Play every tab's preview straight into the master (#368)
Since #351 the tabs played their asset along its links in the Master routing, as the game does. A song linked into a reverb bus was heard through that bus while it was edited. A preview should sound like the asset itself, so the tabs leave the Master routing out again. - The Sound, Sound FX, Instrument, Pattern and Song tab play into the master. The sound FX of the asset still applies, and so does the master's own volume and FX. - Inside a song its own routing of tracks and sends still counts. - The game is unchanged: Play nodes go along the routing as before. Tests: - e2e 34 (melektaus-atx): ALL PASSED, 96 checks. The routing check now holds the mix of the two buses as before, and the Sound tab on the master with the bus silent. - Counter-probe e2e: the Sound tab along the routing again, the routing check red. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -21,8 +21,9 @@ import {
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import { MIDDLE_C, noteName } from '../../core/instrument/notes';
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import type { Asset, InstrumentAsset } from '../../core/model/Asset';
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import { fxVoiceOf } from '../../core/music/needs';
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import { MASTER_MIX } from '../../core/music/mixer';
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import { DEFAULT_TEMPO } from '../../core/music/time';
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import { instrumentBus, instrumentFx, playNote } from '../../runtime/systems/behaviorContext';
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import { instrumentFx, playNote } from '../../runtime/systems/behaviorContext';
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import {
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Button,
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Dropdown,
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@@ -168,7 +169,8 @@ export class InstrumentEditor extends AssetTabEditor<InstrumentAsset, GraphCanva
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struck,
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PREVIEW_OWNER,
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{ ...this.values },
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{ bus: instrumentBus(this.state.project, asset.id, '') },
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// Straight into the master: a preview leaves the routing of the instrument out (#368).
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{ bus: MASTER_MIX },
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fxVoiceOf(this.state.project, instrumentFx(this.state.project, asset.id, ''), DEFAULT_TEMPO),
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);
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if (voice) this.voices.push(voice);
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@@ -24,7 +24,7 @@ import { DEFAULT_TEMPO } from '../../core/music/time';
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import { instrumentFx, playNote } from '../../runtime/systems/behaviorContext';
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import { Button, Dropdown, Label, Menu, type Widget } from '../../ui';
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import { Music } from '../../viewport/music';
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import { playedRoute } from '../../core/music/mixer';
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import { MASTER_MIX } from '../../core/music/mixer';
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import { soundLibrary } from '../../viewport/SoundLibrary';
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import { AssetTabEditor } from '../AssetTabEditor';
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import { claimTransport, releaseTransport } from '../music/transport';
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@@ -54,10 +54,10 @@ export class PatternEditor extends AssetTabEditor<PatternAsset, PianoRoll> {
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readonly ghostsButton: Button;
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/** Where the ghost notes come from: song, track and bar. */
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readonly ghostSource = new Label('', { style: 'muted' });
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/** Heard through the sound FX (#352) and along the routing of the asset (#351), as in the game. */
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/** Heard through the sound FX (#352), then straight into the master: a preview leaves the routing out (#368). */
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readonly music = new Music(
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() => this.state.project,
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() => playedRoute(this.state.project, '', this.asset()?.id ?? ''),
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() => MASTER_MIX,
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() => {
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const asset = this.asset();
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return asset && fxVoiceOf(this.state.project, assetFxOf(asset.props), patternTempo(asset.props));
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@@ -28,7 +28,7 @@ import { assetFxOf } from '../../core/properties/assetFx';
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import type { SoundStore } from '../../core/store/SoundStore';
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import { Button, Dialog, Dropdown, Label, Menu, ui, VStack, type Widget } from '../../ui';
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import { Music } from '../../viewport/music';
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import { playedRoute } from '../../core/music/mixer';
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import { MASTER_MIX } from '../../core/music/mixer';
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import { soundLibrary } from '../../viewport/SoundLibrary';
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import {
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type InputDevice,
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@@ -93,10 +93,10 @@ export class SongEditor extends AssetTabEditor<SongAsset, SongTimeline> {
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readonly snap = new SnapToggle(() => this.routing);
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private shown: SongView = 'timeline';
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private readonly pane = new VStack();
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/** Heard through the sound FX (#352) and along the routing of the asset (#351), as in the game. */
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/** Heard through the sound FX (#352), then straight into the master: a preview leaves the routing out (#368). */
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readonly music = new Music(
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() => this.state.project,
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() => playedRoute(this.state.project, '', this.asset()?.id ?? ''),
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() => MASTER_MIX,
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() => {
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const asset = this.asset();
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return asset && fxVoiceOf(this.state.project, assetFxOf(asset.props), songTempo(asset.props));
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@@ -16,7 +16,7 @@ import {
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} from '../../core/properties/sounds';
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import { Button, Dropdown, Label, Menu, NumberField } from '../../ui';
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import { soundLibrary } from '../../viewport/SoundLibrary';
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import { playedBus } from '../../core/music/mixer';
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import { MASTER_MIX } from '../../core/music/mixer';
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import { DRY_VOICE } from '../../core/soundfx/nodes';
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import { fxVoiceOf } from '../../core/music/needs';
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import { DEFAULT_TEMPO } from '../../core/music/time';
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@@ -152,11 +152,10 @@ export class SoundEditor extends AssetTabEditor<SoundAsset, WaveCanvas> {
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this.stop();
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claimTransport(this.halt);
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const props = resolveAssetProps(this.state.project, asset);
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// Through its sound FX (#352) and along its routing (#351), as the game hears it.
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const bus = playedBus(this.state.project, '', asset.id);
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// Through its sound FX (#352), then straight into the master: a preview leaves its routing out (#368).
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const fx = fxVoiceOf(this.state.project, assetFxOf(props), DEFAULT_TEMPO) ?? DRY_VOICE;
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const file = playedSoundOf({ asset, clip });
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this.voice = soundLibrary.play(file, volumeOf(props), false, PREVIEW_OWNER, fx, bus);
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this.voice = soundLibrary.play(file, volumeOf(props), false, PREVIEW_OWNER, fx, MASTER_MIX);
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this.playingId = this.voice ? `${asset.id}:${clip?.id ?? ''}` : '';
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this.syncPlayButton();
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}
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@@ -7,7 +7,7 @@ import { volumeOf } from '../../core/properties/sounds';
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import { soundFxBuildFor, soundFxParams } from '../../core/soundfx/compile';
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import { Button, Dropdown, HStack, Label, Menu, NumberField, Stack, Theme } from '../../ui';
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import { soundLibrary } from '../../viewport/SoundLibrary';
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import { playedBus } from '../../core/music/mixer';
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import { MASTER_MIX } from '../../core/music/mixer';
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import { AssetTabEditor } from '../AssetTabEditor';
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import { GraphCanvas } from '../graph/GraphCanvas';
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import { SnapToggle } from '../graph/SnapToggle';
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@@ -106,10 +106,9 @@ export class SoundFxEditor extends AssetTabEditor<SoundFxAsset, GraphCanvas> {
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if (!sound?.asset.file || !plan) return;
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const props = resolveAssetProps(this.state.project, sound.asset);
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const fx = { plan, params: { ...this.values } };
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// Along the routing of the sound, as the game would play it there (#351).
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const bus = playedBus(this.state.project, '', sound.asset.id);
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// Straight into the master: a preview leaves the routing of the sound out (#368).
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const file = playedSoundOf(sound);
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const voice = soundLibrary.play(file, volumeOf(props), false, PREVIEW_OWNER, fx, bus);
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const voice = soundLibrary.play(file, volumeOf(props), false, PREVIEW_OWNER, fx, MASTER_MIX);
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if (voice) this.voices.push(voice);
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this.playedFor = asset.id;
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}
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@@ -52,8 +52,8 @@ export class Music {
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readonly clips: PlannedClip[] = [];
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/**
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* `output` is where what it plays goes (#351): along the routing of the pattern or song in the
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* tab, so it sounds as it would in the game. The master where left out. `fx` is the sound FX of
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* `output` is where what it plays goes (#351): the master where left out, as for the preview of
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* a tab, which leaves the routing of its pattern or song out (#368). `fx` is the sound FX of
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* that pattern or song (#352), on the way there.
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*/
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constructor(
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