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
1 parent f9a953f3d3
commit b145e1f288
3 files changed
+152 -44

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+31 -18
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@@ -24,7 +24,7 @@ import {
notchesOf, notchesOf,
RESPONSE_FLOOR, RESPONSE_FLOOR,
RESPONSE_TOP, RESPONSE_TOP,
responseColumnsOf, responseFrame,
shareOfHz, shareOfHz,
type SwingPicture, type SwingPicture,
swingValueAt, swingValueAt,
@@ -481,26 +481,39 @@ class ResponseScope extends ModScope {
const values = this.values; const values = this.values;
if (!picture || !values || this.w <= 0) return; if (!picture || !values || this.w <= 0) return;
const r = this.response; const r = this.response;
const columns = responseColumnsOf(this.device, values, this.at, Math.max(1, Math.round(r.w))); const frame = responseFrame(this.device, values, this.at, Math.max(1, Math.round(r.w)));
this.notches = notchesOf(columns); this.notches = notchesOf(frame.columns);
const bottom = r.y + r.h; const bottom = r.y + r.h;
const step = r.w / columns.length; const step = r.w / frame.columns.length;
const xs = columns.map((_, i) => r.x + (i + 0.5) * step); const xs = frame.columns.map((_, i) => r.x + (i + 0.5) * step);
const highs = columns.map((column) => this.yOfDb(column.high)); // Under the response a faint fill, up to the longest trail where there is one, so it stays calm.
const lows = columns.map((column) => this.yOfDb(column.low)); const under = frame.trail[0] ?? frame.columns;
// Under the response a faint fill. The response is a band from the highest to the lowest of c.poly([r.x, bottom, ...xs.flatMap((x, i) => [x, this.yOfDb(under[i]!.high)]), r.x + r.w, bottom]).fill({
// each column, edged by two smooth lines: one line where it is smooth, filled where a comb runs
// too fine for the columns.
c.poly([r.x, bottom, ...xs.flatMap((x, i) => [x, highs[i]!]), r.x + r.w, bottom]).fill({
color: this.look.trace, color: this.look.trace,
alpha: 0.12, alpha: 0.1,
}); });
const band = xs.flatMap((x, i) => [x, highs[i]!]); // Behind the line the trail of what it swept just before, fading with age: each band reaches
for (let i = xs.length - 1; i >= 0; i--) band.push(xs[i]!, lows[i]!); // from longer ago to now, so they stack up towards the line.
c.poly(band).fill(this.look.trace); for (const columns of frame.trail) {
for (const edge of [highs, lows]) { const band = xs.flatMap((x, i) => [x, this.yOfDb(columns[i]!.high)]);
xs.forEach((x, i) => (i === 0 ? c.moveTo(x, edge[i]!) : c.lineTo(x, edge[i]!))); for (let i = xs.length - 1; i >= 0; i--) band.push(xs[i]!, this.yOfDb(columns[i]!.low));
c.stroke({ color: this.look.trace, width: 1.5, join: 'round' }); c.poly(band).fill({ color: this.look.trace, alpha: 0.16 });
}
// The line itself, thin, fading out where its teeth pass faster than an eye follows: in runs
// of the same few steps of alpha, each starting where the last ended.
const { line, clear } = frame;
const steps = 8;
const at = (i: number) => [r.x + line[i]!.share * r.w, this.yOfDb(line[i]!.db)] as const;
for (let i = 0; i < line.length - 1;) {
const alpha = Math.round(clear[i]! * steps) / steps;
let j = i + 1;
while (j < line.length - 1 && Math.round(clear[j]! * steps) / steps === alpha) j++;
if (alpha > 0) {
c.moveTo(...at(i));
for (let k = i + 1; k <= j; k++) c.lineTo(...at(k));
c.stroke({ color: this.look.trace, width: 1, alpha, join: 'round' });
}
i = j;
} }
const hz = this.markHz(this.reading); const hz = this.markHz(this.reading);
if (hz !== null && shareOfHz(hz) >= 0 && shareOfHz(hz) <= 1) if (hz !== null && shareOfHz(hz) >= 0 && shareOfHz(hz) <= 1)
+81 -16
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@@ -474,27 +474,92 @@ export function flangerColumns(
}); });
} }
/** /** A point of a response drawn as a line: how far along the screen, and its dB. */
* How long a frame of the Flanger's response is blurred over, about what an eye blends: the delays export interface ResponsePoint {
* its light passed in that time. High up its teeth pass faster than frames are drawn, and sharp share: number;
* frames of them flicker. Over 10 kHz this calms a column from 14 dB a frame to 0.04, under 5 kHz, db: number;
* where the teeth can be followed, it hardly changes them. }
*/
export const RESPONSE_BLUR = 1 / 20;
/** 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, device: ModDevice,
values: ModValues, values: ModValues,
t: number, t: number,
columns: number, columns: number,
): { low: number; high: number }[] { ): ResponseFrame {
if (device.kind === 'phaser') if (device.kind === 'phaser') {
return responseColumns((hz) => phaserDb(values, phaserTurnAt(values, t), hz), columns); const db = (hz: number) => phaserDb(values, phaserTurnAt(values, t), hz);
const delays = [t - RESPONSE_BLUR, t - RESPONSE_BLUR / 2, t].map((at) => const line = Array.from({ length: columns + 1 }, (_, c) => ({
flangerDelayAt(values, Math.max(0, at)), share: c / columns,
); db: db(hzAt(c / columns)),
return flangerColumns(values, Math.min(...delays), Math.max(...delays), 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)) : [],
};
} }
/** /**
+40 -10
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@@ -8,10 +8,13 @@ import { Tremolo, Vibrato, vibratoDelay } from '../../src/core/soundfx/lfo';
import { Flanger, Phaser } from '../../src/core/soundfx/phaser'; import { Flanger, Phaser } from '../../src/core/soundfx/phaser';
import { type Box, knobBox } from '../../src/editor/soundfx/hardwareView'; import { type Box, knobBox } from '../../src/editor/soundfx/hardwareView';
import { import {
clearAt,
FLANGER_DEVICE, FLANGER_DEVICE,
flangerColumns, flangerColumns,
flangerDb, flangerDb,
flangerDelayAt, flangerDelayAt,
flangerLine,
hzAt,
idleModKeys, idleModKeys,
lampOf, lampOf,
lfoSpan, lfoSpan,
@@ -26,7 +29,7 @@ import {
phaserDb, phaserDb,
RESPONSE_FLOOR, RESPONSE_FLOOR,
responseColumns, responseColumns,
responseColumnsOf, responseFrame,
shareOfHz, shareOfHz,
SHOWN_RATE, SHOWN_RATE,
swingPicture, swingPicture,
@@ -283,23 +286,50 @@ describe('the Flanger screen', () => {
} }
}); });
it('blurs the teeth that pass faster than frames into the same band, so they do not flicker', () => { it('draws the comb as a thin line through its ends, peaks and notches', () => {
// The default swings 1 to 3 ms every 4 s, at 0.9 s about its fastest: high up, the time of a
// blur lets more than a tooth pass, low down a sliver of one.
const values = modValues(FLANGER_DEVICE, { feedback: 0.5 }); const values = modValues(FLANGER_DEVICE, { feedback: 0.5 });
const frames = [0, 1, 2].map((k) => responseColumnsOf(FLANGER_DEVICE, values, 0.9 + k / 60, 640)); const line = flangerLine(values, 2, 640);
for (const point of line) expect(point.db).toBeCloseTo(flangerDb(values, 2, hzAt(point.share)), 9);
for (let i = 1; i < line.length; i++) expect(line[i]!.share).toBeGreaterThan(line[i - 1]!.share);
// Every notch under the columns' width is on the line, as deep as it goes.
const notch = flangerDb(values, 1, 500);
for (const k of [1, 3, 21])
expect(
line.some((p) => Math.abs(p.share - shareOfHz(k * 250)) < 1e-9 && Math.abs(p.db - notch) < 1e-9),
).toBe(true);
});
it('fades the line where its teeth pass faster than frames, the trail behind it a calm band', () => {
// The default swings 1 to 3 ms every 4 s, at 0.9 s about its fastest: high up, the trail lets
// more than a tooth pass, low down a sliver of one.
const values = modValues(FLANGER_DEVICE, { feedback: 0.5 });
const frames = [0, 1, 2].map((k) => responseFrame(FLANGER_DEVICE, values, 0.9 + k / 60, 640));
const peak = 20 * Math.log10(1.5); const peak = 20 * Math.log10(1.5);
const notch = flangerDb(values, 1, 500); const notch = flangerDb(values, 1, 500);
const high = Math.ceil(640 * shareOfHz(16000)); const high = Math.ceil(640 * shareOfHz(16000));
for (const columns of frames) for (const frame of frames) {
for (const column of columns.slice(high)) { expect(frame.trail).toHaveLength(2);
for (const column of frame.trail[0]!.slice(high)) {
expect(column.high).toBeCloseTo(peak, 6); expect(column.high).toBeCloseTo(peak, 6);
expect(column.low).toBeCloseTo(notch, 6); expect(column.low).toBeCloseTo(notch, 6);
} }
// Below the first notch it stays a sharp line that moves. frame.line.forEach((point, i) => {
if (point.share >= shareOfHz(8000)) expect(frame.clear[i]).toBe(0);
if (point.share <= shareOfHz(1000)) expect(frame.clear[i]).toBe(1);
});
}
// Below the first notch it stays a sharp line that moves, its trail a sliver.
const low = Math.floor(640 * shareOfHz(100)); const low = Math.floor(640 * shareOfHz(100));
for (const columns of frames) expect(columns[low]!.high - columns[low]!.low).toBeLessThan(0.5); for (const frame of frames)
expect(frames[0]![low]!.high).not.toBeCloseTo(frames[2]![low]!.high, 3); expect(frame.trail[0]![low]!.high - frame.trail[0]![low]!.low).toBeLessThan(0.5);
expect(frames[0]!.columns[low]!.high).not.toBeCloseTo(frames[2]!.columns[low]!.high, 3);
});
it('draws a still Flanger as a clear line without a trail', () => {
const frame = responseFrame(FLANGER_DEVICE, modValues(FLANGER_DEVICE, { rate: 0 }), 0.9, 640);
expect(frame.trail).toEqual([]);
expect(frame.clear.every((c) => c === 1)).toBe(true);
expect(clearAt(20000, 0)).toBe(1);
}); });
it('sweeps the delay down through 0 and up again, the LFO on top', () => { it('sweeps the delay down through 0 and up again, the LFO on top', () => {