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Commits
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4d0a696327 |
Keep composition sound in step and give compositions a bus of their own
A composition's sound ran on the audio clock while its picture ran on the frames. A frame counts at most 0.1 s, so after a hitch the sound stayed ahead of the picture until the next stop. Songs in a trailer drifted off the cut. The items of a composition also had no bus of their own, and a video sprite could not pick where its sound goes. - CompositionSound.follow compares the audio clock with the picture each frame. More than 40 ms apart, it starts the sound again where the picture is. This holds in the tab and in a run. - A time scale other than 1 now restarts the sound again and again. It stays in time but comes in pieces. - The sprite of a video item shows "Driven (by composition)" as a fixed Video clock row. Video time is hidden there, because the composition sets it every frame. - Every composition has a bus in the mix and a node in the master routing. A new one goes to the master unless other compositions are linked elsewhere, apart from where the sounds go. - Audio items pick From asset, To composition, Master or a bus. New items start with To composition. Items saved before keep From asset, so music already sent through a bus does not bypass it. - Video sprites have a new row Video bus: From asset by default, the master or a bus. In a composition the default is the composition's bus, also for video sprites inside a container item. - The chosen bus is part of the key of the video player, so a sprite with another bus gets a player of its own. Found along the way: - Six tests with full lists of sprite defaults expected the old rows and now list Video bus too. Tests: - tsc, eslint, Prettier clean - Unit: 971 green in the 28 files touched - npm run check on melektaus-atx: green, 309 files, 4804 tests - e2e 68 (melektaus-atx): 13 checks green, 68i new. The sound item and the video item go into mix:cp68-cut, which goes to the master. - e2e 69 (melektaus-atx): ALL PASSED, 23 checks, 69q and 69r new. After a hitch of 500 ms the sound restarted twice and then lay 0.5 to 5 ms off the playhead. - Counter-checks in unit tests: without the comparison the hitch test fails, without the bus in the preload the run test fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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acd12326dc |
Fade sounds and videos in and out on the items of a composition
A trailer needs its music and its clips to come in softly and leave
softly. Until now an item of a composition could only play at one
level, and a video item could not even be turned down on its own.
- Every item with sound gets a grip at its upper left and upper right
corner. Dragging one inwards fades the item in or out. Dragging it
back to the edge removes the fade. Lower down the same edge still
trims as before.
- The fade is drawn as its curve, with the part above it darkened.
The inspector shows Fade in and Fade out in seconds, each with the
curves sound clips already know.
- The model keeps fadeIn and fadeOut in frames plus curveIn and
curveOut on the item. Old projects load unchanged. An item shorter
than its fades plays them cut to its length but keeps the setting.
- Sound, pattern and song items ramp the gain of their own bus. The
scheduler plans the ramps on the audio clock next to the notes.
Starting in the middle of a fade picks it up from there.
- Video items set the new sprite property Video volume each frame.
It multiplies with the fade and is only shown for a driven video.
The player glides to each new level over 15 ms so it does not click
between frames.
Not covered: a container item that carries a video further down gets
no grips. Only a video on the item's own sprite counts.
Tests:
- tsc, eslint, Prettier clean.
- Unit tests for composition, music, song and sound (12 files): 269
passed, 7 of them new.
- e2e 69 on melektaus-atx: ALL PASSED, 21 checks. 69p drags a grip to
a fade in of 10 frames and hears the item bus rise from 0.127 over
0.229 and 0.339 to 1 within one second.
- Counter-checks as unit tests: without the audio ramps, and without
the level on the video sprite in the game, both go red.
- Gate on melektaus-atx: 309 files, 4796 tests passed, 8 more than
at
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77ac9d1aaf |
Play sounds, patterns and songs on the tracks of a composition (#418)
A trailer needs its music and effects on the same timeline as its pictures. Until now a composition could only place objects, so sound had to be started by hand from a behavior and drifted against the picture. - Audio items: a sound, a clip of a sound, a pattern or a song dragged from the asset panel onto a track becomes an item as long as one pass of it. It may share a track with object and video items and overlap them. - Editing works as for other items: move, resize, trim on the left (moves the offset), fit to media, delete, copy and paste, box selection. Sounds draw their waveform, the colour tells the kind. - The inspector shows what it plays, start, length, offset, volume (-60 to +12 dB) and bus. The bus is "From asset", the master or one of the buses, as asked for in the issue. - An item longer than its material plays in rounds. Sounds and patterns start over, a song runs on in its loop. Loop marks on the item follow the same rule, a song's first mark sits at its loop end. - compositionAudio.ts turns the items into sequences, each with its own tempo. CompositionSound plays them, in the tab and in a game. - In the tab the items are heard from the playhead on, straight into the master like every tab. A scrub is silent. Playing a song or pattern in its own tab stops the composition, and the other way round. - In a game they are planned on the audio clock for the moment the composition clock reaches them, with the scheduler's LEAD made up. While the clock stands (waiting for a video, paused, placement off) they are silent and resume at the right spot. Found along the way: - The asset panel never let a song out of its list, so a song could not be dragged anywhere. Song and scene tab reject it as they reject a pattern. - The asset panel scrolled to the selected asset on every rebuild of its list, so folding a group far below the selection jumped back up. Only a new selection scrolls now. - At the end of the list, folding a group pulled every row down by the rows that went away. ScrollContainer has a new opt-in holdOffset, set only in the asset panel, that keeps the offset until the user scrolls up. Limits: a time scale other than 1 or a frame longer than 0.1 s moves the picture and not the sound. A baked song plays its notes here, not the bake. Tests: - tsc, eslint, Prettier clean. Gate on melektaus-atx green, 309 files, 4788 tests (4772 plus 16 new). - Unit: composition-audio.test.ts 13 new, scroll-container 3 new. Counter-checks: without catching up on load time or without the silence on pause the unit tests go red. - e2e 68h: the sound is planned 1.2 ms after the composition reaches 0.5 s. Without the LEAD make-up it is 54 ms late and red. - e2e 04 and 69 ALL PASSED, 86 checks. 69o-ii drags a pattern and a song onto a track, 20 frames each. - e2e 04: folding Sound at the end of the list keeps its header at y 234. With the old panel it jumps to 984 and the check is red. - Not run in a browser: the loop marks of a song item, copy and paste of audio items, the bus choice. - README and wiki count 2072 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |