Draw the Flanger's comb as a thin line with a fading trail (#398)
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Failing after 16m2s

The comb was still drawn too heavy. Each frame showed the whole band
the comb had swept over the last 1/20 s, edged by two lines 1.5 wide,
and the faster the delay moved, the thicker that band got.

- flangerLine draws the comb where the light is as one line, 1 wide.
  It runs through the ends of each column and the peaks and notches
  in it, where they are. A comb finer than a column zigzags over it.
- Behind the line a faint trail shows what the comb swept over the
  last 1/20 s, and over the last 1/40 s once more, so it fades with
  age. A Flanger that stands still has none.
- The line fades out where its teeth move more than a quarter of a
  tooth within the trail (clearAt), and is gone from half a tooth on.
  There only the calm band of the trail is left, so nothing flickers.
- responseFrame gives the screen the line, how clear each point is,
  the sharp columns for the notches and the trail. It replaces
  responseColumnsOf, and RESPONSE_BLUR is now RESPONSE_TRAIL.
- The notches are counted on the sharp comb again, not on the band.
- The Phaser's response is drawn as the same thin line, without a
  trail.

Tests:
  Unit modulation-view (stein2): 26 tests, 2 new. The line holds the
    comb's dB at each point and every notch. On a fast swing it fades
    out over 8 kHz, stays clear under 1 kHz, and the trail is the same
    band over 16 kHz in three frames. A still Flanger has no trail.
  Counter-check: with clearAt always 1, the fade test fails.
  e2e 34 (atx): ALL PASSED, 142 checks.
  Gate (atx): CHECK EXIT 0, 291 files, 4471 tests.
  Pictures of the default Flanger, a fast one (2 Hz, 5 ms) and one
    sweeping to 20 ms, and of the Phaser: a thin line, the trail
    behind it, a calm band high up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-10 21:30:03 +02:00
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@@ -474,27 +474,92 @@ export function flangerColumns(
});
}
/**
* How long a frame of the Flanger's response is blurred over, about what an eye blends: the delays
* its light passed in that time. High up its teeth pass faster than frames are drawn, and sharp
* frames of them flicker. Over 10 kHz this calms a column from 14 dB a frame to 0.04, under 5 kHz,
* where the teeth can be followed, it hardly changes them.
*/
export const RESPONSE_BLUR = 1 / 20;
/** A point of a response drawn as a line: how far along the screen, and its dB. */
export interface ResponsePoint {
share: number;
db: number;
}
/** A Phaser's or a Flanger's response over `columns` columns of the screen, `t` seconds after the sound. */
export function responseColumnsOf(
/**
* A Flanger's response as a line over `columns` columns while its copy is `ms` late, exactly: the
* ends of each column and the peaks and notches between them, where they are. A column the comb
* runs too fine for gets one peak and one notch, so the line zigzags over all it holds.
*/
export function flangerLine(values: ModValues, ms: number, columns: number): ResponsePoint[] {
const db = (halfTurns: number): number => flangerDb(values, 1, halfTurns * 500);
const halfTurnsAt = (share: number): number => (hzAt(share) * Math.max(0, ms)) / 500;
const shareOf = (halfTurns: number): number => shareOfHz((halfTurns * 500) / Math.max(0, ms));
const points: ResponsePoint[] = [];
for (let c = 0; c <= columns; c++) {
const from = halfTurnsAt(c / columns);
points.push({ share: c / columns, db: db(from) });
if (c === columns) break;
const to = halfTurnsAt((c + 1) / columns);
const first = Math.ceil(from);
for (let k = first; k <= first + 1 && k < to; k++)
if (k > from) points.push({ share: shareOf(k), db: db(k) });
}
return points;
}
/**
* How long the Flanger's trail lasts, about what an eye blends: the delays its light passed in that
* time, drawn faintly behind the line. High up its teeth pass faster than frames are drawn, and a
* sharp line of them flickers. There the trail is a calm band, over 10 kHz it changes 0.04 dB a frame.
*/
export const RESPONSE_TRAIL = 1 / 20;
/**
* How clearly the line can be followed at `hz` while the delay moves `movedMs` within the trail:
* fully while its teeth move up to a quarter of one, not at all from half of one on. There they
* would flicker, and only the trail is left.
*/
export function clearAt(hz: number, movedMs: number): number {
const halfTurns = (hz * Math.abs(movedMs)) / 500;
return clamp01(2 - 2 * halfTurns);
}
/** A Phaser's or a Flanger's response as the screen draws it, `t` seconds after the sound. */
export interface ResponseFrame {
/** Where the light is now, left to right. */
line: ResponsePoint[];
/** How clearly each point of the line can be followed, 0 to 1. */
clear: number[];
/** The lowest and highest of the line in each column: its notches are counted on them. */
columns: { low: number; high: number }[];
/** What it swept through just before, each band from longer ago to now, the longest first. */
trail: { low: number; high: number }[][];
}
export function responseFrame(
device: ModDevice,
values: ModValues,
t: number,
columns: number,
): { low: number; high: number }[] {
if (device.kind === 'phaser')
return responseColumns((hz) => phaserDb(values, phaserTurnAt(values, t), hz), columns);
const delays = [t - RESPONSE_BLUR, t - RESPONSE_BLUR / 2, t].map((at) =>
flangerDelayAt(values, Math.max(0, at)),
);
return flangerColumns(values, Math.min(...delays), Math.max(...delays), columns);
): ResponseFrame {
if (device.kind === 'phaser') {
const db = (hz: number) => phaserDb(values, phaserTurnAt(values, t), hz);
const line = Array.from({ length: columns + 1 }, (_, c) => ({
share: c / columns,
db: db(hzAt(c / columns)),
}));
return { line, clear: line.map(() => 1), columns: responseColumns(db, columns), trail: [] };
}
const delayAt = (at: number) => flangerDelayAt(values, Math.max(0, at));
const ms = delayAt(t);
const line = flangerLine(values, ms, columns);
const band = (age: number) => {
const delays = [t - age, t - age / 2, t].map(delayAt);
return { low: Math.min(...delays), high: Math.max(...delays) };
};
const trail = [band(RESPONSE_TRAIL), band(RESPONSE_TRAIL / 2)];
const moved = trail[0]!.high - trail[0]!.low;
return {
line,
clear: line.map((point) => clearAt(hzAt(point.share), moved)),
columns: flangerColumns(values, ms, ms, columns),
trail: moved > 0 ? trail.map((d) => flangerColumns(values, d.low, d.high, columns)) : [],
};
}
/**