c9e8a3f6ac06a540a18b3857666020fdb511a160
375
Commits
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c9e8a3f6ac |
Let an animation drive a sprite's video picture by picture (#404)
A video used to run on its own clock as soon as a sprite wore it. An animation could switch the sprite on and off, but never say which picture shows at which frame. Cutting a video in an animation needs the opposite: the animation sets the time and the video follows. - Sprites wearing a video or a clip get two rows, Video clock and Video time. They show only while the texture holds a video. - With Video clock on Driven the video does not play by itself. It shows the picture at Video time, counted from the clip's start. Past the end it goes round with Loop and holds the last picture without. - Video time is a number like any other, so keys, step, easing and curves give stills, slow motion and ramps. - A driven sprite gets a player of its own, keyed by the wearer's name. The same clip can run twice at different times. - Following has two ways (`videoFollow.ts`). Running forward at 0.25x to 4x the video plays at that rate and is nudged. A still, a scrub or a step backwards seeks, and only the newest seek counts. - Sound is heard only near 1x. The animation tab now plays it too, so a cut can follow the sound. Scrubbing is silent. - Scene, game view, the inspector's PREVIEW and the shader preview show the driven picture. In a running game Play animation sets it. Found on the way: - After a scrub the video in the animation tab kept running. The preview redrew only while the playhead moved, so nobody asked for the video once it stood. `AnimationEditor.tick` now redraws it every frame while it shows a video. - Every sprite has two more defaults (`videoClock: 'free'`, `videoTime: 0`). Eight tests in five files pinned the old list and are updated. Tests: - Unit: video-clock and video-follow new, 4 files with 42 tests green. - e2e 66 (melektaus-atx): ALL PASSED, 22 checks, 3 new. 66i: two sprites on one clip stand at 0.2 s red and 0.7 s green. 66j: a scrub to frames 2, 7, 12 and 3 shows red, green, blue, red, and each colour still stands 0.7 s later. 66k: playing runs 10-30 ms behind at rate 1.00-1.03 and is not muted. - Counterchecks: a seek that keeps the rate turns the seek test red. Not seeing Driven turns 66i, 66j and 66k red. - Gate (melektaus-atx): exit 0, 297 files, 4546 tests. - Not tested in the browser: Play animation in a running game. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d48f174caf |
Play videos on sprites, converted on the server with clips (#402)
A video becomes an asset like a sound: uploaded once, converted to one format by a worker of its own, cut into clips in its tab, and worn by a sprite through its Texture row. Only Chrome is a target, without alpha. - Server: POST ?r=videos queues the upload under the hash of its bytes, so the MP4's name is known at once. The worker (VideoWorker over VideoFormat) writes H.264/AAC, yuv420p, constant frame rate, a keyframe every 15 frames, at most 1920x1080, with a poster and the details beside it. A failed job says why and is tried again on the next upload. - An upload may be up to 2 GB. It is streamed from the request to disk and hashed there, so php-fpm holds none of it in memory. The other routes keep their 256 MB. - The worker runs in the container game-maker-video on stein2, a compose project of its own (tools/video/), and in CI beside the PHP server. The CI image has ffmpeg for it. - Model: asset type video with size, length, frame rate and sound, and clips like a sound's. The clip helpers and commands serve both. - A sprite's Texture row offers videos and clips after the pictures. resolvePicture names a playing video by a key, and the texture library hands it to a VideoLibrary with one player per key. - The editor shows a placed video as a quiet preview. Play starts it over at its clip's start and lets it be heard through the master bus, a pause holds it, Esc makes it quiet again. - Video tab: the picture, a ruler, the clip strip and a track on the Sound tab's time axis. A drag spans a clip, a handle moves an edge, Play plays the picked clip. - The picker shows a video on its way with its progress and adopts an upload from it once it is ready. Dropping a video file does the same. Decided on my own: - Two sprites wearing the same clip share one player and show the same picture. Control per instance belongs to the follow-up with nodes. - A video plays in real time, the game's time scale does not slow it. - The container may use 3 of the 4 cores of stein2. Findings: - The first real upload (279 MB) got 413: the API's own ceiling of 256 MB for every request, not nginx or the Brandmauer. - Chrome has no picture of a video that never played, and a Pixi VideoSource drawn before the first frame stays empty for good. The texture is made in the first frame callback (openVideo). - A player nobody asks for in 2 s is let go. The inspector's PREVIEW asked only on an edit, so with the sprite not on screen its texture was destroyed under it and the batcher threw on every frame. The preview now redraws every frame while it shows a video, like a Time shader. A let-go texture keeps an empty source instead of none. - VideoSource.load() reloads the element and cuts off an earlier play(). Playing starts after loadeddata. Tests: - PHP videos.test.php: 68 checks, with the real ffmpeg - 300 MB upload through Brandmauer and nginx: 201 in 21 s, php-fpm at 13.7 MB RSS at most - Unit videos.test.ts: 20 tests - e2e 66 (stein2, atx was off): ALL PASSED, 18 checks; e2e 04 with the new asset count green - Gate (atx): 294 files, 4520 tests. serialize.test.ts used video as its example of an unknown type and now uses a made-up one. - Counter-checks: a keyframe gap of 30 fails the PHP check, a key that keeps the video's end fails 2 unit tests, a clip without its end fails "plays only its stretch" in e2e 66 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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6383cc0d8e |
Show a Sample node as a device that draws its waveform (#400)
The Sample was the last node of an instrument that still showed rows. It now draws the sound or clip it plays, so the loop and what plays after the note can be seen instead of read off two numbers. - SamplePanel, SampleFace and sampleView: a compact gold plate of 480x280 with the sound picker beside the name, a waveform screen, the four ways of playing it as buttons two by two, the root as a knob that reads as a note, a lever for following the note and the loop's start above its end. - The waveform comes from the library's peaks of the played sound, a clip's own cut included, scaled by the sound's volume. It is loaded on demand as the Reverb's sound is. - Each part has its colour: played once, looped, played after the note, never heard. The loop is held as playback holds it: an end of 0 or past the sound is the end, a start not before it loops all of it. - Idle settings come from the node's own idleParams, so the device greys out what the rows did. - A new instrument places its Output at x 840, past the device. At 460 it lay under the Sample. - Hook __gm.sample.panel and a check in e2e 34 behind the first instrument check. Tests: - Unit sample-view: 11 tests, new. pattern and chip-presets green. - e2e 34 (atx): ALL PASSED, 144 checks (1 new). - Gate (atx): 293 files, 4495 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a6c00f7b8b |
Show a Bitcrusher node as a device that draws its pixels (#399)
A Bitcrusher only said what it does in rows of numbers. How coarse its steps and holds are could not be seen. Now the node is a device of its own size. Its screen sends a sine through the node's own crush and draws what comes out in cells, as tall as a step and as wide as a hold, so the coarser the crush, the coarser the picture. - CrusherPanel draws a 680x280 plate in bubblegum pink. Bits and rate are large knobs, wet is small. Rate gives its low end more of the turn, 8 kHz sits just past the middle. - crushTrace runs a 440 Hz sine at 0 dBFS through Crusher at 48 kHz and blends it as the worklet does. Where each hold starts comes from Crusher too: a ramp through it at 16 bits takes a new value per hold. - cellOf shapes a hold. From 5 px a step or hold gets a grid line and a gap. Finer steps give a 2 px bar. A cell is never more than twice as tall as wide, so 1 bit gives bars at -1, 0 and 1. - The screen shows two periods, or 6 holds where the rate is low. The sine going in is a grey ghost. Below wet 1 the heard line lies over the cells. - Above the screen a word for how crushed it is, CLEAN to BROKEN. Under it the noise the bits leave and where the rate folds back. - 16 lamps show the bits kept, the highest on the left. A CRUSH lamp beside the name glows the more it crushes. - COLUMNS_OF gives the Bitcrusher 4 columns in the presets. - Hook __gm.bitcrusher.panel(id) for the sound FX and instrument graphs. Decided myself: - The screen is still. Nothing on it moves, so tick() says false. - How crushed counts whichever of bits or rate takes more, the rate in octaves, times wet. Found: at 8 kHz the first hold is 7 samples long, the rest 6. Six sixths add up to just under 1 in Crusher. The worklet does the same, so the screen shows what is heard. Every sfxr effect preset ends in a Bitcrusher and gets 3 columns wider. The Laser preset still fits whole on Fit. Tests: - Unit: crusher-view 13 tests (new). The screen matches Crusher with its wet on three settings. - Counter-test: without the wet in the blend the worklet test fails. - e2e 34: ALL PASSED, 143 checks (1 new). - Gate: CHECK EXIT 0, 292 files, 4484 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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b6749cc43d |
Show Tremolo, Vibrato, Phaser and Flanger as devices that swing (#398)
The four effects that swing were still drawn as rows of numbers. Like
the Delay, the Saturation and the Limiter, each node now shows a device
of a fixed size. Its screen draws what it does over the first seconds
of a sound, and a light plays that in real time, over and over.
- One device for all four (ModulationPanel, ModulationFace and
modulationView), as KnobPanel is for Gain, Pitch, Mix and Pan. A short
description gives each its title, plate, buttons and knobs.
- Tremolo, 640x280 in cream: a wave its volume shapes, the volume as
its outline. It says DOWN TO 50%, EVERY 200 ms and DIPS -6 dB.
- Vibrato, 640x280 in plum: the pitch in semitones, cool below and warm
above. Under a wet below 1 the dry pitch stands beside it. It says
how late the voice is (LATE 0.93 ms).
- Phaser, 760x280 in mustard, and Flanger, 680x280 in steel blue: the
response from 20 Hz to 20 kHz, and under it a lane of the turn or the
delay over time. The response is drawn where the light is, so the
notches swirl and the comb jets. A comb finer than a column fills it.
- The light loops over 1, 2, 4 or 8 s, two LFO swings at least, for a
Flanger as long as its sweep takes to reach 20 ms. The face only
keeps the editor drawing while something swings and is heard.
- A Rate lamp beside each name goes from dark to lit with the swing.
- Nothing is listened to. The pictures use the worklets' own numbers:
lfoAt, vibratoSpeedUp (now exported from lfo.ts), the allpass chain
with its feedback, and the comb, reckoned at 48 kHz.
- Phaser and Flanger take 4 preset columns. Phased Pad was looked at
in a picture, nothing overlaps.
