Commit Graph
21 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 af2312a5e7 Play every tab's preview straight into the master (#368)
Since #351 the tabs played their asset along its links in the Master
routing, as the game does. A song linked into a reverb bus was heard
through that bus while it was edited. A preview should sound like the
asset itself, so the tabs leave the Master routing out again.

- The Sound, Sound FX, Instrument, Pattern and Song tab play into the
  master. The sound FX of the asset still applies, and so does the
  master's own volume and FX.
- Inside a song its own routing of tracks and sends still counts.
- The game is unchanged: Play nodes go along the routing as before.

Tests:
- e2e 34 (melektaus-atx): ALL PASSED, 96 checks. The routing check
  now holds the mix of the two buses as before, and the Sound tab on
  the master with the bus silent.
- Counter-probe e2e: the Sound tab along the routing again, the
  routing check red.
- Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 13:09:36 +02:00
adminandClaude Opus 5.5 0e73fd85b9 Route sounds, songs and buses in one Master routing graph (#351)
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

- Menu -> Master routing opens a tab with one graph per project. It has
  a node per sound, instrument, pattern, song and bus, named after its
  asset, and one Master. Embedded assets have none, their song routes
  them.
- The nodes follow the assets. Every edit settles the routing in the
  same undo step (KeepRoutingCommand), so an undone delete brings the
  links of its asset back. A new asset gets a node and a link to the
  master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
  master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
  song. Out of a sound, an instrument or a pattern a link always takes
  the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
  overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
  the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
  project is read, but nothing is added there. The editor adds the
  nodes when it opens a project. An asset without a node plays on the
  master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
  A sound or instrument with more gets a bus of its own with the sends.
  A pattern or song sends from the master of its playing, which is
  where its Mode taps. Buses of the mix can have sends now too.

Found:

- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
  failed in 2 of 5 runs here and in CI task 580 at 490fcba, before
  this change. HEAD passed it 2 of 2. Not fixed here.

Tests:

- Unit master-routing (new, 10), sound-library (2 new), buses
  rewritten onto the routing, 5 lists without the Bus row. 5 counter
  checks red.
- e2e 34 (melektaus-atx): ALL PASSED, 93 checks (3 new, 2 rewritten).
  Counter check with the Sound tab ignoring the routing: the routing
  check red.
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4225 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:18:46 +02:00
adminandClaude Opus 5.5 cf96442835 Keep the Sound tab smooth while it pans (#360)
game-maker / gate (push) Successful in 3m51s
game-maker / suite (push) Successful in 15m55s
Panning the Sound tab drew the whole wave anew on every move, one
filled rectangle per pixel column, and gave the ruler's labels new
texts whenever a tick left the area. At 2560 px across that took the
tab down to 16 fps.

- The wave is drawn half the area's width past either side of it. A
  pan within that moves the drawing. Zoom, height, size or a pan
  past the margin draw it anew.
- The bars of the wave share one fill instead of one fill each.
- A ruler label keeps the second it already shows. Before, a pan
  shifted every label by one and each had to be rendered anew.
- A clip's name is given its style only when the style changes.
- The rule for what a drawing covers is pure in `waveView.ts`
  (`shownSeconds`, `drawnSeconds`, `coversShown`).

Measured with a copy of the user's project, "Take 1" with 4 clips,
240 pan moves with the middle button, headless on stein2:

- 2560x1440: main thread 712 -> 373 ms/s, texts rendered 694 -> 65
- 1280x800: main thread 429 -> 225 ms/s

What is left in the profile is Pixi's render pass and the pointer
events, which hovering pays as well.

Tests:
- Unit wave-view: 12 green (1 new), counter-probe red
- e2e 34 (stein2, melektaus-atx was down): ALL PASSED, 92 checks
  (1 new). Counter-probe with the labels given out by position: red,
  7 labels set anew instead of 1.
- Gate (stein2): 272 files, 4210 tests green

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 06:19:05 +02:00
adminandClaude Opus 5.5 95edf9959b Show the clips not picked faint over a sound's wave (#357)
Only the picked clip showed in the wave, between its handles. Where the
other clips lay could only be read from the strip above, so cutting one
next to another meant looking up and down all the time.

