost {
// The preview is the editor's own, so it runs on while the game is paused.
if (this.tab === 'curve') this.curveEditor.tick(dt);
if (this.tab === 'pattern') this.patternEditor.tick();
if (this.tab === 'song') this.songEditor.tick();
// Play repaints the machine tab itself (see `PlaySession.tick`); an editor run has no session
// to do it, and its states move just the same.
if (this.tab === 'statemachine' && this.editorRun.isRunning) this.stateMachineEditor.canvas.redraw();
@@ -1042,7 +1056,8 @@ export class Editor implements PlayHost {
(this.tab === 'animation' && this.animationEditor.isPlaying) ||
(this.tab === 'tile' && this.tileEditor.isPlaying) ||
(this.tab === 'curve' && this.curveEditor.isPlaying) ||
(this.tab === 'pattern' && this.patternEditor.isPlaying)
(this.tab === 'pattern' && this.patternEditor.isPlaying) ||
(this.tab === 'song' && this.songEditor.isPlaying)
);
}
+6
View File
@@ -38,6 +38,7 @@ import {
findUsages,
} from '../core/model/usages';
import { Dialog } from '../ui';
import { removeSongItems, removeTrack } from './song/songActions';
import { type EditorState, graphSelection, objectSelection } from './state';
/**
@@ -216,6 +217,11 @@ export function removeSelection(state: EditorState): boolean {
: new RemoveAnimationTracksCommand(s.assetId, [s.trackId]),
);
return true;
case 'song':
// The items when some are picked, else the track itself and what lies on it.
if (s.itemIds.length > 0) removeSongItems(state, s.assetId, s.itemIds);
else removeTrack(state, s.assetId, s.trackId);
return true;
}
}
+1
View File
@@ -12,6 +12,7 @@ export const TAB_OF_ASSET: Partial<Record<AssetType, CentreTab>> = {
soundfx: 'soundfx',
instrument: 'instrument',
pattern: 'pattern',
song: 'song',
texture: 'texture',
vectorart: 'vectorart',
pixelart: 'pixelart',
+46
View File
@@ -0,0 +1,46 @@
import { findAssetOf } from '../../core/model/Project';
import type { HeadPart } from '../song/songView';
import { soundLibrary } from '../../viewport/SoundLibrary';
import { centreOf, type HookContext } from './hookHelpers';
/** The Song tab and its tracks (#334). */
export function songHooks({ state, editor }: HookContext) {
const { songEditor } = editor;
const timeline = songEditor.canvas;
return {
song: {
current: () => songEditor.currentAssetId,
info: () => songEditor.shownInfo,
rect: () => songEditor.canvasRect(),
/** The tracks, items and loop as the model holds them. */
model: (assetId: string) => {
const asset = findAssetOf(state.project, assetId, 'song');
return asset
? (JSON.parse(
JSON.stringify({ tracks: asset.tracks, items: asset.items, loop: asset.loop ?? null }),
) as unknown)
: null;
},
picked: () => timeline.pickedIds,
pickedTrack: () => timeline.pickedTrack,
/** Where a tick of a track's lane, a part of an item, a part of a head and a tick of the ruler are on screen. */
laneAt: (tick: number, track: number) => timeline.lanePoint(tick, track),
itemAt: (itemId: string, part?: 'start' | 'body' | 'end') => timeline.itemPoint(itemId, part),
headAt: (track: number, part: HeadPart, share?: number) => timeline.headPoint(track, part, share),
addTrackAt: () => timeline.addTrackPoint(),
rulerAt: (tick: number) => timeline.rulerPoint(tick),
view: () => timeline.viewInfo(),
items: () => timeline.itemsDrawn(),
playAt: () => ({ ...centreOf(songEditor.playButton), text: songEditor.playButton.text }),
fitAt: () => centreOf(songEditor.fitButton),
playing: () => songEditor.isPlaying,
/** The notes and clips the scheduler handed to the player since Play, and where it stands. */
planned: () => [...songEditor.music.planned],
clips: () => [...songEditor.music.clips],
position: () => songEditor.music.current?.position() ?? null,
clock: () => soundLibrary.clock(),
stats: () => soundLibrary.stats(),
buses: () => soundLibrary.busLevels(),
},
};
}
+2
View File
@@ -14,6 +14,7 @@ import {
} from '../viewport/SoundLibrary';
import { curveHooks } from './debug/curveHooks';
import { patternHooks } from './debug/patternHooks';
import { songHooks } from './debug/songHooks';
import { documentHooks } from './debug/documentHooks';
import { graphHooks } from './debug/graphHooks';
import { centreOf, type HookContext } from './debug/hookHelpers';
@@ -46,6 +47,7 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
...vectorArtHooks(context),
...curveHooks(context),
...patternHooks(context),
...songHooks(context),
...renderHooks(context),
/**
* Voices started, stopped and in flight. CI runs the browser with `--mute-audio`, so nothing
+6 -1
View File
@@ -16,6 +16,7 @@ import {
objectSignature,
refreshObjectSection,
} from './objectSection';
import { buildSongSection, refreshSongSection, songSignature } from './songSection';
import { buildTrackSection, refreshTrackSection, trackSignature } from './trackSection';
import { INLINE_LIMIT } from '../variables/target';
import { inlineListsIn } from '../variables/VariablesEditor';
@@ -131,6 +132,7 @@ export class Inspector extends Panel {
else if (s.kind === 'annotation') buildAnnotationSection(this.host, s.assetId, s.annotationId);
else if (s.kind === 'track') buildTrackSection(this.host, s.assetId, s.trackId, s.keys);
else if (s.kind === 'edge') buildEdgeSection(this.host, s.assetId, s.edgeId, s.edgeIds);
else if (s.kind === 'song') buildSongSection(this.host, s.assetId, s.trackId, s.itemIds);
else if (s.objectIds.length > 1) buildObjectsSection(this.host, s.holderId, s.objectIds);
else buildObjectSection(this.host, s.holderId, s.objectId);
this.scroll.setContent(this.host.body);
@@ -146,6 +148,7 @@ export class Inspector extends Panel {
if (s.kind === 'annotation') return annotationSignature(this.state.project, s.assetId, s.annotationId);
if (s.kind === 'track') return trackSignature(this.state.project, s.assetId, s.trackId, s.keys);
if (s.kind === 'edge') return edgeSignature(this.state.project, s.assetId, s.edgeId, s.edgeIds);
if (s.kind === 'song') return songSignature(this.state.project, s.assetId, s.trackId, s.itemIds);
return objectSignature(this.state, s.holderId, s.objectIds, s.objectId);
}
@@ -179,7 +182,9 @@ export class Inspector extends Panel {
? refreshTrackSection(this.host, s.assetId, s.trackId, s.keys)
: s.kind === 'edge'
? refreshEdgeSection(this.host, s.assetId, s.edgeId)
: s.objectIds.length > 1 || refreshObjectSection(this.host, s.holderId, s.objectId);
: s.kind === 'song'
? refreshSongSection(this.host, s.assetId, s.trackId, s.itemIds)
: s.objectIds.length > 1 || refreshObjectSection(this.host, s.holderId, s.objectId);
if (!ok) this.rebuild();
}
}
+210
View File
@@ -0,0 +1,210 @@
import { SetSongCommand } from '../../core/commands/songCommands';
import type { SongAsset } from '../../core/model/Asset';
import { ASSET_TYPE_LABELS } from '../../core/model/AssetTypes';
import { findAsset, findAssetOf, type Project } from '../../core/model/Project';
import type { PropertyDef } from '../../core/properties/PropertySchema';
import {