- Exported from nodes.ts: LFO_SHAPE, lfoShapeOf, TREMOLO_ROWS,
VIBRATO_ROWS, PHASER_STAGE_ROW and phaserStagesOf. FLANGER_MAX_MS is
exported from phaser.ts.
Decided here, as the request left the look open:
- A notch counts where the response falls below -3 dB, not some dB
under the loudest point. Feedback rings peaks far above 0 dB, and the
first rule counted 7 notches on a Phaser of 12 stages.
- Rate and Depth of Tremolo and Vibrato are big knobs, Wet is small.
Tests:
Unit modulation-view (stein2): 22 tests, new. Phaser and Flanger
give the dB of their worklets on a sine within 0.005 dB, the
Tremolo its samples, the Vibrato the pitch it reads at.
Counter-check: with the sign of the Phaser's feedback flipped in one
place, exactly the worklet test fails.
e2e 34 (atx): ALL PASSED, 142 checks, 4 new. Each device has its
size, its ports outside, a light that runs by itself, and a button
and a knob as one undo step each. Picking 8 stages on the Phaser
draws 4 notches.
Gate (atx): CHECK EXIT 0, 291 files, 4467 tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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28909f0adf |
Show a Limiter node as a device that holds what it took away (#397)
A Limiter only said what it does in rows of numbers. How much it took away, and when, could not be seen at all, and a short sound is over before any needle could show it. Now the node is a device of its own size, and its screen catches the reduction from the moment a sound starts and holds it once the sound ends. - LimiterPanel draws a 720x280 plate of brushed brick. The threshold knob is large, ceiling and release are small beside it, auto-gain is a lever. A LIMIT lamp lights while it takes something away. - The screen hangs the reduction down from the top, 0 to 24 dB by the square root like the Compressor's meter. The level coming in runs along the bottom, orange above the limit. Time runs from the start of the sound over 1, 2, 4 or 8 s, and a longer sound rolls. - ReductionCapture in limiterView holds the capture after 0.4 s of silence, without the silence, until the next sound. It writes the most taken away and when, and NOW or LASTED on the right. - The Limiter is tapped now, like the Compressor. The face reads the loudest sample since the last frame on both sides. - SpectrumTaps.levels takes a lateBy. The side in front is read 5 ms earlier, so a peak going in is met by what it became. - limiterReduction leaves the auto-gain out and solves Wet's blend for the limited part. Less than 0.2 dB counts as none. - A capture is also held when the node leaves the picture. Changing a knob or the lever leaves it as it is. - Hook __gm.limiter.panel(id) for the sound FX and instrument graphs. Decided myself: - The capture stays held until the next sound, not for a fixed time. - The screen has no wet knob, as the Compressor's has none. - The Limiter's two taps cost two gains of 1 per voice. The analysers only exist while the node is in the picture. Measured on stein2: the seeded blip at -4.4 dBFS against -12 dB showed 7.56 dB. Three hits at 0, -8 and -2 dBFS showed 11.9 dB at the first. In e2e 34 on melektaus-atx, -10.44 dBFS in against -20 dB showed 9.56 dB, the difference to the hundredth. Tests: - Unit: limiter-view 13 tests (new), spectrum 6 (1 new), soundfx 67 with the Limiter's taps. - Counter-test: without Wet's share in the formula the blend test fails. - e2e 34: ALL PASSED, 138 checks (1 new). - Gate: CHECK EXIT 0, 290 files, 4445 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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80b25488ce |
Show a Saturation node as a device that glows with its drive (#396)
A Saturation in the graph was a stack of rows. The user wanted a device of its own style and size, like the Delay and the Reverb, that shows warmth and heat the harder the sound is driven. - The node is a copper plate of 720x280 with a button per type, the auto-gain lever, a big drive knob and small knobs for tone, output and wet. Each change is one undo step, wired numbers lock their knob. - The screen draws a sine at -12 dBFS, the level auto-gain is reckoned at, as a grey ghost. Over it is the wave that comes out: bent by the type, its DC taken out, auto-gain and output after it, blended by wet. Under it stand the auto-gain and the peak. - The heat is the drive over 48 dB, as far as wet lets it be heard. The wave goes from cold steel through ember red to white, a glow rises from below and flickers, and embers fly up from about 8 dB on. A lamp beside the name glows with it. - The node keeps the editor drawing only while there is heat. Without drive it draws nothing, unlike the Delay, which always animates. - The Reverb's private type button is now PickButton with its own colours, and the Saturation's type buttons use it as well. - No instrument preset uses a Saturation, so no preset needs more columns. Tests: - Unit saturation-view: 14 new tests. - Counter-check: without taking out the DC, exactly the DC test fails. - e2e 34 (atx): ALL PASSED, 137 checks, one new for type, lever and drive with undo. - Gate (atx): CHECK EXIT 0, 289 files, 4431 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8c53ce0cbe |
Replace the 5-Band-EQ with the Parametric EQ and remove it (#395)
The Parametric EQ does all the 5-Band-EQ did and more, so the editor keeps only one EQ. The old node was used in one project only, with nothing linked to its band inputs. - "Garden of Sacrifices" was converted once on the project file, not by a load migration (#137). Its 5 nodes are Parametric EQs now with the same filters: low shelf 80 Hz, peaks at 250 Hz, 1 kHz and 4 kHz with Q 1, high shelf 12 kHz. A band at 0 became no band. - Two values below -24 dB were held to -24, as the Parametric EQ goes no further. Both are in the asset "Delay" (high -60, low -36). The user will rework them by ear. - The write went through the API's own Store (lock, revision 20181 to 20182), so a tab with the old revision gets a 409 instead of overwriting it. - Removed with the node: its stage kind "filter" and the type FxFilter, which nothing else made, and the player's branch for it. A Pan is now the last branch of fxNodes, a Flanger that of stagesOf. - Tests that took the 5-Band-EQ as "some effect" use the Pan or the Parametric EQ now. The test for a parameter feeding a band now feeds the cutoff of a Filter, which had no such test yet. - A project that still names the type, such as an old snapshot of "Garden of Sacrifices", loads without those nodes. Unknown types were always left out on load. Tests: - Unit (stein2): soundfx 67, instrument 36, envelope 13, sound-library 127, all green - Counter-check: with the cutoff not taken from the parameter, only the new Filter test goes red - The converted project loads and compiles: Delay, Vocals and Drums play their bands (3+1, 4 and 5) - e2e 34 (atx): ALL PASSED, 136 checks, the palette check now looks for the Parametric EQ - Gate (atx): CHECK EXIT 0, 288 files, 4417 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d4a45c127b |
Show a Delay node as a device with its echoes over time (#393)
After the Chip, the Envelope, the Reverb and the one-knob devices, the Delay is drawn as a device of its own size too. Its screen shows what time, feedback, damping, wet and ping-pong make of a sound, and a light runs over the echoes at the beat they come at. - DelayPanel: a 680x280 plate in the Compressor's brushed aluminium, now exported as ALUMINIUM. A screen, levers for Sync and Ping-pong, knobs for Time, Feedback, Damping and Wet, and an Echo lamp. - The screen draws the sound as a white bar and each echo as a bar one step later. A bar is as tall as the echo is loud, evenly in dB to -60. It turns from warm white to rust as the damping takes the highs. With ping-pong the bars alternate above and below, the first left. - At most 24 bars are drawn, and the screen says how many more are heard. Under it stand the step and the end of the tail, above it where the highs of the first echo end. - The running light: DelayFace.tick returns true while the node is in the picture, so the editor keeps drawing, as for the Particles tab. The light goes round the span in real time, a bar glows as it is passed, and the lamp blinks with every echo but not with the sound. - On beats the screen counts at 120 BPM, as the tempo of the voice is not known in the graph. The time knob then names the note, dotted and triplet ones included. In seconds, 2 s and up reads "2 s max". - delayView holds the rules apart from the drawing: layout, tapers, echoTrain, echoCutoff for k rounds of the Butterworth low-pass, sweepAt and the texts. At wet 0 the rest is drawn faint. - delayEchoes in the core counts the echoes heard. The tail of a voice and the screen use it both. DELAY_ROWS, DELAY_SYNC and PING_PONG are exported. - Knob.reformat writes the number anew when its format changes, here when Sync switches between seconds and beats. - The test hook __gm.delay.panel returns knobs, levers, idle settings, the echoes drawn, the texts and where the light is. - Instrument presets give the Delay 4 columns. Echo Lead and Bell use one. In the picture of Echo Lead nothing overlaps. Found on the way: a node with a face draws no setting rows. The e2e check of a bypassed Delay (#354) read "Bypass: true" from them. It now checks the faded node and the stages heard, as before. Tests: - Unit delay-view: 17 tests, new. Counter-check: the first ping-pong echo on the right turns the side test red. - e2e 34 (melektaus-atx): 136 checks, 1 new. - Gate (melektaus-atx): 288 files, 4416 tests. - Pictures looked at: default, ping-pong, beats with damping, 83 echoes at 50 ms, wet 0, and the preset Echo Lead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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389d9555fa |
Show a Pan node as a one-knob device in cyan (#392)
After the Gain, the Pitch and the Mix, the Pan is the next node that is just one number. It now gets the same device in the graph instead of a row for its pan. - PAN_DEVICE: the Gain's 160x160 plate in cyan with one bipolar knob for Pan. The middle stands straight up, and the turn goes evenly to L and R, which are engraved at its ends like A and B on the Mix. - PAN_TAPER in hardwareView is 1, so left and right are heard alike. Device and unit test read the same constant. - PAN_ROW is exported from the core, so the knob has the node's range. - A linked Pan greys the knob, as for the Gain. - The test hook __gm.pan.panel returns the same shape as the Gain's. - No instrument preset uses a Pan, so no preset columns change. Tests: - Unit hardware-view: 17 tests, 2 new (the turn, and L and R inside the plate and clear of the screws). Counter-check: PAN_TAPER 2 turns the turn test red. - e2e 34 (melektaus-atx): 135 checks, 1 new. - Gate (melektaus-atx): 287 files, 4399 tests. - Pictures looked at: Gain, Pitch, Mix and Pan in a row, Pan at -0.35. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e70954115c |
Show Pitch and Mix nodes as one-knob devices in green and blue (#390)
