3377524958bf1e97b14a5773fec21b8cc3bcf2e4
422
Commits
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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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76f5097a38 |
Float a document's tab in a window of its own, and dock it (#371)
The Parametric EQ has a tab of its own since #370, but Play is in the sound FX's tab. A tab that can float keeps both in view. There is one editor per kind, so the kind's pane is lent to the window and given back on Dock, the way fullscreen moves the game view. - A right-click on a document's tab opens a menu with Float and Close. `DocumentTab` passes the press to `TabStrip`'s new `onMenu`. - `FloatWindow` sits on the overlay. Its title bar moves it, its lower right corner sizes it, Dock and the x close it. A press brings it to the front. - `floating.ts` is the pure part: where a window opens, held whole on the screen, sized down to 320 x 200. Nothing of it is remembered. - One window per kind. Another document of that kind opens there and closes the one it had. Its tab, if it had one, leaves the row. - When the row showed the kind, it shows the nearest document whose kind is not in a window, else the scene (`neighbourOf`). - Delete, Copy and Paste go to the window pressed last, and back to the tab showing after a press in the editor (`keyTab`). - Previews tick and redraw for a kind in a window as for the tab showing. Fullscreen hides the windows. Loading a project or signing out closes them. - Only documents float, Scene and Game stay in the row. - Hooks: `floatWindows`, `floatDocument`, `keyTarget`. Tests: - Unit documents: 16 green, 5 new. Counter-check: `neighbourOf` without the window check turns its test red. - e2e 44 (melektaus-atx, after steps 1-12 and 37): ALL PASSED, 505 checks in the chain, 6 new for float, move, size, another texture, keys, Dock and x. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4236 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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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204c4a41e8 |
Expect the Master routing tab and menu entry in e2e 38 and 46 (#351)
CI task 590 for
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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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f840ec3c44 |
Snap a new song to 1/16, and route new assets as the others (#365)
A new song snapped to whole bars, too coarse to lay out a beat. And a new or duplicated sound, instrument, pattern or song went to the master alone, so every one had to be linked into the buses by hand again. - A song without a grid of its own snaps to 1/16. The songs in the user's project have Bar written in and keep it. - A new or duplicated sound, instrument, pattern or song gets the links of the one whose targets most others of its type share, at their volume. On a tie the latest of them decides, so a single song decides for the next one. - Where nothing of its type is linked yet, it goes as most of all that plays, and where nothing is, to the master. A new bus still goes to the master alone. - Assets made at once are matched against what stood before, not against each other. A project from before the routing still opens with everything on the master. - The song tab has a gridAt hook. e2e 65 checks the new grid and sets Bar, which its checks go by. Tests: - Unit master-routing (1 new) and song (1 rewritten): 26 green. Counter checks (rule off, grid back to Bar) red. - e2e 65 (melektaus-atx): ALL PASSED, 58 checks (1 new). - Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4226 tests. 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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8891f027db |
Pick a pattern's sign in one row, as a song's (#364)
A pattern had two rows for its meter, Beats per bar and Beat, while a song has had one row Sign since #363. Both now pick from the same list. - The list of signs and how a sign becomes a meter moved to time.ts. Song and pattern share it. - A pattern keeps its meter in `sign`. The fields `beats` and `beat` are gone, a sign that is not in the list counts as 4/4. - Create pattern in a song hands the song's sign to the new pattern. - The four patterns of cbbf160bb7e8 were moved to `sign` by hand (three 4/4, one 3/4). The other projects only had 4/4, which stays the default. Tests: - Unit pattern/embedded: 30 green (1 new, 2 rewritten), the counter-test reading `beats` again turns 2 red - e2e 64 + 65 (melektaus-atx): ALL PASSED, 85 checks - Gate (melektaus-atx): CHECK EXIT 0, 272 files, 4215 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0d57a2f3c4 |
Pick a song's sign in one row, and let its patterns keep theirs (#363)
