Put a sound in a room, a hall or a cave with a Reverb node (#328)
game-maker / gate (push) Successful in 4m0s
game-maker / suite (push) Failing after 13m51s

A sound FX had no space around it. The Reverb node folds the sound
with an impulse response: one it makes itself, or a sound asset as the
answer of a real space. It works on a voice and on a bus.

- Type: Room, Hall, Cave and Plate have fixed numbers. Custom shows
  Decay (up to 10 s), Damping and Pre-delay. Sound shows the pick of a
  sound asset and Pre-delay. The rows are derived ports, the sound pick
  an idle param, so they only appear for their type.
- The made impulse response is seeded noise per side, 60 dB down at
  Decay, through a low-pass closing from 20 kHz toward 500 Hz as far
  as Damping says. It is made once per rate, decay and damping, the
  last 16 are kept.
- A sound as impulse response: the sound FX compilers now get the
  project, so a node can turn a sound asset into its file. The build
  key holds that file, so a cut or swapped sound builds again. The
  instrument compiler does the same for a Reverb inside an instrument.
- The library loads that file with the voice, a sequence or before a
  bus builds its chain. A missing file leaves the reverb silent.
- Mix blends dry and reverb and is the only number that moves while
  the sound plays, as the issue said. The voice rings for pre-delay
  plus decay, or as long as its sound.
- The open point from #325 about sends on project buses is #351, not
  part of this.

Tests:
- Unit reverb (new) 4, soundfx 57 (4 new), sound-library 104 (2 new),
  green.
- Counter-checks, each turns one test red: the impulse file not loaded
  with the voice, the tail without the length of the sound.
- e2e 34 (melektaus-atx): ALL PASSED, 81 checks (1 new). Chrome
  offline: silent during the pre-delay, 35.9 dB fall over 0.6 s of a
  1 s decay (36 expected), the dry half at 0.25 for mix 0.5. A sound
  with one sample at 0.2 s gives the impulse back 0.25 s later and
  nowhere else.
- Gate (melektaus-atx) over the end of this series #318 to #328:
  CHECK EXIT 0, 267 files, 4134 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-07 21:27:22 +02:00
1 parent 071f194326
commit d349251a01
14 files changed
+544 -47

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+16 -6
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@@ -18,7 +18,7 @@ import { findAssetOf, type Project } from '../model/Project';
import { playedSoundOf } from '../properties/playedSound';
import { resolveAssetProps } from '../properties/resolve';
import { volumeOf } from '../properties/sounds';
import { soundFxBuildFor } from '../soundfx/compile';
import { soundFxBuildFor, soundFxKey } from '../soundfx/compile';
import {
type FxAmount,
type FxChipPlan,
@@ -32,6 +32,8 @@ import {
SOUND_FX_OUTPUT,
SoundFxMix,
type SoundFxNodeDef,
type SoundFxProject,
SoundFxReverb,
withPitch,
withStages,
} from '../soundfx/nodes';
@@ -83,13 +85,13 @@ export function instrumentSourcesOf(project: Project): InstrumentSources {
},
soundFx: (assetId) => {
const asset = findAssetOf(project, assetId, 'soundfx');
return asset ? soundFxBuildFor(asset).compiled : null;
return asset ? soundFxBuildFor(asset, project).compiled : null;
},
key: (assetId) => {
const sound = findAssetOf(project, assetId, 'sound');
if (sound) return `${playedSoundOf(project, sound)}@${volumeOf(resolveAssetProps(project, sound))}`;
const fx = findAssetOf(project, assetId, 'soundfx');
return fx ? graphFingerprint(fx.graph) : '';
return fx ? soundFxKey(fx, project) : '';
},
};
}
@@ -130,6 +132,7 @@ export function instrumentParams(graph: Graph): readonly DeclaredPort[] {
* are numbers here, `velocity` and the parameters stay open for every voice to fill in.
