25084f857654ceacbd4e570ed1b5d6a4be3d30fe
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Commits
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25084f8576 |
Refactoring round 10: split SoundLibrary, fold sound duplicates (#85)
Refactoring round 10 covers everything since round 9 ( |
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a295d233ed |
Give sounds, instruments, patterns and songs a sound FX (#352)
A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.
- New row Sound FX on a sound, an instrument, a pattern and a song,
right before Bus. A sound goes through it on every voice, an
instrument on every note after its graph, a pattern on all its
notes together and a song on its output.
- The fx input of Play sound, Play note, Play pattern and Play song
and the Sound FX of a song item now read "From the asset" while
empty. None is a pick of its own, stored as `#none` like `#master`.
A pick replaces the FX of the asset, it does not come on top.
- A pattern item's Instrument reads "From the asset" instead of None.
The meaning is unchanged.
- A double-click on a sound item opens the sound, as one on a pattern
item opens the pattern.
- The tabs play through the FX of their asset. The Pattern and Song
tab put it on a bus of their own between the output and the bus of
the asset. The keys of the Pattern tab play there too.
- Notes of a pattern or song go through the FX of their instrument.
Its chain is loaded with the other needs of the sequence.
Decided without asking:
- Old items and Play nodes with an empty fx now mean "From the
asset". No asset has an FX yet, so nothing sounds different.
- The label is "From the asset" as on Loop and Bus, not "From asset".
- A sound used as a Sample, as the impulse of a Reverb or as the test
sound of the Sound FX tab plays without its own FX.
Findings:
- In e2e, `__gm.inspectorField('Sound FX')` and `('Instrument')` find
the group of the Assets panel first. The check asks for the last
match.
Tests:
- Unit asset-fx (new): 8 green. Six counter-checks each turned red.
- Field lists of sound, pattern and song: Sound FX added.
- e2e 65 (melektaus-atx): ALL PASSED, 46 checks (3 new). Counter-check
without the FX bus of the tab: that check red.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests.
- Not checked: how it sounds, the Sound, Instrument and Pattern tab
in the browser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3a52f2290f |
Mix sounds through buses and a master (#325)
Until now every sound went straight to the speakers. There was no point where all of them came together, so nothing could turn the music down against the effects, and a compressor or a shared echo over everything had nowhere to sit. The bus technique of #346 was there already, only the end of the chain was missing. - Bus asset (Audio): Volume, Sound FX and Into. Into is empty for the master and never offers the bus itself nor a bus that already goes into it. The list is worked out when the menu opens, so a change made meanwhile counts. A loop that is in a project anyway sends the buses on it into the master. - The master is no asset. Its volume and sound FX are two new rows under Master in Project settings, one undo step each. A project written before has 1 and none, which is how it sounded. - Sound, instrument, pattern and song have a row Bus, empty for the master. Play sound, Play note, Play pattern and Play song have an input bus: From the asset, Master or a bus. Inside a song or a pattern only the bus of the song or pattern counts. - Set bus volume (bus, volume, time, easing) and Bus volume. An empty bus is the master. The volume set holds for the whole run, across scenes, over that of the asset. GameRun resets it at start and end. Set sound FX parameters without a voice now reaches the sound FX of the bus picked in its new bus input. - SoundLibrary: the master is the bus "mix", each bus "mix:<id>". Every bus, the playing masters of #346 included, ends there, and only the master is heard. setMix sets them up once a context exists, so an editor nobody listened to opens no audio device. The same mix again changes nothing, which lets the editor hand it over on every change of the project. - The tabs play as the game does: Sound, Sound FX, Instrument, Pattern and Song tab through the bus of their asset and the master. - Pause game does nothing to the buses (the user's answer 4b). A game that wants quiet in its pause menu sets a bus volume itself. - Streaming long music files is #349, split off as asked. Finding on the way: the Into menu first worked from a list made when the inspector row was built. After another bus was sent into the open one, e2e 34 saw it still offered. It is now asked on open. The SoundLibrary tests expected voices to end at the destination. They now end in the master, which adds its input, level and pan to every wiring and two gains to every list. Those expectations are updated, nothing else in them changed. Tests: - Unit buses (new): 15 green. Ten counter-checks, each red on its own: loop check, bus picked, reset at run start, bus of Set sound FX parameters, master volume in the settings, and in SoundLibrary default into the master, voices into the master, run volume over the mix, no context before a play, a playing on its bus. - Unit sound-library: 90 green (5 new). Node catalog: 416 green (9 new cases). - e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice of the Sound tab was heard on mix:<bus>, that bus into the other, that one at 0.5 into the master. Master volume 0.6 via the dialog, undo back to 1. - Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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23bdc3f775 |
Play notes in time on the audio clock with a scheduler #332
Patterns and songs (#333, #334) have to play sample-accurate in time,
whatever the frame rate does. What is counted in game time runs away
from the sound. This lays the ground: musical time, a scheduler that
plans notes ahead on the audio clock, and a player that starts and ends
a note at a given second. Nothing in the editor plays a sequence yet,
the check scripts drive it through `__gm.music`.