- Every clip but the picked one is drawn over the wave as a pale tint
  with a thin edge, as high as the file reaches.
- With the sound picked, all its clips are faint. While a drag spans a
  clip, that one is left out.
- Test hook soundTab.faintClips() names the faint clips.

Tests:
- e2e 34 (melektaus-atx): ALL PASSED, 91 checks (1 extended)
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4195 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:13:17 +02:00
adminandClaude Opus 5.5 852dce5142 Shrink a clip with the wave and drop it with a click beside (#357)
Zoomed out, the wave left room above and below it, but the bright file,
the picked clip and its handles still took the whole height. And a click
in the wave beside the picked clip kept it picked, so only the strip
could take it back to the sound.

- fileReach in waveView.ts is how far up and down the file reaches:
  full scale and its inset, never past the area. At level 1 it is the
  whole height, zoomed in too.
- The bright file, the shade outside the clip and the two handles are
  drawn within that reach.
- A click over the wave beside the picked clip picks the sound. Inside
  the clip or on a handle nothing changes, and a drag still spans the
  clip anew.

Tests:
- Unit wave-view: 11 green (1 new), a counter-check red
- e2e 34 (melektaus-atx): ALL PASSED, 91 checks (1 new)
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4195 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:13:09 +02:00
adminandClaude Opus 5.5 42a3759d9d Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.

- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
  generator with asset ids, so a sound field holds a sound or a clip,
  as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
  Volume, loop, sound FX and bus stay on the sound for all its clips.
  The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
  instrument, a Reverb impulse, song items, the scheduler and the test
  sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
  "Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
  A drag there makes a clip, a click picks one, beside the bands the
  sound. Only the picked clip has handles. Reverse, fades and curves
  in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
  inspector shows its name, its cut rows and Delete clip. Delete
  takes it away without asking, as with a frame. Ctrl+Z brings it
  back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
  duplicated with its takes, and the copy a split or paste makes of
  an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
  the clip picked. The Sound row of an item on an embedded take
  offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
  user decided.
- No migration in the code, as the user decided. The one project
  with cut sounds was changed over by hand.

Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".

Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
  the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:18:47 +02:00
adminandClaude Opus 5.5 c7fa1d15b0 Zoom the height of a sound's wave over its level scale (#357)
The Sound tab always drew the wave at the full height of the tab. Quiet
stretches were hard to see, and there was no room above a loud wave.

- A level scale in dB stands left of the wave, a mark every 6 dB down
  from 0, as long as a mark lies inside the area and at least 14 px
  from the middle.
- The wheel over the scale zooms the height, from 0.25x to 16x. Over
  the wave it zooms the time as before.
- What is louder than the area stops at its edge. The fade ramps grow
  with the wave.
- Fit puts the height back to 1x. The tab keeps the height with its
  view when another tab is shown.
- The rules live in waveView.ts (zoomLevel, levelMarks), the hooks
  give the height, the scale and the top of a full-scale wave.

Tests:
- Unit wave-view: 10 green (2 new), 2 counter-checks each red
- e2e 34 (melektaus-atx): ALL PASSED, 87 checks (1 new)
- Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4183 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 19:21:02 +02:00
adminandClaude Opus 5.5 25c1d02b06 Keep the audio thread free of ended voices and too many vocoders (#356)
game-maker / gate (push) Successful in 3m45s
game-maker / suite (push) Successful in 14m44s
A song that had been played a few times in a long session stuttered
at regular intervals until the page was reloaded. A quick run up the
keys of a sampled instrument made every sound drop out for a second
or two. Both came from work the audio thread should not have had.

- Every worklet node of a voice listened on its port. Chrome never
  collects a port that is listened to, and through its listener not
  the voice either. Every node of the voice stayed on its bus and was
  worked on in every block. A way or stage on the worklet now closes
  its port once it ends or is stopped, and the processor closes its
  own side when it is told to stop.
- A voice without echoes now leaves its bus as soon as its sound and
  what its stages hold back are through. Before, only a voice with
  echoes did.
- At most 12 ways play through the pitch worklet at once. One more
  cuts the oldest in 10 ms, a note already let go before one still
  held. Each runs a phase vocoder, whose first block alone took
  2.7 ms of the 2.67 ms a block has on stein2.
- Play for the game ends everything the tabs play: the piece holding
  the transport and every key or preview (`stopPreviews`).
- Closing a Sound, Sound FX, Instrument, Pattern or Song tab stops
  what it plays of that asset (`AssetTabEditor.closed`).
- A preset in the Instrument tab plays nothing any more. With
  Audition on it is heard like any other change.
- Test hooks: `__gm.instrument.play`, `__gm.sound.playing`, and
  `vocoders` in the stats of the sound library.

