Files
feuerwerk/tools
adminandClaude Opus 5.5 25c1d02b06
game-maker / gate (push) Successful in 3m45s
game-maker / suite (push) Successful in 14m44s
Keep the audio thread free of ended voices and too many vocoders (#356)
A song that had been played a few times in a long session stuttered
at regular intervals until the page was reloaded. A quick run up the
keys of a sampled instrument made every sound drop out for a second
or two. Both came from work the audio thread should not have had.

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

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

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 17:57:18 +02:00
..
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