*/
export function compileInstrument(graph: Graph, note: number, sources: InstrumentSources): InstrumentBuild {
const project: SoundFxProject = { soundFile: (assetId) => sources.sound(assetId)?.file ?? '' };
const walk = graphEmitter<Def, Value>(graph, {
isDef: isInstrumentDef,
noun: 'instrument',
@@ -224,10 +227,12 @@ export function compileInstrument(graph: Graph, note: number, sources: Instrumen
const [a] = plansAt('a');
const [b] = plansAt('b');
if (!a || !b) return { out: { plans: a ? [a] : b ? [b] : [] } };
return { out: { plans: [def.emit({ a, b }, amounts, node.params)] } };
return { out: { plans: [def.emit({ a, b }, amounts, node.params, project)] } };
}
const [arriving] = plansAt('in');
return { out: arriving ? { plans: [def.emit({ in: arriving }, amounts, node.params)] } : SILENT };
return {
out: arriving ? { plans: [def.emit({ in: arriving }, amounts, node.params, project)] } : SILENT,
};
}
/** A Sample's sound, or null after saying why it has none – also where its trigger is off. */
@@ -383,7 +388,12 @@ export function instrumentBuildFor(
sources: InstrumentSources,
): InstrumentBuild {
const named = asset.graph.nodes
.map((node) => textOf(node.params[node.type === INSTRUMENT_SOUND_FX ? 'fx' : 'sound'] ?? ''))
.flatMap((node) =>
node.type === INSTRUMENT_SOUND_FX
? [node.params.fx]
: [node.params.sound, ...(node.type === SoundFxReverb.type ? [node.params.impulse] : [])],
)
.map((id) => textOf(id ?? ''))
.filter((id) => id !== '');
const fingerprint = `${graphFingerprint(asset.graph)}|${named.map((id) => sources.key(id)).join('|')}`;
let cached = builds.get(asset.id);
+1 -1
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@@ -17,7 +17,7 @@ export function fxVoiceOf(
params: FxParams = {},
): FxVoice | null {
const fx = fxId ? findAssetOf(project, fxId, 'soundfx') : undefined;
const plan = fx && soundFxBuildFor(fx).compiled;
const plan = fx && soundFxBuildFor(fx, project).compiled;
return plan ? { plan, params, tempo } : null;
}
+31 -6
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@@ -5,6 +5,9 @@ import { NO_LOOKUP } from '../graph/lookup';
import { inlineValue, nodeDef } from '../graph/NodeRegistry';
import { asNumber } from '../graph/values';
import type { SoundFxAsset } from '../model/Asset';
import { textOf } from '../model/Properties';
import type { Project } from '../model/Project';
import { playedSoundById } from '../properties/playedSound';
import {
EMPTY_PLAN,
type FxAmount,
@@ -13,6 +16,7 @@ import {
SOUND_FX_INPUT,
SOUND_FX_OUTPUT,
type SoundFxNodeDef,
type SoundFxProject,
} from './nodes';
export interface SoundFxBuild {
@@ -47,7 +51,7 @@ function inputOutputs(node: GraphNode): Record<string, FxValue> {
* (#316); a node fed from nowhere is a problem rather than silence. A number fed from a parameter
* stays open in the plan until a voice is started (#311).
*/
export function compileSoundFx(graph: Graph): SoundFxBuild {
export function compileSoundFx(graph: Graph, project?: SoundFxProject): SoundFxBuild {
const walk = graphEmitter<SoundFxNodeDef, FxValue>(graph, {
isDef: isSoundFxNodeDef,
noun: 'sound FX',
@@ -60,7 +64,7 @@ export function compileSoundFx(graph: Graph): SoundFxBuild {
for (const [key, value] of Object.entries(inputs))
if ('amount' in value) amounts[key] = value.amount;
else sounds[key] = value.plan;
return { out: { plan: def.emit(sounds, amounts, node.params) } };
return { out: { plan: def.emit(sounds, amounts, node.params, project) } };
},
unfed: (node, port) => {
if (port.type === 'number') return { amount: { value: asNumber(inlineValue(node, port)) } };
@@ -91,15 +95,36 @@ export function compileSoundFx(graph: Graph): SoundFxBuild {
const builds = new Map<string, { fingerprint: string; build: SoundFxBuild }>();
/** The sounds a graph names as the impulse response of a Reverb (#328), by asset id. */
function impulseIds(graph: Graph): string[] {
return graph.nodes.flatMap((node) => {
const id = node.type === 'SoundFxReverb' ? textOf(node.params.impulse ?? '') : '';
return id ? [id] : [];
});
}
/**
* What a build of the asset is made of: its graph, and the files of the sounds it names, which
* change when one of them is cut or swapped.
*/
export function soundFxKey(asset: SoundFxAsset, project?: Project): string {
const files = project ? impulseIds(asset.graph).map((id) => playedSoundById(project, id)) : [];
return `${graphFingerprint(asset.graph)}|${files.join('|')}`;
}
/**
* The asset's build, compiled again only when what it does has changed – a voice is started far
* more often than its graph is edited, and a moved node changes nothing.
* more often than its graph is edited, and a moved node changes nothing. Without `project` a
* Reverb that takes a sound has none.