A song had two rows for its meter, Beats per bar and Beat, and the patterns it kept to itself took both from it on every change. Their length is counted in bars, so a new sign cut or stretched them and their items. - The song has one row Sign with 1/2, 2/2, 3/2, 1/4 to 6/4 and 5/8 to 9/8, 4/4 by default. It is stored as `sign`. A value not in the list reads as 4/4. - An embedded pattern keeps its own tempo and meter, as a project pattern does. Its inspector shows Tempo, Beats per bar and Beat again and hides only Bus. - A pattern made in a song still starts with the song's tempo and sign, so its first bar fits the item it gets. - A copy (Embed a copy, a paste from another song) keeps its clock. `clockFollowers` and the follow step in `AssetPropertyCommand` are gone. - No load migration. The two songs of the user's project were moved from `beats`/`beat` to `sign` by hand. No other project had a song with a meter of its own. Tests: - Unit song + embedded + pattern: 44 green, 1 new, 4 rewritten. Counter-probes: a copy taking the song's clock and a sign outside the list both turn a test red. - e2e 65 (melektaus-atx): ALL PASSED, 57 checks (1 new: Sign picked from its list in the inspector). - Gate (melektaus-atx): CHECK EXIT 0, 272 files, 4214 tests. After it, `SIGNS` lost its `as const` and the cast went with it. Typecheck, lint and the 44 unit tests ran again, all green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d0b76ec355 |
Fit a song both ways and zoom its time in further (#362)
Fit in the Song tab only set the time, from the very left edge, and kept the height the tracks had. The time also stopped zooming at the bound of the Pattern tab, too soon to lay a take down closely. - fitSong in songView.ts frames the song with 9 % of the lanes free on every side. The tracks share out the height in between, held to 28 to 320 px. A song opened without a kept view fits the same way. - The time zooms in to 8 px a tick, eight times the bound of the Pattern tab. zoomTime takes the bound as a parameter, so the Pattern tab keeps its own. Tests: - Unit song-edit: 15 green (1 new), the counter-check without the margin is red. - e2e 65: ALL PASSED, 56 checks (1 new). The new check presses Fit after the tracks are added and finds room around bar and tracks. Adding a track presses Fit first now: a new song opens with its one track 320 px tall, so the track added below it lay off the edge. - Gate: 272 files, 4213 tests green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5cb7ef7bed |
Show empty asset groups on request, and add by the heading (#361)
The asset panel only listed the categories and types that hold assets. To make the first asset of a kind you had to know its category in the `+` menu. A switch now lists all of them, and a right-click on a heading offers just what sits under it. - General settings has "Show empty asset categories and types", off by default and kept in this browser. Applying it refreshes the panel at once through a new `onGeneralSettings` listener. - `groupAssets(assets, empty)` gives every category and type when asked. The empty ones stand faint with a count of 0, and an empty type has no chevron, since there is nothing to unfold. - `ListItem.faint` draws a row's label, hint and icons at half opacity, like a disabled widget. - A right-click on a category heading offers the types of that category without a submenu, on a type heading only that type. The empty space below the rows still opens the whole `+` menu. `ListView.onListMenu` passes the heading's id for this. - Every menu of new assets says "Create asset" above its entries, so a click on a type reads as making one. `MenuOptions.title` draws that muted line. It is not an entry and matches no search. Tests: - Unit asset-groups and view-tween: 23 green, 2 new. Counter-test with the empty flag ignored: the new groups test fails. - e2e 04 (melektaus-atx): ALL PASSED, 67 checks, 4 new and 1 rewritten. Counter-test with the heading id dropped: the 3 menu checks fail. The title is checked on the `+` button and on a type heading (2 checks extended), the rerun passed with 67 checks. - Gate (melektaus-atx): CHECK EXIT 0, 272 files, 4212 tests. It ran before the menu title. Afterwards only the menu and asset-groups units, typecheck and lint ran, all clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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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490fcba88f |
Meter each track and the song, and limit the output at -1 dBFS (#359)
A song could clip at the output without anyone noticing: a track and a sound item at +12 dB each add up to +24 dB. The Song tab now shows how loud each track and the whole song are, and a fixed limiter behind the master keeps every sample under -1 dBFS in the editor and in the game. - Each track head has a stereo meter up its right edge. The head is 190 px wide instead of 176. - Out sits in the corner above the heads, with the loudest peak since Play in dB. In the tab header it made the row too wide for a 1280 px window, and the inspector lost its fields. - The meters read AnalyserNodes beside the buses, one per side after a channel splitter, so a peak panned hard is not halved. They are tapped only while the song plays and its tab is shown. - A clip lamp lights past 0 dBFS and stays through Stop. The next Play or a click on the meter puts it out. - The meter of a track that mute or solo keeps from being heard is grey. - Music always plays through a bus of its own, with or without a sound FX. That bus is what Out measures. - The limiter is the one from #326 and needs the FX worklet. Until that is loaded the master goes straight out. - It is 5 ms late. latency() counts that in, so the playhead and the alignment of a recorded take follow it. - Unit tests build SoundLibrary without the limiter, as their wiring checks follow every node of a voice. - Out shows "-inf" while nothing was loud. The UI font has no infinity sign, which the font test found. Tests: - Unit meter-view 8 new, sound-library 112 (2 new), 3 counter-tests each red - e2e 65 (melektaus-atx): ALL PASSED, 55 checks (3 new). Out wrote +16.6 dB, behind the limiter the loudest sample was 0.8913 - Gate (melektaus-atx): 272 files, 4209 tests, one red in the font test. Fixed after it, then the font and meter tests ran green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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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8c0d1cfd3f |
Snap the routing graph of a song with the header's magnet (#350)
The routing of a song is the same graph editor as a sound FX, but its tab had no magnet, so its nodes could not be put on the grid. - The Song tab carries the magnet next to Routing. It is off at first and acts on the routing graph. - It is greyed out on the timeline, as Grid is greyed out in the routing. Switching the view only updates these two buttons, so a playing song is not handed its sequence again. - The check hooks give the magnet and the snapping of the routing. Tests: - e2e 65 (melektaus-atx): ALL PASSED, 52 checks (1 new) - Counter-check (magnet enabled on the timeline): exactly this check red - Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4178 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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668682c4ff |
Give a song, a track or an item a sound FX of its own (#355)
A sound FX for one place in a song had to be a project asset, which then stood in every picker. Now every pick of a sound FX in a song can make one the song keeps for that place alone, on top of the embedded assets of the first two parts. - Create sound FX sits at the end of the Sound FX row of the song, a track and an item, and of the menu of a track's FX button. It makes "Sound FX 1", 2, … per song with the Input wired to the Output, picks it and opens it. That is one undo step. - Embed a copy, while the place names a project FX, gives the place a copy under the same name. - While the place names its own, the menu shows it with the mark and offers Edit sound FX and Make project asset. - Picking anything else lets it go in the same undo step. For a track or an item `settleEmbedded` did that already. For the song's own row `AssetPropertyCommand` now settles the song after `fx`. - The mark `•` moved to the core. `assetRefLabel` puts it in front of an embedded asset, so the inspector rows show it like the timeline. - `FieldHandlers.moreChoices` lets a caller end a reference menu with entries of its own. `embeddedPatternName` is `embeddedName` with a base now. Tests: - Unit own-fx (new): 6 green, 6 counter-checks each red - Unit embedded and 80 neighbouring files: 1434 green - e2e 65 (melektaus-atx): ALL PASSED, 51 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4178 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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49669017b1 |
Make a pattern right in a song with a right-click (#355)
A pattern for one song had to be made in the Assets panel first and dragged in, and then stood in every picker of the project. Now a right-click on an empty spot of a track makes one the song keeps to itself, on top of the embedded assets of the first part. - Create pattern lays an item from the grid line before the spot, a bar long, and opens the pattern in its tab. Pattern, item and name are one undo step. The name is "Pattern 1", 2, … per song. - It plays the instrument of the track's pattern item that starts last before the spot, else of the first one after it. An item's own pick counts before its pattern's. - An embedded pattern runs on the song's clock. It takes the tempo and the meter of the song, and a change on the song moves it along in the same undo step (`AssetPropertyCommand`). - Its rows Tempo, Beats per bar, Beat and Bus are hidden, as the song decides them. Length, grid, instrument and sound FX stay. - A copy that comes to a song (Embed a copy, a paste from another song) takes that song's clock. Made a project asset, it keeps the values it had. - `CreateAssetCommand` takes an owner. `embeddedCopy` takes the song now, not its id. - The cleanup of e2e 65 also takes what the song keeps. Tests: - Unit embedded: 18 green (5 new), 6 counter-checks each red - Unit take, song, pattern and the asset commands: green - e2e 65 (melektaus-atx): ALL PASSED, 49 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4172 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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23cb34f781 |
Keep a recorded take inside its song (#355)
A take used to land in the Assets panel as "Song – Take N", next to every other sound of the project. Now a song can keep a sound, a pattern or a sound FX to itself: an ordinary asset whose new field `owner` names the song. Everything that finds an asset by its id finds it, so playing, the tabs and the game need no change. Only the places that list assets leave it out. - `core/music/embedded.ts` holds the rules: which types can be embedded, `listedAssets`, the title "Song › Take 1", and the rows an embedded sound hides (Loop, Bus). - One user per embedded asset. `SetSongCommand` settles the song after every edit: a place naming an asset an earlier place claimed, or one of another song, gets a copy, and what nothing names any more goes in the same undo step. The outcome is worked out once, so a redo brings back the same copies. - A split, Ctrl+D and a paste get that for free. The clipboard keeps the embedded assets of the copied items, so a paste after a delete brings the take back. - Deleting a song deletes what it keeps. Duplicating it copies that and points the copy at the copies. A duplicate of an embedded asset is a project asset. - The item menu has Open, Make project asset and Embed a copy. - An embedded item carries a bullet in front of its name. The first pick was a diamond, which the gate's font test refused: the UI font has no glyph for it. - A take is "Take 1", 2, … numbered per song. With the song gone while it uploads, it becomes a project sound under a free name. - Left out of: the Assets panel, every asset picker, the sound FX menu of a track, the test sound of the Sound FX tab and the naming of new assets. Delete on an embedded asset only says where it lives. A ping lights up its song. - Loading drops an `owner` whose song is gone, the asset stays as a project asset. No migration: older projects have no owner. Tests: - Unit embedded (new): 13 green, 6 counter-checks each red - Unit take, song, song-edit, asset-fx, asset-ref, serialize and neighbours: 116 green - e2e 65 (melektaus-atx): ALL PASSED, 47 checks (1 new) - Counter-check e2e 65 (asset panel unfiltered): exactly that check red - Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4167 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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c95fbc167e |
Ping or open an object's asset from its hierarchy row (#353)
The asset link in the inspector already pings an asset on a click and opens it on a double-click. The rows of the Scene objects panel only selected and folded. Now they lead to the asset the same way. - A click on the row that is selected already pings the object's asset in the asset panel. The selection stays. The ping comes on release, so picking a row up to drag it pings nothing. - A double-click or Enter on an object's row opens its asset, selected or not. - ListView has a new onReselect for a plain click on the row that is selected alone. onSelect stays quiet then, as nothing changes. Decided without asking: - A double-click on an object's row no longer folds it. The chevron and the arrow keys still do. A group's row has no asset and keeps folding on a double-click. - A click with Ctrl or Shift, and one that narrows a multi-selection to its row, does not ping. Both change the selection. - A row whose asset is missing pings and opens nothing. Findings: - The double-click window goes by time (400 ms), not by the event's detail. Two quick click() calls from the harness are a double-click. The comment in e2e 01 said otherwise and is gone. Tests: - e2e 01 (melektaus-atx): ALL PASSED, 13 checks. The two checks for folding on a double-click became one for the ping and two for opening. Counter-check without the ping: that check red. - Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests. - Not checked: Enter on a row, a group's row on a double-click. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1d53b9b3d0 |
Count the Bus asset type in e2e 04
The suite job has been red since |
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a295d233ed |
Give sounds, instruments, patterns and songs a sound FX (#352)
A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.
- New row Sound FX on a sound, an instrument, a pattern and a song,
right before Bus. A sound goes through it on every voice, an
instrument on every note after its graph, a pattern on all its
notes together and a song on its output.
- The fx input of Play sound, Play note, Play pattern and Play song
and the Sound FX of a song item now read "From the asset" while
empty. None is a pick of its own, stored as `#none` like `#master`.
A pick replaces the FX of the asset, it does not come on top.
- A pattern item's Instrument reads "From the asset" instead of None.
The meaning is unchanged.
- A double-click on a sound item opens the sound, as one on a pattern
item opens the pattern.
- The tabs play through the FX of their asset. The Pattern and Song
tab put it on a bus of their own between the output and the bus of
the asset. The keys of the Pattern tab play there too.
- Notes of a pattern or song go through the FX of their instrument.
Its chain is loaded with the other needs of the sequence.
