Commit Graph
41 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 b50c7dbc35 Let a song track automate parameters of its sounds and FX (#337)
Stage 3 of #337. Lanes moved volume and pan only. Now a lane can
steer a parameter of anything on its track, and a voice already
planned or still waiting for its file follows it too.

- A lane may aim at param:<name>. A parameter has no range of its
  own, so the lane keeps min and max. A parameter lane stays without
  points, so its range is not lost. Remove lane takes it away.
- It reaches the track FX, the FX of an item, the instrument of a
  note with its own FX, and the FX of a clip. When several have the
  name, all of them change, as with Set sound FX parameters.
- The scheduler hands the lane value to a note or clip at its start.
  Values a voice only reads at its start act from the next note.
- While a voice sounds, the knobs of buses and voices of the track
  follow the lane on the audio clock, read every 10 ms, because a
  knob is not always the parameter itself (trackParams.ts).
- A voice waiting for its file takes the marks when it starts.
- When a lane is removed, the parameter goes back to its default.
  An edit while playing does not reset a parameter a lane rules.
- This holds in the song tab, for Play song, in compositions and in
  the bake.
- Song tab: Add parameter lane in the track head menu opens a dialog
  for parameter and range (ParamLaneDialog.ts). The lane head menu
  has Range and Remove lane.
- Inspector: while a lane rules a value, a hint at the track names
  the lanes and says the fields act once the lane is gone.

Known limit: a knob that depends on two automated parameters reckons
each lane with the last value of the other, so it may lag one window.

Tests:
- automation-params.test.ts (9, new), 3 new in sound-library and 3
  in song-lanes. Affected files 407/407.
- 17 counter checks, all compile, all red.
- e2e 65 on melektaus-atx: ALL PASSED, 67 checks. 65h3 is new: a
  clip with FX parameter cut starts at the lane value and its knob
  stays within 0.04 dB of the lane. It goes red when automateBus
  does not pass parameters on.
- Gate on melektaus-atx: CHECK EXIT 0, 330 files, 5080 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 10:30:42 +02:00
adminandClaude Opus 5.5 bd99f9e79d Let automation lanes of a song track be drawn in the song tab (#337)
Stage 2 of #337. The lanes of stage 1 played, but nobody could make
one. Now a track folds out a lane for volume and one for pan, and
points are set, dragged and eased right on the timeline.

- A lane is a row of its own, as high as a track, below its track.
  The view functions stay row based, so zoom, fit, item drags and
  the composition (which shares them) are unchanged.
- itemAt and itemsWithin take a map of track id to row.
- A triangle in the track head folds the lanes out. The head menu
  shows or hides each lane. A lane with points is open by itself.
- Which lanes are open belongs to the view of the tab and is saved
  with it. It is not part of the song and makes no undo step.
- A click sets a point on the grid, Alt or Shift on the exact tick.
  Press and drag sets one and drags it in a single undo step.
- A dragged point stops at its neighbour. Two points on one tick
  make a jump. Double click or Delete removes a point.
- The value shows next to a dragged point and as a tooltip.
- Right click on a point opens "Ease to next point" with the same
  choice as animation keys, curve assets included.
- The lane head shows the value at the playhead. Its menu clears
  or hides the lane.
- While a lane rules a value, the fader shows it in the lane colour
  and cannot be dragged (decision 4). A hint says why.
- Geometry in laneView.ts, edit rules in laneEdit.ts, the easing
  menu in easingMenu.ts. New test hooks automationAt,
  automationHeadAt and automation under __gm.song.

Open: the Volume (dB) field of a track in the inspector can still be
changed while a lane rules it. It has no effect while playing.

Tests:
- song-lanes.test.ts (12, new) and song-edit adapted: 27/27.
  Editor tests of song and composition 62/62.
- 9 counter checks, all compile, all red.
- e2e 65 on melektaus-atx: ALL PASSED, 66 checks. 65g2 is new with
  6 checks. It goes red when a set point is not taken on release.
- Gate on melektaus-atx: CHECK EXIT 0, 329 files, 5065 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 09:31:48 +02:00
adminandClaude Opus 5.5 732989a452 Keep Fit inside the song tab's header again (#429)
Suite 719 for 0dd671e was red in e2e 65. The Arrange button that came
with b9d1602 sits in every graph tab's header, the song's too. There it
pushed Bake and Fit past the right edge of the tab. The Fit click hit
nothing, the last track stayed below the edge, and its head menu with
"Add track below" never opened.

- The song tab shows Arrange with its routing only. On the timeline it
  was greyed out and of no use anyway.
- SnapToggle.setArrangeShown hides the button and lays its header out
  again, so the timeline's header is as wide as before #429.
- The magnet stays where it was, greyed out on the timeline, as e2e 65
  expects.

The other red check in suite 719, e2e 34 "the pause holds the stream",
is the wobble left open in 5b9d084 (task 712). Its message now shows
the stream behind before the pause already (skipped 12950), so the
pause did not lose its place. On melektaus-atx it passed.

Tests:
- snap-toggle.test.ts 6/6, the new test is red without the relayout
- e2e 65 on melektaus-atx: red before (same error as in CI), now
  ALL PASSED, 59 checks
- Gate on melektaus-atx: CHECK EXIT 0, 318 files, 4931 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 12:48:15 +02:00
adminandClaude Opus 5.5 b9d1602b94 Arrange graph nodes for the agent and with a button (#429)
An agent that built a graph through MCP left every new node in one
row. In the first real test that put nine nodes on a line 2080 px
long, with the Owner's links running straight through all the others.
Placing nodes by hand cost nine move_node calls and guessed heights.
The agent now gives no coordinates, and the editor lays the nodes out.

- arrange.ts is a pure function. It puts the flow into columns from
  left to right and sets an Owner or Get right before the first node
  it feeds. It orders each column for the fewest crossings and lines
  nodes up by their linked ports without overlaps.
- Node sizes come from the drawn NodeView in the browser and from an
  estimate in unit tests. Both share the constants in nodeBox.ts.
- run_commands arranges the nodes that came without x and y when the
  call ends, inside the same undo step. Nodes that were there stay.
- New command arrange_graph and new tool lint_graph. The lint counts
  overlaps, crossings, links through foreign nodes, backward links
  and the longest links, with example ids.
- The relay instructions tell the agent not to give coordinates and
  to fetch far values with a second Get or Owner node.
- An Arrange button next to the snap magnet in all eight graph tabs.
  It arranges the selected nodes, or all of them, as one undo step.

Found while testing on a real project:

- lint_graph missed a crossing where two links swap rows exactly
  mirrored. Both curves then share a sample point in the middle, and
  only a crossing between two sample points was counted. Links that
  meet on a point count now (segmentsMeet).
- The Arrow-key graph with one Owner for four Moves cannot get below
  8 crossings. The Owner feeds object in row 2 of Move, between exec
  and dt of the key, so it always crosses one of them.

