Files
feuerwerk/tools
adminandClaude Opus 5.5 a2d0a02645
game-maker / gate (push) Canceled after 9s
game-maker / suite (push) Canceled after 13s
Play tunes on 14 instrument presets next to the sfxr sounds (#329)
The Preset menu only had sfxr's effects: each a fixed pitch on every
key that dies away by itself. Now its top half holds instruments to
play melodies, basses and drums on.

- Instruments: Square Lead, Pulse Lead, Echo Lead, Octave Arp, Synth
  Brass, Detuned Saws, String Pad, Organ, Flute, Bell, Pluck, Triangle
  Bass, Pluck Bass and Drum Kit. A line in the menu parts them from the
  seven effects below.
- Their Chips follow the note, and all but Bell, Pluck and the drums
  hold it while the key is held.
- They come out the same every time they are picked. Randomize and
  Mutate make a variant, as before.
- They use what the graph already has: two Chips through a Mix for
  Detuned Saws, String Pad, Organ, Flute and Bell, an Envelope on a
  Filter's cutoff for Brass, Pluck and Pluck Bass, a Pitch for the
  detune and the octave, a Delay for Echo Lead and Bell.
- Drum Kit uses single notes 36 to 46: kick, snare, closed and open
  hat on their General MIDI keys, each ending by itself.
- A small Sketch helper lays the nodes on a grid. The sfxr presets use
  it too and come out as before.
- Numbers keep to the steps of their rows. Pulse Lead's duty is 0.13,
  not 0.125, because the field rounds to 0.01.

Tests:
- Unit chip-presets: 12 green (5 new). Every instrument compiles
  without a problem, doubles its frequency an octave up, holds unless
  struck and is the same on every pick. The drum kit sounds on exactly
  36, 38, 42 and 46. Countercheck with Follow note forced off: red.
- e2e 34 (CI image on stein2, melektaus-atx was off): ALL PASSED,
  65 checks (1 new). A first run had the scheduler's looped-bar check
  red by 10 ticks between two clock reads, which the presets do not
  touch; the second run was green.
- Gate (stein2): CHECK EXIT 0, 256 files, 3974 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 07:09:37 +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