Decided without asking:
- Old items and Play nodes with an empty fx now mean "From the
asset". No asset has an FX yet, so nothing sounds different.
- The label is "From the asset" as on Loop and Bus, not "From asset".
- A sound used as a Sample, as the impulse of a Reverb or as the test
sound of the Sound FX tab plays without its own FX.
Findings:
- In e2e, `__gm.inspectorField('Sound FX')` and `('Instrument')` find
the group of the Assets panel first. The check asks for the last
match.
Tests:
- Unit asset-fx (new): 8 green. Six counter-checks each turned red.
- Field lists of sound, pattern and song: Sound FX added.
- e2e 65 (melektaus-atx): ALL PASSED, 46 checks (3 new). Counter-check
without the FX bus of the tab: that check red.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests.
- Not checked: how it sounds, the Sound, Instrument and Pattern tab
in the browser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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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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daeffe0f9d |
Route the tracks of a song through a graph (#350)
Every track of a song went straight into its output. Now the Song tab has a second view, Routing: a graph with a node per track and one Output, the links between them sends. A track can go into other tracks, into several at once, and a link has its own volume and the point of the track it taps. - The song asset has a graph like an instrument (SongTrack, SongOutput). heldSongGraph keeps it in step with the tracks on load and in SetSongCommand: a node per track named after it, one output, a new track and every track of an old song linked to the output. Links of gone tracks, doubled links and links closing a loop are dropped. - A link carries an optional send (volume in dB, tap). The inspector shows Volume and Mode for a picked link of a song: Post volume (Post pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand. - NodeDef has two new flags. `fixed` nodes are never added or deleted by hand. Links between `acyclic` nodes may not close a loop, checked in canConnect, dropTargetPort and ConnectCommand. - songBuses gives each track its sends instead of one `into`, and a bus `song:<song>:<track>:#items` for its own items. That bus is what solo closes on a track that only passes a soloed one on. - Mute and solo now act on the sends (trackGates). A muted track passes nothing on, on any tap. A soloed track is heard with what goes into it, through the tracks it goes through, their own items silent. Only sends on a way through a soloed track stay open, so a track going into it and into the output is heard through it only. - SoundLibrary: a bus has either `into` or sends. Each send is tap, delay, level, target. busLatency takes the latest way (arrivalOf), and each send is held back so all ways of a track arrive together (sendDelays). Taps are wired again whenever a chain comes or goes. - The Song tab has Timeline and Routing in its header. The routing uses GraphCanvas with an empty palette. A track linked nowhere shows "Goes nowhere". Delete takes links, never a track node. - Game playings route the same way, the output being the master of the playing. Decided without asking: a send ranges -60 to +12 dB like a track, default 0 dB Post. Mute closes the sends, the track's own level stays. Found on the way: the inspector built the Mode row with the send as it was when the rows were made. Setting Volume and then Mode wrote the old volume back. Both rows now read the current send when they change. Tests: - Unit song-routing (new): 13 green. Sound library: 4 new, 94 green. 11 counter-probes (loop on load, canConnect, solo, solo past the soloed track, mute, preFx latency, graph sync, delete guard, delays, taps, glide), each red. - Existing tests adjusted to the new bus names and send shape: song, bus-fx, song-play, graph registry, edge description. - e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first run caught the inspector bug. Counter-probe with the old closure: 2 FAILED. - Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red (registry rule, edge shape), fixed and rerun locally: 56 green. - Not rerun after the per-send solo fix: e2e 65 and the gate. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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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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a848cf8469 |
Pick a new asset from category submenus in the + menu
