128 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 e53121a0bb Let a behavior hear a song, pattern or sound come to its end (#373)
feuerwerk / gate (push) Successful in 5m56s
feuerwerk / suite (push) Failing after 20m55s
A game should be able to start the next piece of music when one is
over, or wait for a sound before it goes on. Until now a behavior
could start and stop music and sounds, but never learn that they had
ended.

- Two new events: On music finished with the fields Song and Pattern
  and the input playback, and On sound finished with the field Sound
  and the input voice. Both give out what ended and stopped.
- Two new data nodes, Music playing and Sound playing, ask whether
  something is still heard.
- Over means nothing is heard any more: no tail of the effects, and
  a fade-out has run down.
- stopped is on for Stop song, pattern or sound, when the behavior
  that owns it ends and on a scene change. For a sound also when a
  newer voice needs its place or the file does not load.
- Only what the Play nodes of this run started is heard, across
  scene changes too. Previews in the tabs, compositions and notes of
  instruments do not count.
- Switch song ends nothing. The number goes on, and the end is told
  under the song heard last.
- Playbacks and the SoundLibrary tell each end once to a new
  PlayedEnds per run. The AudioSwitch passes them on from both sinks.

Found and fixed: a pattern whose last bar ends in silence counted as
done up to one planning window before its end. In e2e 65 the next
pattern started after 1.962 s instead of 2 s. Scheduler.done now also
wants the playhead to have reached the end. Cleaning up done
playbacks therefore comes a few tenths of a second later. One test
that expected the early end is adjusted.

Tests:
- Unit: 23 new (played-ends 12, sound-library 5, node catalog 5,
  audio-switch 1), all green.
- Counter-probes: 19 bends, all red. One was green at first for want
  of a case, which is added now.
- e2e 65 on atx: ALL PASSED, 78 checks. New 65k6: the event came
  once with stopped off, and the second pattern started 2.051 s after
  the stinger. Stop song gave exactly one end with stopped on, and
  the switch from 65k3 gave none.
- Gate on atx: CHECK EXIT 0, 337 files, 5222 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 14:48:16 +01:00
adminandClaude Opus 5.5 f9428c5bc2 Let a game take a song's automation lane over and give it back (#338)
A game should be able to steer a lane of a song, the filter of the
pads in a fight, the pan of a track when the player turns, and later
hand it back to the curve the composer drew. Set song lane holds a
lane of a track at a value, Release song lane glides it back.

- Set song lane takes playback, track ("Song / Track"), lane, value,
  fade and quantize (Next bar by default). lane is volume, pan or a
  parameter name, with or without "param:".
- From where the lane stands it goes over fade to value and stays.
  The value is clamped to the lane's range. It replaces the lane and
  is not mixed with it (decision 10).
- Release song lane glides over fade back to the curve, to where the
  curve stands at the end of the fade. Then the lane follows the
  curve again.
- The override sits in the Scheduler, where the lane marks are made.
  Volume, pan and parameters go one way. The maths is pure functions
  in the new module laneHolds.ts.
- Notes that start during a parameter hold get the held value. A
  Switch song to the same song keeps the holds.
- The holds are a list per lane. The running one holds until the next
  one lands. A key held down fires the node on every beat, and with a
  single hold per lane the new call replaced the running one before it
  landed, so the lane fell back to the curve. e2e 65 found this.
- A track without that lane and a baked song write a line to the log
  (with a hint at "live tracks").
- The test harness knows the keys l and r.

Tests:
- Unit: 24 new (lane-holds 14, song-play 5, sound-library 2, node
  catalog 3), affected groups 748/748.
- Counter-probes: 12 bends, all red.
- e2e 65 on atx: ALL PASSED, 76 checks. New 65k5: the hold landed on
  the bar line, curve until 0.02 s before, -40 dB 0.14 s after, no
  values between. It stood 1.8 s. The release began at -39.8 dB and
  followed the curve again from 0.55 s on. With one hold per lane
  65k5 is red.
- Gate on atx: CHECK EXIT 0, 335 files, 5176 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 07:22:12 +01:00
adminandClaude Opus 5.5 e390d39314 Let a sound, note or pattern land on the beat of the music (#338)
A stinger has to start on the next beat or bar of the song that is
playing, not whenever the frame happens to run. Play sound, Play note
and Play pattern now take the number of a song or pattern playback and
plan their start on the audio clock, as the music is heard.

- New inputs sync (a playback number) and quantize (Next bar by
  default, decision 6) on Play sound, Play note and Play pattern.
- The landing is worked out in Playbacks (landOn), on the next beat,
  bar or marker of the playback as it is heard. SoundLibrary and the
  audio switch only pass it on, and only on the clock the stinger
  plays on.
- A pattern with sync plays in the tempo of the playback. It takes its
  bake only when both tempos match.
- Without a link, or when the playback is not heard, the node starts
  at once as before.
- The sync ports live in their own module musicSync.ts. Putting them
  in songSync.ts would have made an import cycle through Play song.

Tests:
- Unit: 8 new (6 in song-play, 1 each in sound-library and
  audio-switch), all green.
- Counter-probes: 12 bends, all red.
- e2e 65 on atx: ALL PASSED, 74 checks. New 65k4: the pattern (own
  tempo 100) started exactly 8 beats after the song and played at the
  song's 120 BPM. Without sync it is red (6.2 beats, 100 BPM).
- Gate on atx: CHECK EXIT 0, 334 files, 5152 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-30 06:40:25 +01:00
adminandClaude Opus 5.5 53ec1094f4 Let a game switch songs and turn their tracks on the beat (#338)
A game could start and stop a song, but not steer one while it plays.
The battle theme could not take over on the next bar, a song could not
jump to a marker, and a track could not fall away when the player
hides. This is stage 3 of 5 in #338.

- Quantize: now, next beat, next bar (the default) or next marker. The
  spot is the next one as the song is heard, and the change is planned
  on the audio clock to the sample, round the loop as the ruler counts.
- Set song track turns one track in dB on top of the song's level, over
  a fade, on the bus input before its FX and sends.
- Switch song plays another song, or the same one from a marker, in
  place of the playing one. It keeps the playback number, so Stop song,
  Set song track and On beat go on reaching it.
- A playing now has a key for its buses apart from its public number.
  During a switch the old and the new song each have buses of their own.
- Play song has a "live tracks" switch. With it off a baked song plays
  its bake, and Set song track on it writes a line to the log.
- A Switch song to a marker plays the notes, as a bake only plays from
  its start.

Found on the way:

- A cut on a bar line faded over seconds in Chrome. cancelAndHoldAtTime
  holds nothing where nothing is planned later, so the ramp ran from the
  bus's last change. The turn now sets its start value on the spot. It
  had been measured at 0.52 of full level 0.2 s past the bar line.

Tests:
- Unit: 23 new cases in beats, song-play, sound-library and the node
  catalog. Counter-checks: 17 bends, all compile, all red.
- e2e 65 (atx): ALL PASSED, 73 checks. 65k3 is new. The switch landed
  three bars after the start under the same number, and the track cut
  on the next bar line with nothing in between. With the old ramp 65k3
  is red (0.53 and 0.51 between).
- Gate (atx): CHECK EXIT 0, 334 files, 5144 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 21:17:52 +01:00
adminandClaude Opus 5.5 b50c7dbc35 Let a song track automate parameters of its sounds and FX (#337)
Stage 3 of #337. Lanes moved volume and pan only. Now a lane can
steer a parameter of anything on its track, and a voice already
planned or still waiting for its file follows it too.

- A lane may aim at param:<name>. A parameter has no range of its
  own, so the lane keeps min and max. A parameter lane stays without
  points, so its range is not lost. Remove lane takes it away.
- It reaches the track FX, the FX of an item, the instrument of a
  note with its own FX, and the FX of a clip. When several have the
  name, all of them change, as with Set sound FX parameters.
- The scheduler hands the lane value to a note or clip at its start.
  Values a voice only reads at its start act from the next note.
- While a voice sounds, the knobs of buses and voices of the track
  follow the lane on the audio clock, read every 10 ms, because a
  knob is not always the parameter itself (trackParams.ts).
- A voice waiting for its file takes the marks when it starts.
- When a lane is removed, the parameter goes back to its default.
  An edit while playing does not reset a parameter a lane rules.
- This holds in the song tab, for Play song, in compositions and in
  the bake.
- Song tab: Add parameter lane in the track head menu opens a dialog
  for parameter and range (ParamLaneDialog.ts). The lane head menu
  has Range and Remove lane.
- Inspector: while a lane rules a value, a hint at the track names
  the lanes and says the fields act once the lane is gone.

Known limit: a knob that depends on two automated parameters reckons
each lane with the last value of the other, so it may lag one window.

Tests:
- automation-params.test.ts (9, new), 3 new in sound-library and 3
  in song-lanes. Affected files 407/407.
- 17 counter checks, all compile, all red.
- e2e 65 on melektaus-atx: ALL PASSED, 67 checks. 65h3 is new: a
  clip with FX parameter cut starts at the lane value and its knob
  stays within 0.04 dB of the lane. It goes red when automateBus
  does not pass parameters on.
- Gate on melektaus-atx: CHECK EXIT 0, 330 files, 5080 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 10:30:42 +02:00
adminandClaude Opus 5.5 389a7c0fd1 Let volume and pan of a song track follow automation lanes (#337)
A song track can now change its volume and pan over time, played on
the audio clock wherever the song is heard. This is stage 1 of #337:
the model and the playback. Lanes cannot be drawn in the song tab yet.

- A track holds automation lanes for volume (dB) and pan. Each point
  has a tick, a value and an easing from the shared list, curve assets
  included. Two points on one tick make a jump. Before the first point
  its value holds, after the last point the last value holds.
- The rules are pure functions in core/music/automation.ts: the value
  at a tick and the pieces of a lane inside one scheduling window.
- The scheduler hands those pieces to the host in every window. The
  host sets them as ramps or jumps on the gain and panner of the
  track's bus. Shapes the clock cannot ramp directly (dB as gain,
  curved easings) are sampled every 10 ms. At the loop end the value
  jumps back with the playhead.
- This works in the song tab, for Play song, inside a composition
  (across the song loop, on the item's own bus) and in a bake.
- While a lane has points the fader no longer sets that value. When
  the lane goes, the fader takes over from the current value.
- Automation enters the bake fingerprint only when there is some, so
  existing bakes stay valid.
- The level helpers moved to core/music/level.ts, so song.ts and
  automation.ts do not import each other.

Known gap: a delaying sound FX on a bus after the track (a pitch
shifter) makes the automation late by that delay.

Tests:
- automation.test.ts (13, new), 3 new in sound-library.test.ts.
  Song, bake and composition tests together 286/286.
- 12 counter-checks, all compile, all red.
- e2e 65 on atx: ALL PASSED, 60 checks. New 65h2: in the song tab the
  bus level follows a volume lane, 0.09 dB off, also with the fader at
  -60 dB. Red when the song tab does not pass the automation on.
- Gate on atx: 328 files, 5053 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 06:45:55 +02:00
adminandClaude Opus 5.5 b5e071ca68 Let the agent read what is heard in the running game (#436)
The agent has no ears. It could start music and sounds, but not tell
whether anything reached the speakers: a song without an instrument, a
bus at volume 0 or a browser that holds the audio clock all looked the
same from outside.