The Gain has been a small device with one big knob since #384. The Pitch and the Mix are just as much a single number, so they now look and work the same way. The Mix also gets a lever for its curve, which until now was only a row in the inspector. - GainPanel and GainFace become KnobPanel and KnobFace. Each node is described by a KnobDevice: its plate, its row, how the knob turns, and an optional lever. The Gain looks as before. - Pitch: a green 160x160 plate with a bipolar knob for Semitones. 0 stands straight up and taper 2 puts an octave at 43 % of each half, so small steps near 0 are easy and the full +-64 is still there. - Mix: a blue 180x200 plate, the lever on top and the knob below. The knob has A and B engraved at the ends of its turn. The lever reads "crossfade" down and "both at center" up with its lamp lit. A flip is one undo step. - A wired Semitones or Mix greys the knob, as for the Gain. - The instrument presets give Pitch and Mix two columns. In the graph they are 281 and 261 units wide, more than one column of 240. - The test hooks __gm.pitch.panel and __gm.mix.panel return the same shape as __gm.gain.panel, plus the lever. Tests: - Unit hardware-view: 15 tests, 3 new (Pitch turn, lever above the knob and ends on the Mix plate). Counter-check: taper 1 turns the Pitch test red. - e2e 34 (melektaus-atx): 134 checks, 1 new. - Gate (melektaus-atx, together with #391): 287 files, 4397 tests. - Pictures looked at: Gain, Pitch and Mix in a row, Pitch at -24.5, Mix with both curves, the Bell preset without overlaps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e8021b1fd3 |
Show a Reverb node as a device with a round screen of its tail (#389)
The Compressor, the Gain, the Chip and the Envelope are devices in the graph. The Reverb was still a list of rows, and how long and how dark its tail rings was left to the numbers. - The node is a plate of 640x280 in pale lavender. Its inputs are on the left, its output on the right. - A round screen draws the tail as rings out from the sound. A ring's radius is its time, as the root of its seconds, on one scale up to 10.5 s for every Reverb. So a Room is a small disc and a Cave fills two thirds. - A ring is as bright as the tail is loud there, evenly in dB. Its colour is how much of the highs is left, from ice to violet, with the cut-off of the impulse response (reverbCutoff, now shared). - The pre-delay is a dark gap round the dot, a dashed ring marks -60 dB. Seeded dots stand for the reflections. Wet fades the tail against the dot. - A type of Sound draws the peaks of its sound from the library, each against its loudest. It says LOADING until they are there. - A button for each type, a list of the sounds and four chrome knobs: Decay, Damping, Pre-delay and Wet. - A knob the type does not take is greyed but turns. It goes over to Custom with the type's numbers, as one undo step. Picking a sound makes the type Sound, also one step. - NodeParamDrag can write several settings as one drag for that. - Test hook __gm.reverb.panel(nodeId), for the sound FX and the instrument graph. Tests: - Unit reverb-view: 10 new tests for the plate, the knob turn, the numbers per type, the scale, the tail and the texts. A screen that ignores damping turns the highs test red. - e2e 34 (atx): 1 new check (device between its ports, decay knob of a Hall goes to Custom as one undo step, Cave button, a sound from the list makes it Sound and draws that sound). - Probe pictures on stein2: Room, Hall, Cave, Plate, Custom with damping 1 and pre-delay 0.3 s, Sound. - Gate (atx): CHECK EXIT 0, 287 files, 4393 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c75e72d4ee |
Show an Envelope node as a device with its ADSR curve (#388)
The Compressor, the Gain and the Chip are devices in the graph. The Envelope was still a list of rows, and its shape was left to the imagination of whoever read the numbers. - The node is a plate of 520x280 in pale sea green. Its inputs are on the left, out and value on the right. - A dark screen draws the curve over a note in amber. A letter sits above each stage, its time below it, and the sustain in percent above its line. - The time on the screen is squeezed. Each stage is as wide as the root of its seconds, at least 3 %, and the hold has a fixed fifth. So 5 ms of attack still shows beside a release of 3 s. - The falls use SETTLE, as the player does. With sustain 0 there is no hold and no release, and the screen says NOTE ENDS. - Attack, Decay, Sustain and Release are chrome knobs. The times use taper 4, so 5 ms sits an eighth of the way and 1 s not quite half. - From and To have no range a knob could turn through. They are NumberFields on the plate, typed in or scrubbed. - The decay at sustain 1 and From/To while nothing takes value are faded. While a link takes value, the bezel says what it moves between, as VALUE 400 TO 3500. The UI font has no arrow. - Instrument presets give an Envelope 3 columns of 240. - Test hook __gm.envelope.panel(nodeId). Tests: - Unit envelope-view: 6 new tests for the plate, the knob turn, the idle settings and the curve. A linear decay turns two of them red. - e2e 34 (atx): 1 new check on the Laser preset (device between its ports, curve ends with the decay, decay knob and scrubbed To field each one undo step). - Probe pictures on stein2: Synth Brass preset, pad, pluck, organ and an Envelope whose value moves a Chip. - Gate (atx): CHECK EXIT 0, 286 files, 4383 tests. The first run was red on the font test (#214) for an arrow in the bezel text. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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eb78f3cbf3 |
Show a Chip node as a device with its wave and its pitch (#386)
The Chip had eleven numbers in rows and nothing that showed what they do to a note. Its node is now a device of one size like the Compressor's, and two screens draw the wave and the pitch from the settings, worked right in the instrument graph. - ChipPanel is 840x280 in the warm grey of a handheld console. A button per wave, the "follow note" lever and a chrome knob per number, grouped Oscillator, Slide, Vibrato, Arpeggio and Repeat. - The wave screen draws two periods as loud as the Chip plays them, a square at its duty. toneValue and periodicSteps come out of chip.ts, so the screen and the worklet share one formula. - The pitch screen draws what slide, delta slide, vibrato, arpeggio and repeat make of the pitch over a note. It ends where the note falls below "min frequency" and starts from A4 while the Chip follows the note. - Idle settings are faded, wired ones greyed and locked, as the rows were. Every change is one undo step. - Knobs take a bipolar range: 0 straight up, the taper bends each half. Slide, delta slide, duty sweep and arpeggio use it. - The Compressor's auto-gain lever is now a Lever with a name of its own, which the Chip uses for "follow note". - Presets give a Chip five columns, as a Filter has four since #385. Found on the way: - With the Chip this wide the Laser preset is about 3060 units. In a 1280 px window Fit stops at the least zoom of 0.25 and cuts the Notes node off. The zoom limit is left as it is. Tests: - Unit: chip-view (9 new), knob (1 new), chip, chip-presets and hardware-view, 53 green - e2e 34 on melektaus-atx: ALL PASSED, 131 checks (1 new). The first run was red on the check itself: a Laser's "min frequency" can lie above A4, and the screen then rightly says the note ends at once. - Gate on melektaus-atx: CHECK EXIT 0, 285 files, 4377 tests - Counter-check: a square drawn with its duty mirrored turns the wave test red Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c087993000 |
Edit a Filter in its node and resize EQ and Filter nodes (#385)
A Filter sounds like one band of the Parametric EQ, but it keeps what the EQ cannot: linked numbers, the all-pass and +-40 dB. So it stays a node of its own and gets the EQ's editor with itself as the one band. The editors also stop running out of their room: what does not fit is left out instead of being cut. - The curve of the EQ is now BandCurve with a host the EQ and the Filter both fill. CurvePanel holds what their panels share. - FilterPanel shows the Filter as one band. A drag of its handle sets frequency and gain as one undo step. A number fed by a link is greyed out and the drag leaves it alone. - A double-click on the Filter's title opens the same in a tab of its own. Delete there does nothing, the node stays. - The Filter is tapped like the EQ, so its node and its tab draw the spectrum of what passes it. A tap is two gain nodes per voice, the analysers are made only while someone listens. - EqFace and FilterFace are one CurveFace now, given the panel. - EQ and Filter nodes have a corner to resize them, drawn like the floating window's. The size is saved on the node as `size`, each drag is one undo step, the least is 240 x 120. - In the node the help line is gone. The row of numbers comes in only once the curve keeps 120 px of height. A group of the row that does not fit is not drawn, the one on the right first. - A frequency or dB label that would run into the one before it is left out. - The all-pass is drawn flat. The curve's maths takes every shape a Filter has. Found on the way: - The instrument presets set nodes 240 apart. A Filter with its editor is about 700 wide and covered the Bitcrusher, so a Filter now takes four columns. Tests: - Unit: 8 new (filter band, resize command and save, fitting rules), stage lists with a Filter now hold its taps - e2e 34 (atx): ALL PASSED, 130 checks (4 new) - Gate (atx): CHECK EXIT 0, 284 files, 4367 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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01ee61868b |
Show a Gain node as an orange device with one knob (#384)
A Gain node now draws a small device in the graph, as the Compressor does since #380: the brushed plate in orange, 160x220 graph units, with one chrome knob between its inputs and its output. - GainPanel and GainFace join the node faces. The knob drags, resets on a double-click and keeps the wheel for the graph (#383). Each turn is one undo step, a linked Gain (dB) greys it. - The knob turns with a taper of 0.26, so 0 dB stands straight up and the range below -24 dB takes a fifth of the turn. - drawPlate, engrave and the brushed look move out of CompressorPanel so both devices share them. The Knob takes an arc colour, because the orange arc vanished on the orange plate. - No meter and no tap. Gain sits in every voice of an instrument, and a tap would add two audio nodes to each note for a display nobody asked for. Found on the way: - Knob.dialGlobal added half the dial unscaled. In a zoomed graph it pointed beside the dial. The Compressor's e2e only hit by luck. Tests: - Unit: 2 new for the Gain plate and its taper. - e2e 34 on atx: ALL PASSED, 126 checks (1 new). - Gate on atx: CHECK EXIT 0, 283 files, 4359 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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79a04e6764 |
Edit a Parametric EQ in its node, let the wheel only zoom graphs (#381)
The small curve below the EQ node's rows (#375) only showed the bands. Like the Compressor since #380, the node now shows the editor of its tab between its inputs and its output, and is worked right there. A double-click on the node still opens the same editor in a tab. Two wishes for the nodes with a panel came on top and share the same files, so they are in this commit as well: the numbers below the Compressor's knobs read as plain labels (#382), and the wheel over a node zooms the graph instead of turning a value (#383). #381, the EQ in its node: - EqPanel holds the curve, the band's numbers and the help line, taken out of EqEditor. The tab puts its one panel under a header, each EQ node has a panel of its own at 720 x 360 (EqFace). - A press on the curve neither picks nor moves the node. A double-click on the curve adds a band, one on the title or the edge opens the tab. - In the node a press on the Type or Slope button stays with the button, so the node is not picked or moved. - The spectrum runs in the node while it is in the picture. The tab lets go of the tap once, like the Compressor's, and Editor.tick lets every unseen tab and graph go before any seen one listens. - The count of bands moved from the tab's header into the band row, so the node shows it as well. - The node picture of #375 is gone with its only user: NodePicture, EQ_PICTURE and NodeView's drawing of it. #382, the numbers below the Compressor's knobs in its node: - A Knob with typed: false shows its number as a centred Label without a box, in the panel's ink. The ratio reads 4:1 (ratioText). - The label is as high as its text and sits up in the dial's open bottom, right under the ends of the scale. - Label takes a colour of its own. #383, the wheel in a graph: - GraphCanvas takes the wheel on the way down and stops it there. It zooms over a node too, and no knob or curve in a node sees it. - The tabs keep their wheel: a knob's step, a band's Q and the zoom of the EQ's dB. Found on the way: - A Menu opened below a button in the zoomed graph would have been placed by the button's own height. openBelow now takes the bottom edge as drawn. - The band row did not lay out its labels after a text change when its own size stayed. In the tab a later resize hid it, in the node "Band 1" and the count were missing. The row now lays out itself. - Handle and point positions for the checks were unscaled. They now go through toGlobal and hold at the graph's zoom. Tests: - Unit parametric-eq: 16 tests. The #375 tests now check eqCurvePoints and eqRangeOf directly. compressor-view: ratioText. - e2e 34 (atx): ALL PASSED, 125 checks (3 new: the EQ panel and its ports, editing in the node, the spectrum in the node with the tab open). The Compressor node's check reads its numbers as labels and 8:1. Both node checks now expect the wheel to zoom the graph and leave the ratio, the Q and the dB zoom alone. - The unseen-tab check now leaves for the Scene tab, since the node in the graph listens to the same tap. - Counter-check: the tab letting go of the tap every unseen frame stalls the node's spectrum with the tab open (1 frame against 22, probe on stein2). - Gate (atx): CHECK EXIT 0, 283 files, 4357 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1f2b64fb4c |
Show a Compressor's panel in its node, its tab on a double-click (#380)
The panel of #379 opened in a window of its own and replaced the tab. The user wanted the device in the graph instead, and the tab of #378 back on a double-click. The switch Hardware look goes again. - A node can show a face instead of its rows (`NodeFace`). Its inputs sit on the left of it and its outputs on the right, in the middle of the height. Each side is as wide as its longest port name. - A Compressor node shows the panel at full size, 820x280 graph units. Its settings and numbers are not listed as rows, the panel has them. - The knobs and the lever work in the node. A drag, a notch of the wheel and a double-click are one undo step each. A press on them neither picks nor moves the node, and the wheel does not zoom the graph. The number below a knob is only shown, typing stays in the tab and the inspector. - The meter and the LEDs run while the node is in the picture of a sound FX or instrument graph that is seen. Out of the picture, folded or hidden, the node lets go of its taps. - The window of one size, `fixedSize`, `refit`, `keptSize` and the rule that kept a Compressor out of the tab row are gone again. - A knob's drag as one undo step lives in `nodeParamDrag.ts` now, for the tab and the node. The numbers of a node and what auto-gain says moved to `compressorView.ts`. Found and fixed on the way: - The tab and the node listen to the same taps. The tab let go of them on every frame it was not seen, so the node's meter stood still while the tab was open. Now the tab lets go once, and in a frame everything unseen lets go before anything seen listens. Tests: - Unit: compressor-view (2 new), documents (the test of `keptSize` is gone with it) - e2e 34 (stein2, melektaus-atx was off): ALL PASSED, 122 checks. The four checks of #379 are now four of the node: ports beside the panel, knobs and lever in the node, the needle when played (21.7 dB with the tab open), and the double-click opening the tab. - Gate (stein2): CHECK EXIT 0, 283 files, 4356 tests - Counter-checks: an old auto-gain number read as off turns exactly its unit test red. A tab that lets go on every frame leaves the node's needle at 0 dB and no LED lit (probe on stein2). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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9917253751 |
Open a Compressor as a device in a window of one size (#379)
The tab from #378 shows a Compressor as an editor. The user wanted it to look like a device as well, after a brushed aluminium plug-in, with a meter of the gain reduction instead of the pictures. The tab stays and is switched to per node. - Hardware look is a switch under Settings, on by default for new and existing Compressors. Only the editor reads it. - The panel is 820x280 px and opens straight in a window of that size. The window has no sizing corner and no Dock. A pane says so through `fixedSize`, and `keptSize` keeps the window's middle when it changes to that size. - A Compressor in this look never sits in the tab row. Opening one floats it, and switching the look on moves its tab into the window. - The panel has chrome knobs (threshold and makeup large), a meter with a needle that moves like a VU's, an LCD with the name and the reading, a lever with a lamp for auto-gain, and LEDs for the level going out. Everything is drawn in code. - The Knob takes a size and a chrome look, and leaves out its caption when it has no name, so the panel engraves its own. - `autoGainOn` is now `switchOn`, because the new switch reads the same way. - Where parts sit, the meter's scale, the needle's speed, the LEDs and the plate's grain are in `hardwareView.ts`, apart from the drawing. Decided myself: - The meter's scale runs by the square root, so the first dB is about as wide as the last nine. It is red from 10 dB on. - The LEDs light one every 3 dB from -39 to 0 dB and fall by 20 dB a second. - Switching the look changes the graph's fingerprint, like any other setting of a node. The sound FX is built again once. Findings, fixed on the way: - Pixi's `arc` goes on from the last point of the path. The meter's scale had a line from the corner of the face until each arc got a `moveTo` to its own start. - A text put into a Graphics makes Pixi warn that only Containers take children. The LCD is a Container now. - The first browser check read the needle at one moment and missed the short sound. The panel keeps the most its needle and LEDs showed. Tests: - Unit: hardware-view (10 new), documents (1 new) - e2e 34 (melektaus-atx): ALL PASSED, 122 checks (4 new). Played, the needle reached 20.9 dB and 5 LEDs lit. - Gate (melektaus-atx): CHECK EXIT 0, 283 files, 4355 tests (11 new) - Counter-checks: a window that keeps its corner instead of its middle, and a linear meter scale, each turn exactly their test red. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2d4909d248 |
Fit the Compressor's tab to any size, make auto-gain a switch (#378)
Two things came up on the new tab. Floated and sized down, it spilled its knobs out of its window, and sized up it left the window empty. Auto-gain lifted far too much: it brought 0 dB back to 0 dB, which at -40 dB, 4:1 and knee 6 is +28.1 dB, so a sound at -24 dB came out at -6 dB. And as a knob from 0 to 1 it blended between makeup and auto-gain, so at 1 the makeup knob did nothing. Layout: - The knobs stay on the bottom line, centred, with the help line above them. - The levels fill the height left above. The curve is a square at their right, centred up and down. It grows with the tab from 180 to 360 px and takes no more than 40 % of its width (picturesLayout). - A floated window cannot be sized below what its pane needs. A pane says so in its minWidth and minHeight, and the Compressor's is every knob and the smallest pictures. Other panes keep 320 x 200. - A pane put into an open window that is too small grows the window. Auto-gain, as decided in #378: - A Compressor's auto-gain gives back what it takes from a sound at -18 dB, so that one comes out as loud as it went in. At the numbers above that is +14.6 dB. - Auto-gain is a switch on the Compressor, the Limiter and the Saturation alike, a setting and no longer an input. The makeup or output is added on top of it instead of being blended with it. - A project from before reads a number as on above 0. Nodes never set keep their defaults: off on the Compressor, on on the other two. - The tab shows the switch at the right of the knobs, with the dB it gives below it. With it on, the curve has a line at -18 dB from the curve up to the diagonal. - Every level reading keeps the gain of its time. Before, the whole picture was read by the current makeup, so after a change the tinting of the last seconds was wrong or missing. Findings: - My first e2e run of the layout clicked Dock where it was before the window was sized up, so the window stayed open and the next check went red. The check reads the button again. Tests: - Gate (melektaus-atx): 282 files, 4344 tests (6 new) - e2e 34 (melektaus-atx): ALL PASSED, 118 checks (2 new) - Offline in Chrome: a sine at -18 dB through -24 dB and 4:1 came out at -17.92 dB with auto-gain on and -22.42 dB with it off. - Counter-checks: the curve set at the top instead of the middle, and every reading read at a gain of 0, each fail exactly their test. - Looked at the window in screenshots: at its least every knob and the switch show. At 1280 x 797 the levels fill the height, the curve is centred at the right and the knobs are at the bottom. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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1df38bd430 |
Edit a Compressor in a tab of its own, with knobs and levels (#378)
A Compressor had only its number rows in the node. Its numbers are
easier to set by feel on a dial, and what it does is easier to judge
when the level going in and the level going out are seen side by side.
- Knob is a new widget in the toolkit: a slider bent into a circle,
its name above and a number field below. A drag up or down turns
it, Shift a tenth as far, a notch of the wheel a fiftieth of the
turn, a double-click sets the default, the number takes a typed
value. A taper gives the low end more of the turn.
- The Compressor's tab opens on a double-click, one per node, like
the Parametric EQ's. It has a knob for each of the seven numbers,
greyed while its input is linked.
- Its curve shows level in to level out from -60 to 0 dB. The point
where it bends sets the threshold, the end of the curve sets the
ratio that ends there.
- Its levels show the last 4 s on both sides of the node. Where it
takes more than 0.5 dB away, the stretch below the level coming in
is tinted. The makeup is left out of that.
- The Compressor is tapped like the EQ. SpectrumTaps listens to more
than one node at once and reads the loudest sample of the last
25 ms on each side.
- The node tabs share one map in the editor (nodeTabs), so a third
kind needs no new plumbing.
Findings:
- CI task 614 for
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82e96e680f |
Decode a clip from a file of its own, not its whole sound (#349)
A clip was cut from its sound's file, so a game decoded the whole file for it and held it for as long as the page was open. A long recording played through a few short clips cost the recording. Every clip now has a copy of its cut as Opus, with Stream on or off, and a game decodes that instead. - StreamKeeper makes the copy of each clip whether its sound streams or not. Stream only decides whether a sound gets a copy of its own. - clipCopyTable says which cut decodes from which copy. The sound library loads the copy for a clip unless the whole file is decoded already. Then the clip is cut from that as before. - projectFiles decodes the whole file ahead only where something may play the sound itself: no clips, a clip without a fitting copy, or the sound's id anywhere in an asset that can name one. That last test walks the data, not the fields, so no place is missed. - A copy that cannot be had falls back to the whole file. A library that bakes keeps to the whole files, as the bake's fingerprint does. Tests: - Gate: CHECK EXIT 0, 280 files, 4319 tests (7 new: streams +4, sound-library +3). - e2e 34: ALL PASSED, 108 checks (2 new). With Stream off a fresh library decodes the ten-second reversed clip's copy and not the five-minute file. It is the cut made from the original to within 0.0091 a sample and 0.013 dB in any 20 ms. Once a node plays the sound itself, the whole file is decoded ahead again. - e2e 65: all passed with this change. - Counter-checks red as they should be: the library ignoring copies, the whole file always decoded ahead, clip copies only with Stream. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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2764919bb8 |
Stream long sounds from an Opus copy instead of decoding them (#349)
A sound was decoded whole as soon as the project opened, in the editor and in a released game: five minutes of stereo held some 115 MB for as long as the page was open. A sound with Stream on now plays from a copy as Opus in Ogg, fetched a piece at a time and decoded a few seconds ahead by WebCodecs, so a game holds a few megabytes for it. - The Stream switch is a row of the sound, off by default. The Sound tab suggests it from a minute on and says how far the copy has got. - StreamKeeper makes the copies in the browser, a moment after the last change, one at a time: the sound's own and one per clip of its cut, fades and Reverse baked in. A copy that is no longer wanted is taken off and deleted once the project is saved without it. - streamTable says which played names stream from which copy. A clip without a fitting copy, a Sample and a Reverb impulse stay decoded. A sound with Stream on is never decoded ahead. - The page fetches by Range and takes the whole file from a server that ignores it, as the CI's PHP server does. It keeps the bytes and the first two seconds decoded, the rest goes four seconds ahead. - A jump decodes 32 packets before the place first. Measured in Chrome, what follows is then the same to the bit as decoding from the start. With 4 packets it was 0.06 off. - The stream-player on the FX worklet reads the samples at the rate of the context along a Catmull-Rom curve. What comes late is silent and skipped once it is there, so a clip keeps its beat. - The opening stretch goes with the player as it is made. Sent by message it came a few milliseconds late, and 557 samples of the attack were lost. - Pitch on a streamed sound is a shifter after the player, as on a bus: the length stays and it is heard 42.7 ms late. - Bakes of patterns and songs (#340) always stream now. - The song timeline draws a streamed sound from its copy decoded at 8 kHz, keeping only the peaks. Tests: - Gate: CHECK EXIT 0, 280 files, 4312 tests (31 new: ogg +3, stream-queue 6, streams 11, streaming 6, sound-library +5). - e2e 34: ALL PASSED, 106 checks (7 new). Five minutes of mono, 4.8 MB as WAV, 3.6 MB as its copy: streamed the renderer grows by 5.8 MB, decoded by 69.6 MB. Offline at 48 kHz, start, loop seam and a reversed clip are the copy decoded whole to the sample (0). - Counter-checks red as they should be: no pre-roll, no catch-up of late samples at the end, no opening stretch, a streamed sound decoded ahead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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84cd36f902 |
Bake a pattern or song to Opus, played in its place by a game (#340)
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> |
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3377524958 |
Zoom the Parametric EQ's dB with the wheel, saved on its node (#376)
Close moves of a few dB were hard to set and to see on a curve that always spans -24 to +24 dB. The wheel on free space now zooms the dB the curve shows, and the node's small curve shows the same range. - The range is one of ±3, ±6, ±12, ±24 and ±48 dB, always the same either side of 0. Up zooms in. - It is saved on the node as `range`, so it is back after loading. Like the game scale (#226) it is no undo step. EditorState gets `setNodeView` for such a setting of a node. - The lines across the curve follow the range: every 1, 2, 3, 6 or 12 dB. A handle whose gain lies beyond the range stays on the edge, in sight and in reach. - The wheel over a handle still turns the band's Q. It no longer does so anywhere while a band is picked: after opening, a band nearly always is, and the zoom would be out of reach. - `EqArea` carries the range, so the tab and the node map dB alike. The spectrum keeps its own scale. Tests: - Unit parametric-eq: 16 green, 5 new (range in compile and save, node picture, wheel steps, grid lines, handle on the edge) - Counter-check: the node's picture without the saved range turns the new picture test red - e2e 34 (melektaus-atx): ALL PASSED, 99 checks, 1 new - Gate (melektaus-atx): CHECK EXIT 0, 275 files, 4252 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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41af1a6e51 |
Refactoring round 11: drop what only tests asked of the EQ (#85)
Refactoring round 11 covers what came since round 10 ( |
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687377682c |
Draw the EQ's curve in its node and a spectrum behind it (#375, #374)
Both were asked for in #367 "for later". The node of a Parametric EQ now shows its curve in small, and its tab shows what passes the node while it is seen. #375, the curve in the node: - NodeDef has an optional `picture`: a height, and shapes made from the settings as plain point lists (guide, area, line). It is general, the Parametric EQ is its first user. - NodeView draws it in a box below the rows, again only when the box or the settings change. A drag in the EQ tab changes them, so the node follows it live. - Without a band the box stays, flat on its 0 dB line, so the node does not grow at the first band. - The axes of the curve, `eqCurvePoints` and `fillShapes` move from editor/soundfx/eqView to core/soundfx/parametricEq. Tab and node draw the sum from the same function. #374, the spectrum: - A node marked `tapped` gets a `tap` stage in front of its own stages and one behind them when compiled, in a sound FX and in an instrument alike. Its id is asset and node, since a copied asset keeps its node ids. - A tap is a gain of 1. SpectrumTaps (new, viewport/spectrum.ts) holds the tap of every voice and bus while it plays. - While the EQ tab is seen, in the tab row or in a window, the taps of that node feed one analyser per side (8192 points). Nothing is made before a tap of the node plays, so no AudioContext is opened early. - The tab draws both behind the curve, on a scale of 0 to -96 dBFS: the sound coming in faint and grey, the sound going on in the colour of a sound port. The analyser smooths it, and once the sound has gone the sum still hands it silence, so it falls away. - Once the tab is not seen, Editor.tick lets the analysers go, like the meters of the Song tab. - A tap does nothing to the sound, so `stats().last.stages` leaves it out, and a bypassed EQ keeps its taps. Decided on my own: - Every sound passing the node counts: Play of the sound FX tab, an instrument's keys, a song, a run. The issue proposed that. - The spectrum has no labels of its own. Its scale is in the wiki. Tests: Gate (melektaus-atx) 275 files, 4247 tests (11 new), EXIT 0 e2e 34 (melektaus-atx) ALL PASSED, 98 checks (2 new), twice Counter-checks, each put back by copy and compared with cmp: - The node's curve drawn without its bands: 2 unit tests fail. - The spectrum without the loudest bin between two points: 1 fails. - SpectrumTaps.stop leaving the taps linked: 1 fails. - Taps that never feed the analyser: e2e 34 fails in exactly the spectrum check (frames 0). Run in the container only. The screenshots of the second run were looked at: the blip as one peak behind the curve, and the dip at 4 kHz in the node. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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25084f8576 |
Refactoring round 10: split SoundLibrary, fold sound duplicates (#85)
Refactoring round 10 covers everything since round 9 ( |
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1f13794b0c |
Shape a sound with a Parametric EQ and its own curve editor (#367)
A sound FX or an instrument had a 5-Band-EQ with fixed bands and a Filter with one band. The Parametric EQ holds up to ten bands of any type, and a double-click on the node opens an editor that draws the curve they make together. - The bands are a list on the node (`bands`): type, frequency, gain, Q and slope. A hand-edited project is held to the editor's ranges and to ten bands. - Each band compiles to the existing `pass` stage, so the audio core is unchanged. A peak or a shelf at 0 dB is left out. - The curve is worked out in `parametricEq.ts` with the biquad formulas of the Web Audio spec, so the editor draws what is heard. - The editor is a window that floats over the editor without a backdrop, so the tab's Play stays usable. A double-click adds a peak, a drag moves a band, the wheel turns its Q, a right-click removes it. Fields below the curve set the picked band. It opens in the middle of the screen and moves by its title bar. - A drag or a scrub writes the node as a preview and makes one undo step on release. The panels hear of the preview once a frame, and the window lays itself out only when one of its texts changes. - The area under the curve is filled as one shape for each side of 0 dB. As a single shape it crossed itself and came apart. - The curve works out each band's coefficients once and adds the sum up from the bands. A drag took 295 ms of script time in a profile before and 64 ms after. Decided on my own: - Bands are added by a double-click, so a single click can let go of the picked band without adding one. - The cuts are labelled "Low cut" and "High cut" as in an EQ, not "High-pass" and "Low-pass" as on the Filter. - The bands have no input, so no parameter or Envelope moves them. Tests: - Unit parametric-eq (new) and soundfx: 69 green. Counter-probe with no stages emitted: the compile test red. Counter-probe with one fill shape: the fill test red. - e2e 34 (melektaus-atx): ALL PASSED, 96 checks (3 new). - Counter-probe e2e: no stages emitted, the playing check red. - Gate (melektaus-atx): CHECK EXIT 0, 274 files, 4230 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f840ec3c44 |
Snap a new song to 1/16, and route new assets as the others (#365)
A new song snapped to whole bars, too coarse to lay out a beat. And a new or duplicated sound, instrument, pattern or song went to the master alone, so every one had to be linked into the buses by hand again. - A song without a grid of its own snaps to 1/16. The songs in the user's project have Bar written in and keep it. - A new or duplicated sound, instrument, pattern or song gets the links of the one whose targets most others of its type share, at their volume. On a tie the latest of them decides, so a single song decides for the next one. - Where nothing of its type is linked yet, it goes as most of all that plays, and where nothing is, to the master. A new bus still goes to the master alone. - Assets made at once are matched against what stood before, not against each other. A project from before the routing still opens with everything on the master. - The song tab has a gridAt hook. e2e 65 checks the new grid and sets Bar, which its checks go by. Tests: - Unit master-routing (1 new) and song (1 rewritten): 26 green. Counter checks (rule off, grid back to Bar) red. - e2e 65 (melektaus-atx): ALL PASSED, 58 checks (1 new). - Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4226 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0e73fd85b9 |
Route sounds, songs and buses in one Master routing graph (#351)
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.
- Menu -> Master routing opens a tab with one graph per project. It has
a node per sound, instrument, pattern, song and bus, named after its
asset, and one Master. Embedded assets have none, their song routes
them.
- The nodes follow the assets. Every edit settles the routing in the
same undo step (KeepRoutingCommand), so an undone delete brings the
links of its asset back. A new asset gets a node and a link to the
master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
song. Out of a sound, an instrument or a pattern a link always takes
the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
project is read, but nothing is added there. The editor adds the
nodes when it opens a project. An asset without a node plays on the
master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
A sound or instrument with more gets a bus of its own with the sends.
A pattern or song sends from the master of its playing, which is
where its Mode taps. Buses of the mix can have sends now too.
Found:
- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
failed in 2 of 5 runs here and in CI task 580 at
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8891f027db |
Pick a pattern's sign in one row, as a song's (#364)
A pattern had two rows for its meter, Beats per bar and Beat, while a song has had one row Sign since #363. Both now pick from the same list. - The list of signs and how a sign becomes a meter moved to time.ts. Song and pattern share it. - A pattern keeps its meter in `sign`. The fields `beats` and `beat` are gone, a sign that is not in the list counts as 4/4. - Create pattern in a song hands the song's sign to the new pattern. - The four patterns of cbbf160bb7e8 were moved to `sign` by hand (three 4/4, one 3/4). The other projects only had 4/4, which stays the default. Tests: - Unit pattern/embedded: 30 green (1 new, 2 rewritten), the counter-test reading `beats` again turns 2 red - e2e 64 + 65 (melektaus-atx): ALL PASSED, 85 checks - Gate (melektaus-atx): CHECK EXIT 0, 272 files, 4215 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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0d57a2f3c4 |
Pick a song's sign in one row, and let its patterns keep theirs (#363)
A song had two rows for its meter, Beats per bar and Beat, and the patterns it kept to itself took both from it on every change. Their length is counted in bars, so a new sign cut or stretched them and their items. - The song has one row Sign with 1/2, 2/2, 3/2, 1/4 to 6/4 and 5/8 to 9/8, 4/4 by default. It is stored as `sign`. A value not in the list reads as 4/4. - An embedded pattern keeps its own tempo and meter, as a project pattern does. Its inspector shows Tempo, Beats per bar and Beat again and hides only Bus. - A pattern made in a song still starts with the song's tempo and sign, so its first bar fits the item it gets. - A copy (Embed a copy, a paste from another song) keeps its clock. `clockFollowers` and the follow step in `AssetPropertyCommand` are gone. - No load migration. The two songs of the user's project were moved from `beats`/`beat` to `sign` by hand. No other project had a song with a meter of its own. Tests: - Unit song + embedded + pattern: 44 green, 1 new, 4 rewritten. Counter-probes: a copy taking the song's clock and a sign outside the list both turn a test red. - e2e 65 (melektaus-atx): ALL PASSED, 57 checks (1 new: Sign picked from its list in the inspector). - Gate (melektaus-atx): CHECK EXIT 0, 272 files, 4214 tests. After it, `SIGNS` lost its `as const` and the cast went with it. Typecheck, lint and the 44 unit tests ran again, all green. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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dc666016db |
Let solo win over the mute of the same track (#358)
A track with both M and S on stayed silent: the mute closed every send before solo was asked. Pressing S on a muted track is meant to hear it. - trackGates in routing.ts opens the sends of a soloed track even while it is muted. Its own items are heard as with solo alone. - A muted track that a soloed one goes through, or that goes into it, stays silent as before. Tests: - Unit song-routing and song: 28 green (1 new), a counter-check red Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e721bba120 |
Let the places of a song share what it keeps to itself (#357)
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> |
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42a3759d9d |
Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.
- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
generator with asset ids, so a sound field holds a sound or a clip,
as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
Volume, loop, sound FX and bus stay on the sound for all its clips.
The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
instrument, a Reverb impulse, song items, the scheduler and the test
sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
"Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
A drag there makes a clip, a click picks one, beside the bands the
sound. Only the picked clip has handles. Reverse, fades and curves
in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
inspector shows its name, its cut rows and Delete clip. Delete
takes it away without asking, as with a frame. Ctrl+Z brings it
back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
duplicated with its takes, and the copy a split or paste makes of
an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
the clip picked. The Sound row of an item on an embedded take
offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
user decided.
- No migration in the code, as the user decided. The one project
with cut sounds was changed over by hand.
Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".
Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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668682c4ff |
Give a song, a track or an item a sound FX of its own (#355)
A sound FX for one place in a song had to be a project asset, which then stood in every picker. Now every pick of a sound FX in a song can make one the song keeps for that place alone, on top of the embedded assets of the first two parts. - Create sound FX sits at the end of the Sound FX row of the song, a track and an item, and of the menu of a track's FX button. It makes "Sound FX 1", 2, … per song with the Input wired to the Output, picks it and opens it. That is one undo step. - Embed a copy, while the place names a project FX, gives the place a copy under the same name. - While the place names its own, the menu shows it with the mark and offers Edit sound FX and Make project asset. - Picking anything else lets it go in the same undo step. For a track or an item `settleEmbedded` did that already. For the song's own row `AssetPropertyCommand` now settles the song after `fx`. - The mark `•` moved to the core. `assetRefLabel` puts it in front of an embedded asset, so the inspector rows show it like the timeline. - `FieldHandlers.moreChoices` lets a caller end a reference menu with entries of its own. `embeddedPatternName` is `embeddedName` with a base now. Tests: - Unit own-fx (new): 6 green, 6 counter-checks each red - Unit embedded and 80 neighbouring files: 1434 green - e2e 65 (melektaus-atx): ALL PASSED, 51 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 270 files, 4178 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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49669017b1 |
Make a pattern right in a song with a right-click (#355)
A pattern for one song had to be made in the Assets panel first and dragged in, and then stood in every picker of the project. Now a right-click on an empty spot of a track makes one the song keeps to itself, on top of the embedded assets of the first part. - Create pattern lays an item from the grid line before the spot, a bar long, and opens the pattern in its tab. Pattern, item and name are one undo step. The name is "Pattern 1", 2, … per song. - It plays the instrument of the track's pattern item that starts last before the spot, else of the first one after it. An item's own pick counts before its pattern's. - An embedded pattern runs on the song's clock. It takes the tempo and the meter of the song, and a change on the song moves it along in the same undo step (`AssetPropertyCommand`). - Its rows Tempo, Beats per bar, Beat and Bus are hidden, as the song decides them. Length, grid, instrument and sound FX stay. - A copy that comes to a song (Embed a copy, a paste from another song) takes that song's clock. Made a project asset, it keeps the values it had. - `CreateAssetCommand` takes an owner. `embeddedCopy` takes the song now, not its id. - The cleanup of e2e 65 also takes what the song keeps. Tests: - Unit embedded: 18 green (5 new), 6 counter-checks each red - Unit take, song, pattern and the asset commands: green - e2e 65 (melektaus-atx): ALL PASSED, 49 checks (2 new) - Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4172 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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23cb34f781 |
Keep a recorded take inside its song (#355)
A take used to land in the Assets panel as "Song – Take N", next to every other sound of the project. Now a song can keep a sound, a pattern or a sound FX to itself: an ordinary asset whose new field `owner` names the song. Everything that finds an asset by its id finds it, so playing, the tabs and the game need no change. Only the places that list assets leave it out. - `core/music/embedded.ts` holds the rules: which types can be embedded, `listedAssets`, the title "Song › Take 1", and the rows an embedded sound hides (Loop, Bus). - One user per embedded asset. `SetSongCommand` settles the song after every edit: a place naming an asset an earlier place claimed, or one of another song, gets a copy, and what nothing names any more goes in the same undo step. The outcome is worked out once, so a redo brings back the same copies. - A split, Ctrl+D and a paste get that for free. The clipboard keeps the embedded assets of the copied items, so a paste after a delete brings the take back. - Deleting a song deletes what it keeps. Duplicating it copies that and points the copy at the copies. A duplicate of an embedded asset is a project asset. - The item menu has Open, Make project asset and Embed a copy. - An embedded item carries a bullet in front of its name. The first pick was a diamond, which the gate's font test refused: the UI font has no glyph for it. - A take is "Take 1", 2, … numbered per song. With the song gone while it uploads, it becomes a project sound under a free name. - Left out of: the Assets panel, every asset picker, the sound FX menu of a track, the test sound of the Sound FX tab and the naming of new assets. Delete on an embedded asset only says where it lives. A ping lights up its song. - Loading drops an `owner` whose song is gone, the asset stays as a project asset. No migration: older projects have no owner. Tests: - Unit embedded (new): 13 green, 6 counter-checks each red - Unit take, song, song-edit, asset-fx, asset-ref, serialize and neighbours: 116 green - e2e 65 (melektaus-atx): ALL PASSED, 47 checks (1 new) - Counter-check e2e 65 (asset panel unfiltered): exactly that check red - Gate (melektaus-atx): CHECK EXIT 0, 269 files, 4167 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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7a17030472 |
Give every sound FX effect a Bypass and a Wet (#354)
A node could only be taken out of a sound FX by unplugging it, and only six of them could be blended with the sound they get. Every effect now has both, in the sound FX graph and in the instrument graph alike. The Mix, the Input and the Output have neither. - Bypass is a checkbox setting. A bypassed node is left out when the graph is compiled, so it costs nothing and holds nothing back. The graph draws it faded, and its body says "Bypass: true". - Wet is a number input like the others. It can be a parameter, be moved by Set sound FX parameters and, where the node allows it for its other numbers, follow an Envelope. - A blend is a stage of its own (`wet`) around what the node adds. The sound as it came in is held back as far as the node is late, so a Compressor, a Limiter or a Vibrato do not comb it out. - The six nodes that had a Mix keep their key `mix` and only call it Wet. Saved values, parameters and edges stay as they were. - The Delay crossfades now: the sound alone at 0, the sound and its echoes in full at 0.5, the echoes alone at 1. Before, the sound was always in full and `mix` was the echoes. - The Pitch takes its semitones by Wet instead of blending, through a share `times` on the amount that an instrument binds as well. Findings: - A Delay saved before this sounds different. It sounds the same at half its old value. The two chip presets with a Delay (Echo Lead, Bell) are halved to keep their sound. - Project cbbf160bb7e8 has two Delays (mix 1 and 0.5). They are left as they are. Tests: - Unit: soundfx 65 (8 new), sound-library 107 (3 new), instrument 35 (1 new), envelope 13. Two delay tests and the filter ports test follow the new numbers. - Counter-checks: 8, each turns its test red. - e2e 34 (melektaus-atx): ALL PASSED, 83 checks (2 new). The ping-pong check at wet 0.25 measures what it did at mix 0.5. - Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4154 tests. - After the gate the derived ports of a blend are asked for once instead of twice: typecheck, lint and the three unit files green again (113 tests). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a295d233ed |
Give sounds, instruments, patterns and songs a sound FX (#352)
A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.