The + menu was one long list in two groups, placeable types and library ones. That split is no longer wanted. The menu now lists the categories of the asset panel, and each opens its types beside it, so a new asset is filed where the panel shows it. - Menu learns submenus: an entry with submenu instead of onSelect opens a second Menu right of the first, or left of it where the canvas ends. Its first entry lines up with the row that opened it. - A submenu opens on hover or click. Resting on another entry swaps or closes it after 150 ms, so a pointer cutting across the rows on its way into a submenu does not lose it. - The row of an open submenu stays lit, and a triangle pointing right marks every such row. - A submenu has no backdrop and no Escape of its own. Popup takes a backdrop option for that. The first menu's backdrop and Escape close the whole stack, and picking an entry does the same. - assetMenuCategories replaces assetMenuGroups and takes categories and their order from ASSET_GROUPS. The types are sorted by label. - New test hooks __gm.menuSubmenus() and __gm.addMenuCategory(). pickAssetType opens the category first, so the modules that pick a type through it need no change of their own. Modules 04, 10, 47, 48, 53 and 54 open the category themselves where they read the menu. Tests: - Unit asset-menu: 4 green - e2e 04: ALL PASSED, 63 checks. New: categories in panel order, each type once and sorted, submenu placement, hover swaps the submenu, picking closes menu and submenu - Gate: CHECK EXIT 0, 261 files, 4040 tests - The other modules that use the + menu did not run here Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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5e09ba9a50 |
Group the asset panel by category, then by type
The asset panel listed one heading per type, 30 of them side by side. Now the types sit under five categories, and each type heading reads like its entry in the + menu. - ASSET_GROUPS replaces ASSET_GROUP_LABELS and gives every type a name and a category: Basics, Visuals, Logics, Physics or Audio. - The categories keep that fixed order. The groups in a category and the assets in a group stay sorted by name. - A category heading folds like a group heading. A project opens with every category open and every group folded, as before. - Selecting an asset unfolds its category and its group. Folding the category of the selected asset lets go of the selection. - The headings are singular now (Scene, Sprite, Sound FX). The old plural names only kept them apart from the + menu entries. - locate looks in the popup layer first. A click by text meant for a menu entry hit the heading of the same name, since the panel is drawn first. Below an open menu a click only closes the menu anyway. - New test hook __gm.assetCategories(). Tests: - Unit asset-groups: 6 green, counter-check (empty categories kept) 1 red - e2e 04: ALL PASSED, 63 checks (1 new). Counter-check with locate taking the first hit again: 2 red, the click on Behavior created no asset - Gate: CHECK EXIT 0, 261 files, 4040 tests - The category names got their final plural form after these runs. The unit test ran again on them (6 green), e2e 04 did not. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4c7861b5b8 |
Keep the frame rate up while painting a big tilemap (#347)
Painting on the 60x60 map of a project with fifty objects dropped the editor to 20 to 39 fps. A profile of a brush stroke showed four causes, none of them the brush itself. - Each frame of a stroke previews the model. The asset and hierarchy panels then built every row anew, so every label became a new text and a new upload to the GPU. One run spent 46 % of the main thread in those uploads. ListView.setItems now keeps a row whose item draws the same (sameListItem) and builds only the rows that changed. - The brush drew the whole scene on every pointer event, on top of the preview. Now the preview draws what the stroke changed, once a frame. The rectangle tool asks for one drawing a frame for its box. - An animated tile made the view draw in the tick and the preview drew it again in the same frame. animate now asks just before the frame is drawn and stays out when the view was drawn since the tick began. - layoutSymbols ran on every drawing and costs up to the cube of the symbols. SymbolLayoutMemo keeps the spots while no anchor moves. - A painted cell made the map read every "x,y" key again, and once more for each of the eight neighbours of every cell. layerCells reads a layer once per content into an index by place. layerTiles and the blocking cells take their neighbours from there (neighboursIn). parseCellKey reads a key without split, with the same results. The test hook sceneRedraws counts how often the scene view was drawn. Not done: a painted cell still works out the tiles and blocking cells of the whole map again, so that part grows with the map. Tests: - Brush stroke on a copy of the project (stein2, Chrome): 20 to 39 fps before, 47.5 after, 55 to 57 without painting. Labels drawn again during the stroke 2012 before, none after. Scene drawings per frame 1.32 before, 1 after. - One painted cell, headless: 28 to 16 ms on 60x60, 109 to 49 ms on the same map doubled to 120x120. - frame-preview: 2 new, red with the old pointer redraw. - tilemap: 3 new (key reading, index, refresh), list-ping 1 new, symbol-layout 1 new. 5 single reversals turned each red. - e2e 39,40 (melektaus-atx): ALL PASSED, 107 checks (1 new, a fast stroke: 6 drawings in 6 frames, no label drawn again). With the row reuse and the pointer redraw reverted it fails: 24 drawings in 3 frames, and the panels draw their labels again. - Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4038 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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d505f6ed27 |
Show what the song plays around a pattern as ghost notes (#339)
A bass line is written against the chords it goes with. Until now the piano roll showed only the pattern itself, so writing a part to fit the rest of a song meant switching between the Pattern and the Song tab. - A double-click on a pattern item remembers song, item and the round clicked into for that pattern. The place lives in the session, not in the project, and goes by the item's id, so moving the item moves the ghost notes along. - Opened from the Assets panel, the pattern shows the item of the last double-click. Without one, a pattern that lies in exactly one item of all the songs shows that item's first round. - Ghost notes are the pattern items of the other tracks all along the song, and on the own track the items before and after and the other rounds of the item. The round edited itself does not count. Sound items have no notes. - A ghost note sits on the row it sounds with: its own transpose, less the transpose of the item the pattern was opened from. - The roll draws them grey, without an edge, under the notes. Resting on one names its track and its pattern. - The header has a Ghosts switch, on by default, and names where they come from, e.g. "Tune · Bass · bar 5". - The time axis pans back to the start of the song, with bar and grid lines before the pattern. Fit still frames only the pattern. - A click or a paste outside the pattern no longer lands. Before, only the time left of bar 1 was closed, notes could still be drawn past the end, where they are kept but never played. - The rounds of a pattern item are now worked out in one place, itemNotes() in song.ts, which songSequence() and the ghost notes share. Tests: - Unit ghosts (new): 5 green. Counter-check with the round edited not left out and the own transpose not taken off: 2 red. - Unit piano-roll: 1 new (pan back to the song, lines before bar 1). Counter-check without the song's start: red. - e2e 65 (melektaus-atx): ALL PASSED - 38 checks (3 new). The first run was red on the tooltip check: the ghost note it rested on lay a fifth up, outside the rows Fit frames. The test now uses a tone. - e2e 64 (melektaus-atx): ALL PASSED - 30 checks. - Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4027 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b519cd192f |
Send a track, a pattern item or a whole song through a sound FX (#346)
A sound FX could only be put on a single sound. Now a track, a pattern item, a Play pattern and a Play song send everything they play through one chain of it, as an insert in a DAW. A Play note gets one of its own. - Track: an FX box in the head next to M and S opens a menu of the project's sound FX, and the track's inspector has the row too. Order: items, track FX, volume, pan. - Pattern item: Sound FX in its inspector. Its notes play on a bus of their own into the track's bus. - Play pattern and Play song take fx and fx params. The chain sits on the master of the playing, after the tracks and before the level and the fades. Set sound FX parameters reaches it by the playback. - Play note takes fx and fx params next to the instrument's params. The FX parameters go by "fx:" so the two sets stay apart. Set sound FX parameters on a note changes a name both have in both. - A Pitch on a bus is a new PitchShifter: the phase vocoder of the PitchPlayer, fed while it plays. It cannot look ahead and is exactly one frame late at every pitch, 2048 samples. - That latency is made up. The other way of a Mix is held back by a delay of the same length. Every note and clip starts as much earlier as the buses it passes are late. The scheduler plans that much further ahead, and the first note waits that much after Play. - The Song tab waits for the chains before it plays and lets its buses go a moment after Stop. A playing in a game lets them go after its echoes and what the shifters still hold. - songBuses moved to its own file. Kept in song.ts it pulled the FX compiler into the node registry through an import cycle. Decisions of the user: one chain for the whole (1a), FX everywhere asked for (2a), Set sound FX parameters on playbacks (3a), and a pitch shifter of its own with exact latency compensation for a Pitch on a bus. Tests: - Unit pitch-shifter (new): 11 green. At 0 semitones the output is the input 2048 samples later, off by at most 1.2e-7. - Unit sound-library: 84 green, 8 new. Counter-checks (no early start, no Mix delay, chain made every time, tune misses the master) each turned their test red. - Unit bus-fx (new): 6 green, 4 counter-checks red. Scheduler ahead: 1 new, its counter-check red. - e2e 65 (melektaus-atx): ALL PASSED, 35 checks, 4 new, first run. Chrome at 44.1 kHz: the bus was 0.046440 s late, the note started exactly that much early. Offline the shifter moved 1 kHz to 2000 Hz and passed a click 2048 samples later. - Gate (melektaus-atx): CHECK EXIT 0, 259 files, 4021 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> |