Tests:
- graph-arrange, agent-edit, snap-toggle: 33/33. The swapped-rows
  test was red before the fix (0 instead of 1).
- Four counter-checks that bend arrange or the edit plan, all red.
- e2e 71 on melektaus-atx: 18/18. Lint after the build shows 0
  overlaps, 0 links through nodes, 0 backward. Arrange takes a
  tangled graph from 3 backward links and 2 crossings to 0, and one
  Ctrl+Z restores it.
- Gate on melektaus-atx: CHECK EXIT 0, 318 files, 4917 tests,
  measured before the lint fix.
- Live through MCP on the user's project: lint_graph reports 8
  crossings after Arrange, matching the screenshot.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 12:09:52 +02:00
adminandClaude Opus 5.5 406839baea Drag clips of videos and sounds straight onto a track (#425)
A clip of a video could not be laid on a composition track at all, and
neither could a clip of a sound, although #418 and the wiki said so.
The only place a drag starts is the asset panel, and it listed assets,
not clips. The texture label of an item playing a video clip was dead
too, because the reference lookup did not know video clips.

- The asset panel gives a sound or video with clips a chevron of its
  own. It unfolds one row per clip and starts closed.
- A clip row drags like an asset. One click shows the clip in the
  inspector without leaving the tab (`EditorState.glance`). A double
  click opens its sound or video with the clip picked.
- A video clip dropped on a composition track becomes an item as long
  as the clip. It wears the sprite of its whole video, so a composition
  keeps one sprite per video, and the clip is a texture override on
  the object. Sprite, item and override are one undo step
  (`droppedPicture`).
- A sound clip becomes an audio item as long as the clip. The song tab
  takes sound clips on the same way, through `findSound`.
- `referencedTarget` lets a reference label link to the clip itself.
  One click pings the clip row, a double click opens the asset with the
  clip picked. The Plays row of an audio item reads "Sound / Clip".
- `clipOwner` in `sound.ts` finds the sound or video a clip id belongs
  to. `activateAssetOrClip` uses it for the double clicks.

Found on the way: the Blip of the e2e seed is only 0.25 s long, so a
clip of 0.2 to 0.7 s on it is cut to one frame. 69s takes the Drone
(0.75 s) instead.

Tests:
- tsc, eslint, Prettier clean
- Unit on stein2 (composition, references, sound, video, editor):
  94 files, 1238 tests green
- e2e 69 on melektaus-atx: ALL PASSED, 25 checks, 2 of them new (69s)
- Gate on melektaus-atx with the fix for 68k on top: CHECK EXIT 0,
  313 files, 4841 tests
- Counter checks, all red: no clip rows in e2e 69 (no drag starts),
  no clip override in the unit test, the link aimed at the asset
  instead of the clip
- Not covered by its own e2e check: sound clips on the song tab

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 08:01:04 +02:00
adminandClaude Opus 5.5 0701fe3856 Share the parts the sound devices and timelines repeated (#85)
feuerwerk / gate (push) Successful in 5m5s
feuerwerk / suite (push) Failing after 18m39s
Round 12 of the clean-up. Duplicate code had grown from 33 clones
(249 lines) after round 11 to 140 clones (1263 lines), almost all of
it in the panels and faces of the sound FX devices (#379 to #401).
It is down to 57 clones (416 lines) now, and src is 816 lines
shorter.

- deviceParts.ts holds what the device panels built by hand: the
  head, rows of knobs, the screen style and the row layout for
  groups of knobs. Twelve panels use it. panel.knobs stays because
  the debug hooks read it.
- DeviceFace is the base of the twelve faces. It finds the node and
  does wired, preview, commit, set, hide, reload and audition.
  compressorWired lives there as paramWired.
- TextPool replaces ten copies of "make texts as needed, hide the
  rest" in the wave and video tabs, the rulers, the piano roll and
  the song and composition timelines. clipStrip.ts is the clip label
  strip the wave and video tabs share.
- core/util/bytes.ts has the concat that ogg, matroska and avcColour
  each wrote out.
- Dead code is gone: clear on the video players (never called since
  #402), posterFileOf and videoTimeAt (only tests called them) and
  easeOut (the same as glide(t, 3)). Values only used in their own
  file lose their export.
- Comments over 125 columns are wrapped, and comments that told the
  history ("as before", "used to") say what is, in src and in the
  e2e modules.
- Left alone on purpose: AnimationEditor and CompositionEditor share
  only the play button, and the curve panels are built differently.
- Chip now places its boxes through put, which rounds. They were
  whole numbers already. The three row layouts are byte-identical
  before and after.
- README lists the video and composition assets and the Videos and
  Compositions pages.

Tests:
- Gate (melektaus-atx): CHECK EXIT 0, 313 files, 4835 tests.
- e2e 25, 34, 64, 65, 66, 69 (melektaus-atx): ALL PASSED, 330 checks.
- TextPool without keeping its texts and framesToRoom without making
  room both go red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 20:40:05 +02:00
adminandClaude Opus 5.5 043c224cc3 Rename Game Maker to Feuerwerk and serve it at /feuerwerk/ (#422)
The editor gets a name of its own that fits beside Brandmauer,
Glutspeicher and Feuerwehr. This is stage 1, 2 and 4 of #422: the
name, the URL and the stored state in the browser. Repository, CI
runners, containers and the GAME_MAKER_* variables follow in stage 3.

- All paths come from SITE_PATH in src/core/site.ts: the API endpoint,
  the data folders, the play page and the base in vite.config.ts. A
  later move is one line instead of fifteen.
- The window title, the sign-in screen, the playground and the README
  say Feuerwerk. The package, __feuerwerkPlay, the take worklet and the
  writing app in Ogg and Matroska follow.
- The session cookie is now feuerwerk_session, so everyone signs in
  once more.
- localStorage keys are now feuerwerk.*. moveOldStoredKeys copies the
  old game-maker.* keys over on the first start, so settings, panel
  sizes and save games survive.
- tools/ci/serve.sh serves the build under /feuerwerk/. The variable
  GAME_MAKER_BASE_URL keeps its name until stage 3.

Outside the repository, nockal.com/feuerwerk/ is a second symlink to
the same tree. nginx sends the bare /game-maker/ folder there with a
301. Everything else under /game-maker/ is still served directly, so
shared play links and the API keep working.

Finding: when nginx redirects a path without a trailing slash or with
a query, the Brandmauer answers with its own 307 to the same URL plus
a slash, placed after the query. A play link would lose its token that
way, which is why only the bare folder is redirected.

Tests:
- Gate on melektaus-atx: CHECK EXIT 0, 307 files, 4756 tests
  (4 new in site.test.ts).
- Counter-check: when the migration misses the old prefix, 3 of the
  4 new tests fail.
- e2e 60 under /feuerwerk/: ALL PASSED, 20 checks.
- From outside: /feuerwerk/ 200, /game-maker/ 301, an old play
  link 200.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 13:27:43 +02:00
adminandClaude Opus 5.5 5df2173559 Show Delete in red in the track and item menus of both timelines
A composition clip had a red button in the inspector that did the
same as its menu entry. Deleting a track looked like any other entry
in the menu, although it takes the track with everything on it.

- The inspector of a clip drops "Remove clip(s)". Right-click and
  the Delete key still remove it.
- "Delete track" is red in the Composition and Song tabs, behind a
  separator like "Remove item" in the other menus.
- "Delete" on a Song item is red, too.

Tests:
- Gate on melektaus-atx: tsc, eslint and Prettier clean,
  305 files, 4722 tests passed.
- No check clicks the inspector button or counts the track menu, so
  no e2e module ran. The red entries were not looked at in a picture.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 06:38:54 +02:00
adminandClaude Opus 5.5 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>
2026-10-11 23:08:43 +02:00
adminandClaude Opus 5.5 e191dc4b2e Record the game view from a behavior into a video asset (#405)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 17m7s
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>
2026-10-11 21:11:05 +02:00
adminandClaude Opus 5.5 fe4e0d9f1a Snap to the grid from the start in every graph tab (#391)
game-maker / gate (push) Successful in 4m12s
game-maker / suite (push) Successful in 15m55s
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>
2026-10-10 17:37:13 +02:00
adminandClaude Opus 5.5 23922ee4a2 Show the zoom of the music tabs and the EQ as a transition (#377)
game-maker / gate (push) Successful in 3m58s
game-maker / suite (push) Failing after 14m51s
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 82e96e6 failed the stream check of e2e 34. The
  renderer had grown by 60.1 MB with nothing decoded. The check
  summed the RSS of every Chrome renderer, and the test Chrome runs
  four of them. It now measures the largest one, the tab's own, and
  writes all of them into the check's detail.

Tests:
- view-tween.test.ts: 18 tests, 2 new. They fail when axisTween
  writes the wrong offset.
- e2e 34, 64, 65 on melektaus-atx: ALL PASSED, 202 checks, 4 new.
  At 1000 ms each zoom is between its two steps a frame after the
  wheel and lands on the step a jump reaches.
- Stream check: the tab's renderer grew by 8.6 MB streamed and by
  66.9 MB decoded.
- Gate on melektaus-atx: CHECK EXIT 0, 280 files, 4321 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 21:28:50 +02:00
adminandClaude Opus 5.5 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>
2026-10-09 20:27:32 +02:00
adminandClaude Opus 5.5 84cd36f902 Bake a pattern or song to Opus, played in its place by a game (#340)
game-maker / gate (push) Successful in 3m49s
game-maker / suite (push) Successful in 15m6s
A pattern or song played by a game runs every note through the
scheduler, the instruments and their FX, live. Bake works that out
once, keeps it as a file on the asset, and Play pattern and Play song
play the file instead, as one voice, for as long as nothing it is made
of has changed. The tabs always play live.

- Bake is an icon in the header of the Pattern and the Song tab, lit
  while the bake holds. A click bakes, cancels a bake that runs, or
  offers Bake again and Remove bake. The toolbar shows the progress.
  The info of the tab says "baked" or "bake outdated".
- The bake holds everything up to the output of the pattern or song.
  The sound FX of the node, fx params, volume, fade in, bus, Master
  routing and stopping with a fade stay live.
- A print of the worked-out plan decides whether it holds: notes and
  clips, tempo, length, loop, tracks, the build of each instrument for
  each note, sound FX, files, cuts and levels. A rename keeps it, an
  undo back to the baked state makes it hold again.
- The file holds the straight run and then one more round of the loop
  as heard the second time, tails included. Looped, it plays to the
  loop end and then round that round, to the sample. Once, it fades
  out over its last 10 ms. Let ring fades it out over 0.3 s.
- It is worked out by a second SoundLibrary on an OfflineAudioContext,
  its scheduler woken by suspends of the offline clock, and what
  reaches the master is taken. A worklet probe tells whether that was
  mono, so a mono bake goes on exactly as the notes did.
- Opus in Ogg, 160 kbit/s stereo or 96 kbit/s mono, encoded with
  WebCodecs, the Ogg pages written by hand. Normalized to full scale,
  the peak kept and played back.
- The file goes up into the sounds of the account as "[bake] name",
  which the sound picker leaves out. An old bake file is deleted once
  the project is saved without it. Only a bake that holds is loaded.
- Ogg files are decoded at 48 kHz: resampled to 44.1 kHz, the loop of
  a bake lost a sample a round.
- Baking and removing a bake are no undo steps, like the EQ's zoom.

Findings:
- Chrome's AudioEncoder refuses opus.format 'ogg' (NotSupportedError)
  but hands out the OpusHead with a pre-skip of 312 for 'opus'.
- The Song tab's header is full at 1280 px: a captioned Bake pushed
  Fit off the tab. Hence the icon.

Tests:
- Unit: tests/core/ogg.test.ts (6), tests/core/bake.test.ts (16),
  four new in sound-library.test.ts, one in song-play.test.ts. One
  test cuts, reverses and fades a clip on a song's track: each change
  outdates the bake, each undo makes it hold again.
- e2e 64 (melektaus-atx): ALL PASSED, 36 checks (6 new). Live and baked
  rendered offline differ by at most 0.06 dB over 114 windows of
  20 ms, two loop ends among them. e2e 65 had no red check with the
  icon in its header.
- Gate (melektaus-atx): CHECK EXIT 0, 277 files, 4281 tests.
- Counter-checks: print without instrument builds, print taking the
  sound's file instead of the clip's cut, round taken from the first
  pass, bake voice without its looping source, Play pattern or Play
  song ignoring the bake: one unit test red each. Pre-skip set to 0:
  the e2e comparison 4.8 dB off, only that check red.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 19:13:11 +02:00
adminandClaude Opus 5.5 25084f8576 Refactoring round 10: split SoundLibrary, fold sound duplicates (#85)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Successful in 14m52s
Refactoring round 10 covers everything since round 9 (808e1ee): 110
commits with about 47 000 new lines, nearly all of them sound, sound
FX, instruments, patterns and songs. Behaviour is unchanged.

Duplicate code (jscpd over src, 50 tokens, TypeScript only, measured
on 808e1ee and here alike: 47 clones / 426 lines before, 33 / 245
after; round 9 itself ended at 22 / 160 by this count):

- PreviewParams (new, editor/soundfx) is the header's parameter bar
  of the Sound FX and the Instrument tab: values, defaults, fields
  and the voices a moved field reaches. Both tabs had it line for
  line.
- fxWorklet: an Effect base runs the bit crusher, phaser, flanger,
  limiter, LFO and bus shifter, a Source base the pitch player and
  the Chip. Start is the one wait for a voice's first sample, which
  four processors wrote out each.
- nodes/shared has checkPort, detachedPort, fxParamsPort and
  letRingPort. The Play and Stop nodes of sounds, notes, patterns and
  songs spelled each port out, up to five times.
- parameterValues builds both Sound FX parameters and Instrument
  parameters, which differed in name and text only.
- SetLoopCommand sets the ruler loop of a pattern or a song. It
  replaces SetPatternLoopCommand and SetSongLoopCommand.
- addLink in music/routing is the one rule for a link that both the
  song routing and the Master routing keep.
- eqCurves works out each band and their sum for the EQ tab, which
  did that in its drawing code. It replaces eqCurveDb, which only a
  test called.
- Smaller ones: the eight neighbour directions of a tile cell, and
  drawFloatingBox for the shadowed box of Popup and FloatWindow.
- Left on purpose: Play pattern and Play song stay two parallel node
  definitions, and the smaller clones under ten lines stay.

Architecture:

- SoundLibrary.ts goes from 2897 to 2188 lines. What a stage of a
  sound FX becomes as Web Audio nodes, and how the knobs of a playing
  voice move, is now viewport/fxNodes.ts. None of it keeps state of
  the library.

Dead code (TS language service, references per export and member):

- soundRefIds, LFO_SHAPE_INDEX, TREMOLO_ROWS, VIBRATO_ROWS and
  REVERB_ROWS had no reader. The four routing node defs are
  registered without an unused exported name.
- soundFileOf and portTypeOf were called by tests only. The tests
  now ask findSound and portOf, which the editor uses. DRY moves
  from src into the one test that uses it.
- 51 values used only in their own file lose their `export`. Types
  and the node catalogues stay exported.
- Kept on purpose: neighboursOf is the cell by cell reading the
  indexed neighboursIn is checked against, and PitchShifter.latency
  is the test's one view of how late the shifter is.

Comments and docs:

- Seven comments told history ("no longer", "any more", "as
  before", "of before #354"). Nine comment blocks ran far past the
  line width. Proof that this changed no code: the bundle was md5
  identical, and the touched tests and e2e modules were identical
  after esbuild.
- README: sound FX, instrument, pattern, song and bus in the asset
  list, the pages Instruments, Patterns and Songs, 1919 checks.
- Wiki: see its own commit.

Tests:

  Gate (melektaus-atx)    274 files, 4236 tests, CHECK EXIT 0
  e2e 34, 64, 65          ALL PASSED, 180 checks
  Unit, touched areas     16 files, 804 tests

No check was added, the e2e sum stays at 1919. Counter-checks, each
put back by copy and compared with cmp:

- addLink without the loop rule: 2 tests fail, one per routing.
- eqCurves with the sum of the last band only: 1 test fails.
- Start in the worklet never waiting: e2e 34 fails in exactly the
  four checks that hang on a voice's first sample (Flanger, Tremolo,
  Chip, a pitched note planned ahead).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:31:33 +02:00
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 f840ec3c44 Snap a new song to 1/16, and route new assets as the others (#365)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Failing after 14m40s
A new song snapped to whole bars, too coarse to lay out a beat. And a
new or duplicated sound, instrument, pattern or song went to the
master alone, so every one had to be linked into the buses by hand
again.

- A song without a grid of its own snaps to 1/16. The songs in the
  user's project have Bar written in and keep it.
- A new or duplicated sound, instrument, pattern or song gets the links
  of the one whose targets most others of its type share, at their
  volume. On a tie the latest of them decides, so a single song decides
  for the next one.
- Where nothing of its type is linked yet, it goes as most of all that
  plays, and where nothing is, to the master. A new bus still goes to
  the master alone.
- Assets made at once are matched against what stood before, not
  against each other. A project from before the routing still opens
  with everything on the master.
- The song tab has a gridAt hook. e2e 65 checks the new grid and sets
  Bar, which its checks go by.

Tests:

- Unit master-routing (1 new) and song (1 rewritten): 26 green. Counter
  checks (rule off, grid back to Bar) red.
- e2e 65 (melektaus-atx): ALL PASSED, 58 checks (1 new).
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4226 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:37:44 +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 d0b76ec355 Fit a song both ways and zoom its time in further (#362)
Fit in the Song tab only set the time, from the very left edge, and
kept the height the tracks had. The time also stopped zooming at the
bound of the Pattern tab, too soon to lay a take down closely.

- fitSong in songView.ts frames the song with 9 % of the lanes free on
  every side. The tracks share out the height in between, held to
  28 to 320 px. A song opened without a kept view fits the same way.
- The time zooms in to 8 px a tick, eight times the bound of the
  Pattern tab. zoomTime takes the bound as a parameter, so the Pattern
  tab keeps its own.

Tests:
- Unit song-edit: 15 green (1 new), the counter-check without the
  margin is red.
- e2e 65: ALL PASSED, 56 checks (1 new). The new check presses Fit
  after the tracks are added and finds room around bar and tracks.
  Adding a track presses Fit first now: a new song opens with its one
  track 320 px tall, so the track added below it lay off the edge.
- Gate: 272 files, 4213 tests green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 07:33:47 +02:00
adminandClaude Opus 5.5 490fcba88f Meter each track and the song, and limit the output at -1 dBFS (#359)
game-maker / gate (push) Successful in 3m43s
game-maker / suite (push) Failing after 25m11s
A song could clip at the output without anyone noticing: a track and a
sound item at +12 dB each add up to +24 dB. The Song tab now shows how
loud each track and the whole song are, and a fixed limiter behind the
master keeps every sample under -1 dBFS in the editor and in the game.

- Each track head has a stereo meter up its right edge. The head is
  190 px wide instead of 176.
- Out sits in the corner above the heads, with the loudest peak since
  Play in dB. In the tab header it made the row too wide for a 1280 px
  window, and the inspector lost its fields.
- The meters read AnalyserNodes beside the buses, one per side after a
  channel splitter, so a peak panned hard is not halved. They are tapped
  only while the song plays and its tab is shown.
- A clip lamp lights past 0 dBFS and stays through Stop. The next Play
  or a click on the meter puts it out.
- The meter of a track that mute or solo keeps from being heard is grey.
- Music always plays through a bus of its own, with or without a sound
  FX. That bus is what Out measures.
- The limiter is the one from #326 and needs the FX worklet. Until that
  is loaded the master goes straight out.
- It is 5 ms late. latency() counts that in, so the playhead and the
  alignment of a recorded take follow it.
- Unit tests build SoundLibrary without the limiter, as their wiring
  checks follow every node of a voice.
- Out shows "-inf" while nothing was loud. The UI font has no infinity
  sign, which the font test found.

Tests:
- Unit meter-view 8 new, sound-library 112 (2 new), 3 counter-tests
  each red
- e2e 65 (melektaus-atx): ALL PASSED, 55 checks (3 new). Out wrote
  +16.6 dB, behind the limiter the loudest sample was 0.8913
- Gate (melektaus-atx): 272 files, 4209 tests, one red in the font
  test. Fixed after it, then the font and meter tests ran green.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 22:08:39 +02:00
adminandClaude Opus 5.5 e721bba120 Let the places of a song share what it keeps to itself (#357)
game-maker / gate (push) Successful in 3m54s
game-maker / suite (push) Successful in 15m58s
With clips, one take serves many items: four items on the four clips
of one take. The rule from #355 gave every further place its own copy
of an embedded asset, so a cut made in the Sound tab reached one item
only. Now the song, its tracks and its items share a sound, a pattern
or a sound FX the song keeps.

- settleEmbedded no longer copies within the song. An embedded asset
  stays as long as one place names it, and goes with the last one.
- A paste from another song still gets a copy, but one copy for all
  the places naming the same asset, with its clip ids mapped.
- The picks in a song offer what the song keeps, under a line after
  the project's assets: the Sound row of an item the song's sounds
  and their clips, the Pattern row its patterns, every sound FX pick
  its sound FX.
- Make project asset and Embed a copy are unchanged.

The project cbbf160bb7e8 was merged by hand afterwards: the items of
Song 2 on three copies of Take 1 now play the same clips of the first
one, and the copies are gone.

Tests:
- Unit embedded, sound-clips, own-fx and the song tests: 66 green,
  3 counter-checks red as expected
- e2e 65 on melektaus-atx: ALL PASSED, 52 checks
- Gate on melektaus-atx: CHECK EXIT 0, 271 files, 4198 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:13:22 +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 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 8c0d1cfd3f Snap the routing graph of a song with the header's magnet (#350)
The routing of a song is the same graph editor as a sound FX, but its
tab had no magnet, so its nodes could not be put on the grid.