- get_runtime has a section audio. Under levels it gives the peak and
  RMS in dB of the master, each bus of the mix, each pattern, song or
  composition playing and the tracks of a song. Below -90 dB it says
  silent.
- The levels come from a tap of their own after the level and pan of
  each bus, an AnalyserNode per side as for the meters of the Song tab.
  It looks back about 0.7 s, so the gap between two notes is not
  silence. A pause holds the values, which fits play with until.
- Under voices it names what sounds now: a sound by its asset, a note
  of an instrument with its note name, each with its bus and object.
  Next to them planned, playing, waiting (bytes not here yet) and
  failed.
- Under clock it gives the state of the audio clock, with a hint when
  it stands still while the game runs. The state is told as it was
  before a pause, else the pause would hide that case.
- The buses are tapped only while the agent is switched on.
- The note now travels with a voice from the Start of a pattern or song
  to the SoundLibrary, so a voice can be named by it.
- tools.json and the relay's instructions tell the agent to check under
  audio that music and sounds are really heard.

Found on the user's project: started right after F5, before a click in
the page, the browser kept the audio clock suspended for the whole run.
Nothing was heard and the notes stayed planned. That is what clock now
shows.

Tests:
- Unit: sound-library (taps, levels, voices, clock), agent-play
  (audioView). Pattern and song tests expect the note in their timing.
- 9 counter-checks, 8 red. Not dropping a tap with its bus stays green,
  as the bus is cut off and gone anyway.
- e2e 71 (melektaus-atx): 28/28. New 71h4: a sound on the master and
  one on a bus at volume 0, both voices named, the master loud, the bus
  silent, the values held in the pause.
- Gate (melektaus-atx): CHECK EXIT 0, 327 files, 5037 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 22:14:07 +02:00
adminandClaude Opus 5.5 dd2096e0df Make a bus of the mix at its level, so a quiet bus starts quiet
A bus of the project's mix was made at unity and then glided to its
level. Where the audio context comes with the first sound of a run,
that sound already plays on the new bus. On a bus at volume 0 it was
heard for a moment, loud, while the level glided down.

- setMix now sets the level of a bus it makes at once, without a
  glide. A bus that is there already glides to a new level as before.
- Found while building #436: the e2e check with a sound on a bus at
  volume 0 measured -7.8 dB on that bus. With the fix it is silent.

Tests:
- New unit test in sound-library: buses made at their level with no
  glide, a later change glides. Red without the fix.
- sound-library 130/130, tsc clean on this change alone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 22:13:48 +02:00
adminandClaude Opus 5.5 5b9d084dfe Keep a clip that starts later playing at its first frame
The e2e 68 check "a clip that starts later" was red in 3 of the last
8 suites (CI tasks 697, 703, 712). Two causes sat on top of each other.

- The check measured too late. It started sampling after play(), and
  under CI load the clock was already at 0.05 to 0.22 s. It now starts
  before the click, like 68d does.
- Measured early, a real bug showed: the video held for one frame at
  its first picture. The first picture triggers a redraw, and the game
  takes its first step in the same frame. readSpeed got both calls with
  the same frame time and divided by 1 ms. The speed came out at 16.7x,
  which counted as a jump, so the player paused.
- readSpeed now measures a step without elapsed wall time against one
  frame at 60 fps. A real jump still counts as a jump.
- e2e 34 "the pause holds the stream" also failed in task 712. Its
  cause is still open. The failure message now names the state before
  the pause, so the next red run shows where the samples got lost.

Tests:
- video-follow.test.ts 18/18, the new test is red without the fix
- e2e 68 on melektaus-atx: ALL PASSED, 21 checks
- Gate on melektaus-atx: CHECK EXIT 0, 314 files, 4853 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 08:40:11 +02:00
adminandClaude Opus 5.5 0701fe3856 Share the parts the sound devices and timelines repeated (#85)
feuerwerk / gate (push) Successful in 5m5s
feuerwerk / suite (push) Failing after 18m39s
Round 12 of the clean-up. Duplicate code had grown from 33 clones
(249 lines) after round 11 to 140 clones (1263 lines), almost all of
it in the panels and faces of the sound FX devices (#379 to #401).
It is down to 57 clones (416 lines) now, and src is 816 lines
shorter.

- deviceParts.ts holds what the device panels built by hand: the
  head, rows of knobs, the screen style and the row layout for
  groups of knobs. Twelve panels use it. panel.knobs stays because
  the debug hooks read it.
- DeviceFace is the base of the twelve faces. It finds the node and
  does wired, preview, commit, set, hide, reload and audition.
  compressorWired lives there as paramWired.
- TextPool replaces ten copies of "make texts as needed, hide the
  rest" in the wave and video tabs, the rulers, the piano roll and
  the song and composition timelines. clipStrip.ts is the clip label
  strip the wave and video tabs share.
- core/util/bytes.ts has the concat that ogg, matroska and avcColour
  each wrote out.
- Dead code is gone: clear on the video players (never called since
  #402), posterFileOf and videoTimeAt (only tests called them) and
  easeOut (the same as glide(t, 3)). Values only used in their own
  file lose their export.
- Comments over 125 columns are wrapped, and comments that told the
  history ("as before", "used to") say what is, in src and in the
  e2e modules.
- Left alone on purpose: AnimationEditor and CompositionEditor share
  only the play button, and the curve panels are built differently.
- Chip now places its boxes through put, which rounds. They were
  whole numbers already. The three row layouts are byte-identical
  before and after.
- README lists the video and composition assets and the Videos and
  Compositions pages.

Tests:
- Gate (melektaus-atx): CHECK EXIT 0, 313 files, 4835 tests.
- e2e 25, 34, 64, 65, 66, 69 (melektaus-atx): ALL PASSED, 330 checks.
- TextPool without keeping its texts and framesToRoom without making
  room both go red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:40:05 +02:00
adminandClaude Opus 5.5 39c509a8e5 Keep a video item in a recording when the tab goes back and forth
A recording made while switching between tabs had stretches without
the video item and without its sound, and in between the video stood
for several frames. Two things went wrong behind another tab.

- A player opened there got no first picture. It waited for
  requestVideoFrameCallback, which Chrome never calls behind a tab.
  A recording not in real time then waited 3 s per frame and took it
  without the video. Now the player takes its first picture as soon
  as it has data while the tab is hidden.
- The span of a picture was learnt from steps that skipped pictures.
  After a time behind the tab it learnt 0.133 s instead of 1/30 s,
  left out seeks within that span and never corrected it. Now it
  learns only from steps where the time sought moved at most half a
  step, so no picture can lie between them.
- Behind the tab a seek forgets which picture shows but keeps the
  span. A landing without a frame counts as the same picture only
  once the tab has been in front for 500 ms.

Found in the user's recording 7ea9146b: 5363 frames, all 1/60 s
apart, with the video missing at 10.63 s (8 frames), 43.17 s
(5 frames) and 46.93 s (28 frames), and the sound gone with it.

Tests:
- Unit tests/viewport: 377 green, 4 new or rebuilt. With the old
  rule and the first picture only by requestVideoFrameCallback both
  new tests go red.
- e2e 68 on melektaus-atx: ALL PASSED, 21 checks. New 68l: a video
  item that begins behind another tab has its colours exactly, and
  a tab switched every 350 ms gives colour changes at 0/30/60/90.
- One run in five with switches had a change one frame late, so the
  check allows one frame either way.
- Gate on melektaus-atx: green, 311 files, 4824 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 14:36:00 +02:00
adminandClaude Opus 5.5 abb8fa51d8 Keep a recording going behind another browser tab
Chrome stops calling requestAnimationFrame for a hidden tab, and Pixi's
ticker hangs on it. The run, the drawing and the recording all stood
still as soon as the user switched to another tab. A plain run keeps
standing still there, so a forgotten game does not play on unheard.

- backgroundBeat.ts ticks the editor from a worker at the recording's
  fps while a recording goes and the tab is hidden, or the page has
  not drawn a frame of its own for 250 ms. Once the page draws again,
  the beat keeps out of the way.
- The worker looks every 4 ms whether a tick is due. A 16 ms interval
  came in bursts behind a busy page, and the recording threw away the
  second tick of each burst.
- backgroundTimers.ts and timerWorker.ts give the short waits of a
  recording timers in a worker. Chrome slows the page's own timers to
  once a second in a hidden tab. This covers the waits while saving
  and the wait for a video's picture after a seek.
- Behind a tab Chrome does not call requestVideoFrameCallback, but the
  picture is there at seeked. The wait there is 10 ms instead of
  150 ms while the tab is hidden.
- The beat runs for Start recording, the exported game and Start
  recording... in the main menu.

Tests:
- tsc, eslint, Prettier clean
- tests/viewport: 374 green, 3 new in background-beat.test.ts
- e2e 68k (3 checks) on melektaus-atx with the tab really hidden:
  not in real time all 120 frames, colour changes every 30 frames,
  the blip 8 ms from green; in real time 97 of 120 frames (73 with
  the tab in front)
- Counter-check without the beat: all three 68k checks red, 3 frames
  in 60 s not in real time, 7 frames in real time
- Gate on melektaus-atx: green, 311 files, 4821 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:56:56 +02:00
adminandClaude Opus 5.5 87b2ee9402 Record every frame with Real time off on Start recording (#423)
At 4K and 60 fps the user's computer reaches about 39 fps in real time.
Reading each frame back from the GPU takes longer than a frame, and
neither reading back later nor the canvas route helped. With Real time
off the run moves on by one frame of the recording at a time, however
long the computer takes, so the file has every frame.

- Start recording has a new check Real time, on by default. Only the
  node records so, the editor recording stays in real time.
- SteadyPace in recording.ts is the pace as a pure class. A step is
  1/fps once the frame before is taken and the sound up to it is made,
  otherwise 0 and the run holds. A frame's time is its number.
- The sound is made apart, as decided in the issue. AudioSwitch routes
  what the run plays to the live library, or to the offline library of
  a SteadySound while such a recording lasts. That library has the same
  mix, buses, FX and limiter and is rendered up to each next frame.
- A driven video holds at every picture asked for, and the frame waits
  for it. Its sound is decoded from the MP4 and played in step through
  its bus.
- Two Chrome quirks measured and worked around. A held video hands
  over the picture of a seek before seeked, so the frame callback is
  asked for when the seek begins. A seek right onto where a picture
  begins shows that one or the one before, so such a seek lands half a
  millisecond further. Together 30 s became 10.7 s for 2 s of video.
- The notice tells how far the recording has got, and the line at the
  end how long it took.

Deviations and limits:

- Input is not ignored, it still reaches the game, which runs slower.
- At most ten minutes per recording. Chrome holds the whole buffer of
  the OfflineAudioContext while rendering, 230 MB for ten minutes.
- A free video plays on in real time and does not fit. A sound playing
  before the start stays at the speakers.

Found along the way:

- A check in e2e 60 was red since 77365f1. It expected one log line,
  the start line of the recording came on top. CI was off, so nobody
  saw it. The expectation is updated.

Tests:

- First gate run red: 1 test in node-catalog.test.ts still expected
  the settings of Start recording without realTime. Updated.
- Second gate run on melektaus-atx green: 310 files,
  4818 tests.
- e2e 66 + 68 all passed, 50 checks, 68j new with 3 checks. ffmpeg
  reads all 120 frames 1/60 s apart, the colour changes at frames
  30/60/90, the video's sound from the first frame, the blip 8 ms off.
- e2e 60 (20 checks) and 67 green.
- Counter-check without the pace: all three 68j checks red, 32 of 119
  frames, colour changes at 33/62/96, no sound. AudioSwitch's unit test
  goes red when the ids are mixed up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 12:57:15 +02:00
adminandClaude Opus 5.5 4d0a696327 Keep composition sound in step and give compositions a bus of their own
A composition's sound ran on the audio clock while its picture ran on
the frames. A frame counts at most 0.1 s, so after a hitch the sound
stayed ahead of the picture until the next stop. Songs in a trailer
drifted off the cut. The items of a composition also had no bus of
their own, and a video sprite could not pick where its sound goes.

- CompositionSound.follow compares the audio clock with the picture
  each frame. More than 40 ms apart, it starts the sound again where
  the picture is. This holds in the tab and in a run.
- A time scale other than 1 now restarts the sound again and again.
  It stays in time but comes in pieces.
- The sprite of a video item shows "Driven (by composition)" as a
  fixed Video clock row. Video time is hidden there, because the
  composition sets it every frame.
- Every composition has a bus in the mix and a node in the master
  routing. A new one goes to the master unless other compositions are
  linked elsewhere, apart from where the sounds go.
- Audio items pick From asset, To composition, Master or a bus. New
  items start with To composition. Items saved before keep From asset,
  so music already sent through a bus does not bypass it.
- Video sprites have a new row Video bus: From asset by default, the
  master or a bus. In a composition the default is the composition's
  bus, also for video sprites inside a container item.
- The chosen bus is part of the key of the video player, so a sprite
  with another bus gets a player of its own.

Found along the way:

- Six tests with full lists of sprite defaults expected the old rows
  and now list Video bus too.

Tests:
- tsc, eslint, Prettier clean
- Unit: 971 green in the 28 files touched
- npm run check on melektaus-atx: green, 309 files, 4804 tests
- e2e 68 (melektaus-atx): 13 checks green, 68i new. The sound item
  and the video item go into mix:cp68-cut, which goes to the master.
- e2e 69 (melektaus-atx): ALL PASSED, 23 checks, 69q and 69r new.
  After a hitch of 500 ms the sound restarted twice and then lay
  0.5 to 5 ms off the playhead.
- Counter-checks in unit tests: without the comparison the hitch test
  fails, without the bus in the preload the run test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:31:16 +02:00
adminandClaude Opus 5.5 875c76026a Silence a free video once its sprite is destroyed (#420)
A sprite whose Video clock is free played its video on after it was
destroyed, heard in a game, until the player was let go 2 to 4 s
later. A driven one was already held and quiet after 100 ms.

- The library holds and quiets a free player nothing asked for in
  HUSH_MS, as it did a driven one. That covers Destroy, a scene load,
  the end of a run and a sprite switched off.
- Asked for again before it is let go, it plays on from where it was
  held, heard only in a run. A hidden page leaves it alone, as the
  sweep does.
- A sprite only out of view keeps its free video playing and heard.
  Whether a video is heard should not hang on the camera. Before, it
  ran 2 to 4 s and was then let go. Now it plays on, which opens its
  player even where it was never in view.

Tests:
- Unit: video-library 1 new. A free player losing its wearer is held
  and quiet 200 ms later, stays so through a new run, plays on heard
  when asked again with the same element, and runs on on a hidden
  page.
- e2e 66 on melektaus-atx: ALL PASSED, 36 checks, 66g-ii new. Heard
  31 frames before Destroy, held and muted in every frame read after.
- Counter-probe without hushing free players: the unit test and only
  66g-ii fail, the player plays on heard (paused false, muted false).
- Gate on melektaus-atx: 309 files, 4797 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:49:12 +02:00
adminandClaude Opus 5.5 acd12326dc Fade sounds and videos in and out on the items of a composition
A trailer needs its music and its clips to come in softly and leave
softly. Until now an item of a composition could only play at one
level, and a video item could not even be turned down on its own.

- Every item with sound gets a grip at its upper left and upper right
  corner. Dragging one inwards fades the item in or out. Dragging it
  back to the edge removes the fade. Lower down the same edge still
  trims as before.
- The fade is drawn as its curve, with the part above it darkened.
  The inspector shows Fade in and Fade out in seconds, each with the
  curves sound clips already know.
- The model keeps fadeIn and fadeOut in frames plus curveIn and
  curveOut on the item. Old projects load unchanged. An item shorter
  than its fades plays them cut to its length but keeps the setting.
- Sound, pattern and song items ramp the gain of their own bus. The
  scheduler plans the ramps on the audio clock next to the notes.
  Starting in the middle of a fade picks it up from there.
- Video items set the new sprite property Video volume each frame.
  It multiplies with the fade and is only shown for a driven video.
  The player glides to each new level over 15 ms so it does not click
  between frames.

Not covered: a container item that carries a video further down gets
no grips. Only a video on the item's own sprite counts.

Tests:
- tsc, eslint, Prettier clean.
- Unit tests for composition, music, song and sound (12 files): 269
  passed, 7 of them new.
- e2e 69 on melektaus-atx: ALL PASSED, 21 checks. 69p drags a grip to
  a fade in of 10 frames and hears the item bus rise from 0.127 over
  0.229 and 0.339 to 1 within one second.
- Counter-checks as unit tests: without the audio ramps, and without
  the level on the video sprite in the game, both go red.
- Gate on melektaus-atx: 309 files, 4796 tests passed, 8 more than
  at 77ac9d1. The first run failed 14 tests in 6 files that list the
  default sprite properties or the bus levels in full. They now
  expect videoVolume and the new level field of busLevels.
- Not tried in a browser: video fades, pattern and song items with a
  fade.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 09:05:36 +02:00
adminandClaude Opus 5.5 f92d69d902 Rebuild the Acid node after the acid voice of nodeseq (#421)
game-maker / gate (push) Successful in 4m23s
game-maker / suite (push) Failing after 18m20s
The first Acid hardly squelched. Its tanh ate the resonance, and its
sweep fell evenly in octaves. The user pointed at the acid tone of
nodeseq.com/studio, so the node now follows how that voice is built
from Web Audio parts.

- The filter is a two-pole 12 dB low-pass with Q in dB up to 17.5,
  like a BiquadFilterNode. The ladder and its tanh are gone.
- One ADSR drives both the volume and the filter. The sweep falls
  back in Hz, fast from the top and long at the bottom.
- Every note glides from the one before. A new note cuts the last
  one off, and the node plays its release itself.
- Knobs: cutoff, reso, env, attack, decay, sustain, release and
  glide. The defaults are the acid preset of nodeseq.
- Accent, slide, drive and tuning are dropped. Old projects were not
  kept, the user had only placed the node for a try.
- A hook __gm.acid.compare renders a line offline through our
  worklet and through the nodeseq graph, for e2e 34.

Found on the way: in Chrome an oscillator that starts inside a
render block runs its first samples at 440 Hz. The comparison evens
this out.

Tests:
- tsc, eslint, Prettier clean
- Unit: acid.test.ts rewritten with 12 tests. chip-presets and
  sound-library follow the new node.
- e2e 34 on melektaus-atx: ALL PASSED, 148 checks. Against nodeseq
  the loudness per 10 ms window is at most 0.14 dB apart, and 95 to
  97 % of the windows are equally bright.
- With a linear Q instead of Q in dB the comparison is red.
- Gate on melektaus-atx: green, 306 files, 4752 tests. That is
  4754 less the 14 old and plus the 12 new Acid tests.
- Not checked: the sound by ear, the master chain of nodeseq, the
  keyboard and a bake with the new node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:39:01 +02:00
adminandClaude Opus 5.5 d844f2734a Add an Acid instrument node for TB-303 style bass lines (#421)
The instruments could only come near a 303 with a Chip, a Filter and
two envelopes. The biquad filter does not saturate, every note strikes
anew, and there was no slide and no accent.

- Acid is a new instrument node that plays a saw or a square through a
  four-pole ladder low-pass with tanh saturation, oversampled twice.
  Knobs: cutoff, resonance, env mod, decay, accent, tuning and slide
  time.
- An accent comes from the velocity, from 0.9 on. It is louder, opens
  the filter further with a shorter decay, and accents close behind
  each other build up.
- Two notes that touch or overlap slide. Each note stays a voice of
  its own, so the scheduler is unchanged. The notes of a line share
  one synth in the worklet, and the new voice takes it over from its
  first sample on.
- The node sets its own volume, so it needs no envelope behind it.
- The graph shows it as a device with the filter curve at rest and at
  the top of the sweep.
- A preset Acid Bass puts an Acid in front of a short echo.

Tests:
- tsc, eslint, Prettier clean
- Unit: 14 new tests in acid.test.ts for pitch, low-pass, resonance,
  sweep, accent, slide and the handover between two voices.
- e2e 34 on melektaus-atx: ALL PASSED, 148 checks (3 new). The
  handover sits on sample 4800 and jumps by 0.0012, of three notes
  only the second slides.
- Without the handover, or with a slide that strikes anew, the unit
  tests are red.
- Gate on melektaus-atx: tsc, eslint, Prettier clean, 4753 of 4754
  tests green. The red one was sound-library.test.ts, which did not
  know the new slid count in the stats. Fixed, and the file alone
  is green again with 128 tests. No second full gate.
- Not checked: the sound by ear, slide at the keyboard, a bake with
  Acid, the CPU load of many notes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 11:08:57 +02:00
adminandClaude Opus 5.5 65d7bf6a1f Silence a composition video as soon as its item ends
game-maker / gate (push) Successful in 4m19s
game-maker / suite (push) Failing after 19m52s
A video in a composition plays on a driven player that the item tells
where to stand every frame. When the item ended, its object was gone
and stopped asking, but the player ran on with its sound until it was
let go for being unused. That took 2 to 4 seconds, and in a pause it
never happened at all. The same held for the composition preview.

- A driven player nobody asked for in 100 ms is now paused and muted.
  When its wearer comes back it carries on where it should be, as
  before. It is still let go after 2 to 4 seconds.
- A player still without its first picture keeps playing, without
  sound, because it only gets that picture by playing.
- Leaving the animation or composition tab now silences their video
  preview at once instead of after 2 to 4 seconds.
- Free videos (Video clock free) keep the old behaviour. A sprite
  destroyed by a behavior is still heard for 2 to 4 seconds.

Tests:
- Unit video-library: 10 green (1 new). Without the new timer the
  new test is red.
- e2e 68: ALL PASSED, 11 checks (68g new). An item of 0.5 s with a
  2 s video plays audibly while it is there, and the player is
  paused and muted in every frame from about 200 ms after it ends.
- Gate on melektaus-atx: green, 305 files, 4737 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 08:24:04 +02:00
adminandClaude Opus 5.5 93190e185c Route a video's sound through its own Master routing node
An editor recording had no sound while the video tab played a video.
The tab played its <video> straight to the speakers, past the Web
Audio graph, so the recording tap behind the limiter never heard it.
Fixing only that would have left videos as the one sound source the
Master routing cannot reach, so they get their own node, like sounds.

- A video asset with sound has a routing node labelled "Video". One
  without sound has none, it would have nothing to send.
- Its links take the sound after volume and FX. Several links or
  another level give the video its own bus, as with a sound.
- A new video follows the bus most other videos use. With none linked
  yet it goes to the Master, not to where the sounds go. Songs and
  sounds no longer follow videos either.
- Players only know their file, so videoBusesOf maps each file to the
  bus of its first asset. setMix takes that map and moves the gains of
  running videos at once when the routing changes.
- In the game, played in the editor or released, a video's sound
  follows its links. The tabs (video, composition, animation preview)
  play straight into the Master, as the sound tabs have since #368.
- The video tab's sound now goes through the Master, so its volume, FX
  and limiter apply there and the editor recording hears it.
- The recording badge beside the menu is an HTML element over the
  canvas now. The second render that drew it on the desynchronized
  canvas let the screen show a frame without it, so it flickered. The
  element is never in the copy, and clicks go through it.

Tests:
- Unit master-routing and sound-library: 3 new, green. Red without
  video in the routing kinds, without moving the gains, and with the
  old rule for the links of a new video.
- e2e 66e-iii: the tab plays a video linked to a bus, the level is
  0.09 on the Master and 0 on the bus. 66g: in the game the bus has
  0.09. Both red with the old ways.
- e2e 67e reads the badge from a real screenshot, still green.
- The README names 2043 e2e checks.
- Gate on melektaus-atx: 304 files, 4694 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 16:15:59 +02:00
adminandClaude Opus 5.5 c0ba2673ba Keep the video tab's picture following while scrubbing (#417)
Scrubbing in the video tab set currentTime on every pointer move.
Each new seek aborts the running one. With a large video a seek takes
longer than the gap between two moves, so none finished and the
picture froze. The composition tab never had this, because its
players run through the VideoLibrary, which only keeps the newest
wish while a seek runs.

- The pending-seek logic moves into a shared helper,
  src/viewport/videoSeek.ts. The VideoLibrary uses it unchanged.
- The video tab seeks through the same helper and uploads the
  picture again after each finished seek.
- Play drops a pending scrub wish. Otherwise the video would jump
  back right after it starts.
- Scrubbing before the first picture no longer jumps back to the
  time the tab opened with. The video stays at the last chosen time.

Tests: gate on melektaus-atx green, 303 files, 4681 tests (2 new in
video-seek). e2e 66 ALL PASSED, 30 checks. Without the helper the
new unit test is red ([0.1, 0.2, 0.3, 0.4, 0.5] instead of [0.1]).
There is no browser check for the freeze itself, the test video
seeks too fast to show it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 12:56:37 +02:00
adminandClaude Opus 5.5 b2b4cbad28 Keep a video's loading out of recordings and first frames (#417)
game-maker / gate (push) Successful in 4m21s
game-maker / suite (push) Failing after 17m16s
A Start recording right after Play composition still began with
empty frames. The composition's clock waited for its video, but the
recording went on and took every frame while the video loaded. A
clip that starts later in the video also slipped through, because
its player already had one picture while it still sought to the
clip's start.

- The view now counts every video sprite it leaves out as missing,
  not only one without any first picture.
- GameRecorder takes no frame while the game view misses a video,
  for at most VIDEO_WAIT_MS (3 s) at a time. The recorded time
  stands and the sound of that time is dropped, so it stays in sync.
- RecordingClock.start forgets a hold from before the first frame.
  Without that, the first real frames all got the time 0.
- A followed player starts at 1x until the first speed reading.
  Before, it paused and sought every frame for about 100 ms, so the
  first pictures after a wait stuck and then jumped. A step faster
  than 4x and a time running backwards do not count as a start.
- Test hooks: __gm.gameVideo(id) reads the game view's own player,
  TakeInfo.lastFrameAt shows when the last frame was taken.

Tests:
- Unit recording (clock after an early hold), video-follow (2 new,
  1 adapted): 449 green in tests/core/recording, tests/viewport and
  tests/core/composition*
- e2e 68e (a clip from 0.8 s shows that picture first and then
  plays), 68f (a recording that already runs takes no frame while
  the composition's video loads)
- 68e is red without the start at 1x, 68f without the hold
- README: 2038 editor checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 11:38:37 +02:00
adminandClaude Opus 5.5 36ffd9a61a Land a driven video's seek without a frame so it is never empty (#404)
game-maker / gate (push) Successful in 4m9s
game-maker / suite (push) Successful in 17m18s
Since b9fcf48 a seek of a driven video only counted as done once
Chrome handed over the next frame. For some seeks Chrome hands over
none. The player then waited for good, the view left the sprite out
after 0.3 s, and the picture stayed empty until the next jump.

- A seek now lands after `seeked` with the next frame, or after
  150 ms at the latest. The worst case is a picture 150 ms late.
- The landing is set up in the `seeked` handler instead of `seek`.
  A frame from before the last seek of a chase no longer counts.
- `__gm.videos()` reports `landing`, so an empty picture can be told
  apart from a player that is still loading.

Findings:
- The empty picture could not be reproduced in Chrome headless.
  The test video is 320x180 and decoded in software. The user's
  videos are 1080p60 H.264, likely decoded in hardware.
- The user confirmed the fix in the editor.

Tests:
- Unit video-library + video-follow: 20 green (1 new). The new test
  plays a video that hands over no frame after a seek. With the old
  code it stays not ready, so it fails.
- e2e 66 on melektaus-atx: ALL PASSED, 29 checks. The new 66r cuts
  LATE ten times quickly and was also green with the old code.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4563 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 19:04:40 +02:00
adminandClaude Opus 5.5 3a1e420806 Read a driven video's speed on the frame clock so 1x stays 1x (#404)
game-maker / gate (push) Successful in 4m12s
game-maker / suite (push) Successful in 16m58s
A driven video measures how fast its wearer's time runs and sets its
playbackRate from that. The time moves on with the ticker, but the
reading took its clock from performance.now() while drawing. A frame
that had more to do before the draw shifted that clock against the
time, and a 1x animation read as up to 1.09. Outside 0.9 to 1.1 the
video goes mute, so the sound could drop out for a moment. In CI this
made e2e 66k red now and then.

- VideoLibrary reads the speed with the timestamp of the frame
  (document.timeline.currentTime), the same clock the time runs on.
  It falls back to performance.now() where there is no document.
- debugInfo() reports the measured speed of a driven player.
- e2e 66k checks the measured speed and the correction of the rate
  apart. The rate alone may differ from 1 by up to 10 percent on
  purpose, so checking it at +-0.1 was too strict.

Tests:
- Unit video-library: 8 tests green, 1 new. With performance.now()
  back in place the new test is red and reads 1.089.
- e2e 66 on melektaus-atx: all passed, 27 checks, speed 1.000 in
  all 5 readings.
- Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:49:45 +02:00
adminandClaude Opus 5.5 dd60a795e1 Wait for driven videos before a run starts so no sprite flashes (#404)
game-maker / gate (push) Successful in 4m28s
game-maker / suite (push) Failing after 16m24s
The game view opens a player for each driven video only when it draws,
and it draws only while its tab is visible. Without a detour over the
Game tab the players came up with the click on Play. Until a video had
loaded, its sprite showed its base colour, white in the user's cut.
Sharing the players of the scene view would not have helped. From the
Animations tab those are discarded after two to four seconds.

- Play holds the run at second 0 until every driven video in the game
  view has its first picture, at most 3 s. The status line says
  "Loading the videos… · Esc stops".
- The game clock stands while it waits. Behaviors and sounds start
  only after it, so picture and sound stay together.
- Load scene in a running game waits the same way.
- A driven video without a picture is not drawn at all instead of
  white. That holds everywhere, also on a switch to the Game tab
  without Play and at a cut whose video is not ready.
- The exported player waits the same way.
- __gm.playInfo() reports waiting for the e2e check.

Tests:
- e2e 66p puts the sprite in front of the camera and waits 4.5 s so
  the game view has no player left. Then it reads every frame of the
  run: 14 frames of waiting on #22252c at time 0, then blue, no white.
- Against the old code 66p fails: 14 frames #ffffff, then blue.
- Unit video-library: 7 passed, 1 new for loading().
- e2e 66 on melektaus-atx: ALL PASSED, 27 checks.
- Gate on melektaus-atx: exit 0, 297 files, 4558 tests.
- tsc, eslint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 17:07:53 +02:00
adminandClaude Opus 5.5 43fd22a763 Keep a driven video ready while its sprite is off (#404)
A cut between two videos flashed white: the sprite switched on had
no picture yet, because its player only opened then or had been
dropped meanwhile. A driven video now waits muted at its time while
its sprite is off, in the editor and in a run.

- A disabled sprite with Video clock Driven asks for its player
  without drawing it. A Free video still opens when shown.
- A run's draw list keeps disabled driven sprites, marked as off.
  Before, collectWorldItems dropped every disabled object, so the
  game view never held a player for them.
- VideoLibrary.wear() counts as asking. The sweeper dropped a held
  player after 2 to 4 s and it was loading again at the cut.
- The speed of the asked time is read over a window that grows to
  500 ms. Over 100 ms one 1/60 s step more or less read as 17 % off,
  the playback rate jumped and the sound dropped out.
- A stream feeds every packet it has loaded to the decoder at once
  and waits once. One round trip per 20 ms packet let the decoder
  fall behind on a busy main thread, which made e2e 34 flaky in CI.

Tests:
- Unit streaming, video-library, video-follow: green, 4 new
- e2e 34 + 66 (atx): ALL PASSED, stream skipped 0, 66m new
- e2e 66 (atx), two runs: ALL PASSED, 25 checks, 66n new
- Gate (atx): CHECK EXIT 0, 297 files, 4557 tests
- Counter-checks: without the draw list fix 66n finds no player,
  without the wear() fix and with the old speed reading the new
  unit tests turn red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 15:37:16 +02:00
adminandClaude Opus 5.5 c9e8a3f6ac Let an animation drive a sprite's video picture by picture (#404)
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Failing after 16m12s
A video used to run on its own clock as soon as a sprite wore it. An
animation could switch the sprite on and off, but never say which
picture shows at which frame. Cutting a video in an animation needs
the opposite: the animation sets the time and the video follows.

- Sprites wearing a video or a clip get two rows, Video clock and
  Video time. They show only while the texture holds a video.
- With Video clock on Driven the video does not play by itself. It
  shows the picture at Video time, counted from the clip's start.
  Past the end it goes round with Loop and holds the last picture
  without.
- Video time is a number like any other, so keys, step, easing and
  curves give stills, slow motion and ramps.
- A driven sprite gets a player of its own, keyed by the wearer's
  name. The same clip can run twice at different times.
- Following has two ways (`videoFollow.ts`). Running forward at 0.25x
  to 4x the video plays at that rate and is nudged. A still, a scrub
  or a step backwards seeks, and only the newest seek counts.
- Sound is heard only near 1x. The animation tab now plays it too, so
  a cut can follow the sound. Scrubbing is silent.
- Scene, game view, the inspector's PREVIEW and the shader preview
  show the driven picture. In a running game Play animation sets it.

Found on the way:

- After a scrub the video in the animation tab kept running. The
  preview redrew only while the playhead moved, so nobody asked for
  the video once it stood. `AnimationEditor.tick` now redraws it every
  frame while it shows a video.
- Every sprite has two more defaults (`videoClock: 'free'`,
  `videoTime: 0`). Eight tests in five files pinned the old list and
  are updated.

Tests:
- Unit: video-clock and video-follow new, 4 files with 42 tests green.
- e2e 66 (melektaus-atx): ALL PASSED, 22 checks, 3 new. 66i: two
  sprites on one clip stand at 0.2 s red and 0.7 s green. 66j: a
  scrub to frames 2, 7, 12 and 3 shows red, green, blue, red, and
  each colour still stands 0.7 s later. 66k: playing runs 10-30 ms
  behind at rate 1.00-1.03 and is not muted.
- Counterchecks: a seek that keeps the rate turns the seek test red.
  Not seeing Driven turns 66i, 66j and 66k red.
- Gate (melektaus-atx): exit 0, 297 files, 4546 tests.
- Not tested in the browser: Play animation in a running game.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:23:07 +02:00
adminandClaude Opus 5.5 c815d2c35f Keep a playing video when the window comes back to the front (#402)
Chrome draws no frames for a hidden page, so the scene stopped asking
for its videos. The sweeper of the VideoLibrary kept running and
dropped every player after 2 s. Back in the window, the video started
over, and Pixi warned that a texture source was destroyed while still
bound to a shader.

- The sweeper skips a hidden page. The time hidden does not count as
  idle, the 2 s start once the page is shown again.
- A dropped player only unloads its video source instead of destroying
  it. A shader that still holds the source no longer warns.
- CI serves videos through a new router for php -S. The built-in
  server answers no Range requests, so Chrome could not seek. e2e 66
  had 4 red checks in the suite job of d48f174 because of it. nginx on
  stein2 hid this.

Tests:
- Unit video-library.test.ts (new): 3 tests
- e2e 66 (atx): ALL PASSED, 18 checks
- Router checked with curl: 206 with the right bytes
- Counter-check: the old sweep fails both hidden-page tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 12:32:59 +02:00
adminandClaude Opus 5.5 28909f0adf Show a Limiter node as a device that holds what it took away (#397)
game-maker / gate (push) Successful in 4m23s
game-maker / suite (push) Successful in 16m6s
A Limiter only said what it does in rows of numbers. How much it took
away, and when, could not be seen at all, and a short sound is over
before any needle could show it. Now the node is a device of its own
size, and its screen catches the reduction from the moment a sound
starts and holds it once the sound ends.

- LimiterPanel draws a 720x280 plate of brushed brick. The threshold
  knob is large, ceiling and release are small beside it, auto-gain is
  a lever. A LIMIT lamp lights while it takes something away.
- The screen hangs the reduction down from the top, 0 to 24 dB by the
  square root like the Compressor's meter. The level coming in runs
  along the bottom, orange above the limit. Time runs from the start
  of the sound over 1, 2, 4 or 8 s, and a longer sound rolls.
- ReductionCapture in limiterView holds the capture after 0.4 s of
  silence, without the silence, until the next sound. It writes the
  most taken away and when, and NOW or LASTED on the right.
- The Limiter is tapped now, like the Compressor. The face reads the
  loudest sample since the last frame on both sides.
- SpectrumTaps.levels takes a lateBy. The side in front is read 5 ms
  earlier, so a peak going in is met by what it became.
- limiterReduction leaves the auto-gain out and solves Wet's blend for
  the limited part. Less than 0.2 dB counts as none.
- A capture is also held when the node leaves the picture. Changing a
  knob or the lever leaves it as it is.
- Hook __gm.limiter.panel(id) for the sound FX and instrument graphs.

Decided myself:

- The capture stays held until the next sound, not for a fixed time.
- The screen has no wet knob, as the Compressor's has none.
- The Limiter's two taps cost two gains of 1 per voice. The analysers
  only exist while the node is in the picture.

Measured on stein2: the seeded blip at -4.4 dBFS against -12 dB showed
7.56 dB. Three hits at 0, -8 and -2 dBFS showed 11.9 dB at the first.
In e2e 34 on melektaus-atx, -10.44 dBFS in against -20 dB showed
9.56 dB, the difference to the hundredth.

Tests:
- Unit: limiter-view 13 tests (new), spectrum 6 (1 new), soundfx 67
  with the Limiter's taps.
- Counter-test: without Wet's share in the formula the blend test
  fails.
- e2e 34: ALL PASSED, 138 checks (1 new).
- Gate: CHECK EXIT 0, 290 files, 4445 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 20:30:59 +02:00
adminandClaude Opus 5.5 8c53ce0cbe Replace the 5-Band-EQ with the Parametric EQ and remove it (#395)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 16m21s
The Parametric EQ does all the 5-Band-EQ did and more, so the editor
keeps only one EQ. The old node was used in one project only, with
nothing linked to its band inputs.

- "Garden of Sacrifices" was converted once on the project file, not
  by a load migration (#137). Its 5 nodes are Parametric EQs now with
  the same filters: low shelf 80 Hz, peaks at 250 Hz, 1 kHz and 4 kHz
  with Q 1, high shelf 12 kHz. A band at 0 became no band.
- Two values below -24 dB were held to -24, as the Parametric EQ goes
  no further. Both are in the asset "Delay" (high -60, low -36). The
  user will rework them by ear.
- The write went through the API's own Store (lock, revision 20181 to
  20182), so a tab with the old revision gets a 409 instead of
  overwriting it.
- Removed with the node: its stage kind "filter" and the type
  FxFilter, which nothing else made, and the player's branch for it.
  A Pan is now the last branch of fxNodes, a Flanger that of stagesOf.
- Tests that took the 5-Band-EQ as "some effect" use the Pan or the
  Parametric EQ now. The test for a parameter feeding a band now
  feeds the cutoff of a Filter, which had no such test yet.
- A project that still names the type, such as an old snapshot of
  "Garden of Sacrifices", loads without those nodes. Unknown types
  were always left out on load.

Tests:
- Unit (stein2): soundfx 67, instrument 36, envelope 13, sound-library
  127, all green
- Counter-check: with the cutoff not taken from the parameter, only
  the new Filter test goes red
- The converted project loads and compiles: Delay, Vocals and Drums
  play their bands (3+1, 4 and 5)
- e2e 34 (atx): ALL PASSED, 136 checks, the palette check now looks
  for the Parametric EQ
- Gate (atx): CHECK EXIT 0, 288 files, 4417 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:46:03 +02:00
adminandClaude Opus 5.5 3f7eb03143 Check what a streamed sound holds by the library's own count (#378)
game-maker / gate (push) Successful in 4m8s
game-maker / suite (push) Successful in 16m22s
The e2e check that a streamed sound costs less than a decoded one
compared how much the renderer process grew. Alone, module 34 saw it
grow by 1 to 8 MB while streaming. After the 33 modules before it in
CI it grew by 25 to 66 MB, and suite went red (CI tasks 611, 614 and
617, the last with 66.7 MB streamed against 95.9 MB decoded).

- SoundLibrary.stats tells decodedBytes, the samples of every file
  decoded whole, and streaming.held, every head of a copy and what is
  sent ahead to the worklet.
- StreamFile.headBytes and StreamFeed.ahead give their share.
- The e2e check now asks the library: streamed it holds less than
  4 MB more than before and nothing decoded whole, decoded it holds
  more than 40 MB, the five minutes being 50 MB at 44.1 kHz.
- The growth of the renderer stays in the log of that check. The
  counter-proof that the renderer grows by more than 40 MB when the
  sound is decoded stays as it was.

Tests:
- Unit sound-library: the streaming test also checks the bytes held.
- e2e 34 (melektaus-atx): 136 checks. Streamed 0.76 MB more held and
  none decoded whole, decoded 50.5 MB. The renderer grew by 4 MB and
  49 MB.
- Gate (melektaus-atx): 288 files, 4416 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:01:00 +02:00
adminandClaude Opus 5.5 2d4909d248 Fit the Compressor's tab to any size, make auto-gain a switch (#378)
Two things came up on the new tab. Floated and sized down, it spilled
its knobs out of its window, and sized up it left the window empty.
Auto-gain lifted far too much: it brought 0 dB back to 0 dB, which at
-40 dB, 4:1 and knee 6 is +28.1 dB, so a sound at -24 dB came out at
-6 dB. And as a knob from 0 to 1 it blended between makeup and
auto-gain, so at 1 the makeup knob did nothing.

Layout:

- The knobs stay on the bottom line, centred, with the help line
  above them.
- The levels fill the height left above. The curve is a square at
  their right, centred up and down. It grows with the tab from 180 to
  360 px and takes no more than 40 % of its width (picturesLayout).
- A floated window cannot be sized below what its pane needs. A pane
  says so in its minWidth and minHeight, and the Compressor's is every
  knob and the smallest pictures. Other panes keep 320 x 200.
- A pane put into an open window that is too small grows the window.

Auto-gain, as decided in #378:

- A Compressor's auto-gain gives back what it takes from a sound at
  -18 dB, so that one comes out as loud as it went in. At the numbers
  above that is +14.6 dB.
- Auto-gain is a switch on the Compressor, the Limiter and the
  Saturation alike, a setting and no longer an input. The makeup or
  output is added on top of it instead of being blended with it.
- A project from before reads a number as on above 0. Nodes never
  set keep their defaults: off on the Compressor, on on the other two.
- The tab shows the switch at the right of the knobs, with the dB it
  gives below it. With it on, the curve has a line at -18 dB from the
  curve up to the diagonal.
- Every level reading keeps the gain of its time. Before, the whole
  picture was read by the current makeup, so after a change the
  tinting of the last seconds was wrong or missing.

Findings:

- My first e2e run of the layout clicked Dock where it was before the
  window was sized up, so the window stayed open and the next check
  went red. The check reads the button again.

Tests:

- Gate (melektaus-atx): 282 files, 4344 tests (6 new)
- e2e 34 (melektaus-atx): ALL PASSED, 118 checks (2 new)
- Offline in Chrome: a sine at -18 dB through -24 dB and 4:1 came out
  at -17.92 dB with auto-gain on and -22.42 dB with it off.
- Counter-checks: the curve set at the top instead of the middle, and
  every reading read at a gain of 0, each fail exactly their test.
- Looked at the window in screenshots: at its least every knob and
  the switch show. At 1280 x 797 the levels fill the height, the
  curve is centred at the right and the knobs are at the bottom.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 00:57:26 +02:00
adminandClaude Opus 5.5 1df38bd430 Edit a Compressor in a tab of its own, with knobs and levels (#378)
A Compressor had only its number rows in the node. Its numbers are
easier to set by feel on a dial, and what it does is easier to judge
when the level going in and the level going out are seen side by side.

- Knob is a new widget in the toolkit: a slider bent into a circle,
  its name above and a number field below. A drag up or down turns
  it, Shift a tenth as far, a notch of the wheel a fiftieth of the
  turn, a double-click sets the default, the number takes a typed
  value. A taper gives the low end more of the turn.
- The Compressor's tab opens on a double-click, one per node, like
  the Parametric EQ's. It has a knob for each of the seven numbers,
  greyed while its input is linked.
- Its curve shows level in to level out from -60 to 0 dB. The point
  where it bends sets the threshold, the end of the curve sets the
  ratio that ends there.
- Its levels show the last 4 s on both sides of the node. Where it
  takes more than 0.5 dB away, the stretch below the level coming in
  is tinted. The makeup is left out of that.
- The Compressor is tapped like the EQ. SpectrumTaps listens to more
  than one node at once and reads the loudest sample of the last
  25 ms on each side.
- The node tabs share one map in the editor (nodeTabs), so a third
  kind needs no new plumbing.

Findings:

- CI task 614 for 23922ee was red on the memory check of the stream:
  the tab's renderer grew by 94 MB with nothing decoded. Play mode
  made garbage of its own and was read before a collection. Both
  readings in play now come after one, and the check compares the
  growth streamed with the growth decoded (3.7 MB against 59.8 MB).
- The ratio handle sat on the right edge of the picture, where a
  widget's hit area ends. The curve is inset by the grab radius.

Tests:

- Gate (melektaus-atx): 282 files, 4338 tests (17 new)
- e2e 34 (melektaus-atx): ALL PASSED, 116 checks (6 new)
- Counter-checks: an inverted ratio search, stop() letting go of
  every node and a drag without its least step each fail exactly
  their test.
- Looked at the tab in a screenshot: a blip at -4.4 dB came out at
  -16.7 dB, the gap tinted, the threshold line at -24.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:40:12 +02:00
adminandClaude Opus 5.5 82e96e680f Decode a clip from a file of its own, not its whole sound (#349)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Failing after 14m58s
A clip was cut from its sound's file, so a game decoded the whole file
for it and held it for as long as the page was open. A long recording
played through a few short clips cost the recording. Every clip now has
a copy of its cut as Opus, with Stream on or off, and a game decodes
that instead.

- StreamKeeper makes the copy of each clip whether its sound streams
  or not. Stream only decides whether a sound gets a copy of its own.
- clipCopyTable says which cut decodes from which copy. The sound
  library loads the copy for a clip unless the whole file is decoded
  already. Then the clip is cut from that as before.
- projectFiles decodes the whole file ahead only where something may
  play the sound itself: no clips, a clip without a fitting copy, or
  the sound's id anywhere in an asset that can name one. That last
  test walks the data, not the fields, so no place is missed.
- A copy that cannot be had falls back to the whole file. A library
  that bakes keeps to the whole files, as the bake's fingerprint does.

Tests:
- Gate: CHECK EXIT 0, 280 files, 4319 tests (7 new: streams +4,
  sound-library +3).
- e2e 34: ALL PASSED, 108 checks (2 new). With Stream off a fresh
  library decodes the ten-second reversed clip's copy and not the
  five-minute file. It is the cut made from the original to within
  0.0091 a sample and 0.013 dB in any 20 ms. Once a node plays the
  sound itself, the whole file is decoded ahead again.
- e2e 65: all passed with this change.
- Counter-checks red as they should be: the library ignoring copies,
  the whole file always decoded ahead, clip copies only with Stream.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:53:49 +02:00
adminandClaude Opus 5.5 2764919bb8 Stream long sounds from an Opus copy instead of decoding them (#349)
A sound was decoded whole as soon as the project opened, in the editor
and in a released game: five minutes of stereo held some 115 MB for as
long as the page was open. A sound with Stream on now plays from a copy
as Opus in Ogg, fetched a piece at a time and decoded a few seconds
ahead by WebCodecs, so a game holds a few megabytes for it.

- The Stream switch is a row of the sound, off by default. The Sound
  tab suggests it from a minute on and says how far the copy has got.
- StreamKeeper makes the copies in the browser, a moment after the
  last change, one at a time: the sound's own and one per clip of its
  cut, fades and Reverse baked in. A copy that is no longer wanted is
  taken off and deleted once the project is saved without it.
- streamTable says which played names stream from which copy. A clip
  without a fitting copy, a Sample and a Reverb impulse stay decoded.
  A sound with Stream on is never decoded ahead.
- The page fetches by Range and takes the whole file from a server
  that ignores it, as the CI's PHP server does. It keeps the bytes
  and the first two seconds decoded, the rest goes four seconds ahead.
- A jump decodes 32 packets before the place first. Measured in
  Chrome, what follows is then the same to the bit as decoding from
  the start. With 4 packets it was 0.06 off.
- The stream-player on the FX worklet reads the samples at the rate
  of the context along a Catmull-Rom curve. What comes late is silent
  and skipped once it is there, so a clip keeps its beat.
- The opening stretch goes with the player as it is made. Sent by
  message it came a few milliseconds late, and 557 samples of the
  attack were lost.
- Pitch on a streamed sound is a shifter after the player, as on a
  bus: the length stays and it is heard 42.7 ms late.
- Bakes of patterns and songs (#340) always stream now.
- The song timeline draws a streamed sound from its copy decoded at
  8 kHz, keeping only the peaks.

Tests:
- Gate: CHECK EXIT 0, 280 files, 4312 tests (31 new: ogg +3,
  stream-queue 6, streams 11, streaming 6, sound-library +5).
- e2e 34: ALL PASSED, 106 checks (7 new). Five minutes of mono,
  4.8 MB as WAV, 3.6 MB as its copy: streamed the renderer grows by
  5.8 MB, decoded by 69.6 MB. Offline at 48 kHz, start, loop seam and
  a reversed clip are the copy decoded whole to the sample (0).
- Counter-checks red as they should be: no pre-roll, no catch-up of
  late samples at the end, no opening stretch, a streamed sound
  decoded ahead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:27:32 +02:00
adminandClaude Opus 5.5 84cd36f902 Bake a pattern or song to Opus, played in its place by a game (#340)
game-maker / gate (push) Successful in 3m49s
game-maker / suite (push) Successful in 15m6s
A pattern or song played by a game runs every note through the
scheduler, the instruments and their FX, live. Bake works that out
once, keeps it as a file on the asset, and Play pattern and Play song
play the file instead, as one voice, for as long as nothing it is made
of has changed. The tabs always play live.

- Bake is an icon in the header of the Pattern and the Song tab, lit
  while the bake holds. A click bakes, cancels a bake that runs, or
  offers Bake again and Remove bake. The toolbar shows the progress.
  The info of the tab says "baked" or "bake outdated".
- The bake holds everything up to the output of the pattern or song.
  The sound FX of the node, fx params, volume, fade in, bus, Master
  routing and stopping with a fade stay live.
- A print of the worked-out plan decides whether it holds: notes and
  clips, tempo, length, loop, tracks, the build of each instrument for
  each note, sound FX, files, cuts and levels. A rename keeps it, an
  undo back to the baked state makes it hold again.
- The file holds the straight run and then one more round of the loop
  as heard the second time, tails included. Looped, it plays to the
  loop end and then round that round, to the sample. Once, it fades
  out over its last 10 ms. Let ring fades it out over 0.3 s.
- It is worked out by a second SoundLibrary on an OfflineAudioContext,
  its scheduler woken by suspends of the offline clock, and what
  reaches the master is taken. A worklet probe tells whether that was
  mono, so a mono bake goes on exactly as the notes did.
- Opus in Ogg, 160 kbit/s stereo or 96 kbit/s mono, encoded with
  WebCodecs, the Ogg pages written by hand. Normalized to full scale,
  the peak kept and played back.
- The file goes up into the sounds of the account as "[bake] name",
  which the sound picker leaves out. An old bake file is deleted once
  the project is saved without it. Only a bake that holds is loaded.
- Ogg files are decoded at 48 kHz: resampled to 44.1 kHz, the loop of
  a bake lost a sample a round.
- Baking and removing a bake are no undo steps, like the EQ's zoom.

Findings:
- Chrome's AudioEncoder refuses opus.format 'ogg' (NotSupportedError)
  but hands out the OpusHead with a pre-skip of 312 for 'opus'.
- The Song tab's header is full at 1280 px: a captioned Bake pushed
  Fit off the tab. Hence the icon.

Tests:
- Unit: tests/core/ogg.test.ts (6), tests/core/bake.test.ts (16),
  four new in sound-library.test.ts, one in song-play.test.ts. One
  test cuts, reverses and fades a clip on a song's track: each change
  outdates the bake, each undo makes it hold again.
- e2e 64 (melektaus-atx): ALL PASSED, 36 checks (6 new). Live and baked
  rendered offline differ by at most 0.06 dB over 114 windows of
  20 ms, two loop ends among them. e2e 65 had no red check with the
  icon in its header.
- Gate (melektaus-atx): CHECK EXIT 0, 277 files, 4281 tests.
- Counter-checks: print without instrument builds, print taking the
  sound's file instead of the clip's cut, round taken from the first
  pass, bake voice without its looping source, Play pattern or Play
  song ignoring the bake: one unit test red each. Pre-skip set to 0:
  the e2e comparison 4.8 dB off, only that check red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 19:13:11 +02:00
adminandClaude Opus 5.5 687377682c Draw the EQ's curve in its node and a spectrum behind it (#375, #374)
Both were asked for in #367 "for later". The node of a Parametric EQ
now shows its curve in small, and its tab shows what passes the node
while it is seen.

#375, the curve in the node:

- NodeDef has an optional `picture`: a height, and shapes made from
  the settings as plain point lists (guide, area, line). It is
  general, the Parametric EQ is its first user.
- NodeView draws it in a box below the rows, again only when the box
  or the settings change. A drag in the EQ tab changes them, so the
  node follows it live.
- Without a band the box stays, flat on its 0 dB line, so the node
  does not grow at the first band.
- The axes of the curve, `eqCurvePoints` and `fillShapes` move from
  editor/soundfx/eqView to core/soundfx/parametricEq. Tab and node
  draw the sum from the same function.

#374, the spectrum:

- A node marked `tapped` gets a `tap` stage in front of its own
  stages and one behind them when compiled, in a sound FX and in an
  instrument alike. Its id is asset and node, since a copied asset
  keeps its node ids.
- A tap is a gain of 1. SpectrumTaps (new, viewport/spectrum.ts)
  holds the tap of every voice and bus while it plays.
- While the EQ tab is seen, in the tab row or in a window, the taps
  of that node feed one analyser per side (8192 points). Nothing is
  made before a tap of the node plays, so no AudioContext is opened
  early.
- The tab draws both behind the curve, on a scale of 0 to -96 dBFS:
  the sound coming in faint and grey, the sound going on in the
  colour of a sound port. The analyser smooths it, and once the
  sound has gone the sum still hands it silence, so it falls away.
- Once the tab is not seen, Editor.tick lets the analysers go, like
  the meters of the Song tab.
- A tap does nothing to the sound, so `stats().last.stages` leaves it
  out, and a bypassed EQ keeps its taps.

Decided on my own:

- Every sound passing the node counts: Play of the sound FX tab, an
  instrument's keys, a song, a run. The issue proposed that.
- The spectrum has no labels of its own. Its scale is in the wiki.

Tests:

  Gate (melektaus-atx)     275 files, 4247 tests (11 new), EXIT 0
  e2e 34 (melektaus-atx)   ALL PASSED, 98 checks (2 new), twice

Counter-checks, each put back by copy and compared with cmp:

- The node's curve drawn without its bands: 2 unit tests fail.
- The spectrum without the loudest bin between two points: 1 fails.
- SpectrumTaps.stop leaving the taps linked: 1 fails.
- Taps that never feed the analyser: e2e 34 fails in exactly the
  spectrum check (frames 0). Run in the container only.

The screenshots of the second run were looked at: the blip as one
peak behind the curve, and the dip at 4 kHz in the node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:58:53 +02:00
adminandClaude Opus 5.5 25084f8576 Refactoring round 10: split SoundLibrary, fold sound duplicates (#85)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Successful in 14m52s
Refactoring round 10 covers everything since round 9 (808e1ee): 110
commits with about 47 000 new lines, nearly all of them sound, sound
FX, instruments, patterns and songs. Behaviour is unchanged.

Duplicate code (jscpd over src, 50 tokens, TypeScript only, measured
on 808e1ee and here alike: 47 clones / 426 lines before, 33 / 245
after; round 9 itself ended at 22 / 160 by this count):

- PreviewParams (new, editor/soundfx) is the header's parameter bar
  of the Sound FX and the Instrument tab: values, defaults, fields
  and the voices a moved field reaches. Both tabs had it line for
  line.
- fxWorklet: an Effect base runs the bit crusher, phaser, flanger,
  limiter, LFO and bus shifter, a Source base the pitch player and
  the Chip. Start is the one wait for a voice's first sample, which
  four processors wrote out each.
- nodes/shared has checkPort, detachedPort, fxParamsPort and
  letRingPort. The Play and Stop nodes of sounds, notes, patterns and
  songs spelled each port out, up to five times.
- parameterValues builds both Sound FX parameters and Instrument
  parameters, which differed in name and text only.
- SetLoopCommand sets the ruler loop of a pattern or a song. It
  replaces SetPatternLoopCommand and SetSongLoopCommand.
- addLink in music/routing is the one rule for a link that both the
  song routing and the Master routing keep.
- eqCurves works out each band and their sum for the EQ tab, which
  did that in its drawing code. It replaces eqCurveDb, which only a
  test called.
- Smaller ones: the eight neighbour directions of a tile cell, and
  drawFloatingBox for the shadowed box of Popup and FloatWindow.
- Left on purpose: Play pattern and Play song stay two parallel node
  definitions, and the smaller clones under ten lines stay.

Architecture:

- SoundLibrary.ts goes from 2897 to 2188 lines. What a stage of a
  sound FX becomes as Web Audio nodes, and how the knobs of a playing
  voice move, is now viewport/fxNodes.ts. None of it keeps state of
  the library.

Dead code (TS language service, references per export and member):

- soundRefIds, LFO_SHAPE_INDEX, TREMOLO_ROWS, VIBRATO_ROWS and
  REVERB_ROWS had no reader. The four routing node defs are
  registered without an unused exported name.
- soundFileOf and portTypeOf were called by tests only. The tests
  now ask findSound and portOf, which the editor uses. DRY moves
  from src into the one test that uses it.
- 51 values used only in their own file lose their `export`. Types
  and the node catalogues stay exported.
- Kept on purpose: neighboursOf is the cell by cell reading the
  indexed neighboursIn is checked against, and PitchShifter.latency
  is the test's one view of how late the shifter is.

Comments and docs:

- Seven comments told history ("no longer", "any more", "as
  before", "of before #354"). Nine comment blocks ran far past the
  line width. Proof that this changed no code: the bundle was md5
  identical, and the touched tests and e2e modules were identical
  after esbuild.
- README: sound FX, instrument, pattern, song and bus in the asset
  list, the pages Instruments, Patterns and Songs, 1919 checks.
- Wiki: see its own commit.

Tests:

  Gate (melektaus-atx)    274 files, 4236 tests, CHECK EXIT 0
  e2e 34, 64, 65          ALL PASSED, 180 checks
  Unit, touched areas     16 files, 804 tests

No check was added, the e2e sum stays at 1919. Counter-checks, each
put back by copy and compared with cmp:

- addLink without the loop rule: 2 tests fail, one per routing.
- eqCurves with the sum of the last band only: 1 test fails.
- Start in the worklet never waiting: e2e 34 fails in exactly the
  four checks that hang on a voice's first sample (Flanger, Tremolo,
  Chip, a pitched note planned ahead).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:31:33 +02:00
adminandClaude Opus 5.5 db15422372 Keep a bus's level when a tab plays the first sound of a page (#369)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 15m14s
A bus of the mix played at full level, without its sound FX and
straight into the master, until something on it changed. It happened
when the first sound after loading came from the Song or Pattern tab.

- `bus()` looked a bus up before it asked for the audio context. The
  context made then sets up the whole mix, this bus too, and `bus()`
  overwrote it with a fresh one at gain 1.
- `setMix` does nothing for the same mix again, so the wrong bus
  stayed until the mix changed.
- Since #368 the tabs play into the master, so it was the master's
  volume and FX that went missing on the first preview.
- `bus()` now asks for the context first and looks the bus up after.

Tests:
- Unit sound-library, buses, master-routing: 139 green, 1 new.
- The new test was red before the fix: mix:b at gain 1 into the
  master instead of 0.25 into mix:a.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4231 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:09:41 +02:00
adminandClaude Opus 5.5 0e73fd85b9 Route sounds, songs and buses in one Master routing graph (#351)
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

- Menu -> Master routing opens a tab with one graph per project. It has
  a node per sound, instrument, pattern, song and bus, named after its
  asset, and one Master. Embedded assets have none, their song routes
  them.
- The nodes follow the assets. Every edit settles the routing in the
  same undo step (KeepRoutingCommand), so an undone delete brings the
  links of its asset back. A new asset gets a node and a link to the
  master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
  master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
  song. Out of a sound, an instrument or a pattern a link always takes
  the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
  overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
  the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
  project is read, but nothing is added there. The editor adds the
  nodes when it opens a project. An asset without a node plays on the
  master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
  A sound or instrument with more gets a bus of its own with the sends.
  A pattern or song sends from the master of its playing, which is
  where its Mode taps. Buses of the mix can have sends now too.

Found:

- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
  failed in 2 of 5 runs here and in CI task 580 at 490fcba, before
  this change. HEAD passed it 2 of 2. Not fixed here.

Tests:

- Unit master-routing (new, 10), sound-library (2 new), buses
  rewritten onto the routing, 5 lists without the Bus row. 5 counter
  checks red.
- e2e 34 (melektaus-atx): ALL PASSED, 93 checks (3 new, 2 rewritten).
  Counter check with the Sound tab ignoring the routing: the routing
  check red.
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4225 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:18:46 +02:00
adminandClaude Opus 5.5 490fcba88f Meter each track and the song, and limit the output at -1 dBFS (#359)
game-maker / gate (push) Successful in 3m43s
game-maker / suite (push) Failing after 25m11s
A song could clip at the output without anyone noticing: a track and a
sound item at +12 dB each add up to +24 dB. The Song tab now shows how
loud each track and the whole song are, and a fixed limiter behind the
master keeps every sample under -1 dBFS in the editor and in the game.

- Each track head has a stereo meter up its right edge. The head is
  190 px wide instead of 176.
- Out sits in the corner above the heads, with the loudest peak since
  Play in dB. In the tab header it made the row too wide for a 1280 px
  window, and the inspector lost its fields.
- The meters read AnalyserNodes beside the buses, one per side after a
  channel splitter, so a peak panned hard is not halved. They are tapped
  only while the song plays and its tab is shown.
- A clip lamp lights past 0 dBFS and stays through Stop. The next Play
  or a click on the meter puts it out.
- The meter of a track that mute or solo keeps from being heard is grey.
- Music always plays through a bus of its own, with or without a sound
  FX. That bus is what Out measures.
- The limiter is the one from #326 and needs the FX worklet. Until that
  is loaded the master goes straight out.
- It is 5 ms late. latency() counts that in, so the playhead and the
  alignment of a recorded take follow it.
- Unit tests build SoundLibrary without the limiter, as their wiring
  checks follow every node of a voice.
- Out shows "-inf" while nothing was loud. The UI font has no infinity
  sign, which the font test found.

Tests:
- Unit meter-view 8 new, sound-library 112 (2 new), 3 counter-tests
  each red
- e2e 65 (melektaus-atx): ALL PASSED, 55 checks (3 new). Out wrote
  +16.6 dB, behind the limiter the loudest sample was 0.8913
- Gate (melektaus-atx): 272 files, 4209 tests, one red in the font
  test. Fixed after it, then the font and meter tests ran green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 22:08:39 +02:00
adminandClaude Opus 5.5 25c1d02b06 Keep the audio thread free of ended voices and too many vocoders (#356)
game-maker / gate (push) Successful in 3m45s
game-maker / suite (push) Successful in 14m44s
A song that had been played a few times in a long session stuttered
at regular intervals until the page was reloaded. A quick run up the
keys of a sampled instrument made every sound drop out for a second
or two. Both came from work the audio thread should not have had.

- Every worklet node of a voice listened on its port. Chrome never
  collects a port that is listened to, and through its listener not
  the voice either. Every node of the voice stayed on its bus and was
  worked on in every block. A way or stage on the worklet now closes
  its port once it ends or is stopped, and the processor closes its
  own side when it is told to stop.
- A voice without echoes now leaves its bus as soon as its sound and
  what its stages hold back are through. Before, only a voice with
  echoes did.
- At most 12 ways play through the pitch worklet at once. One more
  cuts the oldest in 10 ms, a note already let go before one still
  held. Each runs a phase vocoder, whose first block alone took
  2.7 ms of the 2.67 ms a block has on stein2.
- Play for the game ends everything the tabs play: the piece holding
  the transport and every key or preview (`stopPreviews`).
- Closing a Sound, Sound FX, Instrument, Pattern or Song tab stops
  what it plays of that asset (`AssetTabEditor.closed`).
- A preset in the Instrument tab plays nothing any more. With
  Audition on it is heard like any other change.
- Test hooks: `__gm.instrument.play`, `__gm.sound.playing`, and
  `vocoders` in the stats of the sound library.

Measured:
- A copy of the project, its Song 2 played for 12 s and stopped, six
  times (Chrome on stein2, CDP WebAudio): before, 746 nodes were left
  after the first time and 4469 after the sixth, the load at rest
  grew from 0.01 to 0.06. After, 7 nodes are left every time (the
  master and one bus) and the load at rest stays at 0.01 to 0.02.
- Pitch-player voices live in Chrome on melektaus-atx: 12 take 0.50
  of the audio thread, 16 take 0.71, 24 take 0.99. 30 struck 40 ms
  apart held it at 0.99 from the first second on.

Tests:
- Unit sound-library: 110 green (3 new), 4 counter-probes each red
- e2e 34 (melektaus-atx): ALL PASSED, 86 checks (3 new, 2 changed)
- e2e counter-probe with game start and preset undone: their 3
  checks red, and the old check of Play note in the game as well,
  which now counts on the preview being gone
- e2e counter-probe with tab close undone: exactly its check red. A
  first form of it held a key and stayed green, since the keys let go
  of a held key by themselves once the tab shows no asset
- Gate (melektaus-atx): 270 files, 4181 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:57:18 +02:00
adminandClaude Opus 5.5 7a17030472 Give every sound FX effect a Bypass and a Wet (#354)
A node could only be taken out of a sound FX by unplugging it, and
only six of them could be blended with the sound they get. Every
effect now has both, in the sound FX graph and in the instrument
graph alike. The Mix, the Input and the Output have neither.

- Bypass is a checkbox setting. A bypassed node is left out when
  the graph is compiled, so it costs nothing and holds nothing back.
  The graph draws it faded, and its body says "Bypass: true".
- Wet is a number input like the others. It can be a parameter, be
  moved by Set sound FX parameters and, where the node allows it for
  its other numbers, follow an Envelope.
- A blend is a stage of its own (`wet`) around what the node adds.
  The sound as it came in is held back as far as the node is late,
  so a Compressor, a Limiter or a Vibrato do not comb it out.
- The six nodes that had a Mix keep their key `mix` and only call
  it Wet. Saved values, parameters and edges stay as they were.
- The Delay crossfades now: the sound alone at 0, the sound and its
  echoes in full at 0.5, the echoes alone at 1. Before, the sound
  was always in full and `mix` was the echoes.
- The Pitch takes its semitones by Wet instead of blending, through
  a share `times` on the amount that an instrument binds as well.

Findings:

- A Delay saved before this sounds different. It sounds the same at
  half its old value. The two chip presets with a Delay (Echo Lead,
  Bell) are halved to keep their sound.
- Project cbbf160bb7e8 has two Delays (mix 1 and 0.5). They are
  left as they are.

Tests:

- Unit: soundfx 65 (8 new), sound-library 107 (3 new), instrument
  35 (1 new), envelope 13. Two delay tests and the filter ports test
  follow the new numbers.
- Counter-checks: 8, each turns its test red.
- e2e 34 (melektaus-atx): ALL PASSED, 83 checks (2 new). The
  ping-pong check at wet 0.25 measures what it did at mix 0.5.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4154 tests.
- After the gate the derived ports of a blend are asked for once
  instead of twice: typecheck, lint and the three unit files green
  again (113 tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 08:20:52 +02:00
adminandClaude Opus 5.5 d349251a01 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>
2026-10-07 21:27:22 +02:00
adminandClaude Opus 5.5 071f194326 Swing the volume or the pitch with Tremolo and Vibrato (#320)
Alarms, sirens and wobbly retro sounds need a volume or a pitch that
swings. Two new nodes do that, on a voice and on a bus alike.

- Tremolo: Rate (0 to 20 Hz), Depth (0 to 100 %), Shape (Sine,
  Triangle, Square, Saw). The volume swings between full and
  1 - depth.
- Vibrato: Rate (0.5 to 20 Hz), Depth (0 to 4 semitones), Shape. The
  shape is the curve of the pitch, a Square jumps between two pitches.
- As the issue decided: two nodes, phase 0 on the first sample of the
  voice, no fade-in time. Both run on the FX worklet, the classes are
  in lfo.ts and tested in Node.
- Deviation from the issue text, as in the plan: the Vibrato is a delay
  that swings, not playbackRate. A bus has no playbackRate, and the
  sound keeps its length.
- The delay swings around a center taken from the start values. The
  center counts as the latency of the node, so a voice starts that
  much earlier and a Mix and a bus make up for it.
- Known limit, in the node text and the wiki: a depth turned up or a
  rate turned down after the start asks for a delay below 0. The lower
  half of the swing then flattens.

Finding: the first e2e run was red at the edge of a window. The phase
is summed up, so the square flips one sample later than 2400 steps of
10/48000 suggest. The check keeps 10 samples away from the edges.

Tests:
- Unit lfo (new) 5, soundfx 53 (2 new), sound-library 102 (1 new),
  green.
- Counter-checks, each turns one test red: the swing turned over (up
  and down swapped), the start time not passed to the worklet.
- e2e 34 (melektaus-atx): ALL PASSED, 80 checks (1 new). Chrome
  offline: Tremolo square silent before its voice, then 0.5 and 0 for
  50 ms each. Vibrato square at 5 Hz, 1 semitone: 1059.5 Hz and
  940.5 Hz.
- The gate runs once on the last commit of this series.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:13:18 +02:00
adminandClaude Opus 5.5 d3a4cb7d0e Warm up or distort a sound with a Saturation node (#323)
A sound FX had no way to bend a sound. The Saturation node pushes it
into a curve, from warmth to a hard distortion, on a voice or a bus.

- Eight types, each a fixed curve made once: Soft (tanh), Cubic, Hard
  clip, Tube, Fuzz, Foldback, Sine fold and Rectify. The issue asked
  for as many as useful.
- Drive (0 to 48 dB) is a gain in front of the curve. The curve spans
  256 times full scale, so the drive glides like any gain.
- Output and Auto-gain blend as on the Compressor. Auto-gain brings a
  sine at -12 dBFS back to the RMS it came in with.
- Tone is a low-pass after the curve, 1 kHz at 0 to 20 kHz at 1, as
  recommended in the plan. A 10 Hz high-pass takes out the DC the
  lopsided types make.
- Mix blends with the dry sound. The 4x oversampling is 192 samples
  late in Chrome, so the dry way is held back as far. The node counts
  as late by that much for voices, Mixes and buses.
- A test hook gives e2e the auto-gain at a drive.

Tests:
- Unit saturation (new) 5, soundfx 51 (2 new), sound-library 101
  (1 new), green.
- Counter-checks, each turns tests red: no hold-back of the dry way
  (1), the level without auto-gain (2).
- e2e 34 (melektaus-atx): ALL PASSED, 79 checks (1 new). Chrome
  offline: 192 samples late at 48 and at 44.1 kHz. Half dry at 1125 Hz
  0.00 dB. A sine at -12 dBFS driven 24 dB into Soft comes out at
  0.00 dB with full auto-gain.
- The gate runs once on the last commit of this series.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 21:04:16 +02:00
adminandClaude Opus 5.5 a645026568 Tame the loudness with a Compressor and a Limiter node (#326)
A sound FX could not control dynamics. A Compressor squeezes the
loudness together, and a Limiter keeps every peak below a line. Both
work on a voice and on a bus, where they tame everything at once.

- Compressor: DynamicsCompressorNode with Threshold, Ratio, Knee,
  Attack and Release, then Makeup and Auto-gain from 0 to 1. After the
  node the sound gets (1 - w) * makeup + w * A dB. A is what the curve
  takes off at 0 dBFS.
- The node adds 0.6 of A by itself, as the spec says. That gain is
  taken back out, so 0 really means no makeup.
- The knee shape is left to the browser by the spec. dynamics.ts ports
  Chromium's curve. It gives the gain Chrome was measured to add at
  four settings to three places.
- Limiter: a class on the FX worklet with Threshold, Ceiling, Release
  and Auto-gain. It looks 5 ms ahead: the smallest gain of the window
  ahead, averaged over the window, then a release. No sample passes the
  lower of threshold and ceiling. Auto-gain raises it toward the
  ceiling.
- Deviation from the plan in the issue: the Limiter has a Threshold as
  well. Without it Auto-gain has nothing to measure against.
- Latency is made up on voices now too. A voice starts as much earlier
  as its stages are late (Compressor 6 ms, Limiter 5 ms). The other
  way of a Mix and the other layers of a note are held back to the
  latest, and a bus counts it into its latency.
- A voice with a Limiter counts as ringing, so the worklet is stopped
  only after what it still holds is out.

Tests:
- Unit dynamics (new) 8, soundfx 49 (3 new), sound-library 100 (4 new),
  green.
- Counter-checks, each turns tests red: no look-ahead in the Limiter
  (3), no taking back of the node's gain (1), a voice not started
  earlier (1), no stage latency on a bus (1), no hold-back in a Mix (1).
- e2e 34 (melektaus-atx): ALL PASSED, 78 checks (1 new). Chrome
  offline: Compressor 288 samples late, Limiter 240. Full scale through
  -12 dB 4:1 hard knee: +0.19 dB with full auto-gain, -8.81 dB without.
  A sine at 2 through the Limiter at -6 dB peaks at -6.00 dB, with
  auto-gain 1 at -1.00 dB.
- The gate runs once on the last commit of this series.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:57:22 +02:00
adminandClaude Opus 5.5 c99bda6489 Move a sound left or right with a Pan node (#319)
A sound FX had no way to place a sound in the stereo field. The new
Pan node does that on a voice, a bus and a track alike.

- One input, Pan from -1 (left) to 1 (right), 0 by default. Behind it
  is a StereoPannerNode. A typed-in 0 leaves the node out, a pan fed
  from a parameter stays at any value.
- It moves with Set sound FX parameters, and an Envelope can move it
  in an instrument.
- As the issue decided, no pan from the position in Play sound and no
  width control for stereo sounds.

Finding: the issue and the plan said a stereo sound gets a balance.
Web Audio pans stereo differently: the side it goes to stays and the
other side moves over into it. The node description and the wiki say
so, the e2e check measures it.

Tests:
- Unit soundfx 46 (1 new), sound-library 97 (1 new), green.
- Counter-check: a pan from a parameter at 0 left out, 1 test red.
- e2e 34 (melektaus-atx): ALL PASSED, 77 checks (1 new). Chrome
  offline, a mono sine at 0.5 gives 0.5 / 0 at -1 and 0.354 / 0.354
  at 0. A stereo one at 0.5 panned 0.5 gives 0.354 / 0.854.
- The gate runs once on the last commit of this series.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:47:53 +02:00
adminandClaude Opus 5.5 e1ca6a5f5a Shape a sound with every filter type, a Q and a slope (#318)
The Filter node from #335 only knew low-pass, high-pass and band-pass
and had a Resonance from 0 to 1. It now has every type Web Audio
offers, a Q as a plain factor and a slope up to 48 dB per octave.

- Types: low-pass, high-pass, band-pass, notch, low shelf, high shelf,
  peaking and all-pass. The cutoff row is now labelled Frequency, its
  key stays `cutoff`.
- Q from 0.1 to 30, 0.707 by default, replaces Resonance. Web Audio
  takes the Q of a low- or high-pass in dB, so it is converted when the
  voice is wired. No project used the node.
- Gain in dB is an input only for the shelves and the peak. It is a
  derived port, so the sound FX compiler now resolves derived ports.
- Slope 12, 24 or 48 dB/oct runs 1, 2 or 4 filters in a row. They
  share one cutoff carried by a ConstantSource, only the last has the
  Q. Shelves, peak and all-pass hide the row.
- The Chip Presets get the Q their resonance gave before. Mutate moves
  Q in octaves and gain by up to a dB.
- bindStage in the instrument compiler binds every amount of a stage
  generically, so new stages need no case of their own there.

Finding: FLAT_Q was in dB and the delay damping used it. It is a
factor now, the damping takes it through passQ and is unchanged.

Tests:
- Unit envelope 13, sound-library 96 (2 new), chip-presets 14,
  soundfx 45, all green.
- Counter-checks: the Q on every filter in a row, the gain row for
  every type. Each turns one test red.
- e2e 34 (melektaus-atx): ALL PASSED, 76 checks (1 new). Chrome
  offline, 2 kHz through a low-pass at 1 kHz: -12.37 dB at 12 dB/oct,
  -49.5 dB at 48. A +6 dB peak gives 6.00 dB, a notch -124 dB.
- The gate runs once on the last commit of this series.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:43:49 +02:00
adminandClaude Opus 5.5 daeffe0f9d Route the tracks of a song through a graph (#350)
game-maker / gate (push) Successful in 3m47s
game-maker / suite (push) Failing after 14m20s
Every track of a song went straight into its output. Now the Song tab
has a second view, Routing: a graph with a node per track and one
Output, the links between them sends. A track can go into other
tracks, into several at once, and a link has its own volume and the
point of the track it taps.

- The song asset has a graph like an instrument (SongTrack, SongOutput).
  heldSongGraph keeps it in step with the tracks on load and in
  SetSongCommand: a node per track named after it, one output, a new
  track and every track of an old song linked to the output. Links of
  gone tracks, doubled links and links closing a loop are dropped.
- A link carries an optional send (volume in dB, tap). The inspector
  shows Volume and Mode for a picked link of a song: Post volume (Post
  pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand.
- NodeDef has two new flags. `fixed` nodes are never added or deleted
  by hand. Links between `acyclic` nodes may not close a loop, checked
  in canConnect, dropTargetPort and ConnectCommand.
- songBuses gives each track its sends instead of one `into`, and a
  bus `song:<song>:<track>:#items` for its own items. That bus is what
  solo closes on a track that only passes a soloed one on.
- Mute and solo now act on the sends (trackGates). A muted track passes
  nothing on, on any tap. A soloed track is heard with what goes into
  it, through the tracks it goes through, their own items silent.
  Only sends on a way through a soloed track stay open, so a track
  going into it and into the output is heard through it only.
- SoundLibrary: a bus has either `into` or sends. Each send is tap,
  delay, level, target. busLatency takes the latest way (arrivalOf),
  and each send is held back so all ways of a track arrive together
  (sendDelays). Taps are wired again whenever a chain comes or goes.
- The Song tab has Timeline and Routing in its header. The routing
  uses GraphCanvas with an empty palette. A track linked nowhere shows
  "Goes nowhere". Delete takes links, never a track node.
- Game playings route the same way, the output being the master of
  the playing.

Decided without asking: a send ranges -60 to +12 dB like a track,
default 0 dB Post. Mute closes the sends, the track's own level stays.

Found on the way: the inspector built the Mode row with the send as it
was when the rows were made. Setting Volume and then Mode wrote the old
volume back. Both rows now read the current send when they change.

Tests:
- Unit song-routing (new): 13 green. Sound library: 4 new, 94 green.
  11 counter-probes (loop on load, canConnect, solo, solo past the
  soloed track, mute, preFx latency, graph sync, delete guard, delays,
  taps, glide), each red.
- Existing tests adjusted to the new bus names and send shape: song,
  bus-fx, song-play, graph registry, edge description.
- e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first
  run caught the inspector bug. Counter-probe with the old closure:
  2 FAILED.
- Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red
  (registry rule, edge shape), fixed and rerun locally: 56 green.
- Not rerun after the per-send solo fix: e2e 65 and the gate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:18:09 +02:00