Measured:
- A copy of the project, its Song 2 played for 12 s and stopped, six
  times (Chrome on stein2, CDP WebAudio): before, 746 nodes were left
  after the first time and 4469 after the sixth, the load at rest
  grew from 0.01 to 0.06. After, 7 nodes are left every time (the
  master and one bus) and the load at rest stays at 0.01 to 0.02.
- Pitch-player voices live in Chrome on melektaus-atx: 12 take 0.50
  of the audio thread, 16 take 0.71, 24 take 0.99. 30 struck 40 ms
  apart held it at 0.99 from the first second on.

Tests:
- Unit sound-library: 110 green (3 new), 4 counter-probes each red
- e2e 34 (melektaus-atx): ALL PASSED, 86 checks (3 new, 2 changed)
- e2e counter-probe with game start and preset undone: their 3
  checks red, and the old check of Play note in the game as well,
  which now counts on the preview being gone
- e2e counter-probe with tab close undone: exactly its check red. A
  first form of it held a key and stayed green, since the keys let go
  of a held key by themselves once the tab shows no asset
- Gate (melektaus-atx): 270 files, 4181 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:57:18 +02:00
adminandClaude Opus 5.5 a295d233ed Give sounds, instruments, patterns and songs a sound FX (#352)
A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.

- New row Sound FX on a sound, an instrument, a pattern and a song,
  right before Bus. A sound goes through it on every voice, an
  instrument on every note after its graph, a pattern on all its
  notes together and a song on its output.
- The fx input of Play sound, Play note, Play pattern and Play song
  and the Sound FX of a song item now read "From the asset" while
  empty. None is a pick of its own, stored as `#none` like `#master`.
  A pick replaces the FX of the asset, it does not come on top.
- A pattern item's Instrument reads "From the asset" instead of None.
  The meaning is unchanged.
- A double-click on a sound item opens the sound, as one on a pattern
  item opens the pattern.
- The tabs play through the FX of their asset. The Pattern and Song
  tab put it on a bus of their own between the output and the bus of
  the asset. The keys of the Pattern tab play there too.
- Notes of a pattern or song go through the FX of their instrument.
  Its chain is loaded with the other needs of the sequence.

Decided without asking:
- Old items and Play nodes with an empty fx now mean "From the
  asset". No asset has an FX yet, so nothing sounds different.
- The label is "From the asset" as on Loop and Bus, not "From asset".
- A sound used as a Sample, as the impulse of a Reverb or as the test
  sound of the Sound FX tab plays without its own FX.

Findings:
- In e2e, `__gm.inspectorField('Sound FX')` and `('Instrument')` find
  the group of the Assets panel first. The check asks for the last
  match.

Tests:
- Unit asset-fx (new): 8 green. Six counter-checks each turned red.
- Field lists of sound, pattern and song: Sound FX added.
- e2e 65 (melektaus-atx): ALL PASSED, 46 checks (3 new). Counter-check
  without the FX bus of the tab: that check red.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests.
- Not checked: how it sounds, the Sound, Instrument and Pattern tab
  in the browser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:02:26 +02:00
adminandClaude Opus 5.5 3a52f2290f Mix sounds through buses and a master (#325)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 14m30s
Until now every sound went straight to the speakers. There was no
point where all of them came together, so nothing could turn the
music down against the effects, and a compressor or a shared echo
over everything had nowhere to sit. The bus technique of #346 was
there already, only the end of the chain was missing.

- Bus asset (Audio): Volume, Sound FX and Into. Into is empty for
  the master and never offers the bus itself nor a bus that already
  goes into it. The list is worked out when the menu opens, so a
  change made meanwhile counts. A loop that is in a project anyway
  sends the buses on it into the master.
- The master is no asset. Its volume and sound FX are two new rows
  under Master in Project settings, one undo step each. A project
  written before has 1 and none, which is how it sounded.
- Sound, instrument, pattern and song have a row Bus, empty for the
  master. Play sound, Play note, Play pattern and Play song have an
  input bus: From the asset, Master or a bus. Inside a song or a
  pattern only the bus of the song or pattern counts.
- Set bus volume (bus, volume, time, easing) and Bus volume. An
  empty bus is the master. The volume set holds for the whole run,
  across scenes, over that of the asset. GameRun resets it at start
  and end. Set sound FX parameters without a voice now reaches the
  sound FX of the bus picked in its new bus input.
- SoundLibrary: the master is the bus "mix", each bus "mix:<id>".
  Every bus, the playing masters of #346 included, ends there, and
  only the master is heard. setMix sets them up once a context
  exists, so an editor nobody listened to opens no audio device. The
  same mix again changes nothing, which lets the editor hand it over
  on every change of the project.
- The tabs play as the game does: Sound, Sound FX, Instrument,
  Pattern and Song tab through the bus of their asset and the master.
- Pause game does nothing to the buses (the user's answer 4b). A
  game that wants quiet in its pause menu sets a bus volume itself.
- Streaming long music files is #349, split off as asked.

Finding on the way: the Into menu first worked from a list made when
the inspector row was built. After another bus was sent into the
open one, e2e 34 saw it still offered. It is now asked on open.

The SoundLibrary tests expected voices to end at the destination.
They now end in the master, which adds its input, level and pan to
every wiring and two gains to every list. Those expectations are
updated, nothing else in them changed.

Tests:
- Unit buses (new): 15 green. Ten counter-checks, each red on its
  own: loop check, bus picked, reset at run start, bus of Set sound
  FX parameters, master volume in the settings, and in SoundLibrary
  default into the master, voices into the master, run volume over
  the mix, no context before a play, a playing on its bus.
- Unit sound-library: 90 green (5 new). Node catalog: 416 green
  (9 new cases).
- e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice
  of the Sound tab was heard on mix:<bus>, that bus into the other,
  that one at 0.5 into the master. Master volume 0.6 via the dialog,
  undo back to 1.
- Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 19:13:32 +02:00
adminandClaude Opus 5.5 101b12504e Play a sound backwards with a Reverse switch on the asset (#321)
A sound asset can now play its stretch backwards. The switch sits on
the asset, so every way the sound is heard plays it reversed: Play
sound, a song item, an instrument's Sample and a Pitch in a sound FX.
There is no Reverse node in the sound FX graph. The user dropped it,
because playing backwards needs the whole sound in advance, which a
bus or a Chip does not have.

- The cut gets a `reverse` flag, stored as the asset property
  `reverse` (default off). The cut name ends in `~reverse` when it is
  on, so a reversed sound over the whole file is a cut of its own.
- The handles keep marking the same part of the file. The reversed
  copy is made once, like any cut, and the fades follow what is heard:
  Fade in ramps at the end handle, Fade out at the start handle.
- The Sound tab has a toggle with a left-pointing play triangle. Its
  playhead runs from right to left, and the wave draws the ramps at
  the edges they now belong to. The inspector has a Reverse row.
- The icon is a tab header icon (`HEADER_ICON_SVG`, next to the snap
  magnet), not a top bar icon. The first gate run had it in the top
  bar set, and the test that fixes that set went red.
- A song item draws the waveform of a reversed sound backwards.
  Lengths stay as they are.
- The header label reads "Fade in" instead of "Fade in (ms)" and the
  fade fields are 8 px narrower. With the new button the readout was
  cut to "0.03 s of 0..." at 1280 px, now it shows in full. The
  inspector keeps the unit.

Tests:
- Unit sounds 22, sound-library 85 (1 new each). Counter-checks:
  without turning the samples round, without moving the fade in to
  the end, and without mirroring the peaks, all red.
- e2e 34: ALL PASSED, 72 checks (2 new). The reversed stretch starts
  with the last samples of the forward one, and the playhead ran
  0.75, 0.60, 0.45, 0.30, 0.15 over the whole file.
- Gate: first run red, 1 of 4031 (the top bar icon list). After
  moving the icon, CHECK EXIT 0, 260 files, 4031 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:08:37 +02:00
adminandClaude Opus 5.5 29b604dc07 Fade a sound's start and end apart, each along its own curve (#345)
A cut sound had one edge fade for both ends, always a straight ramp.
Now its start and its end each have a fade of their own, and each
fade has a curve of its own.