- The Song tab carries the magnet next to Routing. It is off at first
  and acts on the routing graph.
- It is greyed out on the timeline, as Grid is greyed out in the
  routing. Switching the view only updates these two buttons, so a
  playing song is not handed its sequence again.
- The check hooks give the magnet and the snapping of the routing.

Tests:
- e2e 65 (melektaus-atx): ALL PASSED, 52 checks (1 new)
- Counter-check (magnet enabled on the timeline): exactly this check red
- Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4178 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 12:13:23 +02:00
adminandClaude Opus 5.5 668682c4ff Give a song, a track or an item a sound FX of its own (#355)
A sound FX for one place in a song had to be a project asset, which
then stood in every picker. Now every pick of a sound FX in a song
can make one the song keeps for that place alone, on top of the
embedded assets of the first two parts.

- Create sound FX sits at the end of the Sound FX row of the song,
  a track and an item, and of the menu of a track's FX button. It
  makes "Sound FX 1", 2, … per song with the Input wired to the
  Output, picks it and opens it. That is one undo step.
- Embed a copy, while the place names a project FX, gives the place
  a copy under the same name.
- While the place names its own, the menu shows it with the mark and
  offers Edit sound FX and Make project asset.
- Picking anything else lets it go in the same undo step. For a
  track or an item `settleEmbedded` did that already. For the song's
  own row `AssetPropertyCommand` now settles the song after `fx`.
- The mark `•` moved to the core. `assetRefLabel` puts it in front of
  an embedded asset, so the inspector rows show it like the timeline.
- `FieldHandlers.moreChoices` lets a caller end a reference menu
  with entries of its own. `embeddedPatternName` is `embeddedName`
  with a base now.

Tests:
- Unit own-fx (new): 6 green, 6 counter-checks each red
- Unit embedded and 80 neighbouring files: 1434 green
- e2e 65 (melektaus-atx): ALL PASSED, 51 checks (2 new)
- Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4178 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 11:32:41 +02:00
adminandClaude Opus 5.5 49669017b1 Make a pattern right in a song with a right-click (#355)
A pattern for one song had to be made in the Assets panel first and
dragged in, and then stood in every picker of the project. Now a
right-click on an empty spot of a track makes one the song keeps to
itself, on top of the embedded assets of the first part.

- Create pattern lays an item from the grid line before the spot,
  a bar long, and opens the pattern in its tab. Pattern, item and
  name are one undo step. The name is "Pattern 1", 2, … per song.
- It plays the instrument of the track's pattern item that starts
  last before the spot, else of the first one after it. An item's
  own pick counts before its pattern's.
- An embedded pattern runs on the song's clock. It takes the tempo
  and the meter of the song, and a change on the song moves it along
  in the same undo step (`AssetPropertyCommand`).
- Its rows Tempo, Beats per bar, Beat and Bus are hidden, as the
  song decides them. Length, grid, instrument and sound FX stay.
- A copy that comes to a song (Embed a copy, a paste from another
  song) takes that song's clock. Made a project asset, it keeps the
  values it had.
- `CreateAssetCommand` takes an owner. `embeddedCopy` takes the song
  now, not its id.
- The cleanup of e2e 65 also takes what the song keeps.

Tests:
- Unit embedded: 18 green (5 new), 6 counter-checks each red
- Unit take, song, pattern and the asset commands: green
- e2e 65 (melektaus-atx): ALL PASSED, 49 checks (2 new)
- Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4172 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:54:40 +02:00
adminandClaude Opus 5.5 23cb34f781 Keep a recorded take inside its song (#355)
A take used to land in the Assets panel as "Song – Take N", next to
every other sound of the project. Now a song can keep a sound, a
pattern or a sound FX to itself: an ordinary asset whose new field
`owner` names the song. Everything that finds an asset by its id
finds it, so playing, the tabs and the game need no change. Only
the places that list assets leave it out.

- `core/music/embedded.ts` holds the rules: which types can be
  embedded, `listedAssets`, the title "Song › Take 1", and the
  rows an embedded sound hides (Loop, Bus).
- One user per embedded asset. `SetSongCommand` settles the song
  after every edit: a place naming an asset an earlier place
  claimed, or one of another song, gets a copy, and what nothing
  names any more goes in the same undo step. The outcome is worked
  out once, so a redo brings back the same copies.
- A split, Ctrl+D and a paste get that for free. The clipboard
  keeps the embedded assets of the copied items, so a paste after a
  delete brings the take back.
- Deleting a song deletes what it keeps. Duplicating it copies
  that and points the copy at the copies. A duplicate of an
  embedded asset is a project asset.
- The item menu has Open, Make project asset and Embed a copy.
- An embedded item carries a bullet in front of its name. The
  first pick was a diamond, which the gate's font test refused:
  the UI font has no glyph for it.
- A take is "Take 1", 2, … numbered per song. With the song gone
  while it uploads, it becomes a project sound under a free name.
- Left out of: the Assets panel, every asset picker, the sound FX
  menu of a track, the test sound of the Sound FX tab and the
  naming of new assets. Delete on an embedded asset only says
  where it lives. A ping lights up its song.
- Loading drops an `owner` whose song is gone, the asset stays as
  a project asset. No migration: older projects have no owner.

Tests:
- Unit embedded (new): 13 green, 6 counter-checks each red
- Unit take, song, song-edit, asset-fx, asset-ref, serialize and
  neighbours: 116 green
- e2e 65 (melektaus-atx): ALL PASSED, 47 checks (1 new)
- Counter-check e2e 65 (asset panel unfiltered): exactly that
  check red
- Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4167 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:36:25 +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 daeffe0f9d Route the tracks of a song through a graph (#350)
game-maker / gate (push) Successful in 3m47s
game-maker / suite (push) Failing after 14m20s
Every track of a song went straight into its output. Now the Song tab
has a second view, Routing: a graph with a node per track and one
Output, the links between them sends. A track can go into other
tracks, into several at once, and a link has its own volume and the
point of the track it taps.

- The song asset has a graph like an instrument (SongTrack, SongOutput).
  heldSongGraph keeps it in step with the tracks on load and in
  SetSongCommand: a node per track named after it, one output, a new
  track and every track of an old song linked to the output. Links of
  gone tracks, doubled links and links closing a loop are dropped.
- A link carries an optional send (volume in dB, tap). The inspector
  shows Volume and Mode for a picked link of a song: Post volume (Post
  pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand.
- NodeDef has two new flags. `fixed` nodes are never added or deleted
  by hand. Links between `acyclic` nodes may not close a loop, checked
  in canConnect, dropTargetPort and ConnectCommand.
- songBuses gives each track its sends instead of one `into`, and a
  bus `song:<song>:<track>:#items` for its own items. That bus is what
  solo closes on a track that only passes a soloed one on.
- Mute and solo now act on the sends (trackGates). A muted track passes
  nothing on, on any tap. A soloed track is heard with what goes into
  it, through the tracks it goes through, their own items silent.
  Only sends on a way through a soloed track stay open, so a track
  going into it and into the output is heard through it only.
- SoundLibrary: a bus has either `into` or sends. Each send is tap,
  delay, level, target. busLatency takes the latest way (arrivalOf),
  and each send is held back so all ways of a track arrive together
  (sendDelays). Taps are wired again whenever a chain comes or goes.
- The Song tab has Timeline and Routing in its header. The routing
  uses GraphCanvas with an empty palette. A track linked nowhere shows
  "Goes nowhere". Delete takes links, never a track node.
- Game playings route the same way, the output being the master of
  the playing.

Decided without asking: a send ranges -60 to +12 dB like a track,
default 0 dB Post. Mute closes the sends, the track's own level stays.

Found on the way: the inspector built the Mode row with the send as it
was when the rows were made. Setting Volume and then Mode wrote the old
volume back. Both rows now read the current send when they change.

Tests:
- Unit song-routing (new): 13 green. Sound library: 4 new, 94 green.
  11 counter-probes (loop on load, canConnect, solo, solo past the
  soloed track, mute, preFx latency, graph sync, delete guard, delays,
  taps, glide), each red.
- Existing tests adjusted to the new bus names and send shape: song,
  bus-fx, song-play, graph registry, edge description.
- e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first
  run caught the inspector bug. Counter-probe with the old closure:
  2 FAILED.
- Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red
  (registry rule, edge shape), fixed and rerun locally: 56 green.
- Not rerun after the per-send solo fix: e2e 65 and the gate.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:18:09 +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 d505f6ed27 Show what the song plays around a pattern as ghost notes (#339)
A bass line is written against the chords it goes with. Until now the
piano roll showed only the pattern itself, so writing a part to fit the
rest of a song meant switching between the Pattern and the Song tab.

- A double-click on a pattern item remembers song, item and the round
  clicked into for that pattern. The place lives in the session, not in
  the project, and goes by the item's id, so moving the item moves the
  ghost notes along.
- Opened from the Assets panel, the pattern shows the item of the last
  double-click. Without one, a pattern that lies in exactly one item of
  all the songs shows that item's first round.
- Ghost notes are the pattern items of the other tracks all along the
  song, and on the own track the items before and after and the other
  rounds of the item. The round edited itself does not count. Sound
  items have no notes.
- A ghost note sits on the row it sounds with: its own transpose, less
  the transpose of the item the pattern was opened from.
- The roll draws them grey, without an edge, under the notes. Resting
  on one names its track and its pattern.
- The header has a Ghosts switch, on by default, and names where they
  come from, e.g. "Tune · Bass · bar 5".
- The time axis pans back to the start of the song, with bar and grid
  lines before the pattern. Fit still frames only the pattern.
- A click or a paste outside the pattern no longer lands. Before, only
  the time left of bar 1 was closed, notes could still be drawn past
  the end, where they are kept but never played.
- The rounds of a pattern item are now worked out in one place,
  itemNotes() in song.ts, which songSequence() and the ghost notes
  share.

Tests:
- Unit ghosts (new): 5 green. Counter-check with the round edited
  not left out and the own transpose not taken off: 2 red.
- Unit piano-roll: 1 new (pan back to the song, lines before bar 1).
  Counter-check without the song's start: red.
- e2e 65 (melektaus-atx): ALL PASSED - 38 checks (3 new). The first
  run was red on the tooltip check: the ghost note it rested on lay a
  fifth up, outside the rows Fit frames. The test now uses a tone.
- e2e 64 (melektaus-atx): ALL PASSED - 30 checks.
- Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4027 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 15:06:32 +02:00
adminandClaude Opus 5.5 c33d6d98e5 Keep a song item's left edge from snapping on to its own end
Dragging the left edge of a song item to the right snapped to the grid
and to the points where the item's content starts again. One of those
points lies exactly on the item's end. When the edge caught it, the
item shrank to a single tick and showed as a thin white line. The
right edge already refused to snap back on to its own start, the left
edge had no such rule.

- trimDelta: a snapped start on or past the item's end now takes the
  last grid line before the end instead.
- If that grid line lies before the current start, the start stays
  where it is.
- Free trimming with Alt or Shift is unchanged and may still shrink
  the item to one tick.
- Dragging the left edge far past the end now leaves one grid step,
  as the right edge already did, instead of one tick.

Tests:
- song-edit unit tests: 14 green (2 new expectations, 1 changed)
- Counter-check with the rule removed: 2 red (1399 instead of 960,
  1919 instead of 1800)
- Prettier, ESLint, tsc clean

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 14:00:58 +02:00
adminandClaude Opus 5.5 b519cd192f Send a track, a pattern item or a whole song through a sound FX (#346)
A sound FX could only be put on a single sound. Now a track, a pattern
item, a Play pattern and a Play song send everything they play through
one chain of it, as an insert in a DAW. A Play note gets one of its own.

- Track: an FX box in the head next to M and S opens a menu of the
  project's sound FX, and the track's inspector has the row too.
  Order: items, track FX, volume, pan.
- Pattern item: Sound FX in its inspector. Its notes play on a bus of
  their own into the track's bus.
- Play pattern and Play song take fx and fx params. The chain sits on
  the master of the playing, after the tracks and before the level and
  the fades. Set sound FX parameters reaches it by the playback.
- Play note takes fx and fx params next to the instrument's params.
  The FX parameters go by "fx:" so the two sets stay apart. Set sound
  FX parameters on a note changes a name both have in both.
- A Pitch on a bus is a new PitchShifter: the phase vocoder of the
  PitchPlayer, fed while it plays. It cannot look ahead and is exactly
  one frame late at every pitch, 2048 samples.
- That latency is made up. The other way of a Mix is held back by a
  delay of the same length. Every note and clip starts as much earlier
  as the buses it passes are late. The scheduler plans that much
  further ahead, and the first note waits that much after Play.
- The Song tab waits for the chains before it plays and lets its buses
  go a moment after Stop. A playing in a game lets them go after its
  echoes and what the shifters still hold.
- songBuses moved to its own file. Kept in song.ts it pulled the FX
  compiler into the node registry through an import cycle.

Decisions of the user: one chain for the whole (1a), FX everywhere
asked for (2a), Set sound FX parameters on playbacks (3a), and a
pitch shifter of its own with exact latency compensation for a Pitch
on a bus.

Tests:
- Unit pitch-shifter (new): 11 green. At 0 semitones the output is
  the input 2048 samples later, off by at most 1.2e-7.
- Unit sound-library: 84 green, 8 new. Counter-checks (no early
  start, no Mix delay, chain made every time, tune misses the master)
  each turned their test red.
- Unit bus-fx (new): 6 green, 4 counter-checks red. Scheduler ahead: 1
  new, its counter-check red.
- e2e 65 (melektaus-atx): ALL PASSED, 35 checks, 4 new, first run.
  Chrome at 44.1 kHz: the bus was 0.046440 s late, the note started
  exactly that much early. Offline the shifter moved 1 kHz to 2000 Hz
  and passed a click 2048 samples later.
- Gate (melektaus-atx): CHECK EXIT 0, 259 files, 4021 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 13:15:52 +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 2fdf97f7de Record a take from the microphone in the Song tab (#342)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 15m51s
A song could only be filled with sounds that were made somewhere else.
Record plays the song from the cursor and takes the input meanwhile, so
a part played along lands on the bar it was played to.

- An audio worklet takes the input's samples on the clock the song
  plays on. Each run carries the frame it was taken at, so the take is
  cut where the song was heard to start. The output's and the input's
  latency are taken off, as far as the browser reports them.
- The take goes up as mono 16-bit WAV. Sound, a new track "Recording"
  under the track clicked last and the item at the cursor are one undo
  step. The sound is named "Song – Take 1", 2, 3 and so on.
- While recording the take grows red with its waveform on its track,
  and a meter beside the input dropdown shows the level. The lanes take
  no edits then, only a middle-drag pans.
- The loop is not used while recording. The song plays once through
  and on past its end until Stop, Play or Space keep the take. Esc
  throws it away and nothing goes up.
- Echo cancelling, noise suppression and auto gain are off, nothing is
  played back. The input picked is kept in localStorage.
- A take stops by itself at the size a sound may have. A failed upload
  offers Retry, Download WAV and Discard.
- The API takes sounds up to 256 MB and bodies of the same size. nginx
  and PHP were raised to match outside the repo (body 256m, upload and
  post 256M, memory_limit 512M).
- The pure rules (cut, cap, WAV header, name, track) live in
  core/music/take.ts. The scheduler tells where it started on the
  audio clock.
- The e2e browser gets chromium's fake microphone and skips the
  permission prompt. Each run leaves its take in the sound store.

Found on the way:
- The header was too full with the new widgets and cut the track and
  item count on the right. Input dropdown and meter are narrower now.

Tests:
- Unit take.test.ts: 7 new, svg-icons adjusted to 8 toolbar icons
- e2e 65 (melektaus-atx): ALL PASSED – 31 checks (+4)
- Gate (melektaus-atx): CHECK EXIT 0, 252 files, 3923 tests
- Probe on stein2: a 3 s take of the test tone, peak 32767,
  285100 bytes, waveform seen in the screenshot

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 20:58:17 +02:00
adminandClaude Opus 5.5 5fde3e975e Reset a track slider with a double-click in the Song tab
game-maker / gate (push) Successful in 3m30s
game-maker / suite (push) Successful in 16m37s
The heads of the Song tab had four rough spots. Panned down, the
first track had no line above it. The M and S letters sat high in
their buttons. A volume or pan slider could only be dragged back to
the middle by eye. Muting a track paled its volume slider.

- The first track draws a border along its top, in the lanes and in
  its head, like the one below every track.
- M and S sit in the middle of their buttons. A label of the heads
  can now carry a height and is centred in its box.
- A double-click on a head's volume or pan sets it back to 0: the
  volume to 0 dB, the pan to the middle. It is one undo step of its
  own after the step the first click set.
- Mute only lights its own button. The volume slider keeps its
  colour, so a muted head no longer looks out of step.

Tests:
- e2e 65 on melektaus-atx: ALL PASSED, 27 checks (+1)
- typecheck, ESLint, Prettier: clean (also after the mute change)
- screenshot on stein2: border above track 1, M and S with 4 px free
  above and below the letter in a 16 px button

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:36:07 +02:00
adminandClaude Opus 5.5 5b96d0b329 Paste under the pointer and pull song items out left in music tabs
game-maker / gate (push) Successful in 3m25s
game-maker / suite (push) Successful in 16m33s
A round of fixes to the Pattern and Song tabs: where a paste lands,
what Shift does on a drag, how far the rows zoom, and how an item of
a song is sized at its ends.

- Shift does what Alt does on a drag: off the grid, on the tick. A
  Shift click on a note or an item still adds or unpicks it. A Shift
  press only decides on letting go: no drag toggles, a drag moves.
- Ctrl+V lands under the pointer. The earliest copy goes on the grid
  line before it, the highest note on its row or the topmost item on
  its track, held to the keyboard or the tracks there are. Off the
  grid or left of bar 1 it lands at the start of playing as before.
- The rows of the piano roll zoom to 64 px instead of 28, the tracks
  of a song to 320 px instead of 160.
- Fit in the Pattern tab zooms the rows as well, so the notes fill
  the height, no longer held to the default of 14 px.
- An item of a song can be pulled out by its left end past the start
  of what it plays, which then repeats. The offset goes round to the
  end of a round. A sound not loaded yet still stops at its start.
- Both ends of an item snap to the start of a round of what it plays
  as well as to the grid, whichever is nearer. The end of a round
  between two ticks is cut to the tick before. A start put within
  half a tick of a round goes right on it, so it plays from the very
  beginning.
- An offset past a whole round is not folded back to 0, so a pattern
  that grows later still plays from where the item said.
- A middle-drag pans past the first and the last row, as it pans
  left of bar 1: the highest note or the first track up to half the
  height down, the other end up to half the height up. The room past
  them is dark in the piano roll and empty in the song.

Tests:
- Unit: song-edit 14, piano-roll 19, song 14 tests. New cases for
  the paste spot, pulling out left, the round snap and Fit.
- e2e 64+65 on melektaus-atx: ALL PASSED - 54 checks (+4). New:
  Shift drag and Shift click, Ctrl+V under the pointer in both tabs,
  Fit zooming the rows, pulling a pattern out left and snapping a
  sound to the end of its second round. e2e 64 zooms the rows out
  again after Fit, so the keys it plays later are on screen.
- Gate on melektaus-atx: 251 files, 3912 tests, CHECK EXIT 0.
- Then the pan down the rows: e2e 64 on melektaus-atx ALL PASSED -
  30 checks. Its pan check now also pans the top row down, half the
  grid's height, and a click above it draws nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:14:28 +02:00
adminandClaude Opus 5.5 a3101c590c Size notes by either end and pan before bar one in music tabs
A round of small fixes to the Pattern and Song tabs: what the ruler
and a pan do in both, and a few things the tabs carried that were in
the way.

- A middle-drag can take bar 1 up to half the grid or lanes in. The
  time before it is drawn dark on the ruler, the grid and the lanes.
  Nothing lands there: a click draws no note, a drop shows no frame.
- A press or drag on the ruler puts the start on the nearest grid
  line, no longer on the one before the pointer.
- A new song has one track instead of four. The "+ Track" row under
  the heads is gone, a head's menu adds tracks above or below. A song
  still keeps at least one, so that menu is always there.
- A note can be sized by its left end too: the start goes to the
  nearest grid line and the end stays put, never before tick 0.
- An end of a note under the pointer lights up and shows a resize
  cursor, as on an item of the Song tab.

Tests:
- Unit: piano-roll, song-edit, song, song-play 52 tests. Two new
  cases for the left end and the pan, the song fixtures add their
  tracks themselves now.
- e2e 64+65 on melektaus-atx: ALL PASSED - 50 checks (+2).
  e2e 65 adds its tracks through the head's menu and clicks the
  ruler three quarters into a bar, which only the nearest line
  passes.
- Gate on melektaus-atx: 251 files, 3909 tests, CHECK EXIT 0.
- A probe shot of the piano roll panned in: the time before bar 1
  dark, the left end of a note lit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 18:40:13 +02:00
adminandClaude Opus 5.5 aa097bd076 Zoom with the wheel and set the loop on its own strip in music tabs
The ruler of the Pattern and Song tabs did two things with one drag,
and the wheel did three things with Alt and Shift. Both now do one
thing each, and the Song tab gets a few edits it was missing.

- The ruler has a loop strip along its top. A drag there sets the
  loop, a press or drag below it moves only where playing starts.
- The wheel only zooms: the time over the grid, lanes and ruler, the
  rows over the keys, the tracks over their heads. Alt and Shift no
  longer change it. A middle-drag still pans.
- Tracks can be zoomed from 28 to 160 px. Below 46 px a head shows
  only its name, M and S. An old saved view gets the old height.
- A click on nothing in the lanes picks the song itself.
- A right-click on an item opens a menu with Delete instead of
  deleting it. The inspector has no delete buttons any more.
- A sound item goes up to +12 dB, a track up to +12 dB. A pattern
  item stays at 0 dB, since a note is held to unity.
- An end of an item under the pointer lights up and shows a resize
  cursor. A long item marks every point where it starts over.
- The Pattern tab has an Audition switch in its header, off at first.
  Only with it on does a note sound when drawn, grabbed or moved.
  The keys down the left sound either way.
- A looped sound item draws every round alike. Each round is drawn
  from its own start, and each column shows the loudest part of the
  sound it covers instead of one sampled bucket.
- A song is at least one bar long instead of four. An empty song
  fits that bar across, and Play song ends after the last item.
- The ghost notes held back in #334 got their own issue, #339.

Finding: suite 542 for f97961c failed 5 game checks in e2e 64 and 65
while my runs on the same Windows machine overlapped it. Modules
60-65 alone without load passed, so this push's suite has to show it.

Tests:
- Unit: song-edit 11, piano-roll 17, song 14, sound-library 67.
  Four of them are new, one in song changed.
- e2e 64+65 on melektaus-atx: ALL PASSED - 46 checks (+3).
- e2e 60-65 on melektaus-atx: ALL PASSED - 86 checks.
- Gate on melektaus-atx: 251 files, 3907 tests, CHECK EXIT 0.
- Audition, after the gate: e2e 64 alone ALL PASSED - 25 checks
  (+1), transitions and piano-roll 30 tests, typecheck and ESLint
  clean.
- Waveform and one bar, after the gate: song, song-edit, song-play
  and the node catalog 438 tests. e2e 65 alone ALL PASSED - 25
  checks (+1). A probe shot of a looped pop sound: all six rounds
  pixel for pixel alike.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 18:25:49 +02:00
adminandClaude Opus 5.5 f97961c8ff Play and stop a song from a behavior in the game #336
game-maker / gate (push) Successful in 3m35s
game-maker / suite (push) Failing after 16m36s
A song could only be heard in its tab. Now a game plays it through
Play song and ends it through Stop song, with its tracks as they are
set. A playing pattern or song also no longer undoes the pause of the
toolbar.

- Play song plays from the start of the song and then round the loop
  of its ruler, so an intro is heard once. Without loop it plays once
  to its end. Inputs are song, volume, fade in, loop (on by default)
  and detached (off by default). It gives out playback.
- Stop song stops one song, every song for none, or one playback by
  its number, over its fade out. Stop sound with no sound named stops
  songs too. Stop pattern with no pattern named stops only patterns.
- Songs play side by side, as patterns do. They are owned like a
  sound, so leaving the scene ends one unless it is detached. Pause
  game and the time scale leave the music alone.
- Each playing is heard through a master of its own, silent until its
  first note. The fades move it, and a song's tracks sit inside it on
  buses of their own. They go once the playing and its voices have.
- Notes and clips are struck the same way in the editor and the game
  (strikeNote, playClip). What a sequence needs comes from one place
  (core/music/needs).

Findings:
- Reading the audio clock resumed a suspended context. A playing
  pattern read it every 25 ms and so undid the toolbar's pause. The
  library now leaves a context alone while the toolbar holds it.
- A pattern played once to its end asked the list of playings about
  its voices, and that list asked the pattern again. Once its last
  voice was gone this ran until the stack overflowed. The scheduler of
  a playing now asks only after voices.
- e2e 64 reads the playings through __gm.sound.playbacks() now.

Tests:
- song-play.test.ts (new): 8 tests, node catalog +8 cases
- sound-library.test.ts: 66 tests, 4 new
- e2e 64 (melektaus-atx): 23 of 23 checks passed
- e2e 65 (melektaus-atx): ALL PASSED, 22 checks (+4)
- Gate (melektaus-atx): CHECK EXIT 0, 251 files, 3903 tests
- Counter-checks: the old way of asking after voices, a clock read
  that wakes a held context, and a start after a fade out began each
  fail 1 test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 17:38:44 +02:00
adminandClaude Opus 5.5 8f9c250eb6 Lay patterns and sounds out on tracks and play them as a song #334
game-maker / gate (push) Successful in 3m29s
game-maker / suite (push) Successful in 16m29s
Patterns could only be heard one at a time, in their own tab or from
a behavior. A song lays patterns and sounds out on tracks along one
time axis and plays them through the scheduler of #332, the third
piece of the music tools of #330.

- New asset type song under the heading Songs, with four empty tracks,
  120 BPM in 4/4 and a grid of a bar. Tempo, meter and grid are rows
  in the inspector. Tracks, items and the loop are the asset's data,
  held to their rules on load and in every command.
- A track has a name, volume, pan, mute and solo. Each is heard on a
  bus of its own, so a change reaches what is sounding at once.
- A pattern item repeats its pattern for as long as it is, with a
  transpose and another instrument if wanted. A sound item plays its
  sound as a clip at its own speed, round and round, through a sound
  FX if wanted. Both have a volume on top of their track's.
- Cut back at the left end or split, an item starts as far into what
  it plays as the cut is: ticks into a pattern, seconds into a sound.
- The tab shows the heads with M, S, volume and pan, the ruler of the
  Pattern tab and the items, a pattern with its notes, a sound with
  its waveform, a missing asset red. Patterns and sounds are dragged
  in from the Assets panel. Body, right and left end move, lengthen
  and cut back, Alt leaves the grid. Ctrl+C/V/D/A, Ctrl+E splits
  where playing starts, Delete, arrows. A double-click opens a
  pattern item in its tab.
- What is picked is a new selection of its own, so the inspector
  shows the item or the track, with a button to delete it.
- The scheduler plans clips beside notes. Where the playhead starts
  or jumps back inside a clip, it is taken up that far into its
  sound. A clip fades out at the end of its item or of the loop.
- The editor plays one piece at a time: a pattern started stops the
  song and the other way round.
- The rules are pure functions in core/music/song, editor/song/
  songView and songEdit.

Findings:
- The suites of 4ea752f and 2a3b90b were red at e2e 54: the Pattern
  pushed Struct below the fold of the + menu. The module now scrolls
  to it, as e2e 47 does for Vector art. It also left the menu open,
  which made e2e 55 fail behind it.
- The Assets panel only dragged assets a scene can place. Patterns
  and sounds are dragged now as well, and a scene says why it does
  not take one instead of calling every asset a scene.

Tests:
- song.test.ts (new, 14) and song-edit.test.ts (new, 9): model,
  round trip, sequence of patterns and clips, mute and solo, cuts,
  clips on the scheduler, moving, sizing, trimming, splitting,
  duplicating, hits, head parts. sound-library.test.ts +5: clip
  offset, end fade, pitched clip, track bus, peaks.
- e2e 65 (new) on melektaus-atx: ALL PASSED, 18 checks. e2e 54 and
  55 with the fix: ALL PASSED, 33 checks. e2e 4 with 30 asset
  types: ALL PASSED, 62 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 250 test files, 3884 tests.
- Counter-checks: no taking up of a clip, no pattern offset, no clip
  end each fail 3, 1 and 1 tests.
- Probe on stein2: the tab with four tracks, before and while
  playing, looked at in two screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 16:28:25 +02:00