2d4909d24879664be73b1cbb024db90d4cacaeb5
53
Commits
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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> |
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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
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23922ee4a2 |
Show the zoom of the music tabs and the EQ as a transition (#377)
The zoom transition of #309 left out the Pattern, Song and Sound tabs
and the Parametric EQ's curve. There a wheel step or Fit still jumped,
whatever "Zoom (ms)" in the general settings said.
- axisTween wraps ViewTween for a single axis. The music tabs zoom
their time across and their rows, tracks or height down apart, so
each keeps one tween per axis and either goes its own way.
- Fit by its button is shown as a transition too, as in the other
tabs. The fit on opening a document still jumps.
- A middle-button pan first lands a transition under way, and saving
a document's view lands it on the step it was heading for.
- The EQ's range is saved on the node at once. While the zoom is on
its way the curve draws a range of its own and writes nothing.
Its dB lines are those of the new range, sliding to their place,
so no line shows a crooked number.
Found on the way, not part of #377:
- CI task 611 for
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82e96e680f |
Decode a clip from a file of its own, not its whole sound (#349)
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> |
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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> |
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3377524958 |
Zoom the Parametric EQ's dB with the wheel, saved on its node (#376)
Close moves of a few dB were hard to set and to see on a curve that always spans -24 to +24 dB. The wheel on free space now zooms the dB the curve shows, and the node's small curve shows the same range. - The range is one of ±3, ±6, ±12, ±24 and ±48 dB, always the same either side of 0. Up zooms in. - It is saved on the node as `range`, so it is back after loading. Like the game scale (#226) it is no undo step. EditorState gets `setNodeView` for such a setting of a node. - The lines across the curve follow the range: every 1, 2, 3, 6 or 12 dB. A handle whose gain lies beyond the range stays on the edge, in sight and in reach. - The wheel over a handle still turns the band's Q. It no longer does so anywhere while a band is picked: after opening, a band nearly always is, and the zoom would be out of reach. - `EqArea` carries the range, so the tab and the node map dB alike. The spectrum keeps its own scale. Tests: - Unit parametric-eq: 16 green, 5 new (range in compile and save, node picture, wheel steps, grid lines, handle on the edge) - Counter-check: the node's picture without the saved range turns the new picture test red - e2e 34 (melektaus-atx): ALL PASSED, 99 checks, 1 new - Gate (melektaus-atx): CHECK EXIT 0, 275 files, 4252 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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> |
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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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9ab1bbc507 |
Edit a Parametric EQ in a tab of its own (#370)
The EQ's editor floated over the editor as a window since #367. The user wants it as a tab for now. Whether any tab can float and dock again is weighed apart from this. - A double-click on the node asks for the tab through `EditorState.openEq`, as `openValues` does for a Variables tab. - The tab is a document `eq:<asset>:<node>`, one per EQ node. A second double-click brings the open one up. - Its name is the asset's, with `EQ 2`, `EQ 3` when the asset has more than one. The icon is the sound FX's. - The tab closes with its node, its asset, or a new project, through the same `syncDocuments` as every document. - `EqWindow` becomes `EqEditor`, a `VStack` with a `TabHeader`. The curve takes the room of the tab, 320 x 160 at least. - The window's title bar, dragging and Close button are gone. - Delete in the EQ's tab removes the picked band. It never falls through to the selection, which is still the EQ's node. - The hint below the curve is shorter, it was cut off at 1280 px. Tests: - e2e 34 (melektaus-atx): ALL PASSED, 96 checks, 2 rewritten. The tab opens on a double-click and goes with its node. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4231 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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af2312a5e7 |
Play every tab's preview straight into the master (#368)
Since #351 the tabs played their asset along its links in the Master routing, as the game does. A song linked into a reverb bus was heard through that bus while it was edited. A preview should sound like the asset itself, so the tabs leave the Master routing out again. - The Sound, Sound FX, Instrument, Pattern and Song tab play into the master. The sound FX of the asset still applies, and so does the master's own volume and FX. - Inside a song its own routing of tracks and sends still counts. - The game is unchanged: Play nodes go along the routing as before. Tests: - e2e 34 (melektaus-atx): ALL PASSED, 96 checks. The routing check now holds the mix of the two buses as before, and the Sound tab on the master with the bus silent. - Counter-probe e2e: the Sound tab along the routing again, the routing check red. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1f13794b0c |
Shape a sound with a Parametric EQ and its own curve editor (#367)
