Give sounds, instruments, patterns and songs a sound FX (#352)

A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.

- New row Sound FX on a sound, an instrument, a pattern and a song,
  right before Bus. A sound goes through it on every voice, an
  instrument on every note after its graph, a pattern on all its
  notes together and a song on its output.
- The fx input of Play sound, Play note, Play pattern and Play song
  and the Sound FX of a song item now read "From the asset" while
  empty. None is a pick of its own, stored as `#none` like `#master`.
  A pick replaces the FX of the asset, it does not come on top.
- A pattern item's Instrument reads "From the asset" instead of None.
  The meaning is unchanged.
- A double-click on a sound item opens the sound, as one on a pattern
  item opens the pattern.
- The tabs play through the FX of their asset. The Pattern and Song
  tab put it on a bus of their own between the output and the bus of
  the asset. The keys of the Pattern tab play there too.
- Notes of a pattern or song go through the FX of their instrument.
  Its chain is loaded with the other needs of the sequence.

Decided without asking:
- Old items and Play nodes with an empty fx now mean "From the
  asset". No asset has an FX yet, so nothing sounds different.
- The label is "From the asset" as on Loop and Bus, not "From asset".
- A sound used as a Sample, as the impulse of a Reverb or as the test
  sound of the Sound FX tab plays without its own FX.

Findings:
- In e2e, `__gm.inspectorField('Sound FX')` and `('Instrument')` find
  the group of the Assets panel first. The check asks for the last
  match.

Tests:
- Unit asset-fx (new): 8 green. Six counter-checks each turned red.
- Field lists of sound, pattern and song: Sound FX added.
- e2e 65 (melektaus-atx): ALL PASSED, 46 checks (3 new). Counter-check
  without the FX bus of the tab: that check red.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests.
- Not checked: how it sounds, the Sound, Instrument and Pattern tab
  in the browser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-07 22:02:26 +02:00
1 parent d349251a01
commit a295d233ed
26 files changed
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@@ -11,11 +11,11 @@ import { JOINT_CONNECTED_KEY } from '../../core/model/joint';
import { objectReference } from '../../core/model/objectRefs';
import { findAsset, findAssetOf, findScene, type Project } from '../../core/model/Project';
import { renderLayerAlong } from '../../core/model/renderLayers';
import { pickedFx } from '../../core/properties/assetFx';
import { playedSoundById, playedSoundOf } from '../../core/properties/playedSound';
import { hasRenderLayer } from '../../core/properties/PropertySchema';
import { resolveAssetProps } from '../../core/properties/resolve';
import { loopsOf, volumeOf } from '../../core/properties/sounds';
import { soundFxBuildFor } from '../../core/soundfx/compile';
import { instrumentBuildFor, instrumentSourcesOf, throughScopedFx } from '../../core/instrument/compile';
import { VELOCITY_PARAM } from '../../core/instrument/nodes';
import { heldNote } from '../../core/instrument/notes';
@@ -190,7 +190,7 @@ export function behaviorContext(
detached ? '' : entity.id,
params,
{ tempo, bus: instrumentBus(project, instrumentId, bus) },
fxVoiceOf(project, fx, tempo, fxParams),
fxVoiceOf(project, instrumentFx(project, instrumentId, fx), tempo, fxParams),
),
playPattern: (patternId, volume, loop, detached, fx, fxParams, bus) =>
playPattern(run, patternId, volume, loop, detached ? '' : entity.id, fx, fxParams, bus),
@@ -287,18 +287,22 @@ function playSound(
if (!asset?.file) return 0;
const props = resolveAssetProps(project, asset);
const level = Math.max(0, Math.min(1, volumeOf(props) * volume));
const fx = fxId ? findAssetOf(project, fxId, 'soundfx') : undefined;
const plan = fx && soundFxBuildFor(fx, project).compiled;
const fx = fxVoiceOf(project, pickedFx(fxId, props), tempo, fxParams);
return audio.play(
playedSoundOf(project, asset),
level,
loop ?? loopsOf(props),
owner,
plan ? { plan, params: fxParams, tempo } : DRY_VOICE,
fx ?? DRY_VOICE,
playedBus(project, bus, props),
);
}
/** The sound FX a note of that instrument goes through, by the pick of a node (#352); '' for none. */
export function instrumentFx(project: Project, instrumentId: string, picked: string): string {
return pickedFx(picked, findAssetOf(project, instrumentId, 'instrument')?.props ?? {});
}
/** The bus of the mix a note of that instrument is heard on, by the pick of a node (#325). */
export function instrumentBus(project: Project, instrumentId: string, picked: string): string {
return playedBus(project, picked, findAssetOf(project, instrumentId, 'instrument')?.props ?? {});
@@ -375,7 +379,7 @@ function playPattern(
const level = heldLevel(volume);
const length = patternLength(asset);
const tempo = patternTempo(asset.props);
const fx = fxVoiceOf(project, fxId, tempo, fxParams);
const fx = fxVoiceOf(project, pickedFx(fxId, asset.props), tempo, fxParams);
return audio.playSequence(
patternVoiceName(patternId),
{
@@ -413,7 +417,7 @@ function playSong(
if (!song) return 0;
const sequence = songSequence(project, song);
const tempo = songTempo(song.props);
const fx = fxVoiceOf(project, fxId, tempo, fxParams);
const fx = fxVoiceOf(project, pickedFx(fxId, song.props), tempo, fxParams);
return audio.playSequence(
songVoiceName(songId),
{
@@ -434,7 +438,10 @@ function playSong(
);
}
/** A note the scheduler planned (#332), struck through its instrument at its volume, on its bus. */
/**
* A note the scheduler planned (#332), struck through its instrument and the sound FX that names
* (#352) at its volume, on its bus.
*/
export function strikeNote(
sources: Pick<ContextSources, 'project' | 'audio'>,
note: ScheduledNote,
@@ -447,7 +454,8 @@ export function strikeNote(
duration: note.duration,
};
const timing = { at: note.at, tempo: note.tempo, ...(note.bus && { bus: note.bus }) };
return playNote(sources, note.instrument, struck, owner, {}, timing);
const fx = fxVoiceOf(sources.project, instrumentFx(sources.project, note.instrument, ''), note.tempo);
return playNote(sources, note.instrument, struck, owner, {}, timing, fx);
}
/** A clip of a song (#334): its sound at its own volume times the item's, through its sound FX. */