- Fade in (ms) and Fade out (ms) replace Edge fade (ms), 5 ms each by
  default. Like before they apply only to an edge inside the file.
- Fade in curve and Fade out curve each offer Linear (the default),
  Equal power, S-curve, Exponential and Logarithmic. A fade out runs
  its curve backwards.
- The Sound tab's header has a field and a curve dropdown per edge.
  Each dropdown shows its curve as a small picture, rising or falling,
  and names it in its tooltip. With two named dropdowns the header was
  too wide at 1280 px and cut off the readout on the right.
- The inspector shows the same four rows, the curves by name.
- The wave draws each ramp in its curve rather than as a line.
- A cut plays by
  <file>#<start>~<end>~<fadeIn>~<fadeOut>~<curveIn>~<curveOut>.
- No migration, as asked in the issue: the old fade key is no longer
  read, so saved sounds start with 5 ms each and Linear on both.

Tests:
- Unit sounds, sound-library: 96 tests
- Counter-check (fade out along the fade in's curve): 1 red
- e2e 34 (melektaus-atx): ALL PASSED - 69 checks
- Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3978 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 09:48:59 +02:00
adminandClaude Opus 5.5 6b49a0bea7 Give each account its own folder of uploaded files to delete (#344)
Uploaded images, fonts and sounds belonged to nobody. Every account
saw every file in the pickers, and only an administrator could
delete one, through the API alone. Now every account uploads into a
folder of its own, sees its own files and nobody's, and can delete a
file of its own that no project uses.

- Files are stored as data/<kind>/<folder>/<sha256>.<ext>, and the
  folder is part of asset.file. A name without a folder belongs to
  nobody.
- The folder is a random 12-character name kept in users.json and
  given with the first upload. Renaming an account moves no file, and
  a released game's URLs carry no account name.
- The list shows the caller's own files and nobody's. An
  administrator sees all, each with owner and deletable.
- DELETE takes the name with its folder. It answers 403 unless the
  file is the caller's or the caller is an administrator, and 409
  while a project, snapshot or release of any account names it
  (FileUsage). The 409 names the caller's own projects only.
- The pickers have a Delete button. The first press asks, the second
  deletes, and a refusal shows the server's reason.
- A deleted account's folder stays and only administrators see it.
- tools/migrate-file-owners.php moved every used file into the folder
  of the account using it (a copy each for two accounts) and rewrote
  projects, snapshots and releases. A project's revision goes up, so
  an open editor gets a conflict instead of saving old names back.
- Font families are named after the hash alone, so a folder never
  ends up in a CSS family name.

Run on stein2 on 2026-10-07, backup in
/root/config-backup-20261007/data-before-344: 25 files used,
27 copies, 8 projects, 53 snapshots and 1 release rewritten, 30
unused files stay nobody's. Afterwards all 600 references resolve to
a file in their owner's folder.

Found while building: the Delete button cut its new label to "Del…"
because a button does not measure itself again on a new text. The
picker now lays its button row out again.

Tests:
- PHP files.test.php (new): 46 checks, counter-check 3 red
- Unit core + editor: 220 files, 3403 tests
- e2e 34 (melektaus-atx): ALL PASSED - 67 checks (2 new)
- Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3977 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 08:25:13 +02:00
adminandClaude Opus 5.5 f1f4a57589 Cut a sound to a stretch of its file in its own Sound tab (#343)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 18m20s
A sound asset now opens in a tab that shows its file as a waveform.
Two handles set where the sound starts and ends in the file, and that
stretch is the sample: Play sound, a song item and an instrument's
Sample all play it and nothing else. The file itself is never changed.

