64d0d472e5d2cc03fe2c8d01b9d469a2fbe8007a
371
Commits
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33891acfb3 |
Move, turn and scale an item in the composition picture live
Dragging an object in the Composition tab's picture writes the copy of the composition at the playhead and asks for a preview once a frame. The tab answered every such preview by building that copy again from the composition, which still held the old value. So the object stood still while dragged, and a move often did nothing at all, because its end was read from a copy that had just been rebuilt. Values typed in the inspector were not affected. - SceneViewport gets editing(), which says whether a gesture of this view is under way: a drag, a size or turn handle, a polygon corner, a joint anchor or a tilemap stroke. - CompositionCanvas leaves its copy alone while such a gesture sends its frame previews. The command at the end writes the composition as before, and the copy is built again from it. Tests: - tsc, eslint and Prettier are clean. - e2e 69 on melektaus-atx: ALL PASSED, 16 checks, 69l is new. An item dragged 60 px to the right stands at +60 px while the button is still down (590 to 650) and has x = 60 in the model afterwards. - Counter-check: rebuilding the copy on every preview again turns 69l red. The item stays put while dragged and x is 0 after letting go. - Gate on melektaus-atx: green, 305 files, 4714 tests. - Turning and scaling by the handles were not tried in the browser. They take the same path and editing() covers them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b16fe8c718 |
Drop a picture or video onto a composition track (#419)
A track item has always carried an object, and an object needs an asset. Instead of objects without one, a dropped picture or video gets a sprite the composition owns, the way a song owns its sounds (#355). To the rest of the code it is a sprite like any other. - The asset list starts a drag for textures, vector art, pixel art and videos. Dropped on a track, they make the sprite and the item in one undo step. A video item is as long as the video and follows it. - One sprite per picture and composition. A second drop of the same video shares it. Once no item wears it, it goes in the same step. - Deleting a composition takes its sprites along. A duplicate gets sprites of its own. - Pasting into a scene or container turns the sprite into a project asset. Pasting into another composition gives that one a copy. The clipboard carries the sprite, so cut and paste loses nothing. - Owned sprites stay out of the asset list and the pickers. The inspector shows them with a dot in front. - "Make project asset" in the item's menu, on the timeline and in the hierarchy, turns the sprite into an ordinary one. - The first track of the Composition tab gets its top line, as the Song tab's has. Found on the way: loading kept an owner only for the asset types a song can hold. A composition's sprite would have lost its owner and turned up in the list after a reload. Tests: - Unit composition-sprites: 11 new. Without the rule 5 of them are red, without the loading fix the loading test is. - e2e 69 on melektaus-atx: ALL PASSED, 15 checks, 69k new - Gate on melektaus-atx: 305 files, 4714 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c425eea004 |
Key what an empty timeline row shows on a double-click (#412)
A double-click into a timeline row without keys set the property's
default, while the field in the row header showed the value the target
actually holds. A sprite standing on x 40 got a key with 0, so the
first key moved it. The double-click now keys the value the row shows.
- trackHeld in src/core/model/animation.ts says what a row without keys
holds. The field in the row header and SetAnimationKeyCommand both
ask it, so they cannot drift apart again.
- A relative row still gets 0, a row with keys still takes the value of
its curve at that frame, and a row whose target is gone still only
gives a notice and no key.
- README and the wiki page Development name 2047 checks.
Tests:
- Unit animation: 87 green, 1 new. A sprite on x 40 with the override
scale 2 gets keys with 40 and 2. Red with the old def.default.
- e2e 25 on melektaus-atx: ALL PASSED, 35 checks, 25i-ii new. The arm
stands on x 40 and a double-click on frame 3 keys { frame: 3,
value: 40 }.
- Gate on melektaus-atx: green, 304 files, 4703 tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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d4fc425233 |
Draw the editor's mouse pointer from SVG files, on screen too
The pointer drawn into an editor recording lived as paths in code, so it could not be looked at or edited by hand. The shapes are now SVG files, and the editor can show the same pointer on screen, so what is recorded is what was seen. - src/core/recording/cursors/ holds one file per shape: arrow, hand, open-hand, fist, move, crosshair, text and resize. Resize is turned for the vertical and diagonal directions. - data-hot="x y" on the <svg> is the hotspot in viewBox units. Width and height in the file are ignored, and anything before <svg>, such as <?xml ...> from a drawing program, is cut off. - The open hand had six fingers. It has a thumb and four now, the middle one longest. - CURSOR_SIZE = 0.8 scales every pointer the same on screen and in a recording, so the files keep their units. - General settings has "Custom mouse pointer", on by default. It hangs the files into Pixi's cursorStyles as CSS cursors with the keyword as fallback, so the system still draws the pointer and the canvas does not. Off gives Pixi's own values back at once. - A recording draws the pointer from the same files at its own size, so it stays sharp in 4K. It still reads the shape from the canvas when that holds a url(...) cursor. Tests: - Unit recording and view-tween: 3 new, green. They read viewBox and data-hot in an edited form, the boxes of turned shapes, the default size and old settings without the switch. Red without data-hot and without cutting before <svg>. - e2e 46i-ii: the canvas cursor is a url(...) ending in default and the image loads. Off gives inherit and stores false, on brings the file back. Red without useCursorFiles. - e2e 67e: the recording is still black at the mouse position. - The README names 2046 e2e checks. - Gate on melektaus-atx: 304 files, 4702 tests green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ba01d146e9 |
Choose size, rate and what follows when recording the editor
The editor recording had fixed settings: the canvas size at 60 fps,
always converted and imported. Recording in 4K needs a choice, and the
server shrank every video to 1080p anyway. Start recording... now opens
a dialog, and a recording always goes to the server as it is.
- The dialog holds name, resolution (Screen, 1080p, 1440p, 4K), fps
(60 or 30), mouse pointer, sound, Convert and Import after
conversion. Import is greyed out while Convert is off. The browser
keeps the last choice, not the name.
- A larger resolution makes the editor draw finer while it records,
so 4K is sharp, not stretched. It is never below the screen's own
resolution and goes back after Stop.
- Stop always uploads. Without Convert the file only stays on the
server. Without Import it is converted but no asset is added. Both
are found in the video picker.
- The server keeps the original next to each MP4 for every upload, so
Download in the video tab and the picker gives the original. Videos
from before have none, they still download their MP4.
- A file left unconverted shows in the picker as not converted, with
a Convert button. POST videos/{file}/convert queues it, and upload
takes convert=0.
- The worker now caps a video at 3840x2160 instead of 1920x1080. Videos
converted before stay as they are.
Tests:
- PHP videos.test.php: 81 checks green, with the original, convert=0,
a later Convert and the 4K cap.
- Unit recording: 5 new, green. Red without the rule that a recording
is never below the screen's resolution.
- e2e 67e-ii: the video tab downloads the .source.mkv, a Matroska
file. 67f: 1440p from a 1280x800 window gives 2304x1440 at 30 fps
without sound, kept and not imported, then converted in the picker.
Both red with the MP4 download and without the finer drawing.
- The README names 2045 e2e checks.
- Gate on melektaus-atx: 304 files, 4699 tests green.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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93190e185c |
Route a video's sound through its own Master routing node
An editor recording had no sound while the video tab played a video. The tab played its <video> straight to the speakers, past the Web Audio graph, so the recording tap behind the limiter never heard it. Fixing only that would have left videos as the one sound source the Master routing cannot reach, so they get their own node, like sounds. - A video asset with sound has a routing node labelled "Video". One without sound has none, it would have nothing to send. - Its links take the sound after volume and FX. Several links or another level give the video its own bus, as with a sound. - A new video follows the bus most other videos use. With none linked yet it goes to the Master, not to where the sounds go. Songs and sounds no longer follow videos either. - Players only know their file, so videoBusesOf maps each file to the bus of its first asset. setMix takes that map and moves the gains of running videos at once when the routing changes. - In the game, played in the editor or released, a video's sound follows its links. The tabs (video, composition, animation preview) play straight into the Master, as the sound tabs have since #368. - The video tab's sound now goes through the Master, so its volume, FX and limiter apply there and the editor recording hears it. - The recording badge beside the menu is an HTML element over the canvas now. The second render that drew it on the desynchronized canvas let the screen show a frame without it, so it flickered. The element is never in the copy, and clicks go through it. Tests: - Unit master-routing and sound-library: 3 new, green. Red without video in the routing kinds, without moving the gains, and with the old rule for the links of a new video. - e2e 66e-iii: the tab plays a video linked to a bus, the level is 0.09 on the Master and 0 on the bus. 66g: in the game the bus has 0.09. Both red with the old ways. - e2e 67e reads the badge from a real screenshot, still green. - The README names 2043 e2e checks. - Gate on melektaus-atx: 304 files, 4694 tests green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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846a8b70b3 |
Let ?w=&h= fix the editor canvas to a set size
A recording of the editor is as large as its canvas, and so far the canvas always followed the window. With ?w=1920&h=1080 the editor is laid out at exactly that size in CSS pixels, whatever the window. - src/ui/pageSize.ts reads w and h (both needed, 200 to 8192 each) and works out how the canvas fits the window. - A smaller window shows the canvas shrunk to fit, centred, with the same aspect. A larger one shows it 1:1, centred on a dark page. - Clicks still land right, since Pixi maps them over the canvas's on-screen box. Switching projects keeps w and h in the URL. - The pointer drawn into an editor recording now scales against the layout size, so a shrunk canvas still records a full-size pointer. Tests: - Unit page-size: 5 new, green. - e2e 62d: ?w=1600&h=900 in a 960x720 window gives a 1600x900 canvas shown at 960x540, y 90, and a click on the menu button opens it. Red without the shrinking. - Gate on melektaus-atx: 304 files, 4691 tests green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d6a325978c |
Name the e2e check count CI actually measures
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080df2d211 |
Let the video tab's Play start at the playhead and reset its button
Two faults in the video tab. A click into the ruler while a clip played stopped the playback, but the button kept showing "Stop". And Play always started at the start of the clip, wherever the playhead stood. - The tab now reports when the ruler stops the playback, and the button switches back to "Play". - Play starts at the playhead when it lies inside the clip. Without a selected clip the whole video counts. Outside or at the end, Play starts at the beginning. - So Stop and Play continue where the playback stopped. A clip that ran to its end without loop starts again at the beginning. Tests: gate on melektaus-atx green. e2e 66 ALL PASSED, 32 checks (2 new in 66e-i). With both fixes taken back, both checks are red with exactly the reported faults: the button shows "Stop", and Play runs from 0.71 s, i.e. from the clip start at 0.6 s. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f177ee90a4 |
Record the whole editor from the main menu
The game view could already record itself through nodes. Making a video of the editor itself, to show how something is done, needed an outside screen recorder. The main menu now starts and stops one, with no options to set. - "Start recording" sits in its own group before General settings, and reads "Stop recording" while one runs. The name is "Recording <time>", the size is the whole canvas in device pixels (an odd row or column is cut), 60 fps always. Sound is the master, saving goes the same way as for the game view. - The encoder, the sound and the Matroska writing of a take moved from GameRecorder.ts to RecordingTake.ts. A take now reads its pictures from a FrameSource, so the game view and the editor share it. - The editor's picture is copied from the canvas after each render, in the same frame, so nothing is drawn twice. A resting editor does not render, and the recording repeats its last picture. - The mouse pointer is drawn into the recording in the shape the editor shows (arrow, hand, resize arrows, I-beam, crosshair, move). - A red dot with the running time stands beside the menu button on screen only. It is drawn after the copy, and the toolbar makes room for it. - Drawing that dot made Pixi take it as the root for every hit test, and the menu would not open any more. The stage is set back as the last rendered object after it. Tests: - Gate on melektaus-atx green: 303 files, 4686 tests. - Unit recording: 20 green, 5 new. - e2e 67: 8 checks, 67e new. It records through the menu and decodes the MP4: 1280x800 at 60 fps, the pointer black at the mouse, the dot missing, 238 plain spots alike with the canvas. Without the pointer and with the dot drawn before the copy, 67e is red. - e2e 46: the main menu lists "Start recording". Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b2b4cbad28 |
Keep a video's loading out of recordings and first frames (#417)
A Start recording right after Play composition still began with empty frames. The composition's clock waited for its video, but the recording went on and took every frame while the video loaded. A clip that starts later in the video also slipped through, because its player already had one picture while it still sought to the clip's start. - The view now counts every video sprite it leaves out as missing, not only one without any first picture. - GameRecorder takes no frame while the game view misses a video, for at most VIDEO_WAIT_MS (3 s) at a time. The recorded time stands and the sound of that time is dropped, so it stays in sync. - RecordingClock.start forgets a hold from before the first frame. Without that, the first real frames all got the time 0. - A followed player starts at 1x until the first speed reading. Before, it paused and sought every frame for about 100 ms, so the first pictures after a wait stuck and then jumped. A step faster than 4x and a time running backwards do not count as a start. - Test hooks: __gm.gameVideo(id) reads the game view's own player, TakeInfo.lastFrameAt shows when the last frame was taken. Tests: - Unit recording (clock after an early hold), video-follow (2 new, 1 adapted): 449 green in tests/core/recording, tests/viewport and tests/core/composition* - e2e 68e (a clip from 0.8 s shows that picture first and then plays), 68f (a recording that already runs takes no frame while the composition's video loads) - 68e is red without the start at 1x, 68f without the hold - README: 2038 editor checks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6e6b6a4d9a |
Wait for a composition's videos and copy and paste its items (#417)
A composition lost the first frames of a video item. Its clock ran while the player was still loading, in the tab and in the game. The game only waited for videos once, when it started. A composition that a behavior starts later spawned its items after that wait. - The view now records which video sprites it left out for lack of a first picture, one entry per object. - The composition tab holds its playhead while the preview misses a video, for at most VIDEO_WAIT_MS (3 s) like the game. - CompositionSystem holds a composition's clock while one of its live items misses its video. The rest of the game keeps running. - The editor play and the published game pass their view to the run as RunServices.pictures. - VIDEO_WAIT_MS moves to core/model/video.ts, because the runtime does not import from viewport/. - Videos loaded ahead for coming items do not hold the clock. Items can now be copied and pasted inside the composition tab. - Ctrl+C keeps the timing of the copied items next to the objects. - Ctrl+V pastes objects and items in one undo step. The earliest item lands at the frame under the pointer, on the track there. - Without the pointer over the tracks it lands at the playhead, on the selected track or on the top track of the selected items. - Several items keep their distances and tracks to each other. - The same copy pastes into a scene as plain objects. Objects copied from a scene do not paste into a composition, they have no timing. Tests: - Unit composition-edit, clipboard, composition-play: 3 new for pasting, 1 new for the clock waiting in the game - e2e 69i (play from the end waits for the video), 69j (paste under the pointer and at the playhead), 68d (a composition started from On start waits for its video) - each new check is red without its fix - README: 2036 editor checks Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4f0272638e |
Load the next item's video before a composition cuts to it (#417)
Two sprites with videos back to back left a blank frame at the cut. The video player only came into being once the item began, and a sprite is not drawn until its video has a first frame. So the second item was missing until its video had loaded. - compositionAhead lists the items that begin within the next second. Near the end of a looping composition it also lists the items at its start. - An item that is alive already is not loaded ahead. Two times would otherwise pull at the same player. - The frame carries these videos hidden and paused on their first picture at the item's offset. Their players get the id the item will have, so the cut reuses them instead of opening a second one. - This works the same in the tab's preview and in the game. - One second of lead (AHEAD_SECONDS) is an assumption. It can go up if large videos still flash. Tests: - Unit composition: 27 green, 2 new. Unit composition-play: 14 green, 1 new for the path in the game. - e2e 69: ALL PASSED, 12 checks. The new 69h puts two video items back to back and checks the second player is open and paused at its offset before the cut, and drawn in the same redraw as the cut. - Without loading ahead in the preview 69h fails with cut: null. Bending two spots in the model turned their unit tests red. - Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4665 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e435c54afb |
Edit a composition's tracks, items and clips in its own tab (#417)
A composition could be placed and played, but not filled. Its tab puts the picture at the playhead above a timeline of tracks, so a cut or a cutscene is laid out by dragging assets onto tracks. - The timeline takes the song tab's geometry with frames for ticks: ruler in seconds, scrubbing, play and pause, + Track. Zoom and pan glide through viewTween like the other tabs. - A placeable asset dropped on a track becomes an item, 3 s long or as long as its sprite's video. Dropped on an item it lands behind. - Items move without overlapping. The right edge stops at the next item. The left edge trims into a video and not before its start. - An animation dropped on a track becomes a narrower clip bar above the item it plays on. The asset panel now starts a drag for animations too. - The picture is a scene view over compositionHolder. A click picks an item or its child, a drag moves the real object. It takes no assets, since an object there would have no item. - The hierarchy lists the items alive at the playhead. Reparenting is off there, items stay at the top level. - The inspector shows a TIMING block on an item (start, length, offset for a video, Fit to media) and edits tracks and clips. - Delete, the context menu and Remove item take item and object in one undo step. - fitMedia: an override that gives an item another video sets its length in the same undo step, capped at the next item. Dragging an edge or typing a length turns it off. - A composition inside a composition is refused. Tests: - Unit composition-edit (new): 19 tests. Four counter-checks each turned their test red. The "back to 3 s" test got a step in between after one stayed green. - e2e 69 (new): 11 checks, 9 own. The hierarchy check reads the rows shown, after a counter-check on the model's rows stayed green. - Gate on melektaus-atx: CHECK EXIT 0, 302 files, 4662 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0334d2508d |
Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there. Its items become real objects while they run, so behaviors, colliders and events work on them as on any other object. - A composition is placeable with its own symbol, transform and render layer. The scene view shows its picture at frame 0. A click on that picture selects the placement, not a single item. - CompositionSystem spawns each item as an object under the placement when it begins, with the id <placement>~<item>. On start and the other events run. The object is destroyed when the item ends. - The top track lies in front no matter which item started first. World.arrange() orders the entity list and the scene objects. - Clips and driven videos follow the same rules as compositionAt(). Loop, restart, stop and the game pause work. - New nodes: Play composition (with restart), Stop composition and the event On composition finished. They were planned for step 4 but come now, because without autoplay nothing could play otherwise. - The editor run ignores Play composition and says so in the log. It writes into the saved project, and the items would stay behind. - contentId() moved to instance.ts. The animation system uses it for nested ids too. - Compositions get no "Sort with parent" for now. Tests: the gate passed with 301 files and 4643 tests, 18 more than step 1. 13 of them are in tests/core/composition-play.test.ts. The first gate run failed in event-order.test.ts, which counts the event nodes and now finds 19. Five counter-checks each turned exactly their test red. Two order tests stayed green without the fix at first and were rebuilt. e2e 68 is new and passed with 5 own checks. Its counter-check without arrange() failed as expected. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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597367c804 |
Keep a transition's pace through new steps and pans (#309)
A wheel step in the middle of a transition restarted the ease-out curve at full speed, so a run of quick steps kicked at each one. A pan called finish() first and made the zoom jump to its target. Both made the zoom and the gliding lists feel jerky. - A new step starts from the speed the view already has and then eases out. Quick steps in one direction move in one stroke. A step the other way still starts from rest. - A pan takes the transition along. The zoom goes on while dragging and lands where it was heading, moved by the pan. This covers all eight pan places: scene and container, graph, plugin board, texture and pixel art, timeline, pattern, song and sound. - finish() is gone, it has no callers left. Dragging the scrollbar, a jump to a row, another document or a new view size still end the transition as before. Found: on a second step the old curve jumped to 2.47 times the speed the view had just before. Tests: - npm run check on stein2: 299 files, 4598 tests (5 new) - e2e 46 on stein2: ALL PASSED, 24 checks (1 new). A pan by 40/30 px during a 1000 ms zoom step leaves it moving (2.33 on the way from 2 to 3), it lands on 3 with the world point moved by the pan. - Counter-checks: with the pace reset to 3 the new unit test fails with 2.47 instead of at most 1.1. Without carry the pan test fails. - melektaus-atx went offline mid-run, so both ran on stein2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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322fc39d16 |
Zoom the video tab's time smoothly like the other tabs (#377)
The video tab jumped on every wheel step and on Fit. The Sound, Pattern and Song tabs already ease the zoom since #377. The video tab now takes the same transition, so all tabs feel alike. - VideoCanvas runs wheel and Fit through `axisTween`. The duration comes from the General settings. Quick wheel steps add up, panning ends the transition, and the view that is stored is the one the transition lands on. - Opening a video still fits at once without a transition. Only the Fit button eases, as in the Sound tab. - `__gm.videoTab.zoom()` reports the zoom and whether a transition is on its way. Tests: - e2e 66 on melektaus-atx: ALL PASSED, 30 checks (1 new). The new check uses `sampleZoom` like the Sound tab. At 1000 ms the zoom is on its way two frames after the wheel (319 -> 321) and lands where the jump does (370.63). No counter-check against the old code. - Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e191dc4b2e |
Record the game view from a behavior into a video asset (#405)
A game can now film itself. A behavior starts and stops a take, and the editor turns it into a video asset with the run's picture and the sound the player hears. The exported game hands the file over as a download, since there is no project to keep it in. - New action nodes `Start recording` (Name, Resolution, FPS) and `Stop recording`. An empty name becomes `Recording <timestamp>`. - Resolution is `Game view`, `720p` or `1080p`. For the fixed sizes the height is set and the width follows the camera. - The picture is the camera only, without hints, overlays or the letterbox. It is drawn into a render texture of the target size, so a smaller window still gives full 1080p. - `PictureReader` reads the texture back through pixel buffers with a fence. The editor never waits on the GPU, and a frame with all three buffers busy is dropped and counted. - Nothing of the take reaches the visible canvas. A first version drew tiles into it and copied them out, and with the low-latency canvas that midway state flickered on screen. - The sound is tapped behind the master limiter in the FX worklet and encoded as Opus. - H.264 is chosen when the browser has it, VP9 otherwise. A small own Matroska writer packs both tracks, no new dependency. It names the frame rate and BT.709 so ffmpeg keeps both. - A second `Start recording` is ignored with a warning in the log. A take goes on through `Load scene` and a restart, pauses with the editor and is saved when the run ends. It stops at 2 GB. - The editor uploads the take on the existing video route and makes the asset once the run is over. The video tab gets a Download button for the converted MP4. - `downloadBlob` in `src/ui` replaces the song editor's own copy. Findings: - `On start` runs before the game screen knows the world. A take therefore fixes its size on the first frame that has a camera. - Without a frame rate in the file, ffmpeg turned 30 fps into 59.94. - The worker's poster JPEG is off in colour for every upload (red 255 comes out as 229, BT.601). Not touched here. Tests: - Unit recording + matroska: 21 green, plus the node catalog cases. The Matroska test reads the file back with its own EBML reader. - e2e 67 (new) on melektaus-atx: ALL PASSED. 1080p30 from a 1280x800 window gives a 1920x1080 MP4 with sound and no dropped frame. Every 4th pixel is checked, a green quarter catches an upside-down picture. A take ended by Esc is saved with the timestamp name. - e2e 60j: the exported game downloads an `.mkv` with EBML magic. - The flicker is gone on the user's machine without `?vsync`. - Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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36ffd9a61a |
Land a driven video's seek without a frame so it is never empty (#404)
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8118b8042b |
Let Texture size feed the Vertex output to scale about the middle (#409)
A scale about the picture's middle moves each corner by its distance to the middle times (scale - 1). In pixels that distance needs the picture's size, and Texture size was locked at the Vertex output as a per-pixel node. So the size had to be typed in by hand and was only right for pictures of exactly that size. - At a corner Texture size reads the uniform uPictureSize. It holds the size the Vertex output counts its pixels in, the same number the node gives in the fragment. The offset is divided by that size again, so a scale comes out right for every picture and sprite size. - A node can say what it is at a corner through emitPerCorner. The walker takes it there and emit everywhere else. - Fed a Pass's picture, Texture size stays locked at the Vertex output. A Pass has no picture at a corner. - 9-slice, field and camera shaders do not move corners. Their size is 0 there and nothing changes for them. Tests: - Unit shader-vertex: the node compiles at a corner to uPictureSize and the Output still reads textureSize. shader-passes: a Pass's picture into Texture size at the Vertex output is refused. - Against the old perPixel flag the new unit test fails. - e2e 28l-iv: width * 0.5 at x moves the 32 px picture as far as the constant 16 did, same three colours. With the size forced to 0 on the GPU the check fails and the picture stands still. - The case "Texture size is refused at a corner" left the it.each that lists refused nodes, so the test count stays the same. - e2e 28 on melektaus-atx: ALL PASSED, 101 checks. - Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests. - tsc, eslint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b9fcf48097 |
Show a cut into the middle of a clip without its old picture (#404)
A switched-off driven video waits at the video time it has where it is, before its first key mostly the start value. Switched on at another spot, its player has to seek first. Until the seek is done the texture still holds the old picture, so the start of the clip flashed for a frame or two at the cut. - A view holds its last picture while a driven video that just came into sight is still seeking, for at most 0.3 s. At a cut the old clip stays one frame longer and the right picture of the new one follows. - A seek counts as done only when the browser hands in the next video frame (requestVideoFrameCallback), and the texture is uploaded right then. The seeked event alone was too early, one red frame was left. - A seek that takes longer than 0.3 s leaves the sprite out until its picture is there. The wrong picture does not show either way. Tests: - e2e 66q switches a sprite off at 0.2 s (red) and on at 1.2 s (blue) and reads every frame in the browser. No red may show, blue must stand at the end. - Against the old code 66q fails with 2 red frames before the blue. With only the seeked event it still fails with 1 red frame. - e2e 66 on melektaus-atx: ALL PASSED, 28 checks, run twice. - Unit video-library, video-follow: 19 passed. - Gate on melektaus-atx: CHECK EXIT 0, 297 files, 4562 tests. - tsc, eslint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8679dfbe65 |
Group timeline rows by object and edit values in the row (#408)
The rows of the animation timeline stood in the order they were keyed. With several objects and properties the list was hard to read, and a value could only be changed by picking a key and using the inspector. The Play button also kept saying Pause after scrubbing had paused. - Each object gets a header row with its name, indented by depth. The groups follow the scene hierarchy, the root first. Rows whose object is missing go to the end. - Under an object the rows follow the order in which it lists its properties: X, Y, Z, then the order of the inspector. Only the view is sorted, the animation itself is unchanged and there is no undo step. After a move in the hierarchy the order is right by itself. - The row head shows the same field as the inspector with the value at the playhead. Without keys it shows the value of the object, for a relative row the offset. - A change in that field sets or changes the key at the playhead, selects it and is one undo step. A running playback pauses first. - The Play/Pause button follows every change of the playing state, so scrubbing that pauses shows Play again. Tests: - Unit animation + timeline-view: 100 passed, 3 new. - e2e 25 on melektaus-atx: ALL PASSED, 34 checks, 3 new (groups, order and values at frame 4, a typed 55 becomes a selected key on frame 4, Play then a click on the ruler shows Play and pauses). - Gate on melektaus-atx: exit 0, 297 files, 4561 tests. - tsc, eslint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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dd60a795e1 |
Wait for driven videos before a run starts so no sprite flashes (#404)
The game view opens a player for each driven video only when it draws, and it draws only while its tab is visible. Without a detour over the Game tab the players came up with the click on Play. Until a video had loaded, its sprite showed its base colour, white in the user's cut. Sharing the players of the scene view would not have helped. From the Animations tab those are discarded after two to four seconds. - Play holds the run at second 0 until every driven video in the game view has its first picture, at most 3 s. The status line says "Loading the videos… · Esc stops". - The game clock stands while it waits. Behaviors and sounds start only after it, so picture and sound stay together. - Load scene in a running game waits the same way. - A driven video without a picture is not drawn at all instead of white. That holds everywhere, also on a switch to the Game tab without Play and at a cut whose video is not ready. - The exported player waits the same way. - __gm.playInfo() reports waiting for the e2e check. Tests: - e2e 66p puts the sprite in front of the camera and waits 4.5 s so the game view has no player left. Then it reads every frame of the run: 14 frames of waiting on #22252c at time 0, then blue, no white. - Against the old code 66p fails: 14 frames #ffffff, then blue. - Unit video-library: 7 passed, 1 new for loading(). - e2e 66 on melektaus-atx: ALL PASSED, 27 checks. - Gate on melektaus-atx: exit 0, 297 files, 4558 tests. - tsc, eslint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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843b110bcb |
Hold a driven video at the end of its file instead of restarting (#404)
A driven video plays on for about 100 ms after the last key, until the speed reading says it stands. With the key close to the end of the file, that runs the video past it. The browser then marks it ended, and follow() called play() on it in every frame. Per the HTML spec an ended video starts over from the beginning of its file on play(). The sprite flashed the first picture one to three times before it held. - An ended video now counts as standing at its end. follow() holds it and seeks to the wanted picture instead of playing it again. - The end of the file counts as an end too, not only the end of the clip. Tests: - e2e 66o plays an animation in once mode to 1.95 s of the 2 s test video and records the player time in every frame. It must never jump back, and the last picture must stand. - Against the old follow() 66o fails, the player jumps back to 0 once. A first version with the key at 1.9 s stayed green, the video never reached the end of the file. - e2e 66 on melektaus-atx: ALL PASSED, 26 checks. - Unit video-library, video-follow, video-clock: 31 passed. - tsc, eslint, Prettier clean. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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43fd22a763 |
Keep a driven video ready while its sprite is off (#404)
A cut between two videos flashed white: the sprite switched on had no picture yet, because its player only opened then or had been dropped meanwhile. A driven video now waits muted at its time while its sprite is off, in the editor and in a run. - A disabled sprite with Video clock Driven asks for its player without drawing it. A Free video still opens when shown. - A run's draw list keeps disabled driven sprites, marked as off. Before, collectWorldItems dropped every disabled object, so the game view never held a player for them. - VideoLibrary.wear() counts as asking. The sweeper dropped a held player after 2 to 4 s and it was loading again at the cut. - The speed of the asked time is read over a window that grows to 500 ms. Over 100 ms one 1/60 s step more or less read as 17 % off, the playback rate jumped and the sound dropped out. - A stream feeds every packet it has loaded to the decoder at once and waits once. One round trip per 20 ms packet let the decoder fall behind on a busy main thread, which made e2e 34 flaky in CI. Tests: - Unit streaming, video-library, video-follow: green, 4 new - e2e 34 + 66 (atx): ALL PASSED, stream skipped 0, 66m new - e2e 66 (atx), two runs: ALL PASSED, 25 checks, 66n new - Gate (atx): CHECK EXIT 0, 297 files, 4557 tests - Counter-checks: without the draw list fix 66n finds no player, without the wear() fix and with the old speed reading the new unit tests turn red Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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774207208c |
Key a video to its end at 1x and zoom the timeline further out (#407)
To play a clip at its real speed the user had to know its length, work out the last whole frame by hand and then scroll far to the right to set the end key. The timeline now does the sum, and it zooms out far enough to see a long clip in one piece. - The context menu of a Video time row gets "Video at 1x to its end from frame N". It keys the playhead with the row's value there and the last whole frame before the clip ends with the matching time. - The start key turns linear and keys in between are removed. The whole run is one undo step (KeyStraightRunCommand). - The clip is the one the sprite wears at the playhead, also when the texture is keyed in the same animation (rowVideoAt). - The entry is greyed out for relative rows, without a video, while the length is unknown, or when the playhead is already at the end. - The status line names the result, e.g. "frame 572 shows 57.2 s of 57.27 s". - The timeline zooms out to 0.02 px per frame instead of 4 px. The ruler labels follow a 1-2-5 step without an upper limit. Tests: - Unit video-clock + timeline-view: 27 tests green, 8 new - e2e 66 (atx, alone): ALL PASSED, 23 checks, 66l new - Gate (atx): CHECK EXIT 0, 297 files, 4553 tests - Counter-check: the command keeping the keys in between turns exactly the command test red Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c9e8a3f6ac |
Let an animation drive a sprite's video picture by picture (#404)
A video used to run on its own clock as soon as a sprite wore it. An animation could switch the sprite on and off, but never say which picture shows at which frame. Cutting a video in an animation needs the opposite: the animation sets the time and the video follows. - Sprites wearing a video or a clip get two rows, Video clock and Video time. They show only while the texture holds a video. - With Video clock on Driven the video does not play by itself. It shows the picture at Video time, counted from the clip's start. Past the end it goes round with Loop and holds the last picture without. - Video time is a number like any other, so keys, step, easing and curves give stills, slow motion and ramps. - A driven sprite gets a player of its own, keyed by the wearer's name. The same clip can run twice at different times. - Following has two ways (`videoFollow.ts`). Running forward at 0.25x to 4x the video plays at that rate and is nudged. A still, a scrub or a step backwards seeks, and only the newest seek counts. - Sound is heard only near 1x. The animation tab now plays it too, so a cut can follow the sound. Scrubbing is silent. - Scene, game view, the inspector's PREVIEW and the shader preview show the driven picture. In a running game Play animation sets it. Found on the way: - After a scrub the video in the animation tab kept running. The preview redrew only while the playhead moved, so nobody asked for the video once it stood. `AnimationEditor.tick` now redraws it every frame while it shows a video. - Every sprite has two more defaults (`videoClock: 'free'`, `videoTime: 0`). Eight tests in five files pinned the old list and are updated. Tests: - Unit: video-clock and video-follow new, 4 files with 42 tests green. - e2e 66 (melektaus-atx): ALL PASSED, 22 checks, 3 new. 66i: two sprites on one clip stand at 0.2 s red and 0.7 s green. 66j: a scrub to frames 2, 7, 12 and 3 shows red, green, blue, red, and each colour still stands 0.7 s later. 66k: playing runs 10-30 ms behind at rate 1.00-1.03 and is not muted. - Counterchecks: a seek that keeps the rate turns the seek test red. Not seeing Driven turns 66i, 66j and 66k red. - Gate (melektaus-atx): exit 0, 297 files, 4546 tests. - Not tested in the browser: Play animation in a running game. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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ce933a4f32 |
Let a drag change only the picked clip in the Sound and Video tab (#403)
A drag with a clip picked could span a new clip in the strip or span the picked one anew over the wave. Both happened by accident while working on a clip. Now a drag only makes a new clip while none is picked. With one picked it moves its edges or the whole of it. - With no clip picked, a drag in the strip or over the wave (in the Video tab the track) spans a new clip, as before. - A click over the wave or in the track picks the clip at that point, as a click on its band does. Beside the clips it picks the sound or the video. The picked clip wins where clips lie over each other. - With a clip picked, its handles move its edges as before. A drag on its band in the strip moves the whole clip, its length kept and inside the file. Any other drag does nothing. - The rules live in waveView.ts (clipGrip, clipToPick, movedSpan) and both tabs use them. The cursor shows grab over the picked band. - The Video tab's track draws the clips not picked faint, as the wave does, so a click there has something to aim at. Tests: - Unit wave-view.test.ts: 16 tests (4 new) - Counter-check: a strip drag beside the picked clip spanning a new one again fails the picked-clip rule test - e2e 34 + 66 (atx): ALL PASSED, 162 checks, 1 new check in each - Gate (atx): 295 files, 4527 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d48f174caf |
