Files
feuerwerk/tools
adminandClaude Opus 5.5 165f022fc0
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Successful in 18m49s
Crush a sound to fewer bits and a lower rate with a Bitcrusher (#322)
A new effect for sound FX and instruments makes a sound rough like an
old console. It rounds the sound to fewer steps and holds it at a lower
sample rate, and all three of its numbers move while the sound plays.

- Bitcrusher node with bits (1 to 16, not only whole), rate (100 Hz to
  48 kHz, sample-and-hold) and mix. A mix typed in at 0 leaves it out.
- It runs on the audio thread as a second processor next to the pitch
  player. The module is now fxWorklet.ts and the test hook is called
  fxWorkletUrl.
- A play that needs the worklet waits for it, for a Pitch or a
  Bitcrusher alike. Without the worklet the sound goes through as is.
- Bits and mix move in what they hold, the rate in octaves. An
  Envelope can move all three in an instrument.
- A stage that runs on the worklet is stopped with its voice, like the
  drivers of an Envelope or a Mix.
- The math is a plain class, Crusher, so it is tested in Node.

The cleanup check of e2e 64 from af9b202 turned suite 553 red. It
asked that no editor run was left at all. In CI a step before 64 still
leaves one of its own running. The check now asks only about its own
behavior and prints what is still running, so the next suite names it.

Tests:
- Unit crusher (new) 4, soundfx +2, sound-library +3. All of tests/core,
  tests/viewport and tests/editor/graph: 176 files, 2934 green.
- Counter-check: without the rounding 2 of 4 crusher tests fail.
- e2e 34 (melektaus-atx): ALL PASSED, 58 checks (1 new). Offline in
  Chrome 2 bits at 4 kHz leave five levels held for 12 samples each.
  64 stereo voices for 2 s render in 1.9 s, about 68 at once.
- e2e 64 (melektaus-atx): ALL PASSED, 30 checks.
- Gate (melektaus-atx): CHECK EXIT 0, 254 files, 3946 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:22:54 +02:00
..
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +02:00