Commit Graph
11 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 d4a45c127b Show a Delay node as a device with its echoes over time (#393)
After the Chip, the Envelope, the Reverb and the one-knob devices, the
Delay is drawn as a device of its own size too. Its screen shows what
time, feedback, damping, wet and ping-pong make of a sound, and a light
runs over the echoes at the beat they come at.

- DelayPanel: a 680x280 plate in the Compressor's brushed aluminium,
  now exported as ALUMINIUM. A screen, levers for Sync and Ping-pong,
  knobs for Time, Feedback, Damping and Wet, and an Echo lamp.
- The screen draws the sound as a white bar and each echo as a bar one
  step later. A bar is as tall as the echo is loud, evenly in dB to
  -60. It turns from warm white to rust as the damping takes the highs.
  With ping-pong the bars alternate above and below, the first left.
- At most 24 bars are drawn, and the screen says how many more are
  heard. Under it stand the step and the end of the tail, above it
  where the highs of the first echo end.
- The running light: DelayFace.tick returns true while the node is in
  the picture, so the editor keeps drawing, as for the Particles tab.
  The light goes round the span in real time, a bar glows as it is
  passed, and the lamp blinks with every echo but not with the sound.
- On beats the screen counts at 120 BPM, as the tempo of the voice is
  not known in the graph. The time knob then names the note, dotted
  and triplet ones included. In seconds, 2 s and up reads "2 s max".
- delayView holds the rules apart from the drawing: layout, tapers,
  echoTrain, echoCutoff for k rounds of the Butterworth low-pass,
  sweepAt and the texts. At wet 0 the rest is drawn faint.
- delayEchoes in the core counts the echoes heard. The tail of a voice
  and the screen use it both. DELAY_ROWS, DELAY_SYNC and PING_PONG are
  exported.
- Knob.reformat writes the number anew when its format changes, here
  when Sync switches between seconds and beats.
- The test hook __gm.delay.panel returns knobs, levers, idle settings,
  the echoes drawn, the texts and where the light is.
- Instrument presets give the Delay 4 columns. Echo Lead and Bell use
  one. In the picture of Echo Lead nothing overlaps.

Found on the way: a node with a face draws no setting rows. The e2e
check of a bypassed Delay (#354) read "Bypass: true" from them. It now
checks the faded node and the stages heard, as before.

Tests:
- Unit delay-view: 17 tests, new. Counter-check: the first ping-pong
  echo on the right turns the side test red.
- e2e 34 (melektaus-atx): 136 checks, 1 new.
- Gate (melektaus-atx): 288 files, 4416 tests.
- Pictures looked at: default, ping-pong, beats with damping, 83
  echoes at 50 ms, wet 0, and the preset Echo Lead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:51:06 +02:00
adminandClaude Opus 5.5 e70954115c Show Pitch and Mix nodes as one-knob devices in green and blue (#390)
The Gain has been a small device with one big knob since #384. The
Pitch and the Mix are just as much a single number, so they now look
and work the same way. The Mix also gets a lever for its curve, which
until now was only a row in the inspector.

- GainPanel and GainFace become KnobPanel and KnobFace. Each node is
  described by a KnobDevice: its plate, its row, how the knob turns,
  and an optional lever. The Gain looks as before.
- Pitch: a green 160x160 plate with a bipolar knob for Semitones. 0
  stands straight up and taper 2 puts an octave at 43 % of each half,
  so small steps near 0 are easy and the full +-64 is still there.
- Mix: a blue 180x200 plate, the lever on top and the knob below.
  The knob has A and B engraved at the ends of its turn. The lever
  reads "crossfade" down and "both at center" up with its lamp lit.
  A flip is one undo step.
- A wired Semitones or Mix greys the knob, as for the Gain.
- The instrument presets give Pitch and Mix two columns. In the graph
  they are 281 and 261 units wide, more than one column of 240.
- The test hooks __gm.pitch.panel and __gm.mix.panel return the same
  shape as __gm.gain.panel, plus the lever.

Tests:
- Unit hardware-view: 15 tests, 3 new (Pitch turn, lever above the
  knob and ends on the Mix plate). Counter-check: taper 1 turns the
  Pitch test red.
- e2e 34 (melektaus-atx): 134 checks, 1 new.
- Gate (melektaus-atx, together with #391): 287 files, 4397 tests.
- Pictures looked at: Gain, Pitch and Mix in a row, Pitch at -24.5,
  Mix with both curves, the Bell preset without overlaps.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 17:37:03 +02:00
adminandClaude Opus 5.5 c75e72d4ee Show an Envelope node as a device with its ADSR curve (#388)
game-maker / gate (push) Successful in 4m24s
game-maker / suite (push) Successful in 15m50s
The Compressor, the Gain and the Chip are devices in the graph. The
Envelope was still a list of rows, and its shape was left to the
imagination of whoever read the numbers.

- The node is a plate of 520x280 in pale sea green. Its inputs are
  on the left, out and value on the right.
- A dark screen draws the curve over a note in amber. A letter sits
  above each stage, its time below it, and the sustain in percent
  above its line.
- The time on the screen is squeezed. Each stage is as wide as the
  root of its seconds, at least 3 %, and the hold has a fixed fifth.
  So 5 ms of attack still shows beside a release of 3 s.
- The falls use SETTLE, as the player does. With sustain 0 there is
  no hold and no release, and the screen says NOTE ENDS.
- Attack, Decay, Sustain and Release are chrome knobs. The times use
  taper 4, so 5 ms sits an eighth of the way and 1 s not quite half.
- From and To have no range a knob could turn through. They are
  NumberFields on the plate, typed in or scrubbed.
- The decay at sustain 1 and From/To while nothing takes value are
  faded. While a link takes value, the bezel says what it moves
  between, as VALUE 400 TO 3500. The UI font has no arrow.
- Instrument presets give an Envelope 3 columns of 240.
- Test hook __gm.envelope.panel(nodeId).

Tests:
- Unit envelope-view: 6 new tests for the plate, the knob turn, the
  idle settings and the curve. A linear decay turns two of them red.
- e2e 34 (atx): 1 new check on the Laser preset (device between its
  ports, curve ends with the decay, decay knob and scrubbed To field
  each one undo step).
- Probe pictures on stein2: Synth Brass preset, pad, pluck, organ
  and an Envelope whose value moves a Chip.
- Gate (atx): CHECK EXIT 0, 286 files, 4383 tests. The first run was
  red on the font test (#214) for an arrow in the bezel text.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 16:06:15 +02:00
adminandClaude Opus 5.5 eb78f3cbf3 Show a Chip node as a device with its wave and its pitch (#386)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 16m5s
The Chip had eleven numbers in rows and nothing that showed what they
do to a note. Its node is now a device of one size like the
Compressor's, and two screens draw the wave and the pitch from the
settings, worked right in the instrument graph.

- ChipPanel is 840x280 in the warm grey of a handheld console. A
  button per wave, the "follow note" lever and a chrome knob per
  number, grouped Oscillator, Slide, Vibrato, Arpeggio and Repeat.
- The wave screen draws two periods as loud as the Chip plays them,
  a square at its duty. toneValue and periodicSteps come out of
  chip.ts, so the screen and the worklet share one formula.
- The pitch screen draws what slide, delta slide, vibrato, arpeggio
  and repeat make of the pitch over a note. It ends where the note
  falls below "min frequency" and starts from A4 while the Chip
  follows the note.
- Idle settings are faded, wired ones greyed and locked, as the rows
  were. Every change is one undo step.
- Knobs take a bipolar range: 0 straight up, the taper bends each
  half. Slide, delta slide, duty sweep and arpeggio use it.
- The Compressor's auto-gain lever is now a Lever with a name of its
  own, which the Chip uses for "follow note".
- Presets give a Chip five columns, as a Filter has four since #385.

Found on the way:

- With the Chip this wide the Laser preset is about 3060 units. In a
  1280 px window Fit stops at the least zoom of 0.25 and cuts the
  Notes node off. The zoom limit is left as it is.

Tests:
- Unit: chip-view (9 new), knob (1 new), chip, chip-presets and
  hardware-view, 53 green
- e2e 34 on melektaus-atx: ALL PASSED, 131 checks (1 new). The
  first run was red on the check itself: a Laser's "min frequency"
  can lie above A4, and the screen then rightly says the note ends
  at once.
- Gate on melektaus-atx: CHECK EXIT 0, 285 files, 4377 tests
- Counter-check: a square drawn with its duty mirrored turns the wave
  test red

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:55:35 +02:00
adminandClaude Opus 5.5 c087993000 Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what
the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a
node of its own and gets the EQ's editor with itself as the one band.
The editors also stop running out of their room: what does not fit is
left out instead of being cut.

- The curve of the EQ is now BandCurve with a host the EQ and the
  Filter both fill. CurvePanel holds what their panels share.
- FilterPanel shows the Filter as one band. A drag of its handle sets
  frequency and gain as one undo step. A number fed by a link is
  greyed out and the drag leaves it alone.
- A double-click on the Filter's title opens the same in a tab of its
  own. Delete there does nothing, the node stays.
- The Filter is tapped like the EQ, so its node and its tab draw the
  spectrum of what passes it. A tap is two gain nodes per voice, the
  analysers are made only while someone listens.
- EqFace and FilterFace are one CurveFace now, given the panel.
- EQ and Filter nodes have a corner to resize them, drawn like the
  floating window's. The size is saved on the node as `size`, each
  drag is one undo step, the least is 240 x 120.
- In the node the help line is gone. The row of numbers comes in only
  once the curve keeps 120 px of height. A group of the row that does
  not fit is not drawn, the one on the right first.
- A frequency or dB label that would run into the one before it is
  left out.
- The all-pass is drawn flat. The curve's maths takes every shape a
  Filter has.

Found on the way:
- The instrument presets set nodes 240 apart. A Filter with its
  editor is about 700 wide and covered the Bitcrusher, so a Filter
  now takes four columns.

Tests:
- Unit: 8 new (filter band, resize command and save, fitting rules),
  stage lists with a Filter now hold its taps
- e2e 34 (atx): ALL PASSED, 130 checks (4 new)
- Gate (atx): CHECK EXIT 0, 284 files, 4367 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 14:30:00 +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 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 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 01fd6e6464 Swirl and comb a sound with a Phaser and a Flanger node (#341)
sfxr's "phaser" is a comb filter, the sound plus a copy delayed by up
to 2.9 ms. That is a flanger, not the phaser a guitarist knows. Both
effects come in as nodes of their own, so each name fits its sound and
sfxr is covered in full. Both run on the FX worklet like the
Bitcrusher, because a feedback loop in Web Audio costs a render quantum
per round.

- Phaser: first-order allpasses (Stages 2, 4, 6, 8, 12) around
  Frequency, moved by a sine LFO Depth octaves wide at Rate Hz, with
  Feedback and Mix. An Envelope can move Frequency and Mix.
- Flanger: a delay line of Offset ms. Sweep moves it on in ms/s from
  the start of the voice, an LFO adds up to Depth ms. As in sfxr the
  delay is mirrored at 0, and it never goes past 20 ms. Feedback comes
  back exactly one delay later. An Envelope can move Offset and Mix.
- Mix 0 leaves the sound as it is, 1 is half sound and half copy. The
  notches are deepest there and the peaks stay at the sound's level.
  sfxr adds both at full, so its sound comes out 6 dB louder.
- The Flanger's processor gets the start of its voice and begins the
  sweep on that sample. stageNodes takes it as a new argument `at`.
- Explosion gets a Flanger in one draw out of two, with sfxr's offset
  and sweep and no LFO. Offset is offset^2 * 2.89 ms, Sweep is
  ramp^2 * 125 ms/s, signed so the direction holds.
- Randomize draws a Flanger's offset and sweep like sfxr. Its LFO and
  feedback and all of a Phaser are drawn within bounds of their own.
  Mix and Stages stay, as a Bitcrusher's Mix does. Mutate moves them
  too, and a 0 stays 0.
- New instrument preset Phased Pad: saw, Envelope, low-pass, Phaser of
  six stages. The other 14 are unchanged.
- The Bitcrusher's worklet setup is now shared with both nodes
  (workletNodes), its behaviour is unchanged.

Tests:
- Unit phaser (new): 8 green. Counter-check with clamping at 0 instead
  of mirroring and a flipped allpass coefficient: 3 red.
- Unit soundfx, sound-library, chip-presets: 45 / 76 / 14 green.
  Counter-checks: start time not passed on, phaser frequency eased
  linearly, sweep sign dropped, Phaser left out of Mutate, each red.
- Unit core, viewport, graph: 179 files, 2979 tests green.
- e2e 34 (melektaus-atx): ALL PASSED, 70 checks (1 new), first run.
  Chrome offline: 1 kHz notch RMS 0.0000 with two stages, 0.5657
  with four. Flanger echo after 48 samples, swept echo at 533/534.
  About 47 Phasers (12 stages) or 63 Flangers fill the audio thread.
- Gate (melektaus-atx): CHECK EXIT 0, 257 files, 3991 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 12:11:54 +02:00
adminandClaude Opus 5.5 a2d0a02645 Play tunes on 14 instrument presets next to the sfxr sounds (#329)
game-maker / gate (push) Canceled after 9s
game-maker / suite (push) Canceled after 13s
The Preset menu only had sfxr's effects: each a fixed pitch on every
key that dies away by itself. Now its top half holds instruments to
play melodies, basses and drums on.

- Instruments: Square Lead, Pulse Lead, Echo Lead, Octave Arp, Synth
  Brass, Detuned Saws, String Pad, Organ, Flute, Bell, Pluck, Triangle
  Bass, Pluck Bass and Drum Kit. A line in the menu parts them from the
  seven effects below.
- Their Chips follow the note, and all but Bell, Pluck and the drums
  hold it while the key is held.
- They come out the same every time they are picked. Randomize and
  Mutate make a variant, as before.
- They use what the graph already has: two Chips through a Mix for
  Detuned Saws, String Pad, Organ, Flute and Bell, an Envelope on a
  Filter's cutoff for Brass, Pluck and Pluck Bass, a Pitch for the
  detune and the octave, a Delay for Echo Lead and Bell.
- Drum Kit uses single notes 36 to 46: kick, snare, closed and open
  hat on their General MIDI keys, each ending by itself.
- A small Sketch helper lays the nodes on a grid. The sfxr presets use
  it too and come out as before.
- Numbers keep to the steps of their rows. Pulse Lead's duty is 0.13,
  not 0.125, because the field rounds to 0.01.

Tests:
- Unit chip-presets: 12 green (5 new). Every instrument compiles
  without a problem, doubles its frequency an octave up, holds unless
  struck and is the same on every pick. The drum kit sounds on exactly
  36, 38, 42 and 46. Countercheck with Follow note forced off: red.
- e2e 34 (CI image on stein2, melektaus-atx was off): ALL PASSED,
  65 checks (1 new). A first run had the scheduler's looped-bar check
  red by 10 ticks between two clock reads, which the presets do not
  touch; the second run was green.
- Gate (stein2): CHECK EXIT 0, 256 files, 3974 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 07:09:37 +02:00
adminandClaude Opus 5.5 f3ae19431a Make an 8-bit sound with a Preset, Randomize or Mutate (#329)
game-maker / gate (push) Successful in 3m25s
game-maker / suite (push) Failing after 14m27s
A Chip could play a sound, but finding a good one meant typing a dozen
numbers. sfxr's buttons do that in one click: a kind of sound drawn
anew every time, a wild draw, or a small nudge. The Instrument tab now
has the same, and plays the result at once.

- Preset menu with Pickup, Laser, Explosion, Powerup, Hit, Jump and
  Blip. It puts a new graph in place of the instrument's, as one undo
  step: Notes for all 128 notes, Chip, Envelope, Filter, Bitcrusher,
  Output. The Chip keeps its own frequency with follow note off, so
  every key plays the same effect, and sustain 0 ends it by itself.
- The presets are sfxr's generators, worked out into Hz, semitones and
  seconds with sfxr's own formulas, in chipPresets.ts. sfxr's envelope
  holds and falls in a line, ours falls quick at first. So the decay
  is three times sfxr's hold and fall.
- Randomize draws every number of the Chips, Envelopes, Filters and
  Bitcrushers anew, as sfxr's randomizer does. Waves, filter types,
  the Bitcrusher's mix and an Envelope's from and to stay.
- Mutate moves each of those numbers a little, one in two. A 0 stays
  0, so nothing that was off comes on.
- An input fed by an edge is left alone by both. Both are grey while
  the graph has none of those nodes.
- Audition, off by default as in the Pattern tab, plays the note last
  played again 150 ms after a change to the graph rests.
- Preset, Randomize and Mutate always play that note, for up to 2 s.
- ReplaceGraphCommand swaps nodes and edges and keeps groups and notes.
- The info on the right of the header kept 220 px and was cut off
  with the four new buttons. 140 px still fit "No sound picked".

Not done: punch, filter sweeps and the phaser of sfxr (#341).

Tests:
- Unit chip-presets (new) 7. Counter-check: a wrong Hz formula and
  fed inputs not left alone turn 3 of them red. Unit tests of the
  instrument tab, graph commands and sound FX nodes: 49 files, 851
  green.
- e2e 34 (melektaus-atx): ALL PASSED, 64 checks (4 new): Preset,
  Randomize and Mutate, Audition, three undos back to the Sample.
- Screenshot with a Laser preset: the header fits at 1280 px, the
  chain is fitted, the Chip is a saw with its duty grey.
- Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3969 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 23:29:39 +02:00