Files
feuerwerk/src/core/properties
adminandClaude Opus 5.5 f1f4a57589
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 18m20s
Cut a sound to a stretch of its file in its own Sound tab (#343)
A sound asset now opens in a tab that shows its file as a waveform.
Two handles set where the sound starts and ends in the file, and that
stretch is the sample: Play sound, a song item and an instrument's
Sample all play it and nothing else. The file itself is never changed.

- The asset has three new rows: Start (s), End (s) and Edge fade (ms).
  End 0 is the end of the file, the fade is 10 ms by default. Older
  assets have no values and play the whole file as before.
- Every way of playing asks playedSoundOf() for a name instead of the
  file: the file, or <file>#<start>~<end>~<fade> for a cut.
- SoundLibrary makes the cut from the decoded file the first time that
  name plays and ramps each edge inside the file over the fade. Length
  and peaks of a cut are read from the file without a copy.
- Cut buffers can be made again at any time, so the library lets the
  oldest go past 64 Mi samples. A voice holds its buffers itself.
- The tab draws min/max per pixel from 256-sample block peaks, and the
  samples as a line when zoomed in far. Wheel zooms, the middle button
  pans, as in the music tabs. Wave, cut and ruler sit under a mask,
  so a handle panned out of view does not draw over the panels beside.
- Dragging a handle moves that edge, dragging elsewhere spans a new
  stretch. One drag is one undo step for both edges. Whole file puts
  the handles back, Play or