A sound FX or an instrument had a 5-Band-EQ with fixed bands and a Filter with one band. The Parametric EQ holds up to ten bands of any type, and a double-click on the node opens an editor that draws the curve they make together. - The bands are a list on the node (`bands`): type, frequency, gain, Q and slope. A hand-edited project is held to the editor's ranges and to ten bands. - Each band compiles to the existing `pass` stage, so the audio core is unchanged. A peak or a shelf at 0 dB is left out. - The curve is worked out in `parametricEq.ts` with the biquad formulas of the Web Audio spec, so the editor draws what is heard. - The editor is a window that floats over the editor without a backdrop, so the tab's Play stays usable. A double-click adds a peak, a drag moves a band, the wheel turns its Q, a right-click removes it. Fields below the curve set the picked band. It opens in the middle of the screen and moves by its title bar. - A drag or a scrub writes the node as a preview and makes one undo step on release. The panels hear of the preview once a frame, and the window lays itself out only when one of its texts changes. - The area under the curve is filled as one shape for each side of 0 dB. As a single shape it crossed itself and came apart. - The curve works out each band's coefficients once and adds the sum up from the bands. A drag took 295 ms of script time in a profile before and 64 ms after. Decided on my own: - Bands are added by a double-click, so a single click can let go of the picked band without adding one. - The cuts are labelled "Low cut" and "High cut" as in an EQ, not "High-pass" and "Low-pass" as on the Filter. - The bands have no input, so no parameter or Envelope moves them. Tests: - Unit parametric-eq (new) and soundfx: 69 green. Counter-probe with no stages emitted: the compile test red. Counter-probe with one fill shape: the fill test red. - e2e 34 (melektaus-atx): ALL PASSED, 96 checks (3 new). - Counter-probe e2e: no stages emitted, the playing check red. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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87ec62aace |
Keep the scheduler check in e2e 34 from flaking on a clock tick (#366)
The check "the scheduler plans a looped bar" read the position and the audio clock one after the other and compared them to 1 tick. In Chrome the audio clock moves on by a render block even inside one task, so now and then the two reads lay 2.9 ms (3.5 ticks) apart. It was red in CI task 580 and in 2 of 5 runs during #351. - The clock is now read before and after the position. The position has to lie between the two, with 1 tick to spare, also across the seam of the loop. - The scheduler itself is unchanged, it was never wrong. Tests: - e2e 34 (melektaus-atx): ALL PASSED, 93 checks, 3 of 3 runs. - Counter-probe with the position 10 ticks off: this check red. - Only the e2e file changed. node --check, Prettier and ESLint are clean on it, the gate did not run again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0e73fd85b9 |
Route sounds, songs and buses in one Master routing graph (#351)
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
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cf96442835 |
Keep the Sound tab smooth while it pans (#360)
Panning the Sound tab drew the whole wave anew on every move, one filled rectangle per pixel column, and gave the ruler's labels new texts whenever a tick left the area. At 2560 px across that took the tab down to 16 fps. - The wave is drawn half the area's width past either side of it. A pan within that moves the drawing. Zoom, height, size or a pan past the margin draw it anew. - The bars of the wave share one fill instead of one fill each. - A ruler label keeps the second it already shows. Before, a pan shifted every label by one and each had to be rendered anew. - A clip's name is given its style only when the style changes. - The rule for what a drawing covers is pure in `waveView.ts` (`shownSeconds`, `drawnSeconds`, `coversShown`). Measured with a copy of the user's project, "Take 1" with 4 clips, 240 pan moves with the middle button, headless on stein2: - 2560x1440: main thread 712 -> 373 ms/s, texts rendered 694 -> 65 - 1280x800: main thread 429 -> 225 ms/s What is left in the profile is Pixi's render pass and the pointer events, which hovering pays as well. Tests: - Unit wave-view: 12 green (1 new), counter-probe red - e2e 34 (stein2, melektaus-atx was down): ALL PASSED, 92 checks (1 new). Counter-probe with the labels given out by position: red, 7 labels set anew instead of 1. - Gate (stein2): 272 files, 4210 tests green Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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95edf9959b |
Show the clips not picked faint over a sound's wave (#357)
Only the picked clip showed in the wave, between its handles. Where the other clips lay could only be read from the strip above, so cutting one next to another meant looking up and down all the time. - Every clip but the picked one is drawn over the wave as a pale tint with a thin edge, as high as the file reaches. - With the sound picked, all its clips are faint. While a drag spans a clip, that one is left out. - Test hook soundTab.faintClips() names the faint clips. Tests: - e2e 34 (melektaus-atx): ALL PASSED, 91 checks (1 extended) - Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4195 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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852dce5142 |
Shrink a clip with the wave and drop it with a click beside (#357)
Zoomed out, the wave left room above and below it, but the bright file, the picked clip and its handles still took the whole height. And a click in the wave beside the picked clip kept it picked, so only the strip could take it back to the sound. - fileReach in waveView.ts is how far up and down the file reaches: full scale and its inset, never past the area. At level 1 it is the whole height, zoomed in too. - The bright file, the shade outside the clip and the two handles are drawn within that reach. - A click over the wave beside the picked clip picks the sound. Inside the clip or on a handle nothing changes, and a drag still spans the clip anew. Tests: - Unit wave-view: 11 green (1 new), a counter-check red - e2e 34 (melektaus-atx): ALL PASSED, 91 checks (1 new) - Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4195 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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42a3759d9d |
Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.
- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
generator with asset ids, so a sound field holds a sound or a clip,
as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
Volume, loop, sound FX and bus stay on the sound for all its clips.
The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
instrument, a Reverb impulse, song items, the scheduler and the test
sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
"Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
A drag there makes a clip, a click picks one, beside the bands the
sound. Only the picked clip has handles. Reverse, fades and curves
in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
inspector shows its name, its cut rows and Delete clip. Delete
takes it away without asking, as with a frame. Ctrl+Z brings it
back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
duplicated with its takes, and the copy a split or paste makes of
an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
the clip picked. The Sound row of an item on an embedded take
offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
user decided.
- No migration in the code, as the user decided. The one project
with cut sounds was changed over by hand.
Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".
Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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c7fa1d15b0 |
Zoom the height of a sound's wave over its level scale (#357)
The Sound tab always drew the wave at the full height of the tab. Quiet stretches were hard to see, and there was no room above a loud wave. - A level scale in dB stands left of the wave, a mark every 6 dB down from 0, as long as a mark lies inside the area and at least 14 px from the middle. - The wheel over the scale zooms the height, from 0.25x to 16x. Over the wave it zooms the time as before. - What is louder than the area stops at its edge. The fade ramps grow with the wave. - Fit puts the height back to 1x. The tab keeps the height with its view when another tab is shown. - The rules live in waveView.ts (zoomLevel, levelMarks), the hooks give the height, the scale and the top of a full-scale wave. Tests: - Unit wave-view: 10 green (2 new), 2 counter-checks each red - e2e 34 (melektaus-atx): ALL PASSED, 87 checks (1 new) - Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4183 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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25c1d02b06 |
Keep the audio thread free of ended voices and too many vocoders (#356)
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> |
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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> |
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d349251a01 |
Put a sound in a room, a hall or a cave with a Reverb node (#328)
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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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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101b12504e |
Play a sound backwards with a Reverse switch on the asset (#321)
A sound asset can now play its stretch backwards. The switch sits on the asset, so every way the sound is heard plays it reversed: Play sound, a song item, an instrument's Sample and a Pitch in a sound FX. There is no Reverse node in the sound FX graph. The user dropped it, because playing backwards needs the whole sound in advance, which a bus or a Chip does not have. - The cut gets a `reverse` flag, stored as the asset property `reverse` (default off). The cut name ends in `~reverse` when it is on, so a reversed sound over the whole file is a cut of its own. - The handles keep marking the same part of the file. The reversed copy is made once, like any cut, and the fades follow what is heard: Fade in ramps at the end handle, Fade out at the start handle. - The Sound tab has a toggle with a left-pointing play triangle. Its playhead runs from right to left, and the wave draws the ramps at the edges they now belong to. The inspector has a Reverse row. - The icon is a tab header icon (`HEADER_ICON_SVG`, next to the snap magnet), not a top bar icon. The first gate run had it in the top bar set, and the test that fixes that set went red. - A song item draws the waveform of a reversed sound backwards. Lengths stay as they are. - The header label reads "Fade in" instead of "Fade in (ms)" and the fade fields are 8 px narrower. With the new button the readout was cut to "0.03 s of 0..." at 1280 px, now it shows in full. The inspector keeps the unit. Tests: - Unit sounds 22, sound-library 85 (1 new each). Counter-checks: without turning the samples round, without moving the fade in to the end, and without mirroring the peaks, all red. - e2e 34: ALL PASSED, 72 checks (2 new). The reversed stretch starts with the last samples of the forward one, and the playhead ran 0.75, 0.60, 0.45, 0.30, 0.15 over the whole file. - Gate: first run red, 1 of 4031 (the top bar icon list). After moving the icon, CHECK EXIT 0, 260 files, 4031 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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> |