Play videos on sprites, converted on the server with clips (#402)
A video becomes an asset like a sound: uploaded once, converted to one format by a worker of its own, cut into clips in its tab, and worn by a sprite through its Texture row. Only Chrome is a target, without alpha. - Server: POST ?r=videos queues the upload under the hash of its bytes, so the MP4's name is known at once. The worker (VideoWorker over VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a keyframe every 15 frames, at most 1920x1080, with a poster and the details beside it. A failed job says why and is tried again on the next upload. - An upload may be up to 2 GB. It is streamed from the request to disk and hashed there, so php-fpm holds none of it in memory. The other routes keep their 256 MB. - The worker runs in the container game-maker-video on stein2, a compose project of its own (tools/video/), and in CI beside the PHP server. The CI image has ffmpeg for it. - Model: asset type video with size, length, frame rate and sound, and clips like a sound's. The clip helpers and commands serve both. - A sprite's Texture row offers videos and clips after the pictures. resolvePicture names a playing video by a key, and the texture library hands it to a VideoLibrary with one player per key. - The editor shows a placed video as a quiet preview. Play starts it over at its clip's start and lets it be heard through the master bus, a pause holds it, Esc makes it quiet again. - Video tab: the picture, a ruler, the clip strip and a track on the Sound tab's time axis. A drag spans a clip, a handle moves an edge, Play plays the picked clip. - The picker shows a video on its way with its progress and adopts an upload from it once it is ready. Dropping a video file does the same. Decided on my own: - Two sprites wearing the same clip share one player and show the same picture. Control per instance belongs to the follow-up with nodes. - A video plays in real time, the game's time scale does not slow it. - The container may use 3 of the 4 cores of stein2. Findings: - The first real upload (279 MB) got 413: the API's own ceiling of 256 MB for every request, not nginx or the Brandmauer. - Chrome has no picture of a video that never played, and a Pixi VideoSource drawn before the first frame stays empty for good. The texture is made in the first frame callback (openVideo). - A player nobody asks for in 2 s is let go. The inspector's PREVIEW asked only on an edit, so with the sprite not on screen its texture was destroyed under it and the batcher threw on every frame. The preview now redraws every frame while it shows a video, like a Time shader. A let-go texture keeps an empty source instead of none. - VideoSource.load() reloads the element and cuts off an earlier play(). Playing starts after loadeddata. Tests: - PHP videos.test.php: 68 checks, with the real ffmpeg - 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at 13.7 MB RSS at most - Unit videos.test.ts: 20 tests - e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the new asset count green - Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as its example of an unknown type and now uses a made-up one. - Counter-checks: a keyframe gap of 30 fails the PHP check, a key that keeps the video's end fails 2 unit tests, a clip without its end fails "plays only its stretch" in e2e 66 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6383cc0d8e |
Show a Sample node as a device that draws its waveform (#400)
The Sample was the last node of an instrument that still showed rows. It now draws the sound or clip it plays, so the loop and what plays after the note can be seen instead of read off two numbers. - SamplePanel, SampleFace and sampleView: a compact gold plate of 480x280 with the sound picker beside the name, a waveform screen, the four ways of playing it as buttons two by two, the root as a knob that reads as a note, a lever for following the note and the loop's start above its end. - The waveform comes from the library's peaks of the played sound, a clip's own cut included, scaled by the sound's volume. It is loaded on demand as the Reverb's sound is. - Each part has its colour: played once, looped, played after the note, never heard. The loop is held as playback holds it: an end of 0 or past the sound is the end, a start not before it loops all of it. - Idle settings come from the node's own idleParams, so the device greys out what the rows did. - A new instrument places its Output at x 840, past the device. At 460 it lay under the Sample. - Hook __gm.sample.panel and a check in e2e 34 behind the first instrument check. Tests: - Unit sample-view: 11 tests, new. pattern and chip-presets green. - e2e 34 (atx): ALL PASSED, 144 checks (1 new). - Gate (atx): 293 files, 4495 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a6c00f7b8b |
Show a Bitcrusher node as a device that draws its pixels (#399)
A Bitcrusher only said what it does in rows of numbers. How coarse its steps and holds are could not be seen. Now the node is a device of its own size. Its screen sends a sine through the node's own crush and draws what comes out in cells, as tall as a step and as wide as a hold, so the coarser the crush, the coarser the picture. - CrusherPanel draws a 680x280 plate in bubblegum pink. Bits and rate are large knobs, wet is small. Rate gives its low end more of the turn, 8 kHz sits just past the middle. - crushTrace runs a 440 Hz sine at 0 dBFS through Crusher at 48 kHz and blends it as the worklet does. Where each hold starts comes from Crusher too: a ramp through it at 16 bits takes a new value per hold. - cellOf shapes a hold. From 5 px a step or hold gets a grid line and a gap. Finer steps give a 2 px bar. A cell is never more than twice as tall as wide, so 1 bit gives bars at -1, 0 and 1. - The screen shows two periods, or 6 holds where the rate is low. The sine going in is a grey ghost. Below wet 1 the heard line lies over the cells. - Above the screen a word for how crushed it is, CLEAN to BROKEN. Under it the noise the bits leave and where the rate folds back. - 16 lamps show the bits kept, the highest on the left. A CRUSH lamp beside the name glows the more it crushes. - COLUMNS_OF gives the Bitcrusher 4 columns in the presets. - Hook __gm.bitcrusher.panel(id) for the sound FX and instrument graphs. Decided myself: - The screen is still. Nothing on it moves, so tick() says false. - How crushed counts whichever of bits or rate takes more, the rate in octaves, times wet. Found: at 8 kHz the first hold is 7 samples long, the rest 6. Six sixths add up to just under 1 in Crusher. The worklet does the same, so the screen shows what is heard. Every sfxr effect preset ends in a Bitcrusher and gets 3 columns wider. The Laser preset still fits whole on Fit. Tests: - Unit: crusher-view 13 tests (new). The screen matches Crusher with its wet on three settings. - Counter-test: without the wet in the blend the worklet test fails. - e2e 34: ALL PASSED, 143 checks (1 new). - Gate: CHECK EXIT 0, 292 files, 4484 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b6749cc43d |
Show Tremolo, Vibrato, Phaser and Flanger as devices that swing (#398)
The four effects that swing were still drawn as rows of numbers. Like
the Delay, the Saturation and the Limiter, each node now shows a device
of a fixed size. Its screen draws what it does over the first seconds
of a sound, and a light plays that in real time, over and over.
- One device for all four (ModulationPanel, ModulationFace and
modulationView), as KnobPanel is for Gain, Pitch, Mix and Pan. A short
description gives each its title, plate, buttons and knobs.
- Tremolo, 640x280 in cream: a wave its volume shapes, the volume as
its outline. It says DOWN TO 50%, EVERY 200 ms and DIPS -6 dB.
- Vibrato, 640x280 in plum: the pitch in semitones, cool below and warm
above. Under a wet below 1 the dry pitch stands beside it. It says
how late the voice is (LATE 0.93 ms).
- Phaser, 760x280 in mustard, and Flanger, 680x280 in steel blue: the
response from 20 Hz to 20 kHz, and under it a lane of the turn or the
delay over time. The response is drawn where the light is, so the
notches swirl and the comb jets. A comb finer than a column fills it.
- The light loops over 1, 2, 4 or 8 s, two LFO swings at least, for a
Flanger as long as its sweep takes to reach 20 ms. The face only
keeps the editor drawing while something swings and is heard.
- A Rate lamp beside each name goes from dark to lit with the swing.
- Nothing is listened to. The pictures use the worklets' own numbers:
lfoAt, vibratoSpeedUp (now exported from lfo.ts), the allpass chain
with its feedback, and the comb, reckoned at 48 kHz.
- Phaser and Flanger take 4 preset columns. Phased Pad was looked at
in a picture, nothing overlaps.
- Exported from nodes.ts: LFO_SHAPE, lfoShapeOf, TREMOLO_ROWS,
VIBRATO_ROWS, PHASER_STAGE_ROW and phaserStagesOf. FLANGER_MAX_MS is
exported from phaser.ts.
Decided here, as the request left the look open:
- A notch counts where the response falls below -3 dB, not some dB
under the loudest point. Feedback rings peaks far above 0 dB, and the
first rule counted 7 notches on a Phaser of 12 stages.
- Rate and Depth of Tremolo and Vibrato are big knobs, Wet is small.
Tests:
Unit modulation-view (stein2): 22 tests, new. Phaser and Flanger
give the dB of their worklets on a sine within 0.005 dB, the
Tremolo its samples, the Vibrato the pitch it reads at.
Counter-check: with the sign of the Phaser's feedback flipped in one
place, exactly the worklet test fails.
e2e 34 (atx): ALL PASSED, 142 checks, 4 new. Each device has its
size, its ports outside, a light that runs by itself, and a button
and a knob as one undo step each. Picking 8 stages on the Phaser
draws 4 notches.
Gate (atx): CHECK EXIT 0, 291 files, 4467 tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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28909f0adf |
Show a Limiter node as a device that holds what it took away (#397)