- The asset has three new rows: Start (s), End (s) and Edge fade (ms).
  End 0 is the end of the file, the fade is 10 ms by default. Older
  assets have no values and play the whole file as before.
- Every way of playing asks playedSoundOf() for a name instead of the
  file: the file, or <file>#<start>~<end>~<fade> for a cut.
- SoundLibrary makes the cut from the decoded file the first time that
  name plays and ramps each edge inside the file over the fade. Length
  and peaks of a cut are read from the file without a copy.
- Cut buffers can be made again at any time, so the library lets the
  oldest go past 64 Mi samples. A voice holds its buffers itself.
- The tab draws min/max per pixel from 256-sample block peaks, and the
  samples as a line when zoomed in far. Wheel zooms, the middle button
  pans, as in the music tabs. Wave, cut and ruler sit under a mask,
  so a handle panned out of view does not draw over the panels beside.
- Dragging a handle moves that edge, dragging elsewhere spans a new
  stretch. One drag is one undo step for both edges. Whole file puts
  the handles back, Play or Space plays the stretch with a playhead.
- The inspector preview and the Sound FX preview play the cut too, and
  the song lanes draw and repeat it.

Tests:
- Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in
  the touched areas (instrument, song, pattern, inspector, tabs)
- e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new)
- Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:42:21 +02:00
adminandClaude Opus 5.5 32051b5097 Wrap node descriptions and notes in the inspector
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Successful in 16m24s
A node's description and every note in the inspector were one line
cut with an ellipsis. Stop pattern says what it does with no pattern
picked, but only past the cut, so nobody could read it.

- Label takes a wrap option. It breaks its text at the width it gets
  and keeps the margin a single line has, above and below all lines.
- Widget.heightFor(width) gives the height at a width. It is
  measure().h everywhere except where text wraps.
- VStack and SectionStack lay a column out with it, at the width
  each row will get.
- ScrollContainer measures again at the narrower width when its
  scrollbar shows, because the text then takes more lines.
- addNote and the empty inspector's hint wrap.
- The file list's own heightFor(count) is now heightOfRows, so the
  layout does not hand it a width as a row count.

Tests:
- Unit scroll-container: 7 green, 2 new (height for width, again
  beside the scrollbar)
- Unit ui + inspector: 17 files, 336 green (before the 2 new ones)
- e2e 02 (stein2, atx busy with suite 545): ALL PASSED, 29 checks
- Screenshot: Stop pattern shows its description in six lines

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:54:43 +02:00
adminandClaude Opus 5.5 32a0af6e2c Put the text and boxes of the interface on device pixels
On a screen scaled to 125 % or 150 % the editor looked soft beside
a page the browser draws itself. The layout counts in whole CSS
pixels, and most of those fall between two device pixels there. The
GPU averages both: text loses its edges, and a 1 px line becomes a
pixel and a half of mixed colour. Now text and boxes are rounded to
device pixels, and a line is one device pixel wide.

- ui/pixelGrid.ts holds the rule. crispText() makes a text with
  Pixi's roundPixels, crisp() does the same for a Graphics of
  upright boxes, and hairline() is the width of one device pixel.
- Every text of the interface is made with crispText() instead of
  new Text().
- crisp() only rounds where the scale is not a whole number. At
  100 % and 200 % nothing changes.
- drawControlBox, drawHeaderBar and drawSectionBand draw their
  lines a hairline wide and flush with the edge. The widgets that
  draw lines of their own do the same.
- Two bands share exactly the line they draw, and a column still
  ends on a whole pixel.
- The stage is nudged by 1/32 px where the scale is not whole. At
  150 % every odd pixel is an exact half, and without the nudge one
  band came out a row shorter than its neighbours.
- Curves, icons and everything of the game stay unrounded. Rounding
  their points would bend them.
- The harness takes deviceScaleFactor as an option, and the hooks
  deviceColumn, edgeContrast and pixelGrid read the frame as the
  screen gets it.

Not in here: the subpixel smoothing a browser gives its own text.
Pixi draws a text into a transparent picture first, and there only
greyscale smoothing is possible.

Measured at 150 %, edge contrast before and after: top bar 31.5 to
47.8, the lists on the left 68.6 to 86.4, inspector 27.6 to 38.4.
At 100 % it is 46.5, 90.1 and 37.9, and the picture there is the
same as before pixel for pixel, apart from the fps display.

Tests:
- Gate on melektaus-atx: 206 files, 3114 tests (3104 + 10), exit 0
- Full run on melektaus-atx: 1655 of 1656 checks passed, smokes
  24/19/21. The one that failed was a condition of the new step
  62 itself: it scrolled an inspector that had nothing to scroll.
  The step now makes the window lower for that reading.
- e2e 61,62 after that fix: 14 checks. The full run was not
  repeated, and CI is switched off for now.
- Ten unit tests, nine in tests/ui/pixel-grid.test.ts
- Eight e2e checks in the new step 62, which runs at 150 %
- Eleven unit counter-probes fail tests
- Four browser counter-probes fail their checks. They ran before
  the fix to step 62 and were not repeated for it.
- Screenshots looked at for 125 % and 150 %

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:42:26 +02:00
adminandClaude Opus 5.5 bc688f3efc Refactoring round 7: split BehaviorSystem, fewer copies (#85)
game-maker / gate (push) Successful in 3m50s
game-maker / suite (push) Successful in 12m3s
Recurring cleanup round over the code since round 6 (056a622), 105
commits. Behaviour is unchanged. Duplicated code in src went from 29
clones with 229 lines (0.32 %) to 14 clones with 109 lines (0.15 %),
measured with jscpd and the same settings as round 6.

- BehaviorSystem.ts shrinks from 941 to 589 lines. Collecting the
  pulses (keys, timers, collisions, animations) moved to
  behaviorPulses.ts. The NodeContext the nodes receive moved to
  behaviorContext.ts. Imports from outside stay the same, TimeScaled
  is still exported from BehaviorSystem.ts.
- PointKindButton and drawPointGrip replace the "Point:" button with
  its menu and the point and handle drawing that the curve and the
  vector art tab each had on their own.
- lerpVec, cubicAt and splitCubic in src/core/util/vec.ts replace four
  copies of the cubic curve and two de Casteljau splits.
- mapNested in Properties.ts is the one walk over lists and structs
  that liveObjects and objectRefs did separately. withFieldRenamed
  and withoutField replace three copies of renaming a struct field
  and two of removing one.
- jsonBody and staleRevision build the JSON body and turn a 409 into
  StaleRevisionError for all stores. The auth store turns a 401 into
  its error in one place.
- Smaller helpers: structAssetFrom for the two "Make struct type"
  commands, shownObject in the inspector, selectedItem for the size
  gizmo and the polygon corners, solidTiles in the tilemap collision,
  requireVariablesAsset and requireBehaviorVariable.
- Left as is on purpose: the plain forwarding from the collision and
  physics systems to Solids, the pointer wiring of the canvases and
  the identical last lines of the two make commands.
- Removed unused code: tilemapTileIds and tilemapsUsing were never
  called since #128 and #131. EditorState.runtimeProject became unused
  with GameRun in #266. The assetId getter of the make commands was
  read only by a test.
- 60 values used only in their own file lost their export. The shader
  and particle node catalogues stay exported as in round 6.
- Five comments that told history now describe the current state. The
  doc comment of BehaviorSystem sits on the class again.
- README lists the struct, clip area and curve assets and mentions the
  game link from #266.

Findings:
- Deleting a tile that is painted on a tilemap leaves its cells in
  place, and they draw nothing. The delete dialog does not mention the
  tilemaps. That was probably the job of the unused tilemapsUsing.
  Left as is, because fixing it changes behaviour.
- The solid filter for tile surfaces was untested. A bent filter
  stayed green. A new test in tests/core/surface.test.ts now fails
  against it.

Tests:
- ./check.sh: 195 files, 2815 tests, exit 0 (one test removed with
  tilemapsUsing, one added for tile surfaces).
- Full e2e run: ALL PASSED, 1580 checks.
- Smokes jumprun, tetris, actor: 24, 19 and 21 checks, all passed.
  The example project files were restored byte for byte afterwards.
- Counter-checks, 12, all fail as expected: 10 in unit tests (among
  them mapNested, splitCubic, cubicAt, staleRevision, the stay pulse,
  the late timer and the time scale), 2 in the browser (Point button
  always enabled fails 47, selectedItem without a hit fails 29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:16:37 +02:00
adminandClaude Opus 5.5 0e8585665a Load the 500 weight and draw missing glyphs as SVG icons (#214)
game-maker / gate (push) Successful in 2m47s
game-maker / suite (push) Successful in 8m41s
The theme asks for Source Sans 3 at weight 500, but fonts.ts only
loaded 400, 600 and 700. The browser synthesised the 500 text. The
issue comment also asked for the symbols the font lacks to become SVG
icons. A scan of src/ against the font's cmap found 20 such characters
in 30 places.