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29b604dc07 |
Fade a sound's start and end apart, each along its own curve (#345)
A cut sound had one edge fade for both ends, always a straight ramp. Now its start and its end each have a fade of their own, and each fade has a curve of its own. - Fade in (ms) and Fade out (ms) replace Edge fade (ms), 5 ms each by default. Like before they apply only to an edge inside the file. - Fade in curve and Fade out curve each offer Linear (the default), Equal power, S-curve, Exponential and Logarithmic. A fade out runs its curve backwards. - The Sound tab's header has a field and a curve dropdown per edge. Each dropdown shows its curve as a small picture, rising or falling, and names it in its tooltip. With two named dropdowns the header was too wide at 1280 px and cut off the readout on the right. - The inspector shows the same four rows, the curves by name. - The wave draws each ramp in its curve rather than as a line. - A cut plays by <file>#<start>~<end>~<fadeIn>~<fadeOut>~<curveIn>~<curveOut>. - No migration, as asked in the issue: the old fade key is no longer read, so saved sounds start with 5 ms each and Linear on both. Tests: - Unit sounds, sound-library: 96 tests - Counter-check (fade out along the fade in's curve): 1 red - e2e 34 (melektaus-atx): ALL PASSED - 69 checks - Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3978 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6b49a0bea7 |
Give each account its own folder of uploaded files to delete (#344)
Uploaded images, fonts and sounds belonged to nobody. Every account saw every file in the pickers, and only an administrator could delete one, through the API alone. Now every account uploads into a folder of its own, sees its own files and nobody's, and can delete a file of its own that no project uses. - Files are stored as data/<kind>/<folder>/<sha256>.<ext>, and the folder is part of asset.file. A name without a folder belongs to nobody. - The folder is a random 12-character name kept in users.json and given with the first upload. Renaming an account moves no file, and a released game's URLs carry no account name. - The list shows the caller's own files and nobody's. An administrator sees all, each with owner and deletable. - DELETE takes the name with its folder. It answers 403 unless the file is the caller's or the caller is an administrator, and 409 while a project, snapshot or release of any account names it (FileUsage). The 409 names the caller's own projects only. - The pickers have a Delete button. The first press asks, the second deletes, and a refusal shows the server's reason. - A deleted account's folder stays and only administrators see it. - tools/migrate-file-owners.php moved every used file into the folder of the account using it (a copy each for two accounts) and rewrote projects, snapshots and releases. A project's revision goes up, so an open editor gets a conflict instead of saving old names back. - Font families are named after the hash alone, so a folder never ends up in a CSS family name. Run on stein2 on 2026-10-07, backup in /root/config-backup-20261007/data-before-344: 25 files used, 27 copies, 8 projects, 53 snapshots and 1 release rewritten, 30 unused files stay nobody's. Afterwards all 600 references resolve to a file in their owner's folder. Found while building: the Delete button cut its new label to "Del…" because a button does not measure itself again on a new text. The picker now lays its button row out again. Tests: - PHP files.test.php (new): 46 checks, counter-check 3 red - Unit core + editor: 220 files, 3403 tests - e2e 34 (melektaus-atx): ALL PASSED - 67 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3977 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a2d0a02645 |
Play tunes on 14 instrument presets next to the sfxr sounds (#329)
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> |
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f3ae19431a |
Make an 8-bit sound with a Preset, Randomize or Mutate (#329)
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> |
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f46b2316f2 |
Make 8-bit sounds without a file with a Chip node in instruments (#329)
