Cut a sound to a stretch of its file in its own Sound tab (#343)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 18m20s

A sound asset now opens in a tab that shows its file as a waveform.
Two handles set where the sound starts and ends in the file, and that
stretch is the sample: Play sound, a song item and an instrument's
Sample all play it and nothing else. The file itself is never changed.

- The asset has three new rows: Start (s), End (s) and Edge fade (ms).
  End 0 is the end of the file, the fade is 10 ms by default. Older
  assets have no values and play the whole file as before.
- Every way of playing asks playedSoundOf() for a name instead of the
  file: the file, or <file>#<start>~<end>~<fade> for a cut.
- SoundLibrary makes the cut from the decoded file the first time that
  name plays and ramps each edge inside the file over the fade. Length
  and peaks of a cut are read from the file without a copy.
- Cut buffers can be made again at any time, so the library lets the
  oldest go past 64 Mi samples. A voice holds its buffers itself.
- The tab draws min/max per pixel from 256-sample block peaks, and the
  samples as a line when zoomed in far. Wheel zooms, the middle button
  pans, as in the music tabs. Wave, cut and ruler sit under a mask,
  so a handle panned out of view does not draw over the panels beside.
- Dragging a handle moves that edge, dragging elsewhere spans a new
  stretch. One drag is one undo step for both edges. Whole file puts
  the handles back, Play or Space plays the stretch with a playhead.
- The inspector preview and the Sound FX preview play the cut too, and
  the song lanes draw and repeat it.

Tests:
- Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in
  the touched areas (instrument, song, pattern, inspector, tabs)
- e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new)
- Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-06 21:42:21 +02:00
1 parent 2fdf97f7de
commit f1f4a57589
24 files changed
+1442 -53

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+6 -2
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@@ -15,6 +15,7 @@ import type { InstrumentAsset } from '../model/Asset';
import { graphLookup } from '../model/graphLookup';
import { textOf } from '../model/Properties';
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';
@@ -71,7 +72,10 @@ export function instrumentSourcesOf(project: Project): InstrumentSources {
lookup: graphLookup(project),
sound: (assetId) => {
const asset = findAssetOf(project, assetId, 'sound');
return asset ? { file: asset.file, volume: volumeOf(resolveAssetProps(project, asset)) } : null;
if (!asset) return null;
// An asset without a file stays without one, so the Sample can say so.
const file = asset.file ? playedSoundOf(project, asset) : '';
return { file, volume: volumeOf(resolveAssetProps(project, asset)) };
},
soundFx: (assetId) => {
const asset = findAssetOf(project, assetId, 'soundfx');
@@ -79,7 +83,7 @@ export function instrumentSourcesOf(project: Project): InstrumentSources {
},
key: (assetId) => {
const sound = findAssetOf(project, assetId, 'sound');
if (sound) return `${sound.file}@${volumeOf(resolveAssetProps(project, sound))}`;
if (sound) return `${playedSoundOf(project, sound)}@${volumeOf(resolveAssetProps(project, sound))}`;
const fx = findAssetOf(project, assetId, 'soundfx');
return fx ? graphFingerprint(fx.graph) : '';
},
+61
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@@ -13,3 +13,64 @@ export function soundFileOf(project: Project, id: string): string {
const asset = findAsset(project, id);
return asset?.type === 'sound' ? asset.file : '';
}
/**
* The stretch of its file a sound asset is (#343), in seconds: `end` 0 runs to the end of the file.
* `fade` is the ramp each edge inside the file gets, so a cut through a wave does not click.
*/
export interface SoundCut {
start: number;
end: number;
fade: number;
}
/** Samples of a file a cut keeps, `from` up to `to`, and the samples of each ramp at an inner edge. */
export interface CutRange {
from: number;
to: number;
fadeIn: number;
fadeOut: number;
}
/** What a sound is played by: its file, or for a cut `<file>#<start>~<end>~<fade>`, a name of its own. */
export function cutName(file: string, cut: SoundCut): string {
if (file === '' || (cut.start <= 0 && cut.end <= 0)) return file;
return `${file}#${cut.start}~${cut.end}~${cut.fade}`;
}
/** A name `cutName` made, taken apart again; a plain file has no cut. */
export function parseCutName(name: string): { file: string; cut: SoundCut | null } {
const hash = name.indexOf('#');
if (hash < 0) return { file: name, cut: null };
const [start, end, fade] = name
.slice(hash + 1)
.split('~')
.map((part) => Number(part));
const held = (value: number | undefined) => (Number.isFinite(value) ? Math.max(0, value!) : 0);
return { file: name.slice(0, hash), cut: { start: held(start), end: held(end), fade: held(fade) } };
}
/**
* Where a cut lies in `length` samples at `rate`: at least one sample, inside the file. An edge at
* the start or the end of the file is left as it is; one inside ramps over `fade`, no more than half
* of what is kept so the two ramps never cross.
*/
export function cutRange(length: number, rate: number, cut: SoundCut): CutRange {
const last = Math.max(1, length);
const from = Math.min(last - 1, Math.max(0, Math.round(cut.start * rate)));
const asked = cut.end > 0 ? Math.min(last, Math.round(cut.end * rate)) : last;
const to = Math.max(from + 1, asked);
const ramp = Math.min(Math.round(Math.max(0, cut.fade) * rate), Math.floor((to - from) / 2));
return { from, to, fadeIn: from > 0 ? ramp : 0, fadeOut: to < last ? ramp : 0 };
}
/** The samples of each channel a cut keeps, its inner edges ramped in and out. */
export function cutChannels(channels: readonly Float32Array[], range: CutRange): Float32Array<ArrayBuffer>[] {
const { from, to, fadeIn, fadeOut } = range;
return channels.map((data) => {
const kept = data.slice(from, to);
for (let i = 0; i < fadeIn; i++) kept[i]! *= i / fadeIn;
for (let i = 0; i < fadeOut; i++) kept[kept.length - 1 - i]! *= i / fadeOut;
return kept;
});
}
+2 -1
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@@ -1,5 +1,6 @@
import { instrumentBuildFor, instrumentSourcesOf } from '../instrument/compile';
import { findAssetOf, type Project } from '../model/Project';
import { playedSoundById } from '../properties/playedSound';
import { soundFxBuildFor } from '../soundfx/compile';
import { DRY_VOICE, type FxPlan, type FxVoice } from '../soundfx/nodes';
import type { SequenceNeeds } from './playbacks';
@@ -26,7 +27,7 @@ export function sequenceNeeds(project: Project, sequence: Sequence): SequenceNee
}
const files = new Set<string>();
for (const clip of sequence.clips ?? []) {
const file = findAssetOf(project, clip.sound, 'sound')?.file;
const file = playedSoundById(project, clip.sound);
if (file) files.add(file);
const fx = clipFx(project, clip.fx, 120);
if (fx !== DRY_VOICE) layers.push(fx.plan);
+23 -3
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@@ -103,7 +103,14 @@ import {
} from './particles';
import { SHADER_KEY, shaderOf, shaderParamDefs } from './shaders';
import { SHADER_RESOLUTION_KEY, SHADER_RESOLUTION_OPTIONS } from './cameraShader';
import { LOOP_KEY as SOUND_LOOP_KEY, VOLUME_KEY as SOUND_VOLUME_KEY } from './sounds';
import {
DEFAULT_FADE_MS,
END_KEY as SOUND_END_KEY,
FADE_KEY as SOUND_FADE_KEY,
LOOP_KEY as SOUND_LOOP_KEY,
START_KEY as SOUND_START_KEY,
VOLUME_KEY as SOUND_VOLUME_KEY,
} from './sounds';
import {
BEAT_OPTIONS,
DEFAULT_BARS,
@@ -671,11 +678,24 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
// The typeface itself is intrinsic data on the asset (see FontAsset), not a property. Nearest draws
// a pixel font a pixel per unit, magnified sharp.
font: [filterRow(true)],
// The file is intrinsic data (see SoundAsset); these two say how it is played by default, and a
// `Play sound` node scales the one and can add to the other.
// The file is intrinsic data (see SoundAsset); volume and loop say how it is played by default, and
// a `Play sound` node scales the one and can add to the other.
sound: [
{ key: SOUND_VOLUME_KEY, label: 'Volume', kind: 'number', default: 1, min: 0, max: 1, step: 0.05 },
{ key: SOUND_LOOP_KEY, label: 'Loop', kind: 'boolean', default: false },
// The stretch of the file it is (#343), set in its tab; an end of 0 is the end of the file.
{ key: SOUND_START_KEY, label: 'Start (s)', kind: 'number', default: 0, min: 0, step: 0.01, decimals: 3 },
{ key: SOUND_END_KEY, label: 'End (s)', kind: 'number', default: 0, min: 0, step: 0.01, decimals: 3 },
{
key: SOUND_FADE_KEY,
label: 'Edge fade (ms)',
kind: 'number',
default: DEFAULT_FADE_MS,
min: 0,
max: 1000,
step: 1,
decimals: 0,
},
],
// The effects are the asset's graph (see SoundFxAsset), not a property.
soundfx: [],
+19
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@@ -0,0 +1,19 @@
import type { SoundAsset } from '../model/Asset';
import { findAssetOf, type Project } from '../model/Project';
import { cutName } from '../model/sound';
import { resolveAssetProps } from './resolve';
import { cutOf } from './sounds';
/**
* What a sound asset is played by (#343): its file, or the stretch of it the asset is cut to. Every
* way a sound is heard asks this rather than for the file – the cut is the sample.
*/
export function playedSoundOf(project: Project, asset: SoundAsset): string {
return cutName(asset.file, cutOf(resolveAssetProps(project, asset)));
}
/** The same by id, empty when the id is unset or no longer names a sound. */
export function playedSoundById(project: Project, id: string): string {
const asset = id === '' ? undefined : findAssetOf(project, id, 'sound');
return asset ? playedSoundOf(project, asset) : '';
}
+17
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@@ -1,10 +1,17 @@
import { booleanOf, type PropertyBag } from '../model/Properties';
import type { SoundCut } from '../model/sound';
import { coerceAs } from './kinds';
/** How loud this sound is by itself, 0–1; a `Play sound` node scales this rather than replacing it. */
export const VOLUME_KEY = 'volume';
/** Whether this sound is music: it repeats until something stops it. */
export const LOOP_KEY = 'loop';
/** Where in its file the sound starts and ends, in seconds; an end of 0 is the end of the file (#343). */
export const START_KEY = 'start';
export const END_KEY = 'end';
/** Milliseconds each cut edge inside the file ramps over, so it does not click. */
export const FADE_KEY = 'fade';
export const DEFAULT_FADE_MS = 10;
export function volumeOf(bag: PropertyBag): number {
return coerceAs(bag[VOLUME_KEY], 'number', 1);
@@ -13,3 +20,13 @@ export function volumeOf(bag: PropertyBag): number {
export function loopsOf(bag: PropertyBag): boolean {
return booleanOf(bag[LOOP_KEY]);
}
/** The stretch of its file a sound is, its fade in seconds. */
export function cutOf(bag: PropertyBag): SoundCut {
const seconds = (key: string, fallback: number) => Math.max(0, coerceAs(bag[key], 'number', fallback));
return {
start: seconds(START_KEY, 0),
end: seconds(END_KEY, 0),
fade: seconds(FADE_KEY, DEFAULT_FADE_MS) / 1000,
};
}