Commit Graph
12 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 9c71eb1a0d Shape notes with an Envelope and move numbers with its curve #335
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Successful in 15m58s
Without an envelope a note set in hard and broke off 10 ms after its
end. An instrument now has an Envelope node with attack, decay,
sustain and release. On the way of the sound it is the volume. Its
output "value" moves a number of the note with the same curve, from
"From" to "To", for a filter sweep among others. A new Filter node
gives that sweep something to move.

- Envelope (instrument only): attack a straight line, decay and
  release ease out and are 60 dB of the way at their time. A release
  takes 10 ms at least. Defaults 0.005 / 0.1 / 1 / 0.1.
- The end of a note goes to the Envelope instead of the 10 ms fade. A
  Gate or Loop Sample under it plays on through the release, "Loop,
  then release" leaves its loop too, and the voice ends with the
  release. A One-shot under an Envelope of its own plays through.
- A note ending before attack and decay releases from the level it
  has reached. Chrome holds it with cancelAndHoldAtTime, Firefox gets
  the level worked out from the shape.
- New port type "envelope" (coral). It fits only a number input that
  says it can follow one (PortDef.followsEnvelope): Filter cutoff and
  resonance, Pitch, Gain, the EQ bands and Mix. Not the Delay, not the
  Envelope's own numbers. portsMeet() decides it for ConnectCommand,
  the drag and the drawn edges.
- On the audio thread every Envelope of a note is one
  ConstantSourceNode. A number it moves gets the curve through a
  WaveShaper, in equal ratios for a cutoff and a gain. A number an
  Envelope moves is no longer reached by a parameter.
- Filter (sound FX and instrument): low-, high- or band-pass, cutoff
  in Hz, resonance 0 to 1 as a Q. A low- or high-pass is flat at 0
  and rises 20 dB at 1, a band-pass goes from Q 0.7 to 20.
- Stop sound with "let ring" lets a note with an Envelope fall away
  in its release. Without it, and with Stop in the tab, it is cut.
- The same note again during a release is a voice of its own.
- The Envelope's numbers are set when the note starts. They can come
  from velocity or a parameter, later changes do not bend the note.

Tests:
- envelope.test.ts (new, 12): curve, ratios, Filter Q, compiling an
  Envelope, its value into each number, a Delay refused
- sound-library +7: attack and decay on the clock, release from the
  level reached, One-shot held, Stop sound with and without let ring,
  a cutoff and a pitch moved by the curve
- e2e 34: ALL PASSED, 50 checks (+2). Offline in Chrome the curve
  rendered 0.5 / 1 / 0.5005 at 0.05 / 0.1 / 0.3 s, released at 0.5 s
  it was 0.0158 at 0.65 s and 0.0005 at 0.8 s, released mid-attack it
  fell from 0.5 to 0.05 in 0.1 s. A Gain moved 0.25 to 1 was 0.5
  halfway. A looped note of 0.2 s with a release of 1 s was gone
  after 1.32 s.
- Five counter-checks (release end, One-shot hold, the follows check,
  ratios, pitch sum) failed 3, 1, 1, 2 and 2 tests.
- Gate on melektaus-atx: CHECK EXIT 0, 245 files, 3812 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:54:46 +02:00
adminandClaude Opus 5.5 fb4d65a2ab Keep both sounds full at the middle of a Mix with a curve #331
game-maker / gate (push) Successful in 3m16s
game-maker / suite (push) Successful in 16m2s
A Mix crossfaded: at 0.5 each sound was at half. Layering two sounds
in an instrument now goes through a Mix (076c564), so the user asked
for a second curve where each side stays full up to the middle and
only fades on the other half. At 0.25 a is full and b half, at 0.5
both are full, at 0.75 a is half and b full.

- The Mix has a setting Curve with Crossfade (default) and Both at
  center. A plan and a chain only say `curve` where it is `both`, so
  old projects and their compiled plans stay as they were.
- A share is not a straight line of `mix` with that curve. Two ramps
  of their own would dip to half each when `mix` glides across the
  middle. So a ConstantSourceNode carries `mix` on the audio thread,
  and two WaveShaperNodes make the shares from it. The knob of such a
  Mix is that one source.
- The source is started with the voice and stopped when it is cut or
  ends by itself, so it does not run on after the voice.
- A sound FX node in an instrument keeps the curve of a Mix inside it.
- At 0.5 both sounds are added in full, up to +6 dB where both are
  loud. That is what several edges into the Output did before. The
  wiki says so.