*/
export function soundFxBuildFor(asset: SoundFxAsset): SoundFxBuild {
const fingerprint = graphFingerprint(asset.graph);
export function soundFxBuildFor(asset: SoundFxAsset, project?: Project): SoundFxBuild {
const fingerprint = soundFxKey(asset, project);
const cached = builds.get(asset.id);
if (cached && cached.fingerprint === fingerprint) return cached.build;
const build = compileSoundFx(asset.graph);
const build = compileSoundFx(
asset.graph,
project && { soundFile: (assetId) => playedSoundById(project, assetId) },
);
builds.set(asset.id, { fingerprint, build });
return build;
}
+116 -7
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@@ -1,12 +1,13 @@
import type { DeclaredPort } from '../graph/Graph';
import { SOUND_FX_INPUT, SOUND_FX_OUTPUT } from '../graph/nested';
import type { NodeDef, PortDef } from '../graph/NodeRegistry';
import type { PropertyBag } from '../model/Properties';
import { type PropertyBag, textOf } from '../model/Properties';
import { DEFAULT_TEMPO, heldTempo, secondsOfQuarters } from '../music/time';
import type { FlatDef } from '../properties/PropertySchema';
import type { ChipShape, ChipWave } from './chip';
import { COMPRESSOR_LATENCY, compressorMakeup, limiterLatency } from './dynamics';
import { LFO_SHAPES, type LfoShape, vibratoDelay } from './lfo';
import { REVERB_MAX_DECAY, REVERB_PRESETS, REVERB_ROOMS, type ReverbRoom } from './reverb';
import {
SATURATION_TYPES,
saturationAutoGain,
@@ -44,7 +45,21 @@ export type FxStage =
| FxLimit
| FxSaturate
| FxLfo<'tremolo'>
| FxLfo<'vibrato'>;
| FxLfo<'vibrato'>
| FxReverb;
/**
* A Reverb (#328): the decay and damping its impulse response is made with, or the file of a sound
* that is its impulse response; the pre-delay before it, and how much of it is heard.
*/
export interface FxReverb {
kind: 'reverb';
decay: number;
damping: number;
predelay: number;
mix: number;
impulse?: string;
}
/** A Tremolo or a Vibrato (#320): its shape, its rate in Hz, its depth (0 to 1, or semitones). */
export interface FxLfo<K extends 'tremolo' | 'vibrato' = 'tremolo' | 'vibrato'> {
@@ -289,7 +304,8 @@ export type FxStagePlan =
FxAmount
>)
| { kind: 'tremolo'; shape: LfoShape; rate: FxAmount; depth: FxAmount }
| { kind: 'vibrato'; shape: LfoShape; rate: FxAmount; depth: FxAmount };
| { kind: 'vibrato'; shape: LfoShape; rate: FxAmount; depth: FxAmount }
| ({ kind: 'reverb'; impulse?: string } & Record<'decay' | 'damping' | 'predelay' | 'mix', FxAmount>);
/** A chain with its parameters still open: compiled once, filled in for every voice by `fxChainOf`. */
export type FxPlan =
@@ -324,9 +340,15 @@ export interface SoundFxNodeDef extends NodeDef {
sounds: Readonly<Record<string, FxPlan>>,
amounts: Readonly<Record<string, FxAmount>>,
settings: PropertyBag,
project?: SoundFxProject,
): FxPlan;
}
/** What a node reaches of the project around it: the file a sound asset plays (#328), '' for none. */
export interface SoundFxProject {
soundFile(assetId: string): string;
}
export function isSoundFxNodeDef(def: NodeDef): def is SoundFxNodeDef {
return def.category === 'sound' && 'emit' in def;
}
@@ -973,6 +995,63 @@ export const SoundFxVibrato: SoundFxNodeDef = {
},
};
const REVERB_ROOM = {
key: 'room',
label: 'Type',
kind: 'enum' as const,
default: 'room',
options: REVERB_ROOMS,
};
const IMPULSE = { key: 'impulse', label: 'Sound', kind: 'sound' as const, default: '' };
const REVERB_DECAY = { ...numberRow('decay', 'Decay (s)', 0.1, REVERB_MAX_DECAY, 0.01), default: 1.5 };
const REVERB_DAMPING = { ...numberRow('damping', 'Damping', 0, 1, 0.01), default: 0.4 };
const PREDELAY = { ...numberRow('predelay', 'Pre-delay (s)', 0, 0.5, 0.001), default: 0.01 };
const REVERB_MIX = { ...numberRow('mix', 'Mix', 0, 1, 0.01), default: 0.3 };
export const REVERB_ROWS = {
decay: REVERB_DECAY,
damping: REVERB_DAMPING,
predelay: PREDELAY,
mix: REVERB_MIX,
};
export function reverbRoomOf(settings: PropertyBag): ReverbRoom {
return REVERB_ROOMS.find((option) => option.value === settings[REVERB_ROOM.key])?.value ?? 'room';
}
export const SoundFxReverb: SoundFxNodeDef = {
type: 'SoundFxReverb',
label: 'Reverb',
category: 'sound',
description:
'The sound in a space, from a small room to a cave. "Type" is a space with its own decay, damping and pre-delay (Room, Hall, Cave, Plate), Custom to set them yourself, or Sound to take a sound asset as the impulse response of a real space. "decay" (s, up to 10) is how long the reverb takes to fall by 60 dB, "damping" from 0 to 1 how much faster its highs fall, "pre-delay" (s) how long it waits before it starts. "mix" is how much of it is heard instead of the sound itself: 1 is the reverb alone, for a bus that only carries reverb. Only the mix can change while the sound plays; the rest is set when the sound starts, on a bus when it gets its FX. The sound lasts until the reverb has faded.',
inputs: [audioIn, numberIn(REVERB_MIX)],
outputs: [audioOut],
params: [REVERB_ROOM, IMPULSE],
idleParams: (params) => (reverbRoomOf(params) === 'sound' ? [] : [IMPULSE.key]),
derivePorts: ({ node }) => {
const room = reverbRoomOf(node.params);
if (room === 'custom') return { inputs: [REVERB_DECAY, REVERB_DAMPING, PREDELAY].map(numberIn) };
return room === 'sound' ? { inputs: [numberIn(PREDELAY)] } : {};
},
emit: (sounds, amounts, settings, project) => {
const mix = held(amounts.mix, REVERB_MIX);
if (isNone(mix)) return arriving(sounds);
const room = reverbRoomOf(settings);
const preset = room === 'custom' || room === 'sound' ? null : REVERB_PRESETS[room];
const impulse = room === 'sound' ? (project?.soundFile(textOf(settings[IMPULSE.key] ?? '')) ?? '') : '';
return withStages(arriving(sounds), [
{
kind: 'reverb',
decay: preset ? { value: preset.decay } : held(amounts.decay, REVERB_DECAY),
damping: preset ? { value: preset.damping } : held(amounts.damping, REVERB_DAMPING),
predelay: preset ? { value: preset.predelay } : held(amounts.predelay, PREDELAY),
mix,
...(impulse && { impulse }),
},
]);
},
};
/** Where damping 0 leaves the echoes and damping 1 takes them: evenly in octaves between. */
const UNDAMPED_HZ = 20000;
const DAMPED_HZ = 500;
@@ -999,6 +1078,7 @@ export const SOUND_FX_NODES: readonly SoundFxNodeDef[] = [
SoundFxSaturation,
SoundFxTremolo,
SoundFxVibrato,
SoundFxReverb,
];
/** An amount with the value handed in for its parameter, held to its row; a 0 there does nothing. */
@@ -1153,6 +1233,17 @@ function stagesOf(plan: FxPlan, params: FxParams, tempo: number): FxStage[] {
});
continue;
}
if (stage.kind === 'reverb') {
stages.push({
kind: 'reverb',
decay: amountOf(stage.decay, params),
damping: amountOf(stage.damping, params),
predelay: amountOf(stage.predelay, params),
mix: amountOf(stage.mix, params),
...(stage.impulse && { impulse: stage.impulse }),
});
continue;
}
if (stage.kind === 'tremolo') {
const lfo = { shape: stage.shape, rate: amountOf(stage.rate, params) };
stages.push({ kind: 'tremolo', ...lfo, depth: amountOf(stage.depth, params) / 100 });
@@ -1247,7 +1338,7 @@ function chipOf(plan: FxChipPlan, params: FxParams): FxChip {
}
/** The stages that sound on after their input ends: an echo, and what holds the sound back on the worklet. */
const RINGING: ReadonlySet<FxStagePlan['kind']> = new Set(['delay', 'limit', 'vibrato']);
const RINGING: ReadonlySet<FxStagePlan['kind']> = new Set(['delay', 'limit', 'vibrato', 'reverb']);
/** Whether a plan can ring on after its sources end (#324): it has an echo somewhere, or a Limiter. */
export function fxRings(plan: FxPlan): boolean {
@@ -1262,10 +1353,28 @@ const SILENT = 1e-3;
* How many seconds a chain rings on after its sources end (#324), at the values it has now: until
* its last echo is 60 dB below the sound. Damping only makes echoes quieter, so it is left out and
* the tail is never too short. Echoes behind each other add up, two ways of a Mix take the longer.
* A Reverb (#328) rings its pre-delay and its decay, or as long as the sound that is its impulse
* response – `soundLength` says how long that is, the longest a Reverb may ring where it is unknown.
*/
export function fxTailOf(chain: FxChain): number {
const ways = 'mix' in chain ? Math.max(fxTailOf(chain.a), fxTailOf(chain.b)) : 0;
return chain.stages.reduce((sum, stage) => sum + (stage.kind === 'delay' ? delayTail(stage) : 0), ways);
export function fxTailOf(
chain: FxChain,
soundLength: (file: string) => number = () => REVERB_MAX_DECAY,
): number {
const ways = 'mix' in chain ? Math.max(fxTailOf(chain.a, soundLength), fxTailOf(chain.b, soundLength)) : 0;
return chain.stages.reduce((sum, stage) => {
if (stage.kind === 'delay') return sum + delayTail(stage);
if (stage.kind === 'reverb')
return sum + stage.predelay + (stage.impulse ? soundLength(stage.impulse) : stage.decay);
return sum;
}, ways);
}
/** The files the Reverbs of a plan take as their impulse response (#328). */
export function impulsesOf(plan: FxPlan): string[] {
const own = plan.stages.flatMap((stage) =>
stage.kind === 'reverb' && stage.impulse ? [stage.impulse] : [],
);
return 'mix' in plan ? [...impulsesOf(plan.a), ...impulsesOf(plan.b), ...own] : own;
}
/**
+71
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@@ -0,0 +1,71 @@
/**
* A Reverb (#328): a ConvolverNode with an impulse response made here – noise that has fallen by
* 60 dB after `decay` seconds, its highs falling faster by `damping` – or a sound of the project.
*/
export type ReverbRoom = 'room' | 'hall' | 'cave' | 'plate' | 'custom' | 'sound';
export const REVERB_ROOMS: { value: ReverbRoom; label: string }[] = [
{ value: 'room', label: 'Room' },
{ value: 'hall', label: 'Hall' },
{ value: 'cave', label: 'Cave' },
{ value: 'plate', label: 'Plate' },
{ value: 'custom', label: 'Custom' },
{ value: 'sound', label: 'Sound' },
];
/** Decay in seconds, damping from 0 to 1, pre-delay in seconds. */
export interface ReverbShape {
decay: number;
damping: number;
predelay: number;
}
export const REVERB_PRESETS: Record<'room' | 'hall' | 'cave' | 'plate', ReverbShape> = {
room: { decay: 0.6, damping: 0.5, predelay: 0.005 },
hall: { decay: 2.5, damping: 0.35, predelay: 0.02 },
cave: { decay: 5, damping: 0.15, predelay: 0.04 },
plate: { decay: 1.6, damping: 0.1, predelay: 0 },
};
/** The longest a Reverb may ring, as the issue set it. */
export const REVERB_MAX_DECAY = 10;
/** Where the highs of a fully damped tail have fallen to by its end, and an undamped one stays. */
const OPEN_HZ = 20000;
const DAMPED_HZ = 500;
/** A small, fast generator, so every voice gets the same noise and a check the same numbers. */
function noise(seed: number): () => number {
let state = seed >>> 0;
return () => {
state = (state + 0x6d2b79f5) >>> 0;
let t = state;
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return (((t ^ (t >>> 14)) >>> 0) / 4294967296) * 2 - 1;
};
}
/**
* The impulse response of a Reverb, one channel per side, each its own noise: `decay` seconds long,
* 60 dB down by its end, and through a low-pass that closes from 20 kHz towards 500 Hz over that
* time as far as `damping` says.
*/
export function reverbImpulse(sampleRate: number, decay: number, damping: number): Float32Array[] {
const length = Math.max(1, Math.round(Math.min(REVERB_MAX_DECAY, Math.max(0.01, decay)) * sampleRate));
const shut = Math.max(0, Math.min(1, damping));
return [1, 2].map((seed) => {
const next = noise(seed);
const out = new Float32Array(length);
let low = 0;
for (let i = 0; i < length; i++) {
const t = i / length;
const cutoff = OPEN_HZ * (DAMPED_HZ / OPEN_HZ) ** (shut * t);
const keep = Math.exp((-2 * Math.PI * cutoff) / sampleRate);
low = (1 - keep) * next() + keep * low;
out[i] = low * 10 ** (-3 * t);
}
return out;
});
}