A Limiter only said what it does in rows of numbers. How much it took away, and when, could not be seen at all, and a short sound is over before any needle could show it. Now the node is a device of its own size, and its screen catches the reduction from the moment a sound starts and holds it once the sound ends. - LimiterPanel draws a 720x280 plate of brushed brick. The threshold knob is large, ceiling and release are small beside it, auto-gain is a lever. A LIMIT lamp lights while it takes something away. - The screen hangs the reduction down from the top, 0 to 24 dB by the square root like the Compressor's meter. The level coming in runs along the bottom, orange above the limit. Time runs from the start of the sound over 1, 2, 4 or 8 s, and a longer sound rolls. - ReductionCapture in limiterView holds the capture after 0.4 s of silence, without the silence, until the next sound. It writes the most taken away and when, and NOW or LASTED on the right. - The Limiter is tapped now, like the Compressor. The face reads the loudest sample since the last frame on both sides. - SpectrumTaps.levels takes a lateBy. The side in front is read 5 ms earlier, so a peak going in is met by what it became. - limiterReduction leaves the auto-gain out and solves Wet's blend for the limited part. Less than 0.2 dB counts as none. - A capture is also held when the node leaves the picture. Changing a knob or the lever leaves it as it is. - Hook __gm.limiter.panel(id) for the sound FX and instrument graphs. Decided myself: - The capture stays held until the next sound, not for a fixed time. - The screen has no wet knob, as the Compressor's has none. - The Limiter's two taps cost two gains of 1 per voice. The analysers only exist while the node is in the picture. Measured on stein2: the seeded blip at -4.4 dBFS against -12 dB showed 7.56 dB. Three hits at 0, -8 and -2 dBFS showed 11.9 dB at the first. In e2e 34 on melektaus-atx, -10.44 dBFS in against -20 dB showed 9.56 dB, the difference to the hundredth. Tests: - Unit: limiter-view 13 tests (new), spectrum 6 (1 new), soundfx 67 with the Limiter's taps. - Counter-test: without Wet's share in the formula the blend test fails. - e2e 34: ALL PASSED, 138 checks (1 new). - Gate: CHECK EXIT 0, 290 files, 4445 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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80b25488ce |
Show a Saturation node as a device that glows with its drive (#396)
A Saturation in the graph was a stack of rows. The user wanted a device of its own style and size, like the Delay and the Reverb, that shows warmth and heat the harder the sound is driven. - The node is a copper plate of 720x280 with a button per type, the auto-gain lever, a big drive knob and small knobs for tone, output and wet. Each change is one undo step, wired numbers lock their knob. - The screen draws a sine at -12 dBFS, the level auto-gain is reckoned at, as a grey ghost. Over it is the wave that comes out: bent by the type, its DC taken out, auto-gain and output after it, blended by wet. Under it stand the auto-gain and the peak. - The heat is the drive over 48 dB, as far as wet lets it be heard. The wave goes from cold steel through ember red to white, a glow rises from below and flickers, and embers fly up from about 8 dB on. A lamp beside the name glows with it. - The node keeps the editor drawing only while there is heat. Without drive it draws nothing, unlike the Delay, which always animates. - The Reverb's private type button is now PickButton with its own colours, and the Saturation's type buttons use it as well. - No instrument preset uses a Saturation, so no preset needs more columns. Tests: - Unit saturation-view: 14 new tests. - Counter-check: without taking out the DC, exactly the DC test fails. - e2e 34 (atx): ALL PASSED, 137 checks, one new for type, lever and drive with undo. - Gate (atx): CHECK EXIT 0, 289 files, 4431 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d4a45c127b |
Show a Delay node as a device with its echoes over time (#393)
After the Chip, the Envelope, the Reverb and the one-knob devices, the Delay is drawn as a device of its own size too. Its screen shows what time, feedback, damping, wet and ping-pong make of a sound, and a light runs over the echoes at the beat they come at. - DelayPanel: a 680x280 plate in the Compressor's brushed aluminium, now exported as ALUMINIUM. A screen, levers for Sync and Ping-pong, knobs for Time, Feedback, Damping and Wet, and an Echo lamp. - The screen draws the sound as a white bar and each echo as a bar one step later. A bar is as tall as the echo is loud, evenly in dB to -60. It turns from warm white to rust as the damping takes the highs. With ping-pong the bars alternate above and below, the first left. - At most 24 bars are drawn, and the screen says how many more are heard. Under it stand the step and the end of the tail, above it where the highs of the first echo end. - The running light: DelayFace.tick returns true while the node is in the picture, so the editor keeps drawing, as for the Particles tab. The light goes round the span in real time, a bar glows as it is passed, and the lamp blinks with every echo but not with the sound. - On beats the screen counts at 120 BPM, as the tempo of the voice is not known in the graph. The time knob then names the note, dotted and triplet ones included. In seconds, 2 s and up reads "2 s max". - delayView holds the rules apart from the drawing: layout, tapers, echoTrain, echoCutoff for k rounds of the Butterworth low-pass, sweepAt and the texts. At wet 0 the rest is drawn faint. - delayEchoes in the core counts the echoes heard. The tail of a voice and the screen use it both. DELAY_ROWS, DELAY_SYNC and PING_PONG are exported. - Knob.reformat writes the number anew when its format changes, here when Sync switches between seconds and beats. - The test hook __gm.delay.panel returns knobs, levers, idle settings, the echoes drawn, the texts and where the light is. - Instrument presets give the Delay 4 columns. Echo Lead and Bell use one. In the picture of Echo Lead nothing overlaps. Found on the way: a node with a face draws no setting rows. The e2e check of a bypassed Delay (#354) read "Bypass: true" from them. It now checks the faded node and the stages heard, as before. Tests: - Unit delay-view: 17 tests, new. Counter-check: the first ping-pong echo on the right turns the side test red. - e2e 34 (melektaus-atx): 136 checks, 1 new. - Gate (melektaus-atx): 288 files, 4416 tests. - Pictures looked at: default, ping-pong, beats with damping, 83 echoes at 50 ms, wet 0, and the preset Echo Lead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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389d9555fa |
Show a Pan node as a one-knob device in cyan (#392)
After the Gain, the Pitch and the Mix, the Pan is the next node that is just one number. It now gets the same device in the graph instead of a row for its pan. - PAN_DEVICE: the Gain's 160x160 plate in cyan with one bipolar knob for Pan. The middle stands straight up, and the turn goes evenly to L and R, which are engraved at its ends like A and B on the Mix. - PAN_TAPER in hardwareView is 1, so left and right are heard alike. Device and unit test read the same constant. - PAN_ROW is exported from the core, so the knob has the node's range. - A linked Pan greys the knob, as for the Gain. - The test hook __gm.pan.panel returns the same shape as the Gain's. - No instrument preset uses a Pan, so no preset columns change. Tests: - Unit hardware-view: 17 tests, 2 new (the turn, and L and R inside the plate and clear of the screws). Counter-check: PAN_TAPER 2 turns the turn test red. - e2e 34 (melektaus-atx): 135 checks, 1 new. - Gate (melektaus-atx): 287 files, 4399 tests. - Pictures looked at: Gain, Pitch, Mix and Pan in a row, Pan at -0.35. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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fe4e0d9f1a |
Snap to the grid from the start in every graph tab (#391)
Laying out a graph by hand mostly means lining nodes up, so the magnet was switched on in nearly every session. Every graph tab now starts with it lit: Behavior, State machine, Shader, Particles, Sound FX, Instrument, the song's Routing and the Routing tab. - SnapToggle takes the state it starts in and lights its button to match. GRAPH_SNAPS_AT_FIRST sets it for the toggles and for GraphCanvas alike, so button and canvas cannot disagree. - Curve and Vector Art are no graphs and still start without it. - New hook __gm.graphSnapping(on?) reads every graph tab's magnet, or "mixed" where button and canvas differ, and switches them all. - The e2e harness reads the magnets after each navigate() and then switches them off, as it already sets the zoom transition to 0. Most checks drag a node to an exact spot. e2e 45 does the same itself, because the editor comes up there through the sign-in. - e2e 06 checks that all eight graph tabs started with the magnet on. The checks in 06, 26 and 65 that read it off now say they read what the harness left. Tests: - Unit snap-toggle: 4 tests, 1 new (lit at first, nothing asked of the target before a click). - e2e 06 (melektaus-atx): 150 checks, 1 new. e2e 34: 134 checks. - Gate (melektaus-atx, together with #390): 287 files, 4397 tests. - Pictures looked at: none, the state comes from the hook. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e70954115c |
Show Pitch and Mix nodes as one-knob devices in green and blue (#390)
The Gain has been a small device with one big knob since #384. The Pitch and the Mix are just as much a single number, so they now look and work the same way. The Mix also gets a lever for its curve, which until now was only a row in the inspector. - GainPanel and GainFace become KnobPanel and KnobFace. Each node is described by a KnobDevice: its plate, its row, how the knob turns, and an optional lever. The Gain looks as before. - Pitch: a green 160x160 plate with a bipolar knob for Semitones. 0 stands straight up and taper 2 puts an octave at 43 % of each half, so small steps near 0 are easy and the full +-64 is still there. - Mix: a blue 180x200 plate, the lever on top and the knob below. The knob has A and B engraved at the ends of its turn. The lever reads "crossfade" down and "both at center" up with its lamp lit. A flip is one undo step. - A wired Semitones or Mix greys the knob, as for the Gain. - The instrument presets give Pitch and Mix two columns. In the graph they are 281 and 261 units wide, more than one column of 240. - The test hooks __gm.pitch.panel and __gm.mix.panel return the same shape as __gm.gain.panel, plus the lever. Tests: - Unit hardware-view: 15 tests, 3 new (Pitch turn, lever above the knob and ends on the Mix plate). Counter-check: taper 1 turns the Pitch test red. - e2e 34 (melektaus-atx): 134 checks, 1 new. - Gate (melektaus-atx, together with #391): 287 files, 4397 tests. - Pictures looked at: Gain, Pitch and Mix in a row, Pitch at -24.5, Mix with both curves, the Bell preset without overlaps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e8021b1fd3 |
Show a Reverb node as a device with a round screen of its tail (#389)
The Compressor, the Gain, the Chip and the Envelope are devices in the graph. The Reverb was still a list of rows, and how long and how dark its tail rings was left to the numbers. - The node is a plate of 640x280 in pale lavender. Its inputs are on the left, its output on the right. - A round screen draws the tail as rings out from the sound. A ring's radius is its time, as the root of its seconds, on one scale up to 10.5 s for every Reverb. So a Room is a small disc and a Cave fills two thirds. - A ring is as bright as the tail is loud there, evenly in dB. Its colour is how much of the highs is left, from ice to violet, with the cut-off of the impulse response (reverbCutoff, now shared). - The pre-delay is a dark gap round the dot, a dashed ring marks -60 dB. Seeded dots stand for the reflections. Wet fades the tail against the dot. - A type of Sound draws the peaks of its sound from the library, each against its loudest. It says LOADING until they are there. - A button for each type, a list of the sounds and four chrome knobs: Decay, Damping, Pre-delay and Wet. - A knob the type does not take is greyed but turns. It goes over to Custom with the type's numbers, as one undo step. Picking a sound makes the type Sound, also one step. - NodeParamDrag can write several settings as one drag for that. - Test hook __gm.reverb.panel(nodeId), for the sound FX and the instrument graph. Tests: - Unit reverb-view: 10 new tests for the plate, the knob turn, the numbers per type, the scale, the tail and the texts. A screen that ignores damping turns the highs test red. - e2e 34 (atx): 1 new check (device between its ports, decay knob of a Hall goes to Custom as one undo step, Cave button, a sound from the list makes it Sound and draws that sound). - Probe pictures on stein2: Room, Hall, Cave, Plate, Custom with damping 1 and pre-delay 0.3 s, Sound. - Gate (atx): CHECK EXIT 0, 287 files, 4393 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c75e72d4ee |
Show an Envelope node as a device with its ADSR curve (#388)
The Compressor, the Gain and the Chip are devices in the graph. The Envelope was still a list of rows, and its shape was left to the imagination of whoever read the numbers. - The node is a plate of 520x280 in pale sea green. Its inputs are on the left, out and value on the right. - A dark screen draws the curve over a note in amber. A letter sits above each stage, its time below it, and the sustain in percent above its line. - The time on the screen is squeezed. Each stage is as wide as the root of its seconds, at least 3 %, and the hold has a fixed fifth. So 5 ms of attack still shows beside a release of 3 s. - The falls use SETTLE, as the player does. With sustain 0 there is no hold and no release, and the screen says NOTE ENDS. - Attack, Decay, Sustain and Release are chrome knobs. The times use taper 4, so 5 ms sits an eighth of the way and 1 s not quite half. - From and To have no range a knob could turn through. They are NumberFields on the plate, typed in or scrubbed. - The decay at sustain 1 and From/To while nothing takes value are faded. While a link takes value, the bezel says what it moves between, as VALUE 400 TO 3500. The UI font has no arrow. - Instrument presets give an Envelope 3 columns of 240. - Test hook __gm.envelope.panel(nodeId). Tests: - Unit envelope-view: 6 new tests for the plate, the knob turn, the idle settings and the curve. A linear decay turns two of them red. - e2e 34 (atx): 1 new check on the Laser preset (device between its ports, curve ends with the decay, decay knob and scrubbed To field each one undo step). - Probe pictures on stein2: Synth Brass preset, pad, pluck, organ and an Envelope whose value moves a Chip. - Gate (atx): CHECK EXIT 0, 286 files, 4383 tests. The first run was red on the font test (#214) for an arrow in the bezel text. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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eb78f3cbf3 |
Show a Chip node as a device with its wave and its pitch (#386)
The Chip had eleven numbers in rows and nothing that showed what they do to a note. Its node is now a device of one size like the Compressor's, and two screens draw the wave and the pitch from the settings, worked right in the instrument graph. - ChipPanel is 840x280 in the warm grey of a handheld console. A button per wave, the "follow note" lever and a chrome knob per number, grouped Oscillator, Slide, Vibrato, Arpeggio and Repeat. - The wave screen draws two periods as loud as the Chip plays them, a square at its duty. toneValue and periodicSteps come out of chip.ts, so the screen and the worklet share one formula. - The pitch screen draws what slide, delta slide, vibrato, arpeggio and repeat make of the pitch over a note. It ends where the note falls below "min frequency" and starts from A4 while the Chip follows the note. - Idle settings are faded, wired ones greyed and locked, as the rows were. Every change is one undo step. - Knobs take a bipolar range: 0 straight up, the taper bends each half. Slide, delta slide, duty sweep and arpeggio use it. - The Compressor's auto-gain lever is now a Lever with a name of its own, which the Chip uses for "follow note". - Presets give a Chip five columns, as a Filter has four since #385. Found on the way: - With the Chip this wide the Laser preset is about 3060 units. In a 1280 px window Fit stops at the least zoom of 0.25 and cuts the Notes node off. The zoom limit is left as it is. Tests: - Unit: chip-view (9 new), knob (1 new), chip, chip-presets and hardware-view, 53 green - e2e 34 on melektaus-atx: ALL PASSED, 131 checks (1 new). The first run was red on the check itself: a Laser's "min frequency" can lie above A4, and the screen then rightly says the note ends at once. - Gate on melektaus-atx: CHECK EXIT 0, 285 files, 4377 tests - Counter-check: a square drawn with its duty mirrored turns the wave test red Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c087993000 |
Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a node of its own and gets the EQ's editor with itself as the one band. The editors also stop running out of their room: what does not fit is left out instead of being cut. - The curve of the EQ is now BandCurve with a host the EQ and the Filter both fill. CurvePanel holds what their panels share. - FilterPanel shows the Filter as one band. A drag of its handle sets frequency and gain as one undo step. A number fed by a link is greyed out and the drag leaves it alone. - A double-click on the Filter's title opens the same in a tab of its own. Delete there does nothing, the node stays. - The Filter is tapped like the EQ, so its node and its tab draw the spectrum of what passes it. A tap is two gain nodes per voice, the analysers are made only while someone listens. - EqFace and FilterFace are one CurveFace now, given the panel. - EQ and Filter nodes have a corner to resize them, drawn like the floating window's. The size is saved on the node as `size`, each drag is one undo step, the least is 240 x 120. - In the node the help line is gone. The row of numbers comes in only once the curve keeps 120 px of height. A group of the row that does not fit is not drawn, the one on the right first. - A frequency or dB label that would run into the one before it is left out. - The all-pass is drawn flat. The curve's maths takes every shape a Filter has. Found on the way: - The instrument presets set nodes 240 apart. A Filter with its editor is about 700 wide and covered the Bitcrusher, so a Filter now takes four columns. Tests: - Unit: 8 new (filter band, resize command and save, fitting rules), stage lists with a Filter now hold its taps - e2e 34 (atx): ALL PASSED, 130 checks (4 new) - Gate (atx): CHECK EXIT 0, 284 files, 4367 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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01ee61868b |
Show a Gain node as an orange device with one knob (#384)
A Gain node now draws a small device in the graph, as the Compressor does since #380: the brushed plate in orange, 160x220 graph units, with one chrome knob between its inputs and its output. - GainPanel and GainFace join the node faces. The knob drags, resets on a double-click and keeps the wheel for the graph (#383). Each turn is one undo step, a linked Gain (dB) greys it. - The knob turns with a taper of 0.26, so 0 dB stands straight up and the range below -24 dB takes a fifth of the turn. - drawPlate, engrave and the brushed look move out of CompressorPanel so both devices share them. The Knob takes an arc colour, because the orange arc vanished on the orange plate. - No meter and no tap. Gain sits in every voice of an instrument, and a tap would add two audio nodes to each note for a display nobody asked for. Found on the way: - Knob.dialGlobal added half the dial unscaled. In a zoomed graph it pointed beside the dial. The Compressor's e2e only hit by luck. Tests: - Unit: 2 new for the Gain plate and its taper. - e2e 34 on atx: ALL PASSED, 126 checks (1 new). - Gate on atx: CHECK EXIT 0, 283 files, 4359 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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79a04e6764 |
Edit a Parametric EQ in its node, let the wheel only zoom graphs (#381)
The small curve below the EQ node's rows (#375) only showed the bands. Like the Compressor since #380, the node now shows the editor of its tab between its inputs and its output, and is worked right there. A double-click on the node still opens the same editor in a tab. Two wishes for the nodes with a panel came on top and share the same files, so they are in this commit as well: the numbers below the Compressor's knobs read as plain labels (#382), and the wheel over a node zooms the graph instead of turning a value (#383). #381, the EQ in its node: - EqPanel holds the curve, the band's numbers and the help line, taken out of EqEditor. The tab puts its one panel under a header, each EQ node has a panel of its own at 720 x 360 (EqFace). - A press on the curve neither picks nor moves the node. A double-click on the curve adds a band, one on the title or the edge opens the tab. - In the node a press on the Type or Slope button stays with the button, so the node is not picked or moved. - The spectrum runs in the node while it is in the picture. The tab lets go of the tap once, like the Compressor's, and Editor.tick lets every unseen tab and graph go before any seen one listens. - The count of bands moved from the tab's header into the band row, so the node shows it as well. - The node picture of #375 is gone with its only user: NodePicture, EQ_PICTURE and NodeView's drawing of it. #382, the numbers below the Compressor's knobs in its node: - A Knob with typed: false shows its number as a centred Label without a box, in the panel's ink. The ratio reads 4:1 (ratioText). - The label is as high as its text and sits up in the dial's open bottom, right under the ends of the scale. - Label takes a colour of its own. #383, the wheel in a graph: - GraphCanvas takes the wheel on the way down and stops it there. It zooms over a node too, and no knob or curve in a node sees it. - The tabs keep their wheel: a knob's step, a band's Q and the zoom of the EQ's dB. Found on the way: - A Menu opened below a button in the zoomed graph would have been placed by the button's own height. openBelow now takes the bottom edge as drawn. - The band row did not lay out its labels after a text change when its own size stayed. In the tab a later resize hid it, in the node "Band 1" and the count were missing. The row now lays out itself. - Handle and point positions for the checks were unscaled. They now go through toGlobal and hold at the graph's zoom. Tests: - Unit parametric-eq: 16 tests. The #375 tests now check eqCurvePoints and eqRangeOf directly. compressor-view: ratioText. - e2e 34 (atx): ALL PASSED, 125 checks (3 new: the EQ panel and its ports, editing in the node, the spectrum in the node with the tab open). The Compressor node's check reads its numbers as labels and 8:1. Both node checks now expect the wheel to zoom the graph and leave the ratio, the Q and the dB zoom alone. - The unseen-tab check now leaves for the Scene tab, since the node in the graph listens to the same tap. - Counter-check: the tab letting go of the tap every unseen frame stalls the node's spectrum with the tab open (1 frame against 22, probe on stein2). - Gate (atx): CHECK EXIT 0, 283 files, 4357 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9917253751 |
Open a Compressor as a device in a window of one size (#379)
The tab from #378 shows a Compressor as an editor. The user wanted it to look like a device as well, after a brushed aluminium plug-in, with a meter of the gain reduction instead of the pictures. The tab stays and is switched to per node. - Hardware look is a switch under Settings, on by default for new and existing Compressors. Only the editor reads it. - The panel is 820x280 px and opens straight in a window of that size. The window has no sizing corner and no Dock. A pane says so through `fixedSize`, and `keptSize` keeps the window's middle when it changes to that size. - A Compressor in this look never sits in the tab row. Opening one floats it, and switching the look on moves its tab into the window. - The panel has chrome knobs (threshold and makeup large), a meter with a needle that moves like a VU's, an LCD with the name and the reading, a lever with a lamp for auto-gain, and LEDs for the level going out. Everything is drawn in code. - The Knob takes a size and a chrome look, and leaves out its caption when it has no name, so the panel engraves its own. - `autoGainOn` is now `switchOn`, because the new switch reads the same way. - Where parts sit, the meter's scale, the needle's speed, the LEDs and the plate's grain are in `hardwareView.ts`, apart from the drawing. Decided myself: - The meter's scale runs by the square root, so the first dB is about as wide as the last nine. It is red from 10 dB on. - The LEDs light one every 3 dB from -39 to 0 dB and fall by 20 dB a second. - Switching the look changes the graph's fingerprint, like any other setting of a node. The sound FX is built again once. Findings, fixed on the way: - Pixi's `arc` goes on from the last point of the path. The meter's scale had a line from the corner of the face until each arc got a `moveTo` to its own start. - A text put into a Graphics makes Pixi warn that only Containers take children. The LCD is a Container now. - The first browser check read the needle at one moment and missed the short sound. The panel keeps the most its needle and LEDs showed. Tests: - Unit: hardware-view (10 new), documents (1 new) - e2e 34 (melektaus-atx): ALL PASSED, 122 checks (4 new). Played, the needle reached 20.9 dB and 5 LEDs lit. - Gate (melektaus-atx): CHECK EXIT 0, 283 files, 4355 tests (11 new) - Counter-checks: a window that keeps its corner instead of its middle, and a linear meter scale, each turn exactly their test red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2d4909d248 |
Fit the Compressor's tab to any size, make auto-gain a switch (#378)
Two things came up on the new tab. Floated and sized down, it spilled its knobs out of its window, and sized up it left the window empty. Auto-gain lifted far too much: it brought 0 dB back to 0 dB, which at -40 dB, 4:1 and knee 6 is +28.1 dB, so a sound at -24 dB came out at -6 dB. And as a knob from 0 to 1 it blended between makeup and auto-gain, so at 1 the makeup knob did nothing. Layout: - The knobs stay on the bottom line, centred, with the help line above them. - The levels fill the height left above. The curve is a square at their right, centred up and down. It grows with the tab from 180 to 360 px and takes no more than 40 % of its width (picturesLayout). - A floated window cannot be sized below what its pane needs. A pane says so in its minWidth and minHeight, and the Compressor's is every knob and the smallest pictures. Other panes keep 320 x 200. - A pane put into an open window that is too small grows the window. Auto-gain, as decided in #378: - A Compressor's auto-gain gives back what it takes from a sound at -18 dB, so that one comes out as loud as it went in. At the numbers above that is +14.6 dB. - Auto-gain is a switch on the Compressor, the Limiter and the Saturation alike, a setting and no longer an input. The makeup or output is added on top of it instead of being blended with it. - A project from before reads a number as on above 0. Nodes never set keep their defaults: off on the Compressor, on on the other two. - The tab shows the switch at the right of the knobs, with the dB it gives below it. With it on, the curve has a line at -18 dB from the curve up to the diagonal. - Every level reading keeps the gain of its time. Before, the whole picture was read by the current makeup, so after a change the tinting of the last seconds was wrong or missing. Findings: - My first e2e run of the layout clicked Dock where it was before the window was sized up, so the window stayed open and the next check went red. The check reads the button again. Tests: - Gate (melektaus-atx): 282 files, 4344 tests (6 new) - e2e 34 (melektaus-atx): ALL PASSED, 118 checks (2 new) - Offline in Chrome: a sine at -18 dB through -24 dB and 4:1 came out at -17.92 dB with auto-gain on and -22.42 dB with it off. - Counter-checks: the curve set at the top instead of the middle, and every reading read at a gain of 0, each fail exactly their test. - Looked at the window in screenshots: at its least every knob and the switch show. At 1280 x 797 the levels fill the height, the curve is centred at the right and the knobs are at the bottom. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1df38bd430 |
Edit a Compressor in a tab of its own, with knobs and levels (#378)
A Compressor had only its number rows in the node. Its numbers are
easier to set by feel on a dial, and what it does is easier to judge
when the level going in and the level going out are seen side by side.
- Knob is a new widget in the toolkit: a slider bent into a circle,
its name above and a number field below. A drag up or down turns
it, Shift a tenth as far, a notch of the wheel a fiftieth of the
turn, a double-click sets the default, the number takes a typed
value. A taper gives the low end more of the turn.
- The Compressor's tab opens on a double-click, one per node, like
the Parametric EQ's. It has a knob for each of the seven numbers,
greyed while its input is linked.
- Its curve shows level in to level out from -60 to 0 dB. The point
where it bends sets the threshold, the end of the curve sets the
ratio that ends there.
- Its levels show the last 4 s on both sides of the node. Where it
takes more than 0.5 dB away, the stretch below the level coming in
is tinted. The makeup is left out of that.
- The Compressor is tapped like the EQ. SpectrumTaps listens to more
than one node at once and reads the loudest sample of the last
25 ms on each side.
- The node tabs share one map in the editor (nodeTabs), so a third
kind needs no new plumbing.
Findings:
- CI task 614 for
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23922ee4a2 |
Show the zoom of the music tabs and the EQ as a transition (#377)
The zoom transition of #309 left out the Pattern, Song and Sound tabs
and the Parametric EQ's curve. There a wheel step or Fit still jumped,
whatever "Zoom (ms)" in the general settings said.
- axisTween wraps ViewTween for a single axis. The music tabs zoom
their time across and their rows, tracks or height down apart, so
each keeps one tween per axis and either goes its own way.
- Fit by its button is shown as a transition too, as in the other
tabs. The fit on opening a document still jumps.
- A middle-button pan first lands a transition under way, and saving
a document's view lands it on the step it was heading for.
- The EQ's range is saved on the node at once. While the zoom is on
its way the curve draws a range of its own and writes nothing.
Its dB lines are those of the new range, sliding to their place,
so no line shows a crooked number.
Found on the way, not part of #377:
- CI task 611 for
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82e96e680f |
Decode a clip from a file of its own, not its whole sound (#349)
A clip was cut from its sound's file, so a game decoded the whole file for it and held it for as long as the page was open. A long recording played through a few short clips cost the recording. Every clip now has a copy of its cut as Opus, with Stream on or off, and a game decodes that instead. - StreamKeeper makes the copy of each clip whether its sound streams or not. Stream only decides whether a sound gets a copy of its own. - clipCopyTable says which cut decodes from which copy. The sound library loads the copy for a clip unless the whole file is decoded already. Then the clip is cut from that as before. - projectFiles decodes the whole file ahead only where something may play the sound itself: no clips, a clip without a fitting copy, or the sound's id anywhere in an asset that can name one. That last test walks the data, not the fields, so no place is missed. - A copy that cannot be had falls back to the whole file. A library that bakes keeps to the whole files, as the bake's fingerprint does. Tests: - Gate: CHECK EXIT 0, 280 files, 4319 tests (7 new: streams +4, sound-library +3). - e2e 34: ALL PASSED, 108 checks (2 new). With Stream off a fresh library decodes the ten-second reversed clip's copy and not the five-minute file. It is the cut made from the original to within 0.0091 a sample and 0.013 dB in any 20 ms. Once a node plays the sound itself, the whole file is decoded ahead again. - e2e 65: all passed with this change. - Counter-checks red as they should be: the library ignoring copies, the whole file always decoded ahead, clip copies only with Stream. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2764919bb8 |
Stream long sounds from an Opus copy instead of decoding them (#349)
A sound was decoded whole as soon as the project opened, in the editor and in a released game: five minutes of stereo held some 115 MB for as long as the page was open. A sound with Stream on now plays from a copy as Opus in Ogg, fetched a piece at a time and decoded a few seconds ahead by WebCodecs, so a game holds a few megabytes for it. - The Stream switch is a row of the sound, off by default. The Sound tab suggests it from a minute on and says how far the copy has got. - StreamKeeper makes the copies in the browser, a moment after the last change, one at a time: the sound's own and one per clip of its cut, fades and Reverse baked in. A copy that is no longer wanted is taken off and deleted once the project is saved without it. - streamTable says which played names stream from which copy. A clip without a fitting copy, a Sample and a Reverb impulse stay decoded. A sound with Stream on is never decoded ahead. - The page fetches by Range and takes the whole file from a server that ignores it, as the CI's PHP server does. It keeps the bytes and the first two seconds decoded, the rest goes four seconds ahead. - A jump decodes 32 packets before the place first. Measured in Chrome, what follows is then the same to the bit as decoding from the start. With 4 packets it was 0.06 off. - The stream-player on the FX worklet reads the samples at the rate of the context along a Catmull-Rom curve. What comes late is silent and skipped once it is there, so a clip keeps its beat. - The opening stretch goes with the player as it is made. Sent by message it came a few milliseconds late, and 557 samples of the attack were lost. - Pitch on a streamed sound is a shifter after the player, as on a bus: the length stays and it is heard 42.7 ms late. - Bakes of patterns and songs (#340) always stream now. - The song timeline draws a streamed sound from its copy decoded at 8 kHz, keeping only the peaks. Tests: - Gate: CHECK EXIT 0, 280 files, 4312 tests (31 new: ogg +3, stream-queue 6, streams 11, streaming 6, sound-library +5). - e2e 34: ALL PASSED, 106 checks (7 new). Five minutes of mono, 4.8 MB as WAV, 3.6 MB as its copy: streamed the renderer grows by 5.8 MB, decoded by 69.6 MB. Offline at 48 kHz, start, loop seam and a reversed clip are the copy decoded whole to the sample (0). - Counter-checks red as they should be: no pre-roll, no catch-up of late samples at the end, no opening stretch, a streamed sound decoded ahead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |