Keep both sounds full at the middle of a Mix with a curve #331
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Successful in 16m2s

A Mix crossfaded: at 0.5 each sound was at half. Layering two sounds
in an instrument now goes through a Mix (076c564), so the user asked
for a second curve where each side stays full up to the middle and
only fades on the other half. At 0.25 a is full and b half, at 0.5
both are full, at 0.75 a is half and b full.

- The Mix has a setting Curve with Crossfade (default) and Both at
  center. A plan and a chain only say `curve` where it is `both`, so
  old projects and their compiled plans stay as they were.
- A share is not a straight line of `mix` with that curve. Two ramps
  of their own would dip to half each when `mix` glides across the
  middle. So a ConstantSourceNode carries `mix` on the audio thread,
  and two WaveShaperNodes make the shares from it. The knob of such a
  Mix is that one source.
- The source is started with the voice and stopped when it is cut or
  ends by itself, so it does not run on after the voice.
- A sound FX node in an instrument keeps the curve of a Mix inside it.
- At 0.5 both sounds are added in full, up to +6 dB where both are
  loud. That is what several edges into the Output did before. The
  wiki says so.

Found on the way: the suite of 23bdc3f (task 529) failed the Step
check in e2e 34. It timed the jump from the start of the voice, but a
timed change runs from when it arrives. In CI that was 80 ms later,
and the pitch rightly held to 2.08 s.

- stats() says `tunedAt`, the second of the audio clock the last
  change moved a voice. A change that moves nothing, as On update
  sends every frame, leaves it.
- The Step check times its readings from there.

Tests:
- sound-library.test.ts: both shares shaped from one source, a glide
  moves only the source, the source stops with a cut and with an end
  by itself (50 tests, 2 new)
- soundfx.test.ts: curve only where set, one sound at 0 (41 tests)
- instrument.test.ts: the curve through a sound FX node (34 tests)
- Counter-checks: dropping the curve in throughFx and not stopping
  the source in done() each turn their new test red
- e2e 34 on melektaus-atx: ALL PASSED, 48 checks (+1). Rendered
  offline in Chrome, a and b come to 1/0, 1/0.5, 1/1, 0.5/1 and 0/1
  at mix 0 to 1, and a glide from 0 to 1 reads the same at 0.25, 0.5
  and 0.75 s. Step jumped 2.04 s after the change.
- Gate on melektaus-atx: CHECK EXIT 0, 244 test files, 3793 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-06 13:12:56 +02:00
1 parent 076c564415
commit fb4d65a2ab
8 files changed
+261 -25

No files matched your search

+63 -8
View File
@@ -70,6 +70,8 @@ interface Voice {
/** The behavior this voice belongs to; `''` for one nothing owns (see `AudioSink.play`). */
owner: string;
sources: Source[];
/** What carries a number of it on the audio thread (a Mix "Both at center"): stopped when it goes. */
drivers: ConstantSourceNode[];
/** Calls the end of one source in, once however it comes: by itself or by a release. */
finish: ((source: Source) => void) | null;
gain: GainNode;
@@ -108,6 +110,7 @@ interface Wiring {
loop: boolean;
rings: boolean;
sources: Source[];
drivers: ConstantSourceNode[];
pitches: number[];
knobs: Knob[];
stages: number;
@@ -180,6 +183,8 @@ export class SoundLibrary implements AudioSink {
private started = 0;
private stopped = 0;
private tuned = 0;
/** Second of the audio clock the last change moved a playing voice: a timed one runs from there. */
private tunedAt: number | null = null;
/** The last voice actually started, with the values it was started at – what a check reads back. */
private last: LastVoice | null = null;
/**
@@ -311,7 +316,7 @@ export class SoundLibrary implements AudioSink {
const voice = this.voices.find((other) => other.id === id);
if (!voice) return false;
voice.fx = { ...voice.fx, params: { ...voice.fx.params, ...params } };
this.glide(voice, time, ease);
if (this.glide(voice, time, ease)) this.tunedAt = this.audio().currentTime;
// A longer feedback makes for a longer tail: it is counted again from where the change ends.
if (voice.ringing) this.ringFor(voice, Math.max(0, time) + this.tailOf(voice.fx));
this.tuned += 1;
@@ -379,6 +384,7 @@ export class SoundLibrary implements AudioSink {
started: number;
stopped: number;
tuned: number;
tunedAt: number | null;
decoded: number;
failed: number;
/** Whether the pitch worklet is there; null while nothing has asked for it or it is loading. */
@@ -390,6 +396,7 @@ export class SoundLibrary implements AudioSink {
started: this.started,
stopped: this.stopped,
tuned: this.tuned,
tunedAt: this.tunedAt,
decoded: this.buffers.size,
failed: this.failed.size,
worklet: this.canPitch,
@@ -514,6 +521,7 @@ export class SoundLibrary implements AudioSink {
const context = this.audio();
const done = () => {
for (const source of voice.sources) source.stop();
for (const driver of voice.drivers) driver.stop();
voice.gain.disconnect();
};
// A suspended clock would hold the fade – and the sound – until the next run resumes it.
@@ -554,6 +562,7 @@ export class SoundLibrary implements AudioSink {
/** A voice whose sound and echoes have run out: out of the count, and its nodes let go. */
private done(voice: Voice): void {
this.forget(voice);
for (const driver of voice.drivers) driver.stop();
// An echo is a loop of nodes; left connected it would keep the audio thread busy for nothing.
if (voice.rings) voice.gain.disconnect();
}
@@ -612,6 +621,7 @@ export class SoundLibrary implements AudioSink {
loop,
rings,
sources: [],
drivers: [],
pitches: [],
knobs: [],
stages: 0,
@@ -634,6 +644,7 @@ export class SoundLibrary implements AudioSink {
file,
owner,
sources,
drivers: wiring.drivers,
finish: null,
gain,
fx,
@@ -649,6 +660,7 @@ export class SoundLibrary implements AudioSink {
for (const source of sources) source.ended(() => voice.finish?.(source));
this.voices.push(voice);
this.started += 1;
for (const driver of wiring.drivers) driver.start();
for (const source of sources) source.start(when);
if (duration > 0) this.release(id, when + duration);
}
@@ -663,14 +675,20 @@ export class SoundLibrary implements AudioSink {
let tail: AudioNode;
if ('mix' in chain) {
tail = context.createGain();
const both = chain.curve === 'both';
const wayA = this.wire(wiring, chain.a);
const shareA = gainNode(context, 1 - chain.mix);
const shareA = gainNode(context, both ? 0 : 1 - chain.mix);
wayA.connect(shareA).connect(tail);
knobs.push({ param: shareA.gain, target: 1 - chain.mix, even: 'value' });
if (!both) knobs.push({ param: shareA.gain, target: 1 - chain.mix, even: 'value' });
const wayB = this.wire(wiring, chain.b);
const shareB = gainNode(context, chain.mix);
const shareB = gainNode(context, both ? 0 : chain.mix);
wayB.connect(shareB).connect(tail);
knobs.push({ param: shareB.gain, target: chain.mix, even: 'value' });
if (!both) knobs.push({ param: shareB.gain, target: chain.mix, even: 'value' });
else {
const driver = bothAtCenter(context, chain.mix, shareA, shareB);
knobs.push({ param: driver.offset, target: chain.mix, even: 'value' });
wiring.drivers.push(driver);
}
} else tail = this.source(wiring, chain);
for (const stage of chain.stages) {
const made = stageNodes(context, stage);
@@ -772,18 +790,21 @@ export class SoundLibrary implements AudioSink {
/**
* Sends every knob of a voice towards what its values say now, in `time` seconds of the audio
* clock along `ease`, or else in a quick glide.
* clock along `ease`, or else in a quick glide. Says whether any of them had somewhere to go.
*/
private glide(voice: Voice, time: number, ease: EaseShare): void {
private glide(voice: Voice, time: number, ease: EaseShare): boolean {
const levels: number[] = [];
for (const plan of voice.fx.layers) levelsOf(fxChainOf(plan, voice.fx.params, voice.fx.tempo), levels);
const now = this.audio().currentTime;
let moved = false;
voice.knobs.forEach((knob, i) => {
const level = levels[i];
if (level === undefined || level === knob.target) return;
knob.target = level;
moved = true;
if (knob.param) move(knob.param, level, now, time, knob.even === 'ratio', ease);
});
return moved;
}
private audio(): AudioContext {
@@ -940,6 +961,36 @@ function delayNodes(context: BaseAudioContext, stage: FxDelay): StageNodes {
};
}
/** The shares of a and b over `mix` at 0, 0.5 and 1: a WaveShaper reads -1…1, so its curve starts below 0. */
const SHARE_A = new Float32Array([1, 1, 1, 1, 0]);
const SHARE_B = new Float32Array([0, 0, 0, 1, 1]);
/**
* The shares of a Mix with the curve "Both at center": a and b each stay full up to the middle and
* fade on the other half. A share is not a straight line of `mix` there, so two ramps of their own
* would dip at the middle when `mix` glides across it. The source carries `mix` itself, and each
* share is shaped from it on the audio thread. Its caller starts it and stops it with the voice.
* Exported for a check that renders it offline in a real browser (test hook).
*/
export function bothAtCenter(
context: BaseAudioContext,
mix: number,
a: GainNode,
b: GainNode,
): ConstantSourceNode {
const driver = context.createConstantSource();
driver.offset.value = mix;
for (const [curve, share] of [
[SHARE_A, a],
[SHARE_B, b],
] as const) {
const shape = context.createWaveShaper();
shape.curve = curve;
driver.connect(shape).connect(share.gain);
}
return driver;
}
/** Sends a level to silence in `FADE` seconds from wherever it is now. */
function fadeOut(param: AudioParam, now: number): void {
param.cancelScheduledValues(now);
@@ -999,7 +1050,11 @@ function easedCurve(
/** The numbers of a chain in the order `wire` makes their knobs: a stage's `gain` is what its node holds. */
function levelsOf(chain: FxChain, into: number[] = []): number[] {
if ('mix' in chain) {
if ('mix' in chain && chain.curve === 'both') {
levelsOf(chain.a, into);
levelsOf(chain.b, into);
into.push(chain.mix);
} else if ('mix' in chain) {
levelsOf(chain.a, into);
into.push(1 - chain.mix);
levelsOf(chain.b, into);