ITEM_MIN_DB,
MAX_TRANSPOSE,
type SongItem,
type SongTrack,
TRACK_MAX_DB,
TRACK_MIN_DB,
} from '../../core/music/song';
import { Button } from '../../ui';
import { removeSongItems, removeTrack } from '../song/songActions';
import { createFieldRow } from './fieldFactory';
import { addGap, addNameField, addNote, addTitle, type InspectorHost } from './host';
import { previewingHandlers } from './previewHandlers';
const TRACK_ROWS: readonly PropertyDef[] = [
{
key: 'volume',
label: 'Volume (dB)',
kind: 'number',
default: 0,
min: TRACK_MIN_DB,
max: TRACK_MAX_DB,
step: 0.5,
},
{ key: 'pan', label: 'Pan', kind: 'number', default: 0, min: -1, max: 1, step: 0.05 },
{ key: 'mute', label: 'Mute', kind: 'boolean', default: false },
{ key: 'solo', label: 'Solo', kind: 'boolean', default: false },
];
/** The rows of an item: what it plays, how loud, and per kind how. */
function itemRows(item: SongItem): PropertyDef[] {
const rows: PropertyDef[] = [
{
key: 'asset',
label: ASSET_TYPE_LABELS[item.kind],
kind: 'asset',
default: '',
assetTypes: [item.kind],
},
{ key: 'volume', label: 'Volume (dB)', kind: 'number', default: 0, min: ITEM_MIN_DB, max: 0, step: 0.5 },
];
if (item.kind === 'pattern')
rows.push(
{
key: 'transpose',
label: 'Transpose',
kind: 'number',
default: 0,
min: -MAX_TRANSPOSE,
max: MAX_TRANSPOSE,
step: 1,
decimals: 0,
},
{ key: 'instrument', label: 'Instrument', kind: 'asset', default: '', assetTypes: ['instrument'] },
);
else rows.push({ key: 'fx', label: 'Sound FX', kind: 'asset', default: '', assetTypes: ['soundfx'] });
return rows;
}
/** What decides the rows: whether it is the track or an item, and of what kind. */
export function songSignature(
project: Project,
assetId: string,
trackId: string,
itemIds: readonly string[],
): string {
const asset = findAssetOf(project, assetId, 'song');
const item = itemOf(asset, itemIds);
if (item) return `item:${item.id}:${item.kind}`;
return asset?.tracks.some((t) => t.id === trackId) ? `track:${trackId}` : 'missing';
}
/** The item picked last (#334), else the track: its rows and the way to delete it. */
export function buildSongSection(
host: InspectorHost,
assetId: string,
trackId: string,
itemIds: readonly string[],
): void {
const asset = findAssetOf(host.state.project, assetId, 'song');
if (!asset) return;
const item = itemOf(asset, itemIds);
if (item) return buildItem(host, asset, item, itemIds.length);
const track = asset.tracks.find((t) => t.id === trackId);
if (track) buildTrack(host, asset, track);
}
export function refreshSongSection(
host: InspectorHost,
assetId: string,
trackId: string,
itemIds: readonly string[],
): boolean {
const asset = findAssetOf(host.state.project, assetId, 'song');
const item = itemOf(asset, itemIds);
if (item) {
for (const def of itemRows(item)) host.fields.get(def.key)?.setValue(item[def.key as keyof SongItem]);
return true;
}
const track = asset?.tracks.find((t) => t.id === trackId);
if (!track) return false;
host.nameField?.setValue(track.name);
for (const def of TRACK_ROWS) host.fields.get(def.key)?.setValue(track[def.key as keyof SongTrack]);
return true;
}
function buildTrack(host: InspectorHost, asset: SongAsset, track: SongTrack): void {
const { state } = host;
addTitle(host, 'SONG TRACK');
addNameField(host, track.name, {
onChange: (name) => {
if (name.trim())
state.execute(
new SetSongCommand(
asset.id,
{ tracks: withTrack(state.project, asset.id, track.id, { name: name.trim() }) },
'Rename track',
),
);
else host.nameField?.setValue(track.name);
},
});
const count = asset.items.filter((i) => i.track === track.id).length;
addNote(host, `Track of the song "${asset.name}", ${count} ${count === 1 ? 'item' : 'items'}.`);
for (const def of TRACK_ROWS) {
const handlers = previewingHandlers<SongTrack, SongTrack[keyof SongTrack]>(host, {
target: () => findAssetOf(state.project, asset.id, 'song')?.tracks.find((t) => t.id === track.id),
read: (target) => target[def.key as keyof SongTrack],
write: (target, value) => Object.assign(target, { [def.key]: value }),
commit: (value) =>
new SetSongCommand(
asset.id,
{ tracks: withTrack(state.project, asset.id, track.id, { [def.key]: value }) },
`Set track ${def.key}`,
),
});
const row = createFieldRow(host, def, track[def.key as keyof SongTrack], handlers);
host.fields.set(def.key, row);
host.body.add(row.row);
}
addGap(host);
host.body.add(
new Button('Delete track', {
variant: 'danger',
onClick: () => removeTrack(state, asset.id, track.id),
}),
);
}
function buildItem(host: InspectorHost, asset: SongAsset, item: SongItem, picked: number): void {
const { state } = host;
addTitle(host, 'SONG ITEM');
const track = asset.tracks.find((t) => t.id === item.track);
const what = findAsset(state.project, item.asset)?.name ?? 'missing';
const others = picked > 1 ? ` ${picked - 1} more picked.` : '';
addNote(host, `${ASSET_TYPE_LABELS[item.kind]} "${what}" on ${track?.name ?? 'a track'}.${others}`);
for (const def of itemRows(item)) {
const handlers = previewingHandlers<SongItem, SongItem[keyof SongItem]>(host, {
target: () => findAssetOf(state.project, asset.id, 'song')?.items.find((i) => i.id === item.id),
read: (target) => target[def.key as keyof SongItem],
write: (target, value) => Object.assign(target, { [def.key]: value }),
commit: (value) =>
new SetSongCommand(
asset.id,
{ items: withItem(state.project, asset.id, item.id, { [def.key]: value }) },
`Set item ${def.key}`,
),
});
const row = createFieldRow(host, def, item[def.key as keyof SongItem], handlers);
host.fields.set(def.key, row);
host.body.add(row.row);
}
if (item.kind === 'pattern') addNote(host, 'An empty Instrument plays the pattern with its own.', 'small');
addGap(host);
host.body.add(
new Button(picked > 1 ? 'Delete items' : 'Delete item', {
variant: 'danger',
onClick: () => {
const s = state.selection;
removeSongItems(state, asset.id, s?.kind === 'song' ? s.itemIds : [item.id]);
},
}),
);
}
function itemOf(asset: SongAsset | undefined, itemIds: readonly string[]): SongItem | undefined {
const id = itemIds.at(-1);
return id === undefined ? undefined : asset?.items.find((i) => i.id === id);
}
/** The tracks with one of them changed, read at that moment so another edit in between stays. */
function withTrack(
project: Project,
assetId: string,
trackId: string,
patch: Partial<SongTrack>,
): SongTrack[] {
const asset = findAssetOf(project, assetId, 'song');
return (asset?.tracks ?? []).map((t) => (t.id === trackId ? { ...t, ...patch } : t));
}
function withItem(project: Project, assetId: string, itemId: string, patch: Partial<SongItem>): SongItem[] {
const asset = findAssetOf(project, assetId, 'song');
return (asset?.items ?? []).map((i) => (i.id === itemId ? { ...i, ...patch } : i));
}
+15
View File
@@ -0,0 +1,15 @@
/**
* The editor plays one piece at a time (#334): a song or a pattern. Whoever starts playing claims the
* transport with its own stop, and whoever had it before is stopped.