- Ticks, 480 to the quarter as in MIDI files (decided in #332).
Triplets and quintuplets land on whole ticks. Any meter, a beat being
the note value under the line. The tempo always counts quarters.
- `core/music/sequence.ts` is a pure rule: the notes starting in a
window of playing time. Across the end of a loop it looks into the
next round, so the seam has no gap. A note past the loop end ends
there. Windows are whole ticks, and the seam is stepped exactly, so
no rounding can drop the first note of a round.
- `core/music/Scheduler.ts` plans the next 100 ms every 25 ms through a
host, so it is tested with a clock of its own. The first note sounds
50 ms after the start. Changes to the sequence are heard from the
next window on. Stop and seek fade what it started. A new tempo or
loop counts from what is planned, and the playhead keeps its old
pace until the clock gets there.
- The position is the audio clock less `outputLatency`, as bar, beat
and tick.
- The beat comes from a Web Worker (`viewport/musicTimer.ts`), which
keeps its pace in a hidden tab.
- The sound library starts a note at `timing.at`: a buffer source by
`start(when)`, the pitch worklet by counting down inside the render
block it falls in. A note's end is set on the clock at once, its
fade to the sample. Leaving a loop still waits for the page.
- Delay synced to beats (decided in #332, noted from #327): a setting
`Sync` (Seconds / Beats), `time` then in quarter notes, held to the
2 s of the line. Play sound and Play note have an input `tempo`,
120 BPM where nothing is connected. A scheduled note carries the
tempo of its sequence.
- Swing is left for #333/#334, as decided.
Also fixes the red suite of
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cf6799a784 |
Let echoes ring on with a Delay node in sound FX #324 #327
A voice used to end the moment its sources did, and Stop sound cut it dead. An echo has to outlive its sound, and a stop must not click. - Delay node: a delay line with a damped feedback loop, added at mix next to the untouched sound. Time 0.01 to 2 s, feedback up to 0.95, damping 20 kHz to 500 Hz evenly in octaves, all fed by parameters and moved by Set sound FX parameters like any other number. - Ping-pong is a setting of the node. It takes the sound into the left of the line and swaps the sides every round. - A voice with an echo rings on for its tail: until the last echo is 60 dB below the sound, from time, feedback and mix (fxTailOf). It stays reachable meanwhile, and a change counts the tail again. - The end of a tail is timed on the audio clock with a silent ConstantSourceNode, so a paused run holds it. Then the voice is disconnected, since an echo is a loop of nodes. - Stop sound fades a voice out in 10 ms instead of cutting it. Let ring fades only its sources and keeps the voice for its echoes. Where the context is suspended it cuts at once. - Stop sound takes a voice. Connected, it stops only that play, and a 0 from a Play sound that played nothing stops nothing. - Play sound hands out tail: length plus the echoes at its start values. - Destroying a behavior and ending a run still cut, echoes included. - No limit on voices. The emit of a sound FX node now also gets the node's settings. Finding: in Chrome every round of a feedback loop comes one render quantum late (128 samples, 2.7 ms at 48 kHz), measured as 0, 128, 256, 384 for the first four echoes. Left so, since a browser without it would then hear the echoes early. Written in the wiki. Tests: - sound-library, soundfx, node-catalog, sounds, keep-on-scene-load: 489 tests green. New: fade on stop, cut while suspended, echo and ping-pong wiring, ringing until the tail, tail counted again, let ring, stop by voice, echo knobs, delay compile, tail sums. - Counter-checks: no tail, a stop without fade, a connected voice 0 read as unconnected. Each fails its tests, files back by cmp. - e2e 34 (melektaus-atx): ALL PASSED, 37 checks. A blip through a ping-pong Delay (0.3 s, 0.5, 0.5) rang 2.97 s, 2.95 s worked out. Let ring kept the voice, a stop after it cut it. Rendered offline with the player's own stageNodes the echoes are 0.25 left, 0.125 right, 0.063 left. 64 stereo voices of it took about 0.3 s for 2 s, so about 400 play at once. - Gate (melektaus-atx): CHECK EXIT 0, 242 test files, 3713 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6e70421b92 |
Keep the length of a sound whatever its pitch does #317
A Pitch used to keep the length only for the pitch a voice started at. Set sound FX parameters changed it by speed, so a sweep made the sound longer or shorter, and length into time no longer spanned the sound. Now a way with a Pitch is played by an AudioWorklet, a phase vocoder whose pitch is an AudioParam in semitones. The length never changes, and a pitch glides, ramps and eases like a Gain. - PitchPlayer (core/soundfx) is the vocoder as a plain class, so it runs in a unit test. Frames of about 43 ms, four overlapping, a real FFT done as a complex one of half the size. - Peaks are moved with the bins around them (Laroche and Dolson's phase locking), and frames are turned by half their size so a phase is the one at the middle. Without both, a tone beat against itself and dipped to 0.54 of its loudness while the pitch moved. - It reads the sound itself rather than being fed it. It looks ahead as far as a frame reaches, so a voice starts with its first sample and every way of a Mix stays in step. A change of pitch is heard about half a frame (20 ms) late. - At exactly 0 a frame is the sound itself and costs next to nothing. Coming back to 0, the phases are pulled round to the sound's for about half a second before it switches, so the switch does not dip. - pitchWorklet (viewport) is the processor, bundled by Vite through ?worker&url. It is loaded with the first play that has a Pitch, which waits for it like for its bytes. A file's samples are sent with its first voice only and kept in the worklet's scope. - A way has the worklet when its plan has a Pitch, a typed-in 0 excepted (FxChain.shifted). A way without one stays a plain buffer source. Without AudioWorklet a Pitch is not heard, and the console says so. - The pitched copies (WSOLA, pitchShift.ts) and their cache are gone. - Decisions of the user: the player at the source rather than an effect in the chain, a phase vocoder rather than WSOLA, no limit on voices, no range tighter than the node's -64 to +64. - stats() says whether the worklet is there, levels() gives a pitch in semitones, and __gm.sound.pitchWorkletUrl() lets a check run it. Tests: - pitch-player.test.ts (new, replaces pitch-shift.test.ts): 11 tests. Pitches from -30.5 to +12 within 2 %, the length to the sample, 0 exact to 1e-5, a sweep half a frame behind, 8 kHz sounds, loops, ramps there and back without a dip. - sound-library.test.ts: 23 tests (+4), soundfx.test.ts: 31 (+1). - Counter-checks: no worklet in the player, shifted taken from the value, no pull back to 0. 15 tests fail, files restored by cmp. - e2e 34 on melektaus-atx: ALL PASSED, 34 checks (+1). In real Chrome the worklet is there and the pitch param glides to 3.0007. Offline: 880.0 Hz for 440 an octave up, 48000 of 48000 samples, a sweep 0 to -12 at 392 then 248 Hz, still 48000 samples. - Gate on melektaus-atx: 242 test files, 3690 tests, CHECK EXIT 0. - Cost: 53 ms per second of a stereo voice at +5 in Node on stein2, 5 ms at 0. In headless Chrome 16 voices for 2 s took 1.3 s, about 24 fill the audio thread. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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804a97b0a9 |
Hand out the length of a played sound from Play sound
Wired into the time of Set sound FX parameters, a change then spans exactly one run of the clip, so a fade or a filter sweep ends with its last sample. - Play sound has a second output, length, in seconds. It is 0 where nothing was played or the sound has not loaded yet. - The AudioSink gives the length of a file, the SoundLibrary takes it from the decoded buffer. A pitch the voice starts on keeps it (#312). - A pitch changed while the voice plays still changes its length, so a pitch sweep over length does not end with the sound. A pitch that keeps the length in real time is #317. Tests: - soundfx, sounds, keep-on-scene-load, node-catalog, sound-library: 462 tests green. - Counter-check: with length always 0, the catalog case and the new soundfx case fail. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c7e9769f90 |
Change the sound FX parameters of a sound while it plays #315
Until now a value handed to a sound FX counted from the start of the voice only. An engine whose pitch follows the speed, or a loop that gets quieter, could not be built. Every play of Play sound now gives out the number of its voice, and a new node lets the knobs of that one voice glide to new values while it plays. - Play sound has a new output voice: the number of this one play, or 0 where nothing was played. Kept in a Number variable it reaches the voice from another event. Two plays of one sound are two voices. - New action node Set sound FX parameters (exec, voice, fx params). It reaches exactly the voice it is given, a detached one too. A voice that has ended, or voice 0, is not reached. - AudioSink.play returns the voice number and takes the plan and the values (FxVoice) instead of a finished chain. AudioSink.tune takes a voice number and new values. A name the voice's FX does not have is left out, one not given keeps its value. - SoundLibrary hands out the number at once, before the bytes are there, and never twice. A voice still waiting for its bytes starts with the values handed in meanwhile. - Every knob of a voice moves with setTargetAtTime (30 ms time constant). A knob whose value did not change is not sent again, so a tune every frame costs next to nothing. - A pitch on a playing voice glides by playbackRate. A new WSOLA copy in the middle of a sound is not worked out, so the voice gets shorter or longer while it is moved. On a loop that is not heard. - fxChainOf now gives a chain whose shape depends on the plan alone. A stage fed by a parameter stays at 0 dB, and a Mix fed by a parameter keeps both ways. A typed-in 0 or Mix at 0/1 is still left out by the compiler. - Every way of a voice has a source of its own, also at the same pitch, so each can glide on its own. The pitched copy is shared. - The tab keeps the numbers of what it plays, so moving a parameter field is heard at once. - Test hook __gm.sound.levels(file) reads the knobs of every voice of a file, oldest first, and stats() counts the voices tuned. Tests: - soundfx.test.ts: 29 tests (+2 for the node in a running world: the voice of the first of two plays of one sound, and a play that played nothing) - sound-library.test.ts: 15 tests (+3: glide, reach by number, pending voice) - node-catalog.test.ts: 370 tests (+2, Play sound checks its voice) - sounds + keep-on-scene-load: 31 tests, unchanged - Counter-test: a tune that reaches every voice of the same file makes the reach test fail. - e2e 34 (melektaus-atx): ALL PASSED - 30 checks (+1). In Chrome two looping voices of one sound start at depth 7. The one whose number sits in a variable glides to 0.7938 (2^(-4/12) = 0.7937), the other stays at 1. Both gains stay at 0.5012. - The gate ran before voices got a number (CHECK EXIT 0, 241 files, 3658 tests), not after. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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183f356c99 |
Let a game hand values to the parameters of a sound FX #311
A sound FX played the same every time: its numbers were settings of the nodes. Now the Input declares parameters with a default, every number of Gain, Pitch and EQ is an input they can feed, and a Play sound hands in values for them. - Input declares number parameters in the inspector, each with a Default (DeclaredPort.default, SetPortDefaultCommand). They are outputs of the Input. Input and Output count as terminals now, one of each per graph. - Gain, Pitch and EQ take their numbers at inputs under the keys the settings had, so saved graphs sound as before without a migration. Each value is held to its range however it arrives. - The compiler gives an FxPlan with the parameters still open. fxChainOf fills them in when a voice starts. The player still only sees an FxChain. - New behavior node Sound FX parameters: names an FX and picks its parameters like a Variables node picks variables. Each picked one is a number input that starts at the FX's default. Its output has the new port type fxparams, which only fits Play sound's fx params. - Play sound warns when the parameters name another FX than the one it plays. Names the FX does not know are left out. - Renaming a parameter at the Input renames it in every Sound FX parameters node naming that FX, edges and values included. - The Sound FX tab has a number field per parameter in its header. Play uses those values, they are never written into the asset. - A value counts from the start of a voice. Changing a playing voice is #315, a Mix node is #316. Tests: - soundfx.test.ts 22 (+11): parameters in the