- fonts.ts loads source-sans-3-latin-500-normal.woff2 as well.
- Menus draw their ticks and the "current" dot as icons. The dot is a
  new MenuItem.current field and no longer part of the label text.
- Inspector action buttons (reset, apply, fit width/height) are
  icons. The menu arrow behind them is the drawn Dropdown chevron.
- Kind marks come from a table in markIcons.ts. Picture kinds use an
  icon, # and Aa stay text because the font has them.
- Scene marks in the asset panel, sound play/stop and the transition
  arrows are icons too.
- Apply is an icon although the font has the arrow. It sits next to
  the reset icon and would look different as a glyph.
- A new Icon widget draws on redraw like Button, so Node tests need no
  DOMParser.
- Tests find icons through the SVG id. The new hook
  __gm.locateIcons(id) and the harness helpers findIcon/clickIcon
  replace locate() on the old characters.

Findings:
- Weight 700 is loaded but the theme never uses it. Left as is.
- The old scene-mark check in module 35 accepted any play glyph on
  screen. It now checks the mark on the start scene's row.
- Module 44 needs the textures from module 37 and fails without it.

Tests:
- ./check.sh: 145 files, 2187 tests, exit 0 (before 144 / 2143).
- New tests/ui/fonts.test.ts: every theme weight is loaded, and every
  character in src/ exists in every shipped face. The cmap reader
  matches fontTools (231 characters).
- Icon tests cover the 19 new files. Each kind mark is either an
  icon or text, never both.
- e2e 1-16,22,30,34,35,43,44: 586 green, 0 FAIL, then 44 stopped
  for lack of module 37. e2e 1-16,37,44,47,48: 618 green.
  e2e 1-14 on the final build: 454 green.
- Two new e2e checks: loaded weights in 14, a reset icon pixel in 04.
- Counter-probes all fail as expected: 500 removed, a play glyph put
  back, the struct icon removed (one unit test each). In the browser,
  500 removed and reset icon hidden fail exactly the two new checks.
- Editor-suite check sum 1312 (1310 measured by CI at 056a622, +2).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 08:13:22 +02:00
adminandClaude Fable 5.1 cc6db5f350 Three stores, three importers and three pickers that differ only in their type are one of each (#85)
game-maker / gate (push) Successful in 1m33s
game-maker / suite (push) Successful in 5m46s
Refactoring round one: HttpFontStore/HttpSoundStore/HttpTextureStore collapse into a generic
HttpFileStore over a FileStore contract; fontImport/soundImport/textureImport share assetImport
with an ImportKind per sort; ImagePicker/FontPicker/SoundPicker sit on FilePicker and describe
only their row. The group/comment drag logic leaves GraphCanvas for annotationDrag.ts (with its
own unit test), declaredRows.ts replaces the duplicated row build in particles.ts and shaders.ts,
and dead code in font/sound/compile/emission/transform/actions is gone. README: asset list,
check count 958, the two-job CI, the Scenes wiki page.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-16 17:38:54 +02:00
adminandClaude Opus 5 3b039384c4 A search that ignores what a thing is called is no search, so the name wins (#43)
game-maker / suite (push) Failing after 10m23s
Typing "variable" into the node palette landed on `Run behavior`, because the
filter weighed label, type and description alike and then sorted by category.
`searchRank` in `src/ui/search.ts` now ranks a match: exact label or type, then
prefix, then label, then type, and only last a hit that lives in the
description alone. Category and alphabet order within a rank. The searchable
`Menu` uses the same function, so searching means the same thing everywhere.

The `+` menu grew to fifteen entries in declaration order. It is built in two
alphabetical groups now -- the types that go into a scene, then the ones that
stay in the library -- with a separator between them, the split `isPlaceableType`
already draws. `ASSET_TYPES` itself stays untouched: it is also the
serialisation and check order. A search flattens the groups and drops the lines.

Popups were capped at fixed heights (320 menu, 260 palette, 340 pickers) while
the canvas had room to spare. `Popup.roomFor()` measures its own chrome and
takes the window height minus a tenth at each end. Placement clamps
asymmetrically: the bottom margin is enforced, the top is only a budget, so a
menu anchored near the top stays at its button instead of being pushed off it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 10:21:20 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00