Files
feuerwerk/src/core/commands/songCommands.ts
T
adminandClaude Opus 5.5 8f9c250eb6
game-maker / gate (push) Successful in 3m29s
game-maker / suite (push) Successful in 16m29s
Lay patterns and sounds out on tracks and play them as a song #334
Patterns could only be heard one at a time, in their own tab or from
a behavior. A song lays patterns and sounds out on tracks along one
time axis and plays them through the scheduler of #332, the third
piece of the music tools of #330.

- New asset type song under the heading Songs, with four empty tracks,
  120 BPM in 4/4 and a grid of a bar. Tempo, meter and grid are rows
  in the inspector. Tracks, items and the loop are the asset's data,
  held to their rules on load and in every command.
- A track has a name, volume, pan, mute and solo. Each is heard on a
  bus of its own, so a change reaches what is sounding at once.
- A pattern item repeats its pattern for as long as it is, with a
  transpose and another instrument if wanted. A sound item plays its
  sound as a clip at its own speed, round and round, through a sound
  FX if wanted. Both have a volume on top of their track's.
- Cut back at the left end or split, an item starts as far into what
  it plays as the cut is: ticks into a pattern, seconds into a sound.
- The tab shows the heads with M, S, volume and pan, the ruler of the
  Pattern tab and the items, a pattern with its notes, a sound with
  its waveform, a missing asset red. Patterns and sounds are dragged
  in from the Assets panel. Body, right and left end move, lengthen
  and cut back, Alt leaves the grid. Ctrl+C/V/D/A, Ctrl+E splits
  where playing starts, Delete, arrows. A double-click opens a
  pattern item in its tab.
- What is picked is a new selection of its own, so the inspector
  shows the item or the track, with a button to delete it.
- The scheduler plans clips beside notes. Where the playhead starts
  or jumps back inside a clip, it is taken up that far into its
  sound. A clip fades out at the end of its item or of the loop.
- The editor plays one piece at a time: a pattern started stops the
  song and the other way round.
- The rules are pure functions in core/music/song, editor/song/
  songView and songEdit.

Findings:
- The suites of 4ea752f and 2a3b90b were red at e2e 54: the Pattern
  pushed Struct below the fold of the + menu. The module now scrolls
  to it, as e2e 47 does for Vector art. It also left the menu open,
  which made e2e 55 fail behind it.
- The Assets panel only dragged assets a scene can place. Patterns
  and sounds are dragged now as well, and a scene says why it does
  not take one instead of calling every asset a scene.

Tests:
- song.test.ts (new, 14) and song-edit.test.ts (new, 9): model,
  round trip, sequence of patterns and clips, mute and solo, cuts,
  clips on the scheduler, moving, sizing, trimming, splitting,
  duplicating, hits, head parts. sound-library.test.ts +5: clip
  offset, end fade, pitched clip, track bus, peaks.
- e2e 65 (new) on melektaus-atx: ALL PASSED, 18 checks. e2e 54 and
  55 with the fix: ALL PASSED, 33 checks. e2e 4 with 30 asset
  types: ALL PASSED, 62 checks.
- Gate on melektaus-atx: CHECK EXIT 0, 250 test files, 3884 tests.
- Counter-checks: no taking up of a clip, no pattern offset, no clip
  end each fail 3, 1 and 1 tests.
- Probe on stein2: the tab with four tracks, before and while
  playing, looked at in two screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 16:28:25 +02:00

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/**
* Editing a song (#334). As with the notes of a pattern, one gesture is one command: the tracks or
* items are written whole once the pointer lets go, so an undo takes the drag back. What is written
* is held to the rules of a track and an item first; an item whose track goes goes with it.
*/
import type { SongAsset } from '../model/Asset';
import type { Project } from '../model/Project';
import { heldSongItems, heldSongTracks, type SongItem, type SongTrack } from '../music/song';
import { heldLoop, type LoopRange } from '../music/sequence';
import type { Command } from './Command';
import { requireSong } from './require';
export interface SongParts {
tracks?: readonly SongTrack[];
items?: readonly SongItem[];
}
export class SetSongCommand implements Command {
private previous: { tracks: SongTrack[]; items: SongItem[] } | null = null;
constructor(
private readonly assetId: string,
private readonly parts: SongParts,
readonly label = 'Edit song',
) {}
/** Nothing to do when the song already reads exactly like this – no empty undo step. */
static changes(asset: SongAsset, parts: SongParts): boolean {
const tracks = heldSongTracks(parts.tracks ?? asset.tracks);
const items = heldSongItems(parts.items ?? asset.items, tracks);
return JSON.stringify([asset.tracks, asset.items]) !== JSON.stringify([tracks, items]);
}
execute(project: Project): void {
const asset = requireSong(project, this.assetId);
this.previous = { tracks: asset.tracks, items: asset.items };
asset.tracks = heldSongTracks(this.parts.tracks ?? asset.tracks);
asset.items = heldSongItems(this.parts.items ?? asset.items, asset.tracks);
}
undo(project: Project): void {
if (!this.previous) return;
const asset = requireSong(project, this.assetId);
asset.tracks = this.previous.tracks;
asset.items = this.previous.items;
}
}
/** Sets the loop of the ruler, or takes it away (`null`): then the whole song is the loop. */
export class SetSongLoopCommand implements Command {
readonly label: string;
private previous: LoopRange | undefined;
constructor(
private readonly assetId: string,
private readonly loop: LoopRange | null,
) {
this.label = loop ? 'Set loop' : 'Loop the whole song';
}
execute(project: Project): void {
const asset = requireSong(project, this.assetId);
this.previous = asset.loop;
const held = heldLoop(this.loop);
if (held) asset.loop = { start: Math.round(held.start), end: Math.round(held.end) };
else delete asset.loop;
}
undo(project: Project): void {
const asset = requireSong(project, this.assetId);
if (this.previous) asset.loop = this.previous;
else delete asset.loop;
}
}