Found on the way: the suite of 23bdc3f (task 529) failed the Step
check in e2e 34. It timed the jump from the start of the voice, but a
timed change runs from when it arrives. In CI that was 80 ms later,
and the pitch rightly held to 2.08 s.

- stats() says `tunedAt`, the second of the audio clock the last
  change moved a voice. A change that moves nothing, as On update
  sends every frame, leaves it.
- The Step check times its readings from there.

Tests:
- sound-library.test.ts: both shares shaped from one source, a glide
  moves only the source, the source stops with a cut and with an end
  by itself (50 tests, 2 new)
- soundfx.test.ts: curve only where set, one sound at 0 (41 tests)
- instrument.test.ts: the curve through a sound FX node (34 tests)
- Counter-checks: dropping the curve in throughFx and not stopping
  the source in done() each turn their new test red
- e2e 34 on melektaus-atx: ALL PASSED, 48 checks (+1). Rendered
  offline in Chrome, a and b come to 1/0, 1/0.5, 1/1, 0.5/1 and 0/1
  at mix 0 to 1, and a glide from 0 to 1 reads the same at 0.25, 0.5
  and 0.75 s. Step jumped 2.04 s after the change.
- Gate on melektaus-atx: CHECK EXIT 0, 244 test files, 3793 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 13:12:56 +02:00
adminandClaude Opus 5.5 23bdc3f775 Play notes in time on the audio clock with a scheduler #332
game-maker / gate (push) Successful in 3m34s
game-maker / suite (push) Failing after 16m7s
Patterns and songs (#333, #334) have to play sample-accurate in time,
whatever the frame rate does. What is counted in game time runs away
from the sound. This lays the ground: musical time, a scheduler that
plans notes ahead on the audio clock, and a player that starts and ends
a note at a given second. Nothing in the editor plays a sequence yet,
the check scripts drive it through `__gm.music`.

- Ticks, 480 to the quarter as in MIDI files (decided in #332).
  Triplets and quintuplets land on whole ticks. Any meter, a beat being
  the note value under the line. The tempo always counts quarters.
- `core/music/sequence.ts` is a pure rule: the notes starting in a
  window of playing time. Across the end of a loop it looks into the
  next round, so the seam has no gap. A note past the loop end ends
  there. Windows are whole ticks, and the seam is stepped exactly, so
  no rounding can drop the first note of a round.
- `core/music/Scheduler.ts` plans the next 100 ms every 25 ms through a
  host, so it is tested with a clock of its own. The first note sounds
  50 ms after the start. Changes to the sequence are heard from the
  next window on. Stop and seek fade what it started. A new tempo or
  loop counts from what is planned, and the playhead keeps its old
  pace until the clock gets there.
- The position is the audio clock less `outputLatency`, as bar, beat
  and tick.
- The beat comes from a Web Worker (`viewport/musicTimer.ts`), which
  keeps its pace in a hidden tab.
- The sound library starts a note at `timing.at`: a buffer source by
  `start(when)`, the pitch worklet by counting down inside the render
  block it falls in. A note's end is set on the clock at once, its
  fade to the sample. Leaving a loop still waits for the page.
- Delay synced to beats (decided in #332, noted from #327): a setting
  `Sync` (Seconds / Beats), `time` then in quarter notes, held to the
  2 s of the line. Play sound and Play note have an input `tempo`,
  120 BPM where nothing is connected. A scheduled note carries the
  tempo of its sequence.
- Swing is left for #333/#334, as decided.

Also fixes the red suite of 6f1f315 (task 526). Three checks in e2e 34
waited on the page's clock for things that run on the audio clock. In
CI the voice was already 0.7 s old when first seen, and the 0.3 s note
of Play note was over. `stats().last` now says when a voice started on
the audio clock, and the Quad, Step and Play note checks hold every
reading against it.

Tests:
- music.test.ts (new): 17 tests, time, windows, loop seam, scheduler
  with a jittery timer, stop, seek, tempo change
- sound-library +4, soundfx +1, node-catalog +2 (tempo inputs)
- Counter-checks: an unclamped note length, a window that never moves
  on, a buffer source ignoring its start time and a Delay ignoring
  Beats each turn 1, 6, 1 and 2 tests red
- e2e 34 on melektaus-atx: ALL PASSED, 47 checks (+2). Nine notes of a
  looped bar at 150 BPM exactly 0.4 s apart, each planned 89 to 91 ms
  ahead. The position matched the clock less 32 ms latency to the
  tick. Offline the worklet started on samples 590, 12000 and 15200.
- Gate on melektaus-atx: CHECK EXIT 0, 244 test files, 3786 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 12:29:31 +02:00
adminandClaude Opus 5.5 8a4e4a6762 Play sounds as notes of an instrument asset #331
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00
adminandClaude Opus 5.5 cf6799a784 Let echoes ring on with a Delay node in sound FX #324 #327
game-maker / gate (push) Successful in 3m20s
game-maker / suite (push) Failing after 15m4s
A voice used to end the moment its sources did, and Stop sound cut it
dead. An echo has to outlive its sound, and a stop must not click.

- Delay node: a delay line with a damped feedback loop, added at mix
  next to the untouched sound. Time 0.01 to 2 s, feedback up to 0.95,
  damping 20 kHz to 500 Hz evenly in octaves, all fed by parameters
  and moved by Set sound FX parameters like any other number.
- Ping-pong is a setting of the node. It takes the sound into the left
  of the line and swaps the sides every round.
- A voice with an echo rings on for its tail: until the last echo is
  60 dB below the sound, from time, feedback and mix (fxTailOf). It
  stays reachable meanwhile, and a change counts the tail again.
- The end of a tail is timed on the audio clock with a silent
  ConstantSourceNode, so a paused run holds it. Then the voice is
  disconnected, since an echo is a loop of nodes.
- Stop sound fades a voice out in 10 ms instead of cutting it. Let
  ring fades only its sources and keeps the voice for its echoes.
  Where the context is suspended it cuts at once.
- Stop sound takes a voice. Connected, it stops only that play, and a
  0 from a Play sound that played nothing stops nothing.
- Play sound hands out tail: length plus the echoes at its start
  values.
- Destroying a behavior and ending a run still cut, echoes included.
- No limit on voices. The emit of a sound FX node now also gets the
  node's settings.

Finding: in Chrome every round of a feedback loop comes one render
quantum late (128 samples, 2.7 ms at 48 kHz), measured as 0, 128, 256,
384 for the first four echoes. Left so, since a browser without it
would then hear the echoes early. Written in the wiki.

Tests:
- sound-library, soundfx, node-catalog, sounds, keep-on-scene-load:
  489 tests green. New: fade on stop, cut while suspended, echo and
  ping-pong wiring, ringing until the tail, tail counted again, let
  ring, stop by voice, echo knobs, delay compile, tail sums.
- Counter-checks: no tail, a stop without fade, a connected voice 0
  read as unconnected. Each fails its tests, files back by cmp.
- e2e 34 (melektaus-atx): ALL PASSED, 37 checks. A blip through a
  ping-pong Delay (0.3 s, 0.5, 0.5) rang 2.97 s, 2.95 s worked out.
  Let ring kept the voice, a stop after it cut it. Rendered offline
  with the player's own stageNodes the echoes are 0.25 left, 0.125
  right, 0.063 left. 64 stereo voices of it took about 0.3 s for 2 s,
  so about 400 play at once.
- Gate (melektaus-atx): CHECK EXIT 0, 242 test files, 3713 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 09:05:05 +02:00
adminandClaude Opus 5.5 6e70421b92 Keep the length of a sound whatever its pitch does #317
game-maker / gate (push) Successful in 3m13s
game-maker / suite (push) Successful in 15m36s
A Pitch used to keep the length only for the pitch a voice started at.
Set sound FX parameters changed it by speed, so a sweep made the sound
longer or shorter, and length into time no longer spanned the sound.
Now a way with a Pitch is played by an AudioWorklet, a phase vocoder
whose pitch is an AudioParam in semitones. The length never changes,
and a pitch glides, ramps and eases like a Gain.

- PitchPlayer (core/soundfx) is the vocoder as a plain class, so it
  runs in a unit test. Frames of about 43 ms, four overlapping, a real
  FFT done as a complex one of half the size.
- Peaks are moved with the bins around them (Laroche and Dolson's
  phase locking), and frames are turned by half their size so a phase
  is the one at the middle. Without both, a tone beat against itself
  and dipped to 0.54 of its loudness while the pitch moved.
- It reads the sound itself rather than being fed it. It looks ahead
  as far as a frame reaches, so a voice starts with its first sample
  and every way of a Mix stays in step. A change of pitch is heard
  about half a frame (20 ms) late.
- At exactly 0 a frame is the sound itself and costs next to nothing.
  Coming back to 0, the phases are pulled round to the sound's for
  about half a second before it switches, so the switch does not dip.
- pitchWorklet (viewport) is the processor, bundled by Vite through
  ?worker&url. It is loaded with the first play that has a Pitch, which
  waits for it like for its bytes. A file's samples are sent with its
  first voice only and kept in the worklet's scope.
- A way has the worklet when its plan has a Pitch, a typed-in 0
  excepted (FxChain.shifted). A way without one stays a plain buffer
  source. Without AudioWorklet a Pitch is not heard, and the console
  says so.
- The pitched copies (WSOLA, pitchShift.ts) and their cache are gone.
- Decisions of the user: the player at the source rather than an
  effect in the chain, a phase vocoder rather than WSOLA, no limit on
  voices, no range tighter than the node's -64 to +64.
- stats() says whether the worklet is there, levels() gives a pitch in
  semitones, and __gm.sound.pitchWorkletUrl() lets a check run it.

Tests:
- pitch-player.test.ts (new, replaces pitch-shift.test.ts): 11 tests.
  Pitches from -30.5 to +12 within 2 %, the length to the sample, 0
  exact to 1e-5, a sweep half a frame behind, 8 kHz sounds, loops,
  ramps there and back without a dip.
- sound-library.test.ts: 23 tests (+4), soundfx.test.ts: 31 (+1).
- Counter-checks: no worklet in the player, shifted taken from the
  value, no pull back to 0. 15 tests fail, files restored by cmp.
- e2e 34 on melektaus-atx: ALL PASSED, 34 checks (+1). In real Chrome
  the worklet is there and the pitch param glides to 3.0007.
  Offline: 880.0 Hz for 440 an octave up, 48000 of 48000 samples, a
  sweep 0 to -12 at 392 then 248 Hz, still 48000 samples.
- Gate on melektaus-atx: 242 test files, 3690 tests, CHECK EXIT 0.
- Cost: 53 ms per second of a stereo voice at +5 in Node on stein2,
  5 ms at 0. In headless Chrome 16 voices for 2 s took 1.3 s, about 24
  fill the audio thread.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 08:00:13 +02:00
adminandClaude Opus 5.5 804a97b0a9 Hand out the length of a played sound from Play sound
game-maker / gate (push) Successful in 3m12s
game-maker / suite (push) Failing after 26m24s
Wired into the time of Set sound FX parameters, a change then spans
exactly one run of the clip, so a fade or a filter sweep ends with its
last sample.

- Play sound has a second output, length, in seconds. It is 0 where
  nothing was played or the sound has not loaded yet.
- The AudioSink gives the length of a file, the SoundLibrary takes it
  from the decoded buffer. A pitch the voice starts on keeps it (#312).
- A pitch changed while the voice plays still changes its length, so a
  pitch sweep over length does not end with the sound. A pitch that
  keeps the length in real time is #317.

Tests:
- soundfx, sounds, keep-on-scene-load, node-catalog, sound-library:
  462 tests green.
- Counter-check: with length always 0, the catalog case and the new
  soundfx case fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 22:27:44 +02:00
adminandClaude Opus 5.5 c7e9769f90 Change the sound FX parameters of a sound while it plays #315
game-maker / gate (push) Successful in 3m14s
game-maker / suite (push) Successful in 15m39s
Until now a value handed to a sound FX counted from the start of the
voice only. An engine whose pitch follows the speed, or a loop that
gets quieter, could not be built. Every play of Play sound now gives
out the number of its voice, and a new node lets the knobs of that one
voice glide to new values while it plays.

- Play sound has a new output voice: the number of this one play, or 0
  where nothing was played. Kept in a Number variable it reaches the
  voice from another event. Two plays of one sound are two voices.
- New action node Set sound FX parameters (exec, voice, fx params).
  It reaches exactly the voice it is given, a detached one too. A
  voice that has ended, or voice 0, is not reached.
- AudioSink.play returns the voice number and takes the plan and the
  values (FxVoice) instead of a finished chain. AudioSink.tune takes a
  voice number and new values. A name the voice's FX does not have is
  left out, one not given keeps its value.
- SoundLibrary hands out the number at once, before the bytes are
  there, and never twice. A voice still waiting for its bytes starts
  with the values handed in meanwhile.
- Every knob of a voice moves with setTargetAtTime (30 ms time
  constant). A knob whose value did not change is not sent again, so a
  tune every frame costs next to nothing.
- A pitch on a playing voice glides by playbackRate. A new WSOLA copy
  in the middle of a sound is not worked out, so the voice gets shorter
  or longer while it is moved. On a loop that is not heard.
- fxChainOf now gives a chain whose shape depends on the plan alone.
  A stage fed by a parameter stays at 0 dB, and a Mix fed by a
  parameter keeps both ways. A typed-in 0 or Mix at 0/1 is still left
  out by the compiler.
- Every way of a voice has a source of its own, also at the same
  pitch, so each can glide on its own. The pitched copy is shared.
- The tab keeps the numbers of what it plays, so moving a parameter
  field is heard at once.
- Test hook __gm.sound.levels(file) reads the knobs of every voice of
  a file, oldest first, and stats() counts the voices tuned.

Tests:
- soundfx.test.ts: 29 tests (+2 for the node in a running world: the
  voice of the first of two plays of one sound, and a play that played
  nothing)
- sound-library.test.ts: 15 tests (+3: glide, reach by number,
  pending voice)
- node-catalog.test.ts: 370 tests (+2, Play sound checks its voice)
- sounds + keep-on-scene-load: 31 tests, unchanged
- Counter-test: a tune that reaches every voice of the same file makes
  the reach test fail.
- e2e 34 (melektaus-atx): ALL PASSED - 30 checks (+1). In Chrome two
  looping voices of one sound start at depth 7. The one whose number
  sits in a variable glides to 0.7938 (2^(-4/12) = 0.7937), the other
  stays at 1. Both gains stay at 0.5012.
- The gate ran before voices got a number (CHECK EXIT 0, 241 files,
  3658 tests), not after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 20:53:26 +02:00
adminandClaude Opus 5.5 072537b2e8 Blend two ways of a sound FX with a Mix node #316
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Successful in 15m30s
A sound FX was a single line from Input to Output, so two versions
of one sound could not be heard together. The new Mix node joins two
ways again, and each way can carry its own effects, its own Pitch
included.

- Mix has the audio inputs a and b and a number input mix (0 to 1,
  default 0.5). At 0 only a is heard, at 1 only b. Like every number
  it can come from a parameter of the Input and is held to its range.
- The compiled plan and the chain a voice gets are now a tree. A
  source carries a pitch and stages, a mix carries a, b and the
  stages after it. A Mix that ends at exactly 0 or 1 collapses to the
  one way heard, so the silent way is never worked out.
- A Pitch is still worked out on the sound as it starts (#312). Behind
  a Mix it goes to both of its sounds. An effect before a Pitch
  therefore acts as if it came after it, the node now says so.
- The player starts one source per pitch, all at once and all of the
  same length, and two ways at the same pitch share one. A mix becomes
  two gain nodes with 1 - mix and mix into a sum. A voice leaves the
  count when all of its sources have ended.
- stats().last reports pitches (one per source) instead of pitch.

Tests:
- soundfx.test.ts: 27 tests (+5), sound-library.test.ts: 12 (+2),
  node-catalog.test.ts: 368, all green. Typecheck, ESLint, Prettier
  clean.
- Counter-check: a Pitch behind the Mix given to a only, and b mixed
  at 1 - mix, each fails its new test.
- e2e 34 on melektaus-atx: ALL PASSED, 29 checks (+1). The new check
  plays the pitched way mixed with the dry Input in the browser: two
  sources at 5 and 0 semitones, as long as the sound itself.
- The full gate did not run before this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 20:09:30 +02:00
adminandClaude Opus 5.5 790e483198 Pitch a sound FX without changing its length #312 #313 #314
game-maker / gate (push) Successful in 3m9s
game-maker / suite (push) Successful in 15m19s
The Pitch node changed the playback speed, so a sound pitched up was
also shorter and one pitched down longer. A pitch now keeps the
length, takes fractions and reaches further. Gain and the EQ bands
reach further down, and the EQ is renamed so a parametric one can
come later without a mix-up.