*/
let holder: (() => void) | null = null;
export function claimTransport(stop: () => void): void {
const before = holder;
holder = stop;
if (before && before !== stop) before();
}
export function releaseTransport(stop: () => void): void {
if (holder === stop) holder = null;
}
+6 -2
View File
@@ -328,10 +328,14 @@ export class AssetPanel extends Panel {
return this.list.rowColor(assetId);
}
/** Hands the asset to the viewport under the pointer; a scene has nowhere to be placed into. */
/**
* Hands the asset to the view under the pointer: a scene places it, a song lays out a pattern or a
* sound (#334). A scene has nowhere to go.
*/
private startPlacementDrag(assetId: string): void {
const asset = findAsset(this.state.project, assetId);
if (!asset || !isPlaceableType(asset.type)) return;
if (!asset || !(isPlaceableType(asset.type) || asset.type === 'pattern' || asset.type === 'sound'))
return;
startDrag({ kind: 'asset', id: assetId }, asset.name);
}
+1
View File
@@ -38,6 +38,7 @@ export const ASSET_GROUP_LABELS: Record<AssetType, string> = {
soundfx: 'Sound effects',
instrument: 'Instruments',
pattern: 'Patterns',
song: 'Songs',
particles: 'Particles',
};
+2
View File
@@ -25,6 +25,7 @@ import rigidbody from './icons/rigidbody.svg?raw';
import scene from './icons/scene.svg?raw';
import shader from './icons/shader.svg?raw';
import shaderfunction from './icons/shaderfunction.svg?raw';
import song from './icons/song.svg?raw';
import sound from './icons/sound.svg?raw';
import soundfx from './icons/soundfx.svg?raw';
import sprite from './icons/sprite.svg?raw';
@@ -57,6 +58,7 @@ export const ASSET_ICON_SVG: Record<AssetType, string> = {
scene,
shader,
shaderfunction,
song,
sound,
soundfx,
sprite,
+9
View File
@@ -0,0 +1,9 @@
<svg xmlns="http://www.w3.org/2000/svg" viewBox="-8 -8 16 16" width="16" height="16">
<!-- Tracks of a song: blocks laid out on lanes one above the other. -->
<path d="M-7 -2.2 H7 M-7 2.2 H7" fill="none" stroke="currentColor" stroke-width="0.9" stroke-opacity="0.6" />
<rect x="-6.5" y="-6" width="6" height="3" rx="0.6" fill="currentColor" />
<rect x="1" y="-6" width="5.5" height="3" rx="0.6" fill="currentColor" />
<rect x="-3.5" y="-1.5" width="7" height="3" rx="0.6" fill="currentColor" />
<rect x="-6.5" y="3" width="4" height="3" rx="0.6" fill="currentColor" />
<rect x="-1" y="3" width="7.5" height="3" rx="0.6" fill="currentColor" />
</svg>

After

Width:  |  Height:  |  Size: 664 B

+4
View File
@@ -22,6 +22,7 @@ import { Button, Dropdown, Label, Menu } from '../../ui';
import { Music } from '../../viewport/music';
import { soundLibrary } from '../../viewport/SoundLibrary';
import { AssetTabEditor } from '../AssetTabEditor';
import { claimTransport, releaseTransport } from '../music/transport';
import { TOOLBAR_ICON_SVG } from '../panels/toolbarIcons';
import type { EditorState } from '../state';
import { PianoRoll } from './PianoRoll';
@@ -47,6 +48,7 @@ export class PatternEditor extends AssetTabEditor<PatternAsset, PianoRoll> {
private playingId = '';
/** What the scheduler was last told, so only a change is passed on. */
private told = '';
private readonly halt = () => this.stop();
constructor(state: EditorState) {
super(state, { infoWidth: INFO_WIDTH });
@@ -89,6 +91,7 @@ export class PatternEditor extends AssetTabEditor<PatternAsset, PianoRoll> {
play(): void {
const asset = this.asset();
if (!asset) return;
claimTransport(this.halt);
this.playingId = asset.id;
this.told = this.settingsOf(asset);
void this.music.play(patternSequence(asset), {
@@ -101,6 +104,7 @@ export class PatternEditor extends AssetTabEditor<PatternAsset, PianoRoll> {
}
stop(): void {
releaseTransport(this.halt);
this.music.stop();
this.playingId = '';
this.canvas.playhead = null;
+181
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@@ -0,0 +1,181 @@
import { SetAssetPropertyCommand } from '../../core/commands/assetCommands';
import {
SONG_GRID_KEY,
SONG_GRID_OPTIONS,
songLoop,
songMeter,
songSequence,
songTempo,
type SongTrack,
trackBus,
trackLevel,
} from '../../core/music/song';
import type { Asset, SongAsset } from '../../core/model/Asset';
import { textOf } from '../../core/model/Properties';
import { Button, Dropdown, Label, Menu } from '../../ui';
import { type BusLevel, Music } from '../../viewport/music';
import { activateAsset } from '../actions';
import { AssetTabEditor } from '../AssetTabEditor';
import { claimTransport, releaseTransport } from '../music/transport';
import { TOOLBAR_ICON_SVG } from '../panels/toolbarIcons';
import type { EditorState } from '../state';
import { SongTimeline } from './SongTimeline';
const INFO_WIDTH = 200;
const GRID_WIDTH = 64;
/**
* The Song tab (#334): the tracks and their items, and in the header Play – the Space bar does the
* same – and the grid items snap to. The song plays round its loop through the scheduler (#332); an
* edit is heard from its next window on, a track's level and pan at once.
*/
export class SongEditor extends AssetTabEditor<SongAsset, SongTimeline> {
/** Public for the check scripts. */
readonly playButton: Button;
readonly gridButton = new Dropdown('Bar', { width: GRID_WIDTH });
readonly music = new Music(() => this.state.project);
/** The song playing, `''` while none is. */
private playingId = '';
/** What the scheduler was last told, so only a change is passed on. */
private told = '';
private readonly halt = () => this.stop();
constructor(state: EditorState) {
super(state, { infoWidth: INFO_WIDTH });
this.playButton = new Button('Play', {
icon: TOOLBAR_ICON_SVG.play,
minWidth: 72,
tooltip: 'Play the song round its loop (Space)',
onClick: () => this.togglePlay(),
});
this.gridButton.onClick = () => this.openGridMenu();
const timeline = new SongTimeline(state);
timeline.onTogglePlay = () => this.togglePlay();
timeline.onStart = (tick) => {
if (this.isPlaying) this.music.current?.seek(tick);
};
timeline.onTracksPreview = (tracks) => {
const asset = this.asset();
if (asset && this.isPlaying) this.music.setBuses(busesOf(asset.id, tracks));
};
timeline.onOpenPattern = (patternId) => activateAsset(state, patternId);
this.mount(timeline, [this.playButton, new Label('Grid', { style: 'muted' }), this.gridButton]);
state.on('load', () => this.stop());
}
override selectedId(): string {
return this.state.selectedSongId ?? '';
}
override isMine(asset: Asset): asset is SongAsset {
return asset.type === 'song';
}
get isPlaying(): boolean {
return this.playingId !== '';
}
togglePlay(): void {
if (this.isPlaying) this.stop();
else this.play();
}
/** Plays the song shown from where the ruler says, round its loop. */
play(): void {
const asset = this.asset();
if (!asset) return;
claimTransport(this.halt);
this.playingId = asset.id;
this.told = this.settingsOf(asset);
this.music.setBuses(busesOf(asset.id, asset.tracks));
void this.music.play(songSequence(this.state.project, asset), {
tempo: songTempo(asset.props),
meter: songMeter(asset.props),
loop: songLoop(asset),
from: this.canvas.start,
});
this.syncPlayButton();
}
stop(): void {
releaseTransport(this.halt);
this.music.stop();
this.playingId = '';
this.canvas.playhead = null;
this.canvas.invalidate();
this.syncPlayButton();
}
/** Only called while the tab is visible: the playhead follows what is heard. */
tick(): void {
if (!this.isPlaying) return;
this.canvas.playhead = this.music.current?.position().ticks ?? null;
this.canvas.invalidate();
}
override destroy(options?: Parameters<AssetTabEditor<SongAsset, SongTimeline>['destroy']>[0]): void {
this.music.stop();
super.destroy(options);
}
private openGridMenu(): void {
const asset = this.asset();
if (!asset) return;
const current = textOf(asset.props[SONG_GRID_KEY] ?? 'bar');
new Menu(
SONG_GRID_OPTIONS.map((option) => ({
label: option.label,
current: option.value === current,
onSelect: () =>
this.state.execute(new SetAssetPropertyCommand(asset.id, SONG_GRID_KEY, option.value)),
})),
).openBelow(this.gridButton);
}
private settingsOf(asset: SongAsset): string {
return JSON.stringify([songTempo(asset.props), songMeter(asset.props), songLoop(asset)]);
}
/** What changed while playing goes to the scheduler and the tracks; another song shown stops it. */
private follow(asset: SongAsset | null): void {
if (!this.isPlaying) return;
if (!asset || asset.id !== this.playingId) {
this.stop();
return;
}
this.music.edit(songSequence(this.state.project, asset));
this.music.setBuses(busesOf(asset.id, asset.tracks));
const settings = this.settingsOf(asset);
if (settings === this.told) return;
this.told = settings;
const scheduler = this.music.current;
scheduler?.setTempo(songTempo(asset.props));
scheduler?.setMeter(songMeter(asset.props));
scheduler?.setLoop(songLoop(asset));
}
private syncPlayButton(): void {
this.playButton.setIcon(this.isPlaying ? TOOLBAR_ICON_SVG.stop : TOOLBAR_ICON_SVG.play);
this.playButton.setText(this.isPlaying ? 'Stop' : 'Play');
}
protected override infoText(asset: SongAsset): string {
const tracks = asset.tracks.length;
const items = asset.items.length;
return `${tracks} ${tracks === 1 ? 'track' : 'tracks'} · ${items} ${items === 1 ? 'item' : 'items'}`;
}
protected override syncExtras(asset: SongAsset | null): void {
this.fitButton.setEnabled(asset !== null);
this.playButton.setEnabled(asset !== null);
this.gridButton.setEnabled(asset !== null);
const grid = asset ? textOf(asset.props[SONG_GRID_KEY] ?? 'bar') : 'bar';
this.gridButton.setText(SONG_GRID_OPTIONS.find((o) => o.value === grid)?.label ?? 'Bar');
this.follow(asset);
}
}
/** The level and pan each track's bus is set to. */
export function busesOf(songId: string, tracks: readonly SongTrack[]): BusLevel[] {
return tracks.map((track) => ({ name: trackBus(songId, track.id), ...trackLevel(track, tracks) }));
}
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+36
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@@ -0,0 +1,36 @@
import { SetSongCommand } from '../../core/commands/songCommands';
import { findAssetOf } from '../../core/model/Project';
import type { EditorState } from '../state';
/** Deletes a track and its items (#334); the last track stays, a song has at least one. */
export function removeTrack(state: EditorState, assetId: string, trackId: string): void {
const asset = findAssetOf(state.project, assetId, 'song');
if (!asset) return;
if (asset.tracks.length <= 1) {
state.setNotice('A song keeps at least one track');
return;
}
state.execute(
new SetSongCommand(
assetId,
{
tracks: asset.tracks.filter((t) => t.id !== trackId),
items: asset.items.filter((i) => i.track !== trackId),
},
'Delete track',
),
);
}
export function removeSongItems(state: EditorState, assetId: string, itemIds: readonly string[]): void {
const asset = findAssetOf(state.project, assetId, 'song');
if (!asset || itemIds.length === 0) return;
const going = new Set(itemIds);
state.execute(
new SetSongCommand(
assetId,
{ items: asset.items.filter((i) => !going.has(i.id)) },
going.size === 1 ? 'Delete item' : 'Delete items',
),
);
}
+197
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@@ -0,0 +1,197 @@
import { newId } from '../../core/ids';
import { itemEnd, itemFrom, type SongItem } from '../../core/music/song';
import { secondsOfTicks, ticksOfSeconds } from '../../core/music/time';
import { snapDown, snapNear } from '../pattern/rollEdit';
/**
* What the Song tab does to items (#334), as plain functions on lists so a test can check them.
* Everything snaps to the grid unless `free` – Alt held –, which puts it on the tick.
*/
/**
* How far a drag moves the picked items: the grabbed one's start lands on the grid (or the tick),
* across as many tracks as the pointer went, and none goes before tick 0 or off the tracks.
*/
export function moveDelta(
items: readonly SongItem[],
picked: ReadonlySet<string>,
rows: ReadonlyMap<string, number>,
count: number,
anchor: SongItem,
wantedStart: number,
wantedRow: number,
grid: number,
free: boolean,
): { ticks: number; tracks: number } {
const start = free ? Math.round(wantedStart) : snapNear(wantedStart, grid);
return clampMove(
items,
picked,
rows,
count,
start - anchor.tick,
wantedRow - (rows.get(anchor.track) ?? 0),
);
}
export function clampMove(
items: readonly SongItem[],
picked: ReadonlySet<string>,
rows: ReadonlyMap<string, number>,
count: number,
ticks: number,
tracks: number,
): { ticks: number; tracks: number } {
const chosen = items.filter((i) => picked.has(i.id));
if (chosen.length === 0) return { ticks: 0, tracks: 0 };
const first = Math.min(...chosen.map((i) => i.tick));
const at = chosen.map((i) => rows.get(i.track) ?? 0);
const top = Math.min(...at);
const bottom = Math.max(...at);
return {
// `|| 0`: no -0 for an item at tick 0.
ticks: Math.max(ticks, -first) || 0,
tracks: Math.max(-top, Math.min(count - 1 - bottom, tracks)) || 0,
};
}
export function moved(
items: readonly SongItem[],
picked: ReadonlySet<string>,
trackIds: readonly string[],
ticks: number,
tracks: number,
): SongItem[] {
const rows = new Map(trackIds.map((id, i) => [id, i]));
return items.map((i) => {
if (!picked.has(i.id)) return i;
const row = (rows.get(i.track) ?? 0) + tracks;
return { ...i, tick: i.tick + ticks, track: trackIds[row] ?? i.track };
});
}
/**
* The length the grabbed item takes when its end is dragged to a tick: to the grid line nearest the
* pointer, but never back to its own start – then to the first grid line after it.
*/
export function draggedLength(anchor: SongItem, pointerTick: number, grid: number, free: boolean): number {
if (free) return Math.max(1, Math.round(pointerTick) - anchor.tick);
const end = snapNear(pointerTick, grid);
return end > anchor.tick ? end - anchor.tick : snapDown(anchor.tick, grid) + grid - anchor.tick;
}
/** Every picked item lengthened by what the grabbed one was, none shorter than a tick. */
export function resized(items: readonly SongItem[], picked: ReadonlySet<string>, by: number): SongItem[] {
return items.map((i) => (picked.has(i.id) ? { ...i, length: Math.max(1, i.length + by) } : i));
}
/** How far into what it plays an item can be pulled back: its offset, in ticks. */
function offsetTicks(item: SongItem, tempo: number): number {
return item.kind === 'sound' ? ticksOfSeconds(item.offset, tempo) : item.offset;
}
/**
* How far the start edge of the grabbed item moves when it is dragged to a tick, held so that no
* picked item gets shorter than a tick, starts before 0 or before the beginning of what it plays.
*/
export function trimDelta(
items: readonly SongItem[],
picked: ReadonlySet<string>,
anchor: SongItem,
pointerTick: number,
grid: number,
free: boolean,
tempo: number,
): number {
const start = free ? Math.round(pointerTick) : snapNear(pointerTick, grid);
let by = start - anchor.tick;
for (const item of items) {
if (!picked.has(item.id)) continue;
by = Math.min(by, item.length - 1);
by = Math.max(by, -item.tick, -Math.floor(offsetTicks(item, tempo) + 1e-6));
}
return by || 0;
}
/** The picked items with their start edge moved by `by` ticks, what they play staying where it was. */
export function trimmed(
items: readonly SongItem[],
picked: ReadonlySet<string>,
by: number,
tempo: number,
): SongItem[] {
if (by === 0) return [...items];
return items.map((i) => {
if (!picked.has(i.id)) return i;
const offset =
i.kind === 'sound' ? Math.max(0, i.offset + secondsOfTicks(by, tempo)) : Math.max(0, i.offset + by);
return { ...i, tick: i.tick + by, length: Math.max(1, i.length - by), offset };
});
}
/**
* The picked items that `at` falls inside cut in two there. Gives the new list and the ids of the
* right-hand parts, which are what is picked afterwards.
*/
export function split(
items: readonly SongItem[],
picked: ReadonlySet<string>,
at: number,
tempo: number,
): { items: SongItem[]; right: string[] } {
const out: SongItem[] = [];
const right: string[] = [];
for (const item of items) {
const rest = picked.has(item.id) ? itemFrom(item, at, tempo) : null;
if (!rest) {
out.push(item);
continue;
}
const part = { ...rest, id: newId() };
out.push({ ...item, length: part.tick - item.tick }, part);
right.push(part.id);
}
return { items: out, right };
}
/** How far right a copy of the picked items goes so it stands right behind them: whole grid steps. */
export function duplicateOffset(
items: readonly SongItem[],
picked: ReadonlySet<string>,
grid: number,
): number {
const chosen = items.filter((i) => picked.has(i.id));
if (chosen.length === 0) return 0;
const first = Math.min(...chosen.map((i) => i.tick));
const end = Math.max(...chosen.map(itemEnd));
return Math.max(grid, Math.ceil((end - first) / grid) * grid);
}
/** Copies of items with ids of their own, on their tracks, moved so the earliest starts at `at`. */
export function placedCopies(
items: readonly SongItem[],
at: number,
trackIds: readonly string[],
): SongItem[] {
if (items.length === 0) return [];
const first = Math.min(...items.map((i) => i.tick));
const known = new Set(trackIds);
return items.map((i) => ({
...i,
id: newId(),
tick: Math.max(0, at) + (i.tick - first),
track: known.has(i.track) ? i.track : (trackIds[0] ?? i.track),
}));
}
/** How long an item dropped in is: its pattern, or its sound at the song's tempo, else a bar. */
export function droppedLength(
seconds: number | null,
patternTicks: number | null,
tempo: number,
bar: number,
): number {
if (patternTicks !== null) return Math.max(1, patternTicks);
if (seconds !== null && seconds > 0) return Math.max(1, Math.round(ticksOfSeconds(seconds, tempo)));
return bar;
}
+146
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@@ -0,0 +1,146 @@
import type { SongItem, SongTrack } from '../../core/music/song';
import type { Vec2 } from '../../core/model/Properties';
import { clamp } from '../../ui';
import { type TimeView, tickToX, xToTick } from '../music/timeView';
/**
* The geometry of the Song tab (#334), apart from Pixi so a test can drive it: the tracks stacked
* down the lanes, `y` measured from the top of the lanes, `x` from their left edge as on the ruler.
*/
export interface SongView extends TimeView {
/** Pixels from the lanes' top edge to the first track. */
panY: number;
}
export const HEAD_WIDTH = 176;
export const TRACK_HEIGHT = 52;
/** The row under the last track that adds one. */
export const ADD_ROW_HEIGHT = 28;
/** How close to an end of an item a press takes that end. */
export const EDGE_REACH = 6;
const INSET = 2;
export interface Box {
x: number;
y: number;
w: number;
h: number;
}
export function trackTop(view: SongView, index: number): number {
return view.panY + index * TRACK_HEIGHT;
}
/** The index of the track a height falls on, null below the last one. */
export function trackAtY(view: SongView, count: number, y: number): number | null {
const index = Math.floor((y - view.panY) / TRACK_HEIGHT);
return index >= 0 && index < count ? index : null;
}
/** The track a height is nearest to, held to the tracks there are: where a dragged item goes. */
export function nearestTrack(view: SongView, count: number, y: number): number {
return clamp(Math.floor((y - view.panY) / TRACK_HEIGHT), 0, Math.max(0, count - 1));
}
export function itemBox(view: SongView, index: number, item: Pick<SongItem, 'tick' | 'length'>): Box {
const x = tickToX(view, item.tick);
return {
x,
y: trackTop(view, index) + INSET,
w: Math.max(1, tickToX(view, item.tick + item.length) - x),
h: TRACK_HEIGHT - INSET * 2,
};
}
export type ItemPart = 'start' | 'body' | 'end';
/** The item under a point, the last drawn first, and which part of it: an end within reach, else the body. */
export function itemAt(
view: SongView,
items: readonly SongItem[],
tracks: readonly SongTrack[],
p: Vec2,
): { id: string; part: ItemPart } | null {
const index = indexOf(tracks);
for (let i = items.length - 1; i >= 0; i--) {
const item = items[i]!;
const row = index.get(item.track);
if (row === undefined) continue;
const box = itemBox(view, row, item);
if (p.y < box.y || p.y > box.y + box.h || p.x < box.x || p.x > box.x + box.w) continue;
const reach = Math.min(EDGE_REACH, box.w / 3);
if (p.x >= box.x + box.w - reach) return { id: item.id, part: 'end' };
if (p.x <= box.x + reach) return { id: item.id, part: 'start' };
return { id: item.id, part: 'body' };
}
return null;
}
/** The items a band from `a` to `b` touches. */
export function itemsWithin(
view: SongView,
items: readonly SongItem[],
tracks: readonly SongTrack[],
a: Vec2,
b: Vec2,
): string[] {
const index = indexOf(tracks);
const x0 = Math.min(a.x, b.x);
const x1 = Math.max(a.x, b.x);
const y0 = Math.min(a.y, b.y);
const y1 = Math.max(a.y, b.y);
return items
.filter((item) => {
const row = index.get(item.track);
if (row === undefined) return false;
const box = itemBox(view, row, item);
return box.x <= x1 && box.x + box.w >= x0 && box.y <= y1 && box.y + box.h >= y0;
})
.map((item) => item.id);
}
/** Keeps the tracks and the row that adds one in reach: nothing to scroll to above or far below. */
export function clampTracks<V extends SongView>(view: V, count: number, height: number): V {
const content = count * TRACK_HEIGHT + ADD_ROW_HEIGHT;
const panY = clamp(view.panY, Math.min(0, height - content), 0);
return panY === view.panY ? view : { ...view, panY };
}
export function indexOf(tracks: readonly SongTrack[]): Map<string, number> {
return new Map(tracks.map((t, i) => [t.id, i]));
}
/** The parts of a track's head, in its own pixels: name, mute, solo, volume and pan. */
export type HeadPart = 'name' | 'mute' | 'solo' | 'volume' | 'pan';
export const HEAD_BOXES: Readonly<Record<HeadPart, Box>> = {
name: { x: 8, y: 4, w: 112, h: 18 },
mute: { x: 128, y: 5, w: 18, h: 16 },
solo: { x: 150, y: 5, w: 18, h: 16 },
volume: { x: 8, y: 30, w: 100, h: 12 },
pan: { x: 116, y: 30, w: 52, h: 12 },
};
export function headPartAt(x: number, yInTrack: number): HeadPart {
for (const part of ['mute', 'solo', 'volume', 'pan'] as const) {
const box = HEAD_BOXES[part];
if (x >= box.x - 2 && x <= box.x + box.w + 2 && yInTrack >= box.y - 3 && yInTrack <= box.y + box.h + 3)
return part;
}
return 'name';
}
/** A share of a slider's width for a value from `min` to `max`, and back. */
export function sliderShare(value: number, min: number, max: number): number {
return clamp((value - min) / (max - min), 0, 1);
}
export function sliderValue(x: number, box: Box, min: number, max: number, step: number): number {
const share = clamp((x - box.x) / box.w, 0, 1);
return clamp(Math.round((min + share * (max - min)) / step) * step, min, max);
}
/** The tick under a point of the lanes, never before 0. */
export function laneTick(view: SongView, x: number): number {
return Math.max(0, xToTick(view, x));
}
+25
View File
@@ -66,6 +66,11 @@ export type Selection =
* describes – of several keys, the one picked last.
*/
| { kind: 'track'; assetId: string; trackId: string; keys: KeyRef[] }
/**
* A track of a song (the Song tab, #334) and the items picked on it or on others: `itemIds` is
* empty when the track itself was clicked. The inspector shows the item picked last, else the track.
*/
| { kind: 'song'; assetId: string; trackId: string; itemIds: string[] }
| null;
/**
@@ -742,6 +747,24 @@ export class EditorState {
);
}
}
if (s.kind === 'song') {
const asset = findAssetOf(this.project, s.assetId, 'song');
if (!asset) this.select(null);
else {
// An item that died leaves the selection; a track that died hands it to the song.
const items = s.itemIds.filter((id) => asset.items.some((item) => item.id === id));
const trackAlive = asset.tracks.some((track) => track.id === s.trackId);
if (!trackAlive) this.select({ kind: 'asset', assetId: s.assetId });
else if (items.length !== s.itemIds.length) this.select({ ...s, itemIds: items });
}
}
}
/** The song the selection refers to (#334): the asset, or a track or items of it. */
get selectedSongId(): string | null {
const s = this.selection;
if (s?.kind !== 'asset' && s?.kind !== 'song') return null;
return findAssetOf(this.project, s.assetId, 'song')?.id ?? null;
}
/** The texture asset the current selection refers to (the asset itself or one of its frames). */
@@ -926,6 +949,8 @@ export function sameSelection(a: Selection, b: Selection): boolean {
);
if (a.kind === 'edge' && b.kind === 'edge')
return a.assetId === b.assetId && a.edgeId === b.edgeId && sameIds(a.edgeIds, b.edgeIds);
if (a.kind === 'song' && b.kind === 'song')
return a.assetId === b.assetId && a.trackId === b.trackId && sameIds(a.itemIds, b.itemIds);
return false;
}
+2
View File
@@ -86,6 +86,8 @@ export interface AudioSink {
export interface NoteTiming {
at?: number;
tempo?: number;
/** The track of a song it is heard on (#334); straight out where left out. */
bus?: string;
}
export const SILENT_AUDIO: AudioSink = {
+128 -8
View File
@@ -33,6 +33,8 @@ const DECODE_RATE = 48000;
/** Seconds a stopped voice takes to fall silent, so it does not click (#324). */
const FADE = 0.01;
/** How finely `peaks` cuts a sound up. */
const PEAK_BUCKETS = 1024;
/**
* One number of a voice that can still change while it plays (#315): a level, a share of a Mix, the
@@ -53,8 +55,11 @@ interface Knob {
* fall silent without a click while the echoes carry on (#324).
*/
interface Source {
/** At that second of the audio clock (#332); a worklet was told when it was made. */
start(at: number): void;
/**
* At that second of the audio clock (#332), `offset` seconds into the sound (#334); a worklet was
* told both when it was made.
*/
start(at: number, offset: number): void;
stop(): void;
ended(then: () => void): void;
fade: GainNode | null;
@@ -139,6 +144,9 @@ interface Wiring {
file: string;
loop: boolean;
rings: boolean;
/** Seconds into the sound its ways start, and whether it is a clip of a song, which fades out at its end (#334). */
offset: number;
clip: boolean;
sources: Source[];
drivers: ConstantSourceNode[];
envelopes: Map<string, EnvelopeRun>;
@@ -161,6 +169,13 @@ interface Start {
duration: number;
/** When it starts on the audio clock (#332); one already past starts now. */
at: number;
/**
* A clip of a song (#334): seconds into the sound it starts, and the second of the audio clock it
* fades out at.
*/
clip?: { offset: number; end: number };
/** The track of a song it is heard on (#334), `''` straight out. */
bus?: string;
}
/**
@@ -229,6 +244,9 @@ export class SoundLibrary implements AudioSink {
/** The same counter per owner, for the same reason – a behavior destroyed while bytes were in
* flight must not be given its voice afterwards. */
private readonly ownerStops = new Map<string, number>();
/** The tracks of the songs played so far (#334), by name. */
private readonly buses = new Map<string, Bus>();
private readonly peaked = new Map<string, Float32Array>();
/** The patterns a game plays, each on a scheduler of its own. */
private readonly sequences = new Playbacks({
now: () => this.time(),
@@ -277,7 +295,64 @@ export class SoundLibrary implements AudioSink {
if (files.length === 0) return 0;
const fx = { layers, params, tempo: timing.tempo ?? DEFAULT_TEMPO };
const at = timing.at ?? 0;
return this.begin({ id: 0, file: name, files, volume, loop: false, owner, fx, duration, at });
const bus = timing.bus ?? '';
return this.begin({ id: 0, file: name, files, volume, loop: false, owner, fx, duration, at, bus });
}
/**
* A sound as a clip of a song (#334): from `at` on the audio clock, `offset` seconds into it, round
* and round until `duration` seconds have passed, then faded out – its echoes ring on. One that
* gets its bytes late starts as far into the sound as it would be by then.
*/
playClip(file: string, clip: ClipTiming, fx: FxVoice = DRY_VOICE): number {
if (file === '' || this.failed.has(file)) return 0;
const layered = { layers: [fx.plan], params: fx.params, tempo: fx.tempo ?? DEFAULT_TEMPO };
const { at, offset, duration, volume, bus } = clip;
return this.begin({
id: 0,
file,
files: [file],
volume,
loop: true,
owner: '',
fx: layered,
duration: 0,
at,
clip: { offset, end: at + Math.max(0, duration) },
bus,
});
}
/**
* Sets the level and the pan of a track of a song (#334) in a quick glide, so a change reaches
* what is sounding on it already. A bus is made on its first use and kept.
*/
setBus(name: string, gain: number, pan: number): void {
const bus = this.bus(name);
const now = this.audio().currentTime;
bus.set = { gain: Math.max(0, gain), pan: Math.max(-1, Math.min(1, pan)) };
bus.gain.gain.setTargetAtTime(Math.max(0, gain), now, GLIDE / 3);
bus.pan.pan.setTargetAtTime(Math.max(-1, Math.min(1, pan)), now, GLIDE / 3);
}
/** What each track's bus was last set to (test hook). */
busLevels(): { name: string; gain: number; pan: number }[] {
return [...this.buses].map(([name, bus]) => ({ name, ...bus.set }));
}
/** Where the voices of a track go in; straight out for `''`. */
private busInput(name: string): AudioNode {
return name === '' ? this.audio().destination : this.bus(name).gain;
}
private bus(name: string): Bus {
const known = this.buses.get(name);
if (known) return known;
const context = this.audio();
const made = { gain: context.createGain(), pan: context.createStereoPanner(), set: { gain: 1, pan: 0 } };
made.gain.connect(made.pan).connect(context.destination);
this.buses.set(name, made);
return made;
}
/** A sequence without notes plays nothing, and is given no number. */
@@ -563,6 +638,28 @@ export class SoundLibrary implements AudioSink {
return this.duration(file) ?? 0;
}
/**
* The loudest sample of each of `PEAK_BUCKETS` equal stretches of a loaded sound, from 0 to 1 –
* what a clip of a song draws as its waveform (#334); null while it has not been loaded.
*/
peaks(file: string): Float32Array | null {
const known = this.peaked.get(file);
if (known) return known;
const buffer = this.buffers.get(file);
if (!buffer) return null;
const peaks = new Float32Array(PEAK_BUCKETS);
for (let c = 0; c < buffer.numberOfChannels; c++) {
const data = buffer.getChannelData(c);
for (let i = 0; i < data.length; i++) {
const bucket = Math.floor((i / data.length) * PEAK_BUCKETS);
peaks[bucket] = Math.max(peaks[bucket]!, Math.abs(data[i]!));
}
}
for (let b = 0; b < PEAK_BUCKETS; b++) peaks[b] = Math.min(1, peaks[b]!);
this.peaked.set(file, peaks);
return peaks;
}
/**
* Starts loading every file not held yet. Waiting for the first play left that play late: its
* start was not heard, and a graph tuning it in the meantime had moved on by the time it started.
@@ -708,12 +805,14 @@ export class SoundLibrary implements AudioSink {
};
}
private start({ id, file, files, volume, loop, owner, fx, duration, at }: Start): void {
private start({ id, file, files, volume, loop, owner, fx, duration, at, clip, bus = '' }: Start): void {
const context = this.audio();
// A context starts suspended where the page has not been interacted with; without this the
// voice would run silently and end as if it had played.
if (context.state === 'suspended') void context.resume();
const when = Math.max(at, context.currentTime);
// A clip whose bytes came too late is over already, or starts as far in as it would be by now.
if (clip && clip.end <= when) return;
const gain = context.createGain();
gain.gain.value = Math.max(0, Math.min(1, volume));
const rings = fx.layers.some(fxRings);
@@ -724,6 +823,8 @@ export class SoundLibrary implements AudioSink {
file,
loop,
rings,
offset: clip ? clip.offset + (when - at) : 0,
clip: clip !== undefined,
sources: [],
drivers: [],
envelopes: new Map(),
@@ -732,7 +833,7 @@ export class SoundLibrary implements AudioSink {
stages: 0,
};
for (const plan of fx.layers) this.wire(wiring, fxChainOf(plan, fx.params, fx.tempo)).connect(gain);
gain.connect(context.destination);
gain.connect(this.busInput(bus));
const { sources } = wiring;
this.last = {
file,
@@ -770,8 +871,9 @@ export class SoundLibrary implements AudioSink {
this.voices.push(voice);
this.started += 1;
for (const driver of wiring.drivers) driver.start();
for (const source of sources) source.start(when);
for (const source of sources) source.start(when, wiring.offset);
if (duration > 0) this.release(id, when + duration);
if (clip) this.endAt(voice, sources, clip.end);
}
/**
@@ -847,7 +949,7 @@ export class SoundLibrary implements AudioSink {
private source(wiring: Wiring, chain: Way): AudioNode {
const sound = this.sound(wiring, chain);
const own = chain.source;
if (!wiring.rings && !own) return sound;
if (!wiring.rings && !own && !wiring.clip) return sound;
const fade = gainNode(wiring.context, own?.volume ?? 1);
wiring.sources.at(-1)!.fade = fade;
return sound.connect(fade);
@@ -868,6 +970,7 @@ export class SoundLibrary implements AudioSink {
loop,
startAt: wiring.at,
};
if (wiring.offset > 0) options.skip = Math.round((wiring.offset % buffer.duration) * buffer.sampleRate);
if (own && loop) Object.assign(options, loopIn(buffer, own.loopStart, own.loopEnd));
if (!this.sent.has(file)) {
options.channels = Array.from({ length: buffer.numberOfChannels }, (_, c) =>
@@ -911,7 +1014,8 @@ export class SoundLibrary implements AudioSink {
source.loopEnd = own.loopEnd;
}
wiring.sources.push({
start: (at) => source.start(at),
// Web Audio holds an offset past the end of a looping buffer to its end, not round it.
start: (at, offset) => source.start(at, offset > 0 ? offset % buffer.duration : 0),
stop: () => source.stop(),
ended: (then) => {
source.onended = then;
@@ -978,6 +1082,22 @@ export class SoundLibrary implements AudioSink {
}
}
/** A track of a song (#334): its level, then its pan, then out; `set` is what they glide to. */
interface Bus {
gain: GainNode;
pan: StereoPannerNode;
set: { gain: number; pan: number };
}
/** When and how a clip of a song plays (#334); see `playClip`. */
export interface ClipTiming {
at: number;
offset: number;
duration: number;
volume: number;
bus: string;
}
/** What `stats` says about the last voice: enough for a check to tell which effects it went through. */
interface LastVoice {
file: string;
+86 -9
View File
@@ -1,7 +1,16 @@
import { type ScheduledNote, Scheduler, type SchedulerOptions } from '../core/music/Scheduler';
import {
type ScheduledClip,
type ScheduledNote,
Scheduler,
type SchedulerOptions,
} from '../core/music/Scheduler';
import type { Sequence } from '../core/music/sequence';
import { instrumentBuildFor, instrumentSourcesOf } from '../core/instrument/compile';
import { findAssetOf, type Project } from '../core/model/Project';
import { resolveAssetProps } from '../core/properties/resolve';
import { volumeOf } from '../core/properties/sounds';
import { soundFxBuildFor } from '../core/soundfx/compile';
import { DRY_VOICE, type FxPlan, type FxVoice } from '../core/soundfx/nodes';
import { playNote } from '../runtime/systems/behaviorContext';
import { soundLibrary } from './SoundLibrary';
import { wake } from './wake';
@@ -12,33 +21,50 @@ export interface PlannedNote extends ScheduledNote {
planned: number;
}
/** One planned clip of a song (#334), the same way (test hook). */
export interface PlannedClip extends ScheduledClip {
voice: number;
planned: number;
}
/** What a track of a song is set to: its bus, its level and its pan (#334). */
export interface BusLevel {
name: string;
gain: number;
pan: number;
}
/**
* The scheduler on the sound library's clock (#332), its notes played by the instruments of the
* project: what the Pattern tab plays (#333), and what the check scripts drive through `__gm.music`.
* project: what the Pattern tab (#333) and the Song tab (#334) play, and what the check scripts drive
* through `__gm.music`.
*/
export class Music {
private scheduler: Scheduler | null = null;
private sequence: Sequence = { notes: [] };
/** Counts starts and stops: a start still loading its files gives up once another came after it. */
private run = 0;
/** The last notes planned, newest last, for a check to hold against the clock. */
/** The last notes and clips planned, newest last, for a check to hold against the clock. */
readonly planned: PlannedNote[] = [];
readonly clips: PlannedClip[] = [];
constructor(private readonly project: () => Project) {}
/** Loads what the notes need, then plays from `from` ticks. */
/** Loads what the notes and clips need, then plays from `from` ticks. */
async play(sequence: Sequence, options: SchedulerOptions & { from?: number } = {}): Promise<void> {
this.stop();
const run = this.run;
this.sequence = sequence;
this.planned.length = 0;
await soundLibrary.prepare(this.layersOf(sequence));
this.clips.length = 0;
await this.prepare(sequence);
if (run !== this.run) return;
this.scheduler = new Scheduler(
{
now: () => soundLibrary.time(),
latency: () => soundLibrary.latency(),
play: (note) => this.playOne(note),
playClip: (clip) => this.playClip(clip),
playing: (voice) => soundLibrary.playing(voice),
stop: (voices) => {
for (const voice of voices) soundLibrary.stopVoice(voice);
@@ -54,7 +80,12 @@ export class Music {
/** A change heard from the next window on; a note new to it loads what it needs meanwhile. */
edit(sequence: Sequence): void {
this.sequence = sequence;
void soundLibrary.prepare(this.layersOf(sequence));
void this.prepare(sequence);
}
/** The tracks of a song set to their level and pan, heard at once (#334). */
setBuses(levels: readonly BusLevel[]): void {
for (const { name, gain, pan } of levels) soundLibrary.setBus(name, gain, pan);
}
stop(): void {
@@ -68,7 +99,12 @@ export class Music {
}
private playOne(note: ScheduledNote): number {
const struck = { note: note.note, velocity: note.velocity, volume: 1, duration: note.duration };
const struck = {
note: note.note,
velocity: note.velocity,
volume: note.volume ?? 1,
duration: note.duration,
};
const voice = playNote(
{ project: this.project(), audio: soundLibrary },
note.instrument,
@@ -78,6 +114,7 @@ export class Music {
{
at: note.at,
tempo: note.tempo,
...(note.bus && { bus: note.bus }),
},
);
this.planned.push({ ...note, voice, planned: soundLibrary.clock() });
@@ -85,8 +122,48 @@ export class Music {
return voice;
}
/** The layers of every note the sequence has, so their files are there before the first is due. */
private layersOf(sequence: Sequence) {
/** A sound at its own volume times the item's, through its sound FX where it has one. */
private playClip(clip: ScheduledClip): number {
const project = this.project();
const asset = findAssetOf(project, clip.sound, 'sound');
const volume = asset
? Math.max(0, Math.min(1, volumeOf(resolveAssetProps(project, asset)) * clip.volume))
: 0;
const voice = asset?.file
? soundLibrary.playClip(
asset.file,
{ at: clip.at, offset: clip.offset, duration: clip.duration, volume, bus: clip.bus },
this.fxOf(clip.fx, clip.tempo),
)
: 0;
this.clips.push({ ...clip, voice, planned: soundLibrary.clock() });
if (this.clips.length > 256) this.clips.shift();
return voice;
}
/** A sound FX that does not compile plays the sound dry, as `Play sound` does. */
private fxOf(fxId: string, tempo: number): FxVoice {
const fx = fxId ? findAssetOf(this.project(), fxId, 'soundfx') : undefined;
const plan = fx && soundFxBuildFor(fx).compiled;
return plan ? { plan, params: {}, tempo } : DRY_VOICE;
}
/** Every file and worklet the sequence needs, so they are there before the first note is due. */
private async prepare(sequence: Sequence): Promise<void> {
const project = this.project();
const plans: FxPlan[] = [...this.layersOf(sequence)];
const files = new Set<string>();
for (const clip of sequence.clips ?? []) {
const file = findAssetOf(project, clip.sound, 'sound')?.file;
if (file) files.add(file);
const fx = this.fxOf(clip.fx, 120);
if (fx !== DRY_VOICE) plans.push(fx.plan);
}
await Promise.all([soundLibrary.prepare(plans), ...[...files].map((file) => soundLibrary.load(file))]);
}
/** The layers of every note the sequence has. */
private layersOf(sequence: Sequence): FxPlan[] {
const project = this.project();
const sources = instrumentSourcesOf(project);
const seen = new Set<string>();
+4 -2
View File
@@ -28,6 +28,8 @@ export interface PitchOptions {
loopEnd?: number;
/** The second of the audio clock its first sample is heard at (#332); before it, silence. */
startAt?: number;
/** Samples of the sound before where it starts, for a clip of a song taken up mid-way (#334). */
skip?: number;
}
/** Every sound a voice has been played from, for the next voice of it – processors share this scope. */
@@ -40,11 +42,11 @@ class PitchProcessor extends AudioWorkletProcessor {
constructor({ processorOptions }: { processorOptions: PitchOptions }) {
super();
const { file, channels, step, loop, loopStart, loopEnd, startAt } = processorOptions;
const { file, channels, step, loop, loopStart, loopEnd, startAt, skip } = processorOptions;
this.startAt = startAt ?? 0;
if (channels) sounds.set(file, channels);
const region = loop && loopEnd !== undefined ? { start: loopStart ?? 0, end: loopEnd } : loop;
this.player = new PitchPlayer(sounds.get(file) ?? [], step, sampleRate, region);
this.player = new PitchPlayer(sounds.get(file) ?? [], step, sampleRate, region, skip);
this.port.onmessage = (event: MessageEvent) => {
if (event.data === 'leave') this.player.leaveLoop();
else this.stopped = true;