An instrument could only play sound files so far. The Chip makes the sound of a note itself, the way old game consoles and sfxr did: a raw wave and what its frequency does over the note. A laser, a jump or a pickup is now an instrument and ends by itself. - Chip node with wave (square, triangle, saw, sine, noise and the periodic noise of the NES), follow note, frequency, duty, duty sweep, slide, delta slide, min frequency, vibrato, arpeggio and repeat. It counts in Hz, semitones and seconds, not sfxr's 0 to 1. - It runs as a third processor in the FX worklet. The math is a plain class, ChipPlayer, tested in Node. Every sample is worked out 8 times and averaged, as sfxr does. - Frequency and duty are AudioParams, so an Envelope can move them and a parameter can tune them while the note plays. A Pitch behind a Chip moves its frequency directly, without the phase vocoder. - Below its min frequency a Chip ends and tells the page. Without the worklet it is silent and its note ends at once. - An Envelope with sustain 0 now ends its note once the decay is over, for every source under it, Samples too. Before, a note with duration 0 ran on silently until a Stop sound. - A note made of Chips alone needs no file. playNote and the wait for the bytes no longer drop it for having none. - Inputs that do nothing as things stand are grey in the inspector. idleParams is told which inputs are connected, so a connected one always counts. The credit names sfxr (Tomas Pettersson, MIT) and jsfxr, which turned out to be public domain, not MIT as the plan in #329 said. Tests: - Unit chip (new) 12, sound-library +4. All of tests/core, tests/viewport, tests/editor/graph and tests/editor/inspector: 178 files, 2953 green. - Counter-checks: semitones read as /24 turn 4 chip tests red. Without the sustain rule and the file check 4 library tests fail. - e2e 34 (melektaus-atx): ALL PASSED, 60 checks (2 new). Offline in Chrome a square at 220 Hz plus 12 semitones and duty 0.25 gave 329 periods in 0.75 s, up 0.249. 64 noise voices for 2 s rendered in 2.0 s, about 63 at once. Live a 0.2 s note with sustain 0 was gone after 0.26 s. - Gate (melektaus-atx): CHECK EXIT 0, 255 files, 3962 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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165f022fc0 |
Crush a sound to fewer bits and a lower rate with a Bitcrusher (#322)
A new effect for sound FX and instruments makes a sound rough like an
old console. It rounds the sound to fewer steps and holds it at a lower
sample rate, and all three of its numbers move while the sound plays.
- Bitcrusher node with bits (1 to 16, not only whole), rate (100 Hz to
48 kHz, sample-and-hold) and mix. A mix typed in at 0 leaves it out.
- It runs on the audio thread as a second processor next to the pitch
player. The module is now fxWorklet.ts and the test hook is called
fxWorkletUrl.
- A play that needs the worklet waits for it, for a Pitch or a
Bitcrusher alike. Without the worklet the sound goes through as is.
- Bits and mix move in what they hold, the rate in octaves. An
Envelope can move all three in an instrument.
- A stage that runs on the worklet is stopped with its voice, like the
drivers of an Envelope or a Mix.
- The math is a plain class, Crusher, so it is tested in Node.
The cleanup check of e2e 64 from
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f1f4a57589 |
Cut a sound to a stretch of its file in its own Sound tab (#343)
A sound asset now opens in a tab that shows its file as a waveform. Two handles set where the sound starts and ends in the file, and that stretch is the sample: Play sound, a song item and an instrument's Sample all play it and nothing else. The file itself is never changed. - The asset has three new rows: Start (s), End (s) and Edge fade (ms). End 0 is the end of the file, the fade is 10 ms by default. Older assets have no values and play the whole file as before. - Every way of playing asks playedSoundOf() for a name instead of the file: the file, or <file>#<start>~<end>~<fade> for a cut. - SoundLibrary makes the cut from the decoded file the first time that name plays and ramps each edge inside the file over the fade. Length and peaks of a cut are read from the file without a copy. - Cut buffers can be made again at any time, so the library lets the oldest go past 64 Mi samples. A voice holds its buffers itself. - The tab draws min/max per pixel from 256-sample block peaks, and the samples as a line when zoomed in far. Wheel zooms, the middle button pans, as in the music tabs. Wave, cut and ruler sit under a mask, so a handle panned out of view does not draw over the panels beside. - Dragging a handle moves that edge, dragging elsewhere spans a new stretch. One drag is one undo step for both edges. Whole file puts the handles back, Play or Space plays the stretch with a playhead. - The inspector preview and the Sound FX preview play the cut too, and the song lanes draw and repeat it. Tests: - Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in the touched areas (instrument, song, pattern, inspector, tabs) - e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new) - Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9c71eb1a0d |
Shape notes with an Envelope and move numbers with its curve #335
Without an envelope a note set in hard and broke off 10 ms after its end. An instrument now has an Envelope node with attack, decay, sustain and release. On the way of the sound it is the volume. Its output "value" moves a number of the note with the same curve, from "From" to "To", for a filter sweep among others. A new Filter node gives that sweep something to move. - Envelope (instrument only): attack a straight line, decay and release ease out and are 60 dB of the way at their time. A release takes 10 ms at least. Defaults 0.005 / 0.1 / 1 / 0.1. - The end of a note goes to the Envelope instead of the 10 ms fade. A Gate or Loop Sample under it plays on through the release, "Loop, then release" leaves its loop too, and the voice ends with the release. A One-shot under an Envelope of its own plays through. - A note ending before attack and decay releases from the level it has reached. Chrome holds it with cancelAndHoldAtTime, Firefox gets the level worked out from the shape. - New port type "envelope" (coral). It fits only a number input that says it can follow one (PortDef.followsEnvelope): Filter cutoff and resonance, Pitch, Gain, the EQ bands and Mix. Not the Delay, not the Envelope's own numbers. portsMeet() decides it for ConnectCommand, the drag and the drawn edges. - On the audio thread every Envelope of a note is one ConstantSourceNode. A number it moves gets the curve through a WaveShaper, in equal ratios for a cutoff and a gain. A number an Envelope moves is no longer reached by a parameter. - Filter (sound FX and instrument): low-, high- or band-pass, cutoff in Hz, resonance 0 to 1 as a Q. A low- or high-pass is flat at 0 and rises 20 dB at 1, a band-pass goes from Q 0.7 to 20. - Stop sound with "let ring" lets a note with an Envelope fall away in its release. Without it, and with Stop in the tab, it is cut. - The same note again during a release is a voice of its own. - The Envelope's numbers are set when the note starts. They can come from velocity or a parameter, later changes do not bend the note. Tests: - envelope.test.ts (new, 12): curve, ratios, Filter Q, compiling an Envelope, its value into each number, a Delay refused - sound-library +7: attack and decay on the clock, release from the level reached, One-shot held, Stop sound with and without let ring, a cutoff and a pitch moved by the curve - e2e 34: ALL PASSED, 50 checks (+2). Offline in Chrome the curve rendered 0.5 / 1 / 0.5005 at 0.05 / 0.1 / 0.3 s, released at 0.5 s it was 0.0158 at 0.65 s and 0.0005 at 0.8 s, released mid-attack it fell from 0.5 to 0.05 in 0.1 s. A Gain moved 0.25 to 1 was 0.5 halfway. A looped note of 0.2 s with a release of 1 s was gone after 1.32 s. - Five counter-checks (release end, One-shot hold, the follows check, ratios, pitch sum) failed 3, 1, 1, 2 and 2 tests. - Gate on melektaus-atx: CHECK EXIT 0, 245 files, 3812 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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fb4d65a2ab |
Keep both sounds full at the middle of a Mix with a curve #331
A Mix crossfaded: at 0.5 each sound was at half. Layering two sounds in an instrument now goes through a Mix ( |
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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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144dee0a97 |
Let a looped sample play out past its loop when the note ends #331
With "Mode" and "Loop" as two fields, One-shot plus Loop ran until Stop was pressed: letting go of the key did nothing. The two fields are now one, "Play", with four entries that each say what happens while the note is held and when it is let go. - Gate and One-shot play the sound once, as before. Loop repeats it and fades out with the note. - "Loop, then release" is new: the sampler's sustain loop. Let go, it finishes the round it is in and plays what comes after "Loop end" to the end of the sound. - A buffer source stops looping and plays on by itself. The pitch worklet gets a "leave" message. The phase vocoder then lets the round finish that its newest frame has read into, so nothing read already changes under the frames still sounding. - Samples saved with "Mode" and "Loop" are turned into "Play" on load. Gate and One-shot stay, either with Loop becomes Loop, since playing until stopped is gone. - The keys of the Instrument tab stay half lit while a note let go is still heard. Esc on the keys stops everything, like Stop. - Striking a ringing key again plays a new note beside it rather than stopping the old one, so a drum can be hit quickly. This differs from what was proposed in the issue discussion. Tests: - instrument + pitch-player + sound-library + node-catalog: 477 tests, green (12 new). - e2e 34 (melektaus-atx): ALL PASSED, 45 checks (+1). Let go after a loop of 0.05 s, the note played out for 0.31 s on the audio clock, the key half lit meanwhile. - Counter-check: a release that does not leave the loop fails the 2 new player tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8a4e4a6762 |
Play sounds as notes of an instrument asset #331
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.
- New asset type instrument, under the heading Music, not placeable.
A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
only, the lowest C-1. Notes has From and To, outputs any, note,
frequency and velocity, and with Single notes a trigger per note,
each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
can take any number of edges now (PortDef.many): a trigger, and
the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
through the pitch worklet of #317, so it keeps its length. Gate
fades it out at the end of the note, One-shot plays through. Loop
runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
default. Sound FX sends the sound through a sound FX asset, its
parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
only for the notes it stands for, a silent source silences what it
alone feeds, a Mix with a silent side is the other side. velocity
and the parameters stay open for the voice. Builds are cached per
note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
with its own file and volume. release fades the gated ways out,
one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
detached, and hands out voice for Set sound FX parameters and
Stop sound. Velocity is always loudness. Instrument parameters
picks values for the instrument's parameters like Sound FX
parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
128 keys below. Keys without sound are grey. A key plays while it
is held. Focused, the computer keyboard plays as in a tracker by
KeyboardEvent.code, the arrows move the octave.
Findings:
- A label of the keys set fill on the shared small text style and
darkened every small label of the editor. Caught in a screenshot
before the commit, the keys have a style of their own now.
- Suite task 523 on
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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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e7a360db73 |
Offer the easings of an animation key on Lerp and sound FX ramps
A timed Set sound FX parameters ran only linearly, and a Lerp had four quadratic eases of its own. An animation key already had the full set. Now all three offer the same choice: Linear, Step, the ten curves from Sine to Bounce with In, Out or In-out, and a drawn Curve asset. - easingParams in src/core/graph/nodes/easing.ts gives a node the fields Easing, Direction and Curve from the key's own lists, and easingOfParams reads them back as a key interpolation. - There is no migration. A Lerp saved with the old in, out or inOut runs linear until its easing is picked again. - Set sound FX parameters hands the easing to the player. Linear and Step stay ramps of the audio clock, every other easing goes to setValueCurveAtTime as 200 samples a second, in semitones and dB. - Step now reaches its end at t 1. A key never asked for that, it reads the next key itself, so animations play as before. - The curve-in-use count and the warning for a gone curve cover the sound node too. Tests: - node-catalog: Lerp with cubic in, quad out and in-out, a curve without a direction, step, an unknown easing as linear. The sound node hands on a curve, step and a gone curve as linear. - sound-library: an eased change becomes a curve in semitones and decibels, a step a jump at the end. - node-catalog and curve after dropping the old values: 399, green. - e2e 6, 34, 53 on melektaus-atx: ALL PASSED, 198 checks. In Chrome a 2 s Quad in from depth 7 to -5 read speed 0.864 early and 0.5 at the end, a 1 s Step held 1 and then jumped to 0.5. - Counter-check: with curves sent as linear ramps, the curve test of the sound library fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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501a1524ed |
Ramp sound FX parameters over a time on the audio clock
A pitch sweep counted down in On update or On fixed update runs in game time, while the sound runs on the clock of the audio device. A short sound magnifies any offset between the two, so the sweep came out different on every play and most of all on the first. - Set sound FX parameters has a new input time in seconds. The values run evenly to their target in that time, scheduled on the audio clock with linearRampToValueAtTime or exponentialRampToValueAtTime. - Evenly in their own unit: a pitch in semitones and a gain in decibels, an EQ band and a Mix share linearly in their value. - A time of 0 or below keeps the quick glide of about 0.1 s. - Each change starts from where the voice is now. Whatever was still planned is dropped, so a change never queues behind an older one. Firefox lacks cancelAndHoldAtTime, there the value is held by hand. - A voice still waiting on its bytes starts a timed change with the sound, so the whole sweep is heard. Tests: - node-catalog: time is handed on, a time below 0 is a quick glide. - sound-library: semitones and decibels ramp in their own steps, a timed change on a waiting voice starts with the sound. - sound-library + node-catalog + soundfx: 419 tests, green. - e2e 34 on melektaus-atx: ALL PASSED, 31 checks. A 2 s ramp from depth 7 to -5 read speed 0.979, 0.926 and 0.778 half a second on. - Counter-check: folding a timed change on a waiting voice into its start values fails the new test. - The gate did not run. 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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072537b2e8 |
Blend two ways of a sound FX with a Mix node #316
A sound FX was a single line from Input to Output, so two versions of one sound could not be heard together. The new Mix node joins two ways again, and each way can carry its own effects, its own Pitch included. - Mix has the audio inputs a and b and a number input mix (0 to 1, default 0.5). At 0 only a is heard, at 1 only b. Like every number it can come from a parameter of the Input and is held to its range. - The compiled plan and the chain a voice gets are now a tree. A source carries a pitch and stages, a mix carries a, b and the stages after it. A Mix that ends at exactly 0 or 1 collapses to the one way heard, so the silent way is never worked out. - A Pitch is still worked out on the sound as it starts (#312). Behind a Mix it goes to both of its sounds. An effect before a Pitch therefore acts as if it came after it, the node now says so. - The player starts one source per pitch, all at once and all of the same length, and two ways at the same pitch share one. A mix becomes two gain nodes with 1 - mix and mix into a sum. A voice leaves the count when all of its sources have ended. - stats().last reports pitches (one per source) instead of pitch. Tests: - soundfx.test.ts: 27 tests (+5), sound-library.test.ts: 12 (+2), node-catalog.test.ts: 368, all green. Typecheck, ESLint, Prettier clean. - Counter-check: a Pitch behind the Mix given to a only, and b mixed at 1 - mix, each fails its new test. - e2e 34 on melektaus-atx: ALL PASSED, 29 checks (+1). The new check plays the pitched way mixed with the dry Input in the browser: two sources at 5 and 0 semitones, as long as the sound itself. - The full gate did not run before this commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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790e483198 |
Pitch a sound FX without changing its length #312 #313 #314
The Pitch node changed the playback speed, so a sound pitched up was also shorter and one pitched down longer. A pitch now keeps the length, takes fractions and reaches further. Gain and the EQ bands reach further down, and the EQ is renamed so a parametric one can come later without a mix-up. - Pitch shifting is the pure function pitchShift in core/soundfx/pitchShift.ts. It reads the sound faster or slower and stretches it back by WSOLA: 40 ms frames under a Hann window, each moved within 12.5 ms to where it continues the frame before it. A looping sound reads on across its end. - SoundLibrary plays a pitched copy of the decoded buffer instead of setting playbackRate. Copies are kept per file, pitch and loop, the last 32 of them. - stats().last tells the duration of what was played, so a check can see that the length is kept. - Pitch: -64 to +64 semitones, scrubbed in steps of 0.1 (#312). - Gain: -120 to +24 dB (#313). - EQ is now labelled "5-Band-EQ", its bands go -60 to +24 dB (#314). The node type stays SoundFxEq, so saved graphs load unchanged. Findings: - A plain granular shifter was tried first and missed the pitch: at +0.5 semitones it measured 438 Hz instead of 452.9 Hz, because every grain restarts at the phase of the original. WSOLA measures 452 Hz. - Far ends: +64 semitones from 440 Hz lands above half the sample rate and folds back, -64 is below what a 40 ms frame can follow. Nobody has listened to either. - Speed: 3 s of a 48 kHz channel take 47 ms at +3 and +64, 171 ms at -64 (measured in Node). Tests: - pitch-shift (new): 7 tests. A 440 Hz sine at +12, -12, +7, +0.5 and -30.5 semitones is within 2 % of the target and keeps its length. Level stays at most 1, a loop does not fade at its seam. - sound-library: 10 tests (+1), soundfx 22, node-catalog 368. - Counter-check: with the pitched copy switched off the new sound-library test fails. - e2e 34 (melektaus-atx): ALL PASSED - 28 checks. Its octave-down voice is now also checked for the length of the sound. - Typecheck, ESLint and Prettier clean. The gate did not run. 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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