- Pitch shifting is the pure function pitchShift in
  core/soundfx/pitchShift.ts. It reads the sound faster or slower and
  stretches it back by WSOLA: 40 ms frames under a Hann window, each
  moved within 12.5 ms to where it continues the frame before it.
  A looping sound reads on across its end.
- SoundLibrary plays a pitched copy of the decoded buffer instead of
  setting playbackRate. Copies are kept per file, pitch and loop, the
  last 32 of them.
- stats().last tells the duration of what was played, so a check can
  see that the length is kept.
- Pitch: -64 to +64 semitones, scrubbed in steps of 0.1 (#312).
- Gain: -120 to +24 dB (#313).
- EQ is now labelled "5-Band-EQ", its bands go -60 to +24 dB (#314).
  The node type stays SoundFxEq, so saved graphs load unchanged.

Findings:
- A plain granular shifter was tried first and missed the pitch: at
  +0.5 semitones it measured 438 Hz instead of 452.9 Hz, because every
  grain restarts at the phase of the original. WSOLA measures 452 Hz.
- Far ends: +64 semitones from 440 Hz lands above half the sample rate
  and folds back, -64 is below what a 40 ms frame can follow. Nobody
  has listened to either.
- Speed: 3 s of a 48 kHz channel take 47 ms at +3 and +64, 171 ms
  at -64 (measured in Node).

Tests:
- pitch-shift (new): 7 tests. A 440 Hz sine at +12, -12, +7, +0.5 and
  -30.5 semitones is within 2 % of the target and keeps its length.
  Level stays at most 1, a loop does not fade at its seam.
- sound-library: 10 tests (+1), soundfx 22, node-catalog 368.
- Counter-check: with the pitched copy switched off the new
  sound-library test fails.
- e2e 34 (melektaus-atx): ALL PASSED - 28 checks. Its octave-down
  voice is now also checked for the length of the sound.
- Typecheck, ESLint and Prettier clean. The gate did not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 19:32:00 +02:00
adminandClaude Opus 5.5 183f356c99 Let a game hand values to the parameters of a sound FX #311
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 14m15s
A sound FX played the same every time: its numbers were settings of
the nodes. Now the Input declares parameters with a default, every
number of Gain, Pitch and EQ is an input they can feed, and a Play
sound hands in values for them.

- Input declares number parameters in the inspector, each with a
  Default (DeclaredPort.default, SetPortDefaultCommand). They are
  outputs of the Input. Input and Output count as terminals now, one
  of each per graph.
- Gain, Pitch and EQ take their numbers at inputs under the keys the
  settings had, so saved graphs sound as before without a migration.
  Each value is held to its range however it arrives.
- The compiler gives an FxPlan with the parameters still open.
  fxChainOf fills them in when a voice starts. The player still only
  sees an FxChain.
- New behavior node Sound FX parameters: names an FX and picks its
  parameters like a Variables node picks variables. Each picked one is
  a number input that starts at the FX's default. Its output has the
  new port type fxparams, which only fits Play sound's fx params.
- Play sound warns when the parameters name another FX than the one
  it plays. Names the FX does not know are left out.
- Renaming a parameter at the Input renames it in every Sound FX
  parameters node naming that FX, edges and values included.
- The Sound FX tab has a number field per parameter in its header.
  Play uses those values, they are never written into the asset.
- A value counts from the start of a voice. Changing a playing voice
  is #315, a Mix node is #316.

Tests:
- soundfx.test.ts 22 (+11): parameters in the plan, held values, a
  0-by-default stage, EQ band, save with defaults, wrong port types,
  default command with undo, Sound FX parameters into Play sound,
  defaults of picked ones, node problems, mismatch, rename with undo
- node-catalog 368 (+3): Play sound fx params, Sound FX parameters
- e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5,
  a Sound FX parameters node gives the game's voice depth 7)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test
  files, 3636 tests green
- Counter-check: with fxChainOf ignoring the values and the rename
  not followed, 5 of the new tests fail.
- Browser probe: header fields, inspector Default and the picked
  parameter looked at in two screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 17:26:20 +02:00
adminandClaude Opus 5.5 de14f0f9e2 Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.

- New asset type soundfx ("Sound FX"), not placeable, with a graph
  and its own tab. The heading in the asset panel is "Sound effects",
  so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
  that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
  EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
  emitter. An input takes one edge, so the result is one line: a
  pitch and a list of gain and filter stages. A node without input
  or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
  sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
  An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
  order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
  through the graph as it stands. Stop there ends only its own voice.

Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
  node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
  2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
  test files green. The red one was sound-library (its fake
  AudioContext had no playbackRate), fixed afterwards, gate not
  re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
  test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 16:45:42 +02:00