Cut a sound to a stretch of its file in its own Sound tab (#343)
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>
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@@ -103,7 +103,14 @@ import {
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} from './particles';
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import { SHADER_KEY, shaderOf, shaderParamDefs } from './shaders';
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import { SHADER_RESOLUTION_KEY, SHADER_RESOLUTION_OPTIONS } from './cameraShader';
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import { LOOP_KEY as SOUND_LOOP_KEY, VOLUME_KEY as SOUND_VOLUME_KEY } from './sounds';
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import {
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DEFAULT_FADE_MS,
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END_KEY as SOUND_END_KEY,
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FADE_KEY as SOUND_FADE_KEY,
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LOOP_KEY as SOUND_LOOP_KEY,
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START_KEY as SOUND_START_KEY,
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VOLUME_KEY as SOUND_VOLUME_KEY,
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} from './sounds';
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import {
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BEAT_OPTIONS,
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DEFAULT_BARS,
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@@ -671,11 +678,24 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
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// The typeface itself is intrinsic data on the asset (see FontAsset), not a property. Nearest draws
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// a pixel font a pixel per unit, magnified sharp.
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font: [filterRow(true)],
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// The file is intrinsic data (see SoundAsset); these two say how it is played by default, and a
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// `Play sound` node scales the one and can add to the other.
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// The file is intrinsic data (see SoundAsset); volume and loop say how it is played by default, and
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// a `Play sound` node scales the one and can add to the other.
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sound: [
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{ key: SOUND_VOLUME_KEY, label: 'Volume', kind: 'number', default: 1, min: 0, max: 1, step: 0.05 },
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{ key: SOUND_LOOP_KEY, label: 'Loop', kind: 'boolean', default: false },
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// The stretch of the file it is (#343), set in its tab; an end of 0 is the end of the file.
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{ key: SOUND_START_KEY, label: 'Start (s)', kind: 'number', default: 0, min: 0, step: 0.01, decimals: 3 },
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{ key: SOUND_END_KEY, label: 'End (s)', kind: 'number', default: 0, min: 0, step: 0.01, decimals: 3 },
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{
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key: SOUND_FADE_KEY,
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label: 'Edge fade (ms)',
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kind: 'number',
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default: DEFAULT_FADE_MS,
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min: 0,
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max: 1000,
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step: 1,
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decimals: 0,
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},
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],
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// The effects are the asset's graph (see SoundFxAsset), not a property.
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soundfx: [],
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@@ -0,0 +1,19 @@
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import type { SoundAsset } from '../model/Asset';
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import { findAssetOf, type Project } from '../model/Project';
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import { cutName } from '../model/sound';
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import { resolveAssetProps } from './resolve';
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import { cutOf } from './sounds';
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/**
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* What a sound asset is played by (#343): its file, or the stretch of it the asset is cut to. Every
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* way a sound is heard asks this rather than for the file – the cut is the sample.
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*/
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export function playedSoundOf(project: Project, asset: SoundAsset): string {
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return cutName(asset.file, cutOf(resolveAssetProps(project, asset)));
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}
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/** The same by id, empty when the id is unset or no longer names a sound. */
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export function playedSoundById(project: Project, id: string): string {
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const asset = id === '' ? undefined : findAssetOf(project, id, 'sound');
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return asset ? playedSoundOf(project, asset) : '';
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}
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@@ -1,10 +1,17 @@
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import { booleanOf, type PropertyBag } from '../model/Properties';
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import type { SoundCut } from '../model/sound';
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import { coerceAs } from './kinds';
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/** How loud this sound is by itself, 0–1; a `Play sound` node scales this rather than replacing it. */
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export const VOLUME_KEY = 'volume';
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/** Whether this sound is music: it repeats until something stops it. */
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export const LOOP_KEY = 'loop';
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/** Where in its file the sound starts and ends, in seconds; an end of 0 is the end of the file (#343). */
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export const START_KEY = 'start';
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export const END_KEY = 'end';
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/** Milliseconds each cut edge inside the file ramps over, so it does not click. */
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export const FADE_KEY = 'fade';
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export const DEFAULT_FADE_MS = 10;
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export function volumeOf(bag: PropertyBag): number {
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return coerceAs(bag[VOLUME_KEY], 'number', 1);
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@@ -13,3 +20,13 @@ export function volumeOf(bag: PropertyBag): number {
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export function loopsOf(bag: PropertyBag): boolean {
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return booleanOf(bag[LOOP_KEY]);
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}
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/** The stretch of its file a sound is, its fade in seconds. */
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export function cutOf(bag: PropertyBag): SoundCut {
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const seconds = (key: string, fallback: number) => Math.max(0, coerceAs(bag[key], 'number', fallback));
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return {
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start: seconds(START_KEY, 0),
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end: seconds(END_KEY, 0),
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fade: seconds(FADE_KEY, DEFAULT_FADE_MS) / 1000,
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};
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}
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