adminandClaude Opus 5.5 389a7c0fd1 Let volume and pan of a song track follow automation lanes (#337)
A song track can now change its volume and pan over time, played on
the audio clock wherever the song is heard. This is stage 1 of #337:
the model and the playback. Lanes cannot be drawn in the song tab yet.

- A track holds automation lanes for volume (dB) and pan. Each point
  has a tick, a value and an easing from the shared list, curve assets
  included. Two points on one tick make a jump. Before the first point
  its value holds, after the last point the last value holds.
- The rules are pure functions in core/music/automation.ts: the value
  at a tick and the pieces of a lane inside one scheduling window.
- The scheduler hands those pieces to the host in every window. The
  host sets them as ramps or jumps on the gain and panner of the
  track's bus. Shapes the clock cannot ramp directly (dB as gain,
  curved easings) are sampled every 10 ms. At the loop end the value
  jumps back with the playhead.
- This works in the song tab, for Play song, inside a composition
  (across the song loop, on the item's own bus) and in a bake.
- While a lane has points the fader no longer sets that value. When
  the lane goes, the fader takes over from the current value.
- Automation enters the bake fingerprint only when there is some, so
  existing bakes stay valid.
- The level helpers moved to core/music/level.ts, so song.ts and
  automation.ts do not import each other.

Known gap: a delaying sound FX on a bus after the track (a pitch
shifter) makes the automation late by that delay.

Tests:
- automation.test.ts (13, new), 3 new in sound-library.test.ts.
  Song, bake and composition tests together 286/286.
- 12 counter-checks, all compile, all red.
- e2e 65 on atx: ALL PASSED, 60 checks. New 65h2: in the song tab the
  bus level follows a volume lane, 0.09 dB off, also with the fader at
  -60 dB. Red when the song tab does not pass the automation on.
- Gate on atx: 328 files, 5053 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-19 06:45:55 +02:00
2026-09-13 10:35:16 +02:00

Feuerwerk

feuerwerk

A browser-based tool "one step before a game engine": create assets (scenes, cameras, sprites), place them into scenes, tweak their properties in an inspector and press Play, all in one program, all drawn inside a single WebGL canvas.

Live: https://nockal.com/feuerwerk/ · Widget playground: https://nockal.com/feuerwerk/?playground

The documentation is the wiki: https://git.nockal.com/meleki/feuerwerk/wiki: every concept, node, tab and shortcut, plus the architecture and the development workflow. This file is the short way in.

In one screen

  • An asset is a named, typed thing (scene, camera, sprite, text, behavior, variables, struct, collider, rigidbody, joint, container, clip area, texture, vector art, pixel art, palette, animation, curve, tile, tilemap, state machine, shader, shader function, font, sound, sound FX, instrument, pattern, song, bus, video, composition, particles) with properties and no position.
  • A scene object places an asset: position, sparse overrides of its properties, an optional parent. Only what differs from the asset is stored; the inspector paints it gold and offers ↺ / ↑.
  • A container is a reusable group edited once and placed many times; its content is resolved from the template on every read. A screen is a container switched on and off.
  • A behavior is logic as a node graph, placed like anything else and parented to the object it acts on. Play has no built-in behaviour: everything that happens is a graph.
  • An account owns projects: the editor asks for a user name and a password first, and each account sees only its own projects. The Account menu at the far right of the toolbar changes the password and signs out.
  • Play runs a throwaway copy of the project; every panel stays usable and Stop brings back exactly what was saved. Release… shares a link that plays the saved game on its own, without the editor and without signing in.

Quick start

Node 22 is required.

npm install
npm run dev          # http://localhost:5175/; API and data calls are proxied to production
npm run check        # typecheck + lint + format:check + unit tests; the gate CI runs too
npm run build        # writes dist/ and regenerates index.html; the folder is what nginx serves

The browser suite and the three example games need a machine with a GPU:

node tools/seed-e2e.mjs && node tools/e2e.mjs      # the editor, 2090 checks (GM_STEPS=20 for one step)
                                                   #   every tool signs in first; see the Accounts page
node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
node tools/seed-actor.mjs && node tools/smoke-actor.mjs

Every push runs all of it on the Gitea runners: the gate as one job, build and suite as another beside it. So locally take the gate plus the step your change touches and leave the full run to CI. Details, the GPU requirement and the detached runner are in Development.

Documentation

Page What it covers
Concepts Assets, scene objects, overrides, play mode, the camera, the console
Accounts Signing in and out, the accounts, who a project belongs to, what the check tools need
Scenes The edited scene, the start scene, and switching scenes from a graph
Scene editing Placing, z-order, hierarchy, the editor offset
Behaviors Node graphs: variables, the node set, structs and lists, loops, nesting, editing
Structs Struct assets: a named shape that struct variables, fields and Pack/Expand follow
Colliders Shapes (box, circle, capsule, polygon), collision events, blocking movement, one-way colliders and raycasts
Physics Rigidbodies, the collider material, gravity, the fixed step, joints
Textures Images, frames, nine-slice, the filter, upload limits
Vector art Pictures drawn from shapes: the pen, curves, gradients and texture fills, combining shapes
Pixel art Pictures painted pixel by pixel: the palette, the tools, layers and frames
Fonts Font assets, the picker, what a text falls back to
Sounds Sound assets and clips, Play sound, buses and the Master routing, sound FX
Instruments Instruments as node graphs, Chips and presets, the keys of the Instrument tab, Play note
Patterns Patterns and the piano roll, playing one in a loop or from a game
Songs Songs, their tracks and items, routing, recording, playing one from a game
Videos Video assets and clips, wearing one on a sprite, recording the game view or the editor
Animations Animation assets and the Animation tab
Curves Easings drawn by hand, the Curve tab, using one on a key or a Lerp
Shaders Shader graphs that sprites, texts, particle fields and cameras wear, their node set, passes, shader functions
Particles Particle graphs: a particle as a function of its age
State machines The asset, named transitions, State branch, Set state and State transition
Containers Templates, instances, screens
Compositions Objects, videos and sounds laid out in time, the Composition tab, playing one in a game
Tiles The tile asset, plain tiles and the two autotile kinds, the pictures as animation steps, the Tile tab
Tilemaps The tilemap asset, painting in the scene view, layers, what it looks like in the game
Plugins Extending the editor: the plugin file, how it is loaded, switching one on and off, API v1
Keyboard Every shortcut
Architecture Stack, source layout, the rules that keep it organised
Development Commands, the e2e suite, the example games, CI
API The PHP JSON API and the project document

Ideas, gaps and bugs

They live in the issue tracker: https://git.nockal.com/meleki/feuerwerk/issues. What is not there yet is listed on the wiki's Home page.

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Browser game maker: Pixi v8 canvas editor with visual behavior graphs, PHP API
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