- New row Sound FX on a sound, an instrument, a pattern and a song,
right before Bus. A sound goes through it on every voice, an
instrument on every note after its graph, a pattern on all its
notes together and a song on its output.
- The fx input of Play sound, Play note, Play pattern and Play song
and the Sound FX of a song item now read "From the asset" while
empty. None is a pick of its own, stored as `#none` like `#master`.
A pick replaces the FX of the asset, it does not come on top.
- A pattern item's Instrument reads "From the asset" instead of None.
The meaning is unchanged.
- A double-click on a sound item opens the sound, as one on a pattern
item opens the pattern.
- The tabs play through the FX of their asset. The Pattern and Song
tab put it on a bus of their own between the output and the bus of
the asset. The keys of the Pattern tab play there too.
- Notes of a pattern or song go through the FX of their instrument.
Its chain is loaded with the other needs of the sequence.
Decided without asking:
- Old items and Play nodes with an empty fx now mean "From the
asset". No asset has an FX yet, so nothing sounds different.
- The label is "From the asset" as on Loop and Bus, not "From asset".
- A sound used as a Sample, as the impulse of a Reverb or as the test
sound of the Sound FX tab plays without its own FX.
Findings:
- In e2e, `__gm.inspectorField('Sound FX')` and `('Instrument')` find
the group of the Assets panel first. The check asks for the last
match.
Tests:
- Unit asset-fx (new): 8 green. Six counter-checks each turned red.
- Field lists of sound, pattern and song: Sound FX added.
- e2e 65 (melektaus-atx): ALL PASSED, 46 checks (3 new). Counter-check
without the FX bus of the tab: that check red.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests.
- Not checked: how it sounds, the Sound, Instrument and Pattern tab
in the browser.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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d349251a01 |
Put a sound in a room, a hall or a cave with a Reverb node (#328)
A sound FX had no space around it. The Reverb node folds the sound with an impulse response: one it makes itself, or a sound asset as the answer of a real space. It works on a voice and on a bus. - Type: Room, Hall, Cave and Plate have fixed numbers. Custom shows Decay (up to 10 s), Damping and Pre-delay. Sound shows the pick of a sound asset and Pre-delay. The rows are derived ports, the sound pick an idle param, so they only appear for their type. - The made impulse response is seeded noise per side, 60 dB down at Decay, through a low-pass closing from 20 kHz toward 500 Hz as far as Damping says. It is made once per rate, decay and damping, the last 16 are kept. - A sound as impulse response: the sound FX compilers now get the project, so a node can turn a sound asset into its file. The build key holds that file, so a cut or swapped sound builds again. The instrument compiler does the same for a Reverb inside an instrument. - The library loads that file with the voice, a sequence or before a bus builds its chain. A missing file leaves the reverb silent. - Mix blends dry and reverb and is the only number that moves while the sound plays, as the issue said. The voice rings for pre-delay plus decay, or as long as its sound. - The open point from #325 about sends on project buses is #351, not part of this. Tests: - Unit reverb (new) 4, soundfx 57 (4 new), sound-library 104 (2 new), green. - Counter-checks, each turns one test red: the impulse file not loaded with the voice, the tail without the length of the sound. - e2e 34 (melektaus-atx): ALL PASSED, 81 checks (1 new). Chrome offline: silent during the pre-delay, 35.9 dB fall over 0.6 s of a 1 s decay (36 expected), the dry half at 0.25 for mix 0.5. A sound with one sample at 0.2 s gives the impulse back 0.25 s later and nowhere else. - Gate (melektaus-atx) over the end of this series #318 to #328: CHECK EXIT 0, 267 files, 4134 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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071f194326 |
Swing the volume or the pitch with Tremolo and Vibrato (#320)
Alarms, sirens and wobbly retro sounds need a volume or a pitch that swings. Two new nodes do that, on a voice and on a bus alike. - Tremolo: Rate (0 to 20 Hz), Depth (0 to 100 %), Shape (Sine, Triangle, Square, Saw). The volume swings between full and 1 - depth. - Vibrato: Rate (0.5 to 20 Hz), Depth (0 to 4 semitones), Shape. The shape is the curve of the pitch, a Square jumps between two pitches. - As the issue decided: two nodes, phase 0 on the first sample of the voice, no fade-in time. Both run on the FX worklet, the classes are in lfo.ts and tested in Node. - Deviation from the issue text, as in the plan: the Vibrato is a delay that swings, not playbackRate. A bus has no playbackRate, and the sound keeps its length. - The delay swings around a center taken from the start values. The center counts as the latency of the node, so a voice starts that much earlier and a Mix and a bus make up for it. - Known limit, in the node text and the wiki: a depth turned up or a rate turned down after the start asks for a delay below 0. The lower half of the swing then flattens. Finding: the first e2e run was red at the edge of a window. The phase is summed up, so the square flips one sample later than 2400 steps of 10/48000 suggest. The check keeps 10 samples away from the edges. Tests: - Unit lfo (new) 5, soundfx 53 (2 new), sound-library 102 (1 new), green. - Counter-checks, each turns one test red: the swing turned over (up and down swapped), the start time not passed to the worklet. - e2e 34 (melektaus-atx): ALL PASSED, 80 checks (1 new). Chrome offline: Tremolo square silent before its voice, then 0.5 and 0 for 50 ms each. Vibrato square at 5 Hz, 1 semitone: 1059.5 Hz and 940.5 Hz. - The gate runs once on the last commit of this series. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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d3a4cb7d0e |
Warm up or distort a sound with a Saturation node (#323)
A sound FX had no way to bend a sound. The Saturation node pushes it into a curve, from warmth to a hard distortion, on a voice or a bus. - Eight types, each a fixed curve made once: Soft (tanh), Cubic, Hard clip, Tube, Fuzz, Foldback, Sine fold and Rectify. The issue asked for as many as useful. - Drive (0 to 48 dB) is a gain in front of the curve. The curve spans 256 times full scale, so the drive glides like any gain. - Output and Auto-gain blend as on the Compressor. Auto-gain brings a sine at -12 dBFS back to the RMS it came in with. - Tone is a low-pass after the curve, 1 kHz at 0 to 20 kHz at 1, as recommended in the plan. A 10 Hz high-pass takes out the DC the lopsided types make. - Mix blends with the dry sound. The 4x oversampling is 192 samples late in Chrome, so the dry way is held back as far. The node counts as late by that much for voices, Mixes and buses. - A test hook gives e2e the auto-gain at a drive. Tests: - Unit saturation (new) 5, soundfx 51 (2 new), sound-library 101 (1 new), green. - Counter-checks, each turns tests red: no hold-back of the dry way (1), the level without auto-gain (2). - e2e 34 (melektaus-atx): ALL PASSED, 79 checks (1 new). Chrome offline: 192 samples late at 48 and at 44.1 kHz. Half dry at 1125 Hz 0.00 dB. A sine at -12 dBFS driven 24 dB into Soft comes out at 0.00 dB with full auto-gain. - The gate runs once on the last commit of this series. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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a645026568 |
Tame the loudness with a Compressor and a Limiter node (#326)
A sound FX could not control dynamics. A Compressor squeezes the loudness together, and a Limiter keeps every peak below a line. Both work on a voice and on a bus, where they tame everything at once. - Compressor: DynamicsCompressorNode with Threshold, Ratio, Knee, Attack and Release, then Makeup and Auto-gain from 0 to 1. After the node the sound gets (1 - w) * makeup + w * A dB. A is what the curve takes off at 0 dBFS. - The node adds 0.6 of A by itself, as the spec says. That gain is taken back out, so 0 really means no makeup. - The knee shape is left to the browser by the spec. dynamics.ts ports Chromium's curve. It gives the gain Chrome was measured to add at four settings to three places. - Limiter: a class on the FX worklet with Threshold, Ceiling, Release and Auto-gain. It looks 5 ms ahead: the smallest gain of the window ahead, averaged over the window, then a release. No sample passes the lower of threshold and ceiling. Auto-gain raises it toward the ceiling. - Deviation from the plan in the issue: the Limiter has a Threshold as well. Without it Auto-gain has nothing to measure against. - Latency is made up on voices now too. A voice starts as much earlier as its stages are late (Compressor 6 ms, Limiter 5 ms). The other way of a Mix and the other layers of a note are held back to the latest, and a bus counts it into its latency. - A voice with a Limiter counts as ringing, so the worklet is stopped only after what it still holds is out. Tests: - Unit dynamics (new) 8, soundfx 49 (3 new), sound-library 100 (4 new), green. - Counter-checks, each turns tests red: no look-ahead in the Limiter (3), no taking back of the node's gain (1), a voice not started earlier (1), no stage latency on a bus (1), no hold-back in a Mix (1). - e2e 34 (melektaus-atx): ALL PASSED, 78 checks (1 new). Chrome offline: Compressor 288 samples late, Limiter 240. Full scale through -12 dB 4:1 hard knee: +0.19 dB with full auto-gain, -8.81 dB without. A sine at 2 through the Limiter at -6 dB peaks at -6.00 dB, with auto-gain 1 at -1.00 dB. - The gate runs once on the last commit of this series. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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c99bda6489 |
Move a sound left or right with a Pan node (#319)
A sound FX had no way to place a sound in the stereo field. The new Pan node does that on a voice, a bus and a track alike. - One input, Pan from -1 (left) to 1 (right), 0 by default. Behind it is a StereoPannerNode. A typed-in 0 leaves the node out, a pan fed from a parameter stays at any value. - It moves with Set sound FX parameters, and an Envelope can move it in an instrument. - As the issue decided, no pan from the position in Play sound and no width control for stereo sounds. Finding: the issue and the plan said a stereo sound gets a balance. Web Audio pans stereo differently: the side it goes to stays and the other side moves over into it. The node description and the wiki say so, the e2e check measures it. Tests: - Unit soundfx 46 (1 new), sound-library 97 (1 new), green. - Counter-check: a pan from a parameter at 0 left out, 1 test red. - e2e 34 (melektaus-atx): ALL PASSED, 77 checks (1 new). Chrome offline, a mono sine at 0.5 gives 0.5 / 0 at -1 and 0.354 / 0.354 at 0. A stereo one at 0.5 panned 0.5 gives 0.354 / 0.854. - The gate runs once on the last commit of this series. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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e1ca6a5f5a |
Shape a sound with every filter type, a Q and a slope (#318)
The Filter node from #335 only knew low-pass, high-pass and band-pass and had a Resonance from 0 to 1. It now has every type Web Audio offers, a Q as a plain factor and a slope up to 48 dB per octave. - Types: low-pass, high-pass, band-pass, notch, low shelf, high shelf, peaking and all-pass. The cutoff row is now labelled Frequency, its key stays `cutoff`. - Q from 0.1 to 30, 0.707 by default, replaces Resonance. Web Audio takes the Q of a low- or high-pass in dB, so it is converted when the voice is wired. No project used the node. - Gain in dB is an input only for the shelves and the peak. It is a derived port, so the sound FX compiler now resolves derived ports. - Slope 12, 24 or 48 dB/oct runs 1, 2 or 4 filters in a row. They share one cutoff carried by a ConstantSource, only the last has the Q. Shelves, peak and all-pass hide the row. - The Chip Presets get the Q their resonance gave before. Mutate moves Q in octaves and gain by up to a dB. - bindStage in the instrument compiler binds every amount of a stage generically, so new stages need no case of their own there. Finding: FLAT_Q was in dB and the delay damping used it. It is a factor now, the damping takes it through passQ and is unchanged. Tests: - Unit envelope 13, sound-library 96 (2 new), chip-presets 14, soundfx 45, all green. - Counter-checks: the Q on every filter in a row, the gain row for every type. Each turns one test red. - e2e 34 (melektaus-atx): ALL PASSED, 76 checks (1 new). Chrome offline, 2 kHz through a low-pass at 1 kHz: -12.37 dB at 12 dB/oct, -49.5 dB at 48. A +6 dB peak gives 6.00 dB, a notch -124 dB. - The gate runs once on the last commit of this series. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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daeffe0f9d |
Route the tracks of a song through a graph (#350)
Every track of a song went straight into its output. Now the Song tab has a second view, Routing: a graph with a node per track and one Output, the links between them sends. A track can go into other tracks, into several at once, and a link has its own volume and the point of the track it taps. - The song asset has a graph like an instrument (SongTrack, SongOutput). heldSongGraph keeps it in step with the tracks on load and in SetSongCommand: a node per track named after it, one output, a new track and every track of an old song linked to the output. Links of gone tracks, doubled links and links closing a loop are dropped. - A link carries an optional send (volume in dB, tap). The inspector shows Volume and Mode for a picked link of a song: Post volume (Post pan), Pre volume (Post FX), Pre volume (Pre FX). SetSendCommand. - NodeDef has two new flags. `fixed` nodes are never added or deleted by hand. Links between `acyclic` nodes may not close a loop, checked in canConnect, dropTargetPort and ConnectCommand. - songBuses gives each track its sends instead of one `into`, and a bus `song:<song>:<track>:#items` for its own items. That bus is what solo closes on a track that only passes a soloed one on. - Mute and solo now act on the sends (trackGates). A muted track passes nothing on, on any tap. A soloed track is heard with what goes into it, through the tracks it goes through, their own items silent. Only sends on a way through a soloed track stay open, so a track going into it and into the output is heard through it only. - SoundLibrary: a bus has either `into` or sends. Each send is tap, delay, level, target. busLatency takes the latest way (arrivalOf), and each send is held back so all ways of a track arrive together (sendDelays). Taps are wired again whenever a chain comes or goes. - The Song tab has Timeline and Routing in its header. The routing uses GraphCanvas with an empty palette. A track linked nowhere shows "Goes nowhere". Delete takes links, never a track node. - Game playings route the same way, the output being the master of the playing. Decided without asking: a send ranges -60 to +12 dB like a track, default 0 dB Post. Mute closes the sends, the track's own level stays. Found on the way: the inspector built the Mode row with the send as it was when the rows were made. Setting Volume and then Mode wrote the old volume back. Both rows now read the current send when they change. Tests: - Unit song-routing (new): 13 green. Sound library: 4 new, 94 green. 11 counter-probes (loop on load, canConnect, solo, solo past the soloed track, mute, preFx latency, graph sync, delete guard, delays, taps, glide), each red. - Existing tests adjusted to the new bus names and send shape: song, bus-fx, song-play, graph registry, edge description. - e2e 65 on melektaus-atx: ALL PASSED, 43 checks (5 new). The first run caught the inspector bug. Counter-probe with the old closure: 2 FAILED. - Gate on melektaus-atx: typecheck, lint, format clean, 2 tests red (registry rule, edge shape), fixed and rerun locally: 56 green. - Not rerun after the per-send solo fix: e2e 65 and the gate. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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3a52f2290f |
Mix sounds through buses and a master (#325)
Until now every sound went straight to the speakers. There was no point where all of them came together, so nothing could turn the music down against the effects, and a compressor or a shared echo over everything had nowhere to sit. The bus technique of #346 was there already, only the end of the chain was missing. - Bus asset (Audio): Volume, Sound FX and Into. Into is empty for the master and never offers the bus itself nor a bus that already goes into it. The list is worked out when the menu opens, so a change made meanwhile counts. A loop that is in a project anyway sends the buses on it into the master. - The master is no asset. Its volume and sound FX are two new rows under Master in Project settings, one undo step each. A project written before has 1 and none, which is how it sounded. - Sound, instrument, pattern and song have a row Bus, empty for the master. Play sound, Play note, Play pattern and Play song have an input bus: From the asset, Master or a bus. Inside a song or a pattern only the bus of the song or pattern counts. - Set bus volume (bus, volume, time, easing) and Bus volume. An empty bus is the master. The volume set holds for the whole run, across scenes, over that of the asset. GameRun resets it at start and end. Set sound FX parameters without a voice now reaches the sound FX of the bus picked in its new bus input. - SoundLibrary: the master is the bus "mix", each bus "mix:<id>". Every bus, the playing masters of #346 included, ends there, and only the master is heard. setMix sets them up once a context exists, so an editor nobody listened to opens no audio device. The same mix again changes nothing, which lets the editor hand it over on every change of the project. - The tabs play as the game does: Sound, Sound FX, Instrument, Pattern and Song tab through the bus of their asset and the master. - Pause game does nothing to the buses (the user's answer 4b). A game that wants quiet in its pause menu sets a bus volume itself. - Streaming long music files is #349, split off as asked. Finding on the way: the Into menu first worked from a list made when the inspector row was built. After another bus was sent into the open one, e2e 34 saw it still offered. It is now asked on open. The SoundLibrary tests expected voices to end at the destination. They now end in the master, which adds its input, level and pan to every wiring and two gains to every list. Those expectations are updated, nothing else in them changed. Tests: - Unit buses (new): 15 green. Ten counter-checks, each red on its own: loop check, bus picked, reset at run start, bus of Set sound FX parameters, master volume in the settings, and in SoundLibrary default into the master, voices into the master, run volume over the mix, no context before a play, a playing on its bus. - Unit sound-library: 90 green (5 new). Node catalog: 416 green (9 new cases). - e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice of the Sound tab was heard on mix:<bus>, that bus into the other, that one at 0.5 into the master. Master volume 0.6 via the dialog, undo back to 1. - Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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4c7861b5b8 |
Keep the frame rate up while painting a big tilemap (#347)
Painting on the 60x60 map of a project with fifty objects dropped the editor to 20 to 39 fps. A profile of a brush stroke showed four causes, none of them the brush itself. - Each frame of a stroke previews the model. The asset and hierarchy panels then built every row anew, so every label became a new text and a new upload to the GPU. One run spent 46 % of the main thread in those uploads. ListView.setItems now keeps a row whose item draws the same (sameListItem) and builds only the rows that changed. - The brush drew the whole scene on every pointer event, on top of the preview. Now the preview draws what the stroke changed, once a frame. The rectangle tool asks for one drawing a frame for its box. - An animated tile made the view draw in the tick and the preview drew it again in the same frame. animate now asks just before the frame is drawn and stays out when the view was drawn since the tick began. - layoutSymbols ran on every drawing and costs up to the cube of the symbols. SymbolLayoutMemo keeps the spots while no anchor moves. - A painted cell made the map read every "x,y" key again, and once more for each of the eight neighbours of every cell. layerCells reads a layer once per content into an index by place. layerTiles and the blocking cells take their neighbours from there (neighboursIn). parseCellKey reads a key without split, with the same results. The test hook sceneRedraws counts how often the scene view was drawn. Not done: a painted cell still works out the tiles and blocking cells of the whole map again, so that part grows with the map. Tests: - Brush stroke on a copy of the project (stein2, Chrome): 20 to 39 fps before, 47.5 after, 55 to 57 without painting. Labels drawn again during the stroke 2012 before, none after. Scene drawings per frame 1.32 before, 1 after. - One painted cell, headless: 28 to 16 ms on 60x60, 109 to 49 ms on the same map doubled to 120x120. - frame-preview: 2 new, red with the old pointer redraw. - tilemap: 3 new (key reading, index, refresh), list-ping 1 new, symbol-layout 1 new. 5 single reversals turned each red. - e2e 39,40 (melektaus-atx): ALL PASSED, 107 checks (1 new, a fast stroke: 6 drawings in 6 frames, no label drawn again). With the row reuse and the pointer redraw reverted it fails: 24 drawings in 3 frames, and the panels draw their labels again. - Gate (melektaus-atx): CHECK EXIT 0, 260 files, 4038 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |