Commit Graph
375 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 c9e8a3f6ac Let an animation drive a sprite's video picture by picture (#404)
game-maker / gate (push) Successful in 4m16s
game-maker / suite (push) Failing after 16m12s
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>
2026-10-11 14:23:07 +02:00
adminandClaude Opus 5.5 d48f174caf Play videos on sprites, converted on the server with clips (#402)
game-maker / gate (push) Successful in 4m15s
game-maker / suite (push) Failing after 15m49s
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>
2026-10-11 12:12:39 +02:00
adminandClaude Opus 5.5 6383cc0d8e Show a Sample node as a device that draws its waveform (#400)
game-maker / gate (push) Successful in 4m14s
game-maker / suite (push) Successful in 16m49s
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>
2026-10-10 22:54:17 +02:00
adminandClaude Opus 5.5 a6c00f7b8b Show a Bitcrusher node as a device that draws its pixels (#399)
game-maker / gate (push) Successful in 4m11s
game-maker / suite (push) Failing after 15m21s
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>
2026-10-10 22:05:47 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 21:02:50 +02:00
adminandClaude Opus 5.5 28909f0adf Show a Limiter node as a device that holds what it took away (#397)
game-maker / gate (push) Successful in 4m23s
game-maker / suite (push) Successful in 16m6s
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>
2026-10-10 20:30:59 +02:00
adminandClaude Opus 5.5 80b25488ce Show a Saturation node as a device that glows with its drive (#396)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 16m2s
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>
2026-10-10 20:05:11 +02:00
adminandClaude Opus 5.5 8c53ce0cbe Replace the 5-Band-EQ with the Parametric EQ and remove it (#395)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Successful in 16m21s
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>
2026-10-10 19:46:03 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 18:51:06 +02:00
adminandClaude Opus 5.5 389d9555fa Show a Pan node as a one-knob device in cyan (#392)
game-maker / gate (push) Successful in 4m13s
game-maker / suite (push) Failing after 15m23s
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>
2026-10-10 18:26:17 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 17:37:03 +02:00
adminandClaude Opus 5.5 e8021b1fd3 Show a Reverb node as a device with a round screen of its tail (#389)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Successful in 15m49s
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>
2026-10-10 16:35:59 +02:00
adminandClaude Opus 5.5 c75e72d4ee Show an Envelope node as a device with its ADSR curve (#388)
game-maker / gate (push) Successful in 4m24s
game-maker / suite (push) Successful in 15m50s
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>
2026-10-10 16:06:15 +02:00
adminandClaude Opus 5.5 eb78f3cbf3 Show a Chip node as a device with its wave and its pitch (#386)
game-maker / gate (push) Successful in 4m5s
game-maker / suite (push) Failing after 16m5s
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>
2026-10-10 14:55:35 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 14:30:00 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 13:07:44 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 12:40:11 +02:00
adminandClaude Opus 5.5 1f2b64fb4c Show a Compressor's panel in its node, its tab on a double-click (#380)
game-maker / gate (push) Successful in 4m2s
game-maker / suite (push) Successful in 16m14s
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>
2026-10-10 11:41:28 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 02:06:56 +02:00
adminandClaude Opus 5.5 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>
2026-10-10 00:57:26 +02:00
adminandClaude Opus 5.5 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 23922ee was red on the memory check of the stream:
  the tab's renderer grew by 94 MB with nothing decoded. Play mode
  made garbage of its own and was read before a collection. Both
  readings in play now come after one, and the check compares the
  growth streamed with the growth decoded (3.7 MB against 59.8 MB).
- The ratio handle sat on the right edge of the picture, where a
  widget's hit area ends. The curve is inset by the grab radius.

Tests:

- Gate (melektaus-atx): 282 files, 4338 tests (17 new)
- e2e 34 (melektaus-atx): ALL PASSED, 116 checks (6 new)
- Counter-checks: an inverted ratio search, stop() letting go of
  every node and a drag without its least step each fail exactly
  their test.
- Looked at the tab in a screenshot: a blip at -4.4 dB came out at
  -16.7 dB, the gap tinted, the threshold line at -24.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:40:12 +02:00
adminandClaude Opus 5.5 82e96e680f Decode a clip from a file of its own, not its whole sound (#349)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Failing after 14m58s
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>
2026-10-09 20:53:49 +02:00
adminandClaude Opus 5.5 2764919bb8 Stream long sounds from an Opus copy instead of decoding them (#349)
A sound was decoded whole as soon as the project opened, in the editor
and in a released game: five minutes of stereo held some 115 MB for as
long as the page was open. A sound with Stream on now plays from a copy
as Opus in Ogg, fetched a piece at a time and decoded a few seconds
ahead by WebCodecs, so a game holds a few megabytes for it.

- The Stream switch is a row of the sound, off by default. The Sound
  tab suggests it from a minute on and says how far the copy has got.
- StreamKeeper makes the copies in the browser, a moment after the
  last change, one at a time: the sound's own and one per clip of its
  cut, fades and Reverse baked in. A copy that is no longer wanted is
  taken off and deleted once the project is saved without it.
- streamTable says which played names stream from which copy. A clip
  without a fitting copy, a Sample and a Reverb impulse stay decoded.
  A sound with Stream on is never decoded ahead.
- The page fetches by Range and takes the whole file from a server
  that ignores it, as the CI's PHP server does. It keeps the bytes
  and the first two seconds decoded, the rest goes four seconds ahead.
- A jump decodes 32 packets before the place first. Measured in
  Chrome, what follows is then the same to the bit as decoding from
  the start. With 4 packets it was 0.06 off.
- The stream-player on the FX worklet reads the samples at the rate
  of the context along a Catmull-Rom curve. What comes late is silent
  and skipped once it is there, so a clip keeps its beat.
- The opening stretch goes with the player as it is made. Sent by
  message it came a few milliseconds late, and 557 samples of the
  attack were lost.
- Pitch on a streamed sound is a shifter after the player, as on a
  bus: the length stays and it is heard 42.7 ms late.
- Bakes of patterns and songs (#340) always stream now.
- The song timeline draws a streamed sound from its copy decoded at
  8 kHz, keeping only the peaks.

Tests:
- Gate: CHECK EXIT 0, 280 files, 4312 tests (31 new: ogg +3,
  stream-queue 6, streams 11, streaming 6, sound-library +5).
- e2e 34: ALL PASSED, 106 checks (7 new). Five minutes of mono,
  4.8 MB as WAV, 3.6 MB as its copy: streamed the renderer grows by
  5.8 MB, decoded by 69.6 MB. Offline at 48 kHz, start, loop seam and
  a reversed clip are the copy decoded whole to the sample (0).
- Counter-checks red as they should be: no pre-roll, no catch-up of
  late samples at the end, no opening stretch, a streamed sound
  decoded ahead.

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 19:13:11 +02:00
adminandClaude Opus 5.5 3377524958 Zoom the Parametric EQ's dB with the wheel, saved on its node (#376)
game-maker / gate (push) Successful in 3m48s
game-maker / suite (push) Successful in 14m59s
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>
2026-10-09 16:36:33 +02:00
adminandClaude Opus 5.5 41af1a6e51 Refactoring round 11: drop what only tests asked of the EQ (#85)
game-maker / gate (push) Successful in 3m48s
game-maker / suite (push) Successful in 14m58s
Refactoring round 11 covers what came since round 10 (25084f8): one
commit, 6873776, the curve in the EQ's node and the spectrum in its
tab (#375, #374). Behaviour is unchanged.

Duplicate code (jscpd 4.3.0 over src, 50 tokens, TypeScript only, as
in round 10, measured on 25084f8 and here alike): 33 clones / 249
lines before and after. The two issues brought none.

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

- eqBandDb was called by tests only. It goes, and the tests ask
  eqBandResponse, which works out the curves the tab and the node
  draw.
- eqPictureShapes and SPECTRUM_SIZE were used only in their own file
  and lose their `export`.
- Kept on purpose: the members of EqCurve are called by the tab class
  in the same file, and the processors' render, process and cut are
  the worklet's own, as in round 10. StageNodes is a type, and types
  stay exported.

Comments and docs: no comment of the two issues tells history or
runs past the line width. README and wiki were brought up to date in
6873776, and every path they name exists.

Tests:

  Bundle                  md5 identical before and after
  Gate (melektaus-atx)    275 files, 4247 tests, CHECK EXIT 0
  Unit, touched areas     2 files, 14 tests

No check was added or changed, the e2e sum stays at 1921.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 16:08:53 +02:00
adminandClaude Opus 5.5 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>
2026-10-09 15:58:53 +02:00
adminandClaude Opus 5.5 25084f8576 Refactoring round 10: split SoundLibrary, fold sound duplicates (#85)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Successful in 14m52s
Refactoring round 10 covers everything since round 9 (808e1ee): 110
commits with about 47 000 new lines, nearly all of them sound, sound
FX, instruments, patterns and songs. Behaviour is unchanged.

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

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

Architecture:

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

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

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

Comments and docs:

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

Tests:

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 15:31:33 +02:00
adminandClaude Opus 5.5 1f13794b0c Shape a sound with a Parametric EQ and its own curve editor (#367)
game-maker / gate (push) Successful in 4m17s
game-maker / suite (push) Successful in 16m14s
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>
2026-10-09 12:00:43 +02:00
adminandClaude Opus 5.5 f840ec3c44 Snap a new song to 1/16, and route new assets as the others (#365)
game-maker / gate (push) Successful in 4m3s
game-maker / suite (push) Failing after 14m40s
A new song snapped to whole bars, too coarse to lay out a beat. And a
new or duplicated sound, instrument, pattern or song went to the
master alone, so every one had to be linked into the buses by hand
again.

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:37:44 +02:00
adminandClaude Opus 5.5 0e73fd85b9 Route sounds, songs and buses in one Master routing graph (#351)
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

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

Found:

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

Tests:

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:18:46 +02:00
adminandClaude Opus 5.5 8891f027db Pick a pattern's sign in one row, as a song's (#364)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 15m0s
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>
2026-10-09 08:15:14 +02:00
adminandClaude Opus 5.5 0d57a2f3c4 Pick a song's sign in one row, and let its patterns keep theirs (#363)
game-maker / gate (push) Successful in 3m46s
game-maker / suite (push) Successful in 15m52s
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>
2026-10-09 07:33:49 +02:00
adminandClaude Opus 5.5 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>
2026-10-08 21:22:59 +02:00
adminandClaude Opus 5.5 e721bba120 Let the places of a song share what it keeps to itself (#357)
game-maker / gate (push) Successful in 3m54s
game-maker / suite (push) Successful in 15m58s
With clips, one take serves many items: four items on the four clips
of one take. The rule from #355 gave every further place its own copy
of an embedded asset, so a cut made in the Sound tab reached one item
only. Now the song, its tracks and its items share a sound, a pattern
or a sound FX the song keeps.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 21:13:22 +02:00
adminandClaude Opus 5.5 42a3759d9d Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:18:47 +02:00
adminandClaude Opus 5.5 668682c4ff Give a song, a track or an item a sound FX of its own (#355)
A sound FX for one place in a song had to be a project asset, which
then stood in every picker. Now every pick of a sound FX in a song
can make one the song keeps for that place alone, on top of the
embedded assets of the first two parts.

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 10:36:25 +02:00
adminandClaude Opus 5.5 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>
2026-10-08 08:20:52 +02:00
adminandClaude Opus 5.5 a295d233ed Give sounds, instruments, patterns and songs a sound FX (#352)
A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:02:26 +02:00
adminandClaude Opus 5.5 d349251a01 Put a sound in a room, a hall or a cave with a Reverb node (#328)
game-maker / gate (push) Successful in 4m0s
game-maker / suite (push) Failing after 13m51s
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>
2026-10-07 21:27:22 +02:00
adminandClaude Opus 5.5 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>
2026-10-07 21:13:18 +02:00
adminandClaude Opus 5.5 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>
2026-10-07 21:04:16 +02:00
adminandClaude Opus 5.5 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>
2026-10-07 20:57:22 +02:00
adminandClaude Opus 5.5 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>
2026-10-07 20:47:53 +02:00
adminandClaude Opus 5.5 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>
2026-10-07 20:43:49 +02:00
adminandClaude Opus 5.5 daeffe0f9d Route the tracks of a song through a graph (#350)
game-maker / gate (push) Successful in 3m47s
game-maker / suite (push) Failing after 14m20s
Every track of a song went straight into its output. Now the Song tab
has a second view, Routing: a graph with a node per track and one
Output, the links between them sends. A track can go into other
tracks, into several at once, and a link has its own volume and the
point of the track it taps.

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 20:18:09 +02:00
adminandClaude Opus 5.5 3a52f2290f Mix sounds through buses and a master (#325)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 14m30s
Until now every sound went straight to the speakers. There was no
point where all of them came together, so nothing could turn the
music down against the effects, and a compressor or a shared echo
over everything had nowhere to sit. The bus technique of #346 was
there already, only the end of the chain was missing.

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

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 19:13:32 +02:00
adminandClaude Opus 5.5 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>
2026-10-07 16:54:59 +02:00