plan, held values, a 0-by-default stage, EQ band, save with defaults, wrong port types, default command with undo, Sound FX parameters into Play sound, defaults of picked ones, node problems, mismatch, rename with undo - node-catalog 368 (+3): Play sound fx params, Sound FX parameters - e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5, a Sound FX parameters node gives the game's voice depth 7) - Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test files, 3636 tests green - Counter-check: with fxChainOf ignoring the values and the rename not followed, 5 of the new tests fail. - Browser probe: header fields, inspector Default and the picked parameter looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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de14f0f9e2 |
Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.
- New asset type soundfx ("Sound FX"), not placeable, with a graph
and its own tab. The heading in the asset panel is "Sound effects",
so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
emitter. An input takes one edge, so the result is one line: a
pitch and a list of gain and filter stages. A node without input
or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
through the graph as it stands. Stop there ends only its own voice.
Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
test files green. The red one was sound-library (its fake
AudioContext had no playbackRate), fixed afterwards, gate not
re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
test fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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14972d057f |
Refactoring round 8: hide data files, safe saves, Esc as Cancel (#85)
Recurring cleanup round over the code since round 7 (
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bc688f3efc |
Refactoring round 7: split BehaviorSystem, fewer copies (#85)
Recurring cleanup round over the code since round 6 (
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1e9d21cd5d |
A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap happens after the tick, and the last wish of a tick wins. Exactly one thing crosses over: the SharedState, so global variables and global machines keep what they know while everything local is built anew. Loading the scene that is already running rebuilds it, which is what "reset the level" means when the score must survive. A run starts either from the start scene (a new project field, set from the asset panel and marked with an arrow in the list) or from whatever scene is open. The toggle next to Play says which question is asked and remembers the answer in localStorage: it is a way of working, not part of the game. Sounds no longer end because a scene ends. A voice belongs to the behavior that started it and stops right after On destroy, so the scene swap is no longer a special case at all. For the enemy that plays its explosion and destroys itself in the same breath there is now a detached input on Play sound. The scene selector stays usable while a run plays, because a double click in the asset panel already did the same thing unguarded. It moves what the editor looks at, not what the run plays. |
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5671a38044 |
A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server content-addressed under its sha256, the project keeps a named asset that points at it, and nothing is ever re-encoded. The format is read from the file's own signature, not from what the browser claims - the same .m4a arrives as audio/mp4, audio/x-m4a or as nothing at all. Playing is two nodes. "Play sound" takes the asset and may raise or lower its volume; every call is its own voice, so two jumps in a row are two jumps heard. Its loop input is a choice of three - from the asset, on, off - because a checkbox has to spend one of its two positions on "not set" and would lose a case: an asset that loops could then never be played once. Below the graph core stays browser-free: NodeContext hands out an asset id, BehaviorSystem resolves it against the project and folds the asset's own volume and loop into the call, and only viewport/SoundLibrary knows about Web Audio. A run without a sink plays nothing instead of throwing. The CI browser is muted, so the ear is no witness: the debug hook counts started and stopped voices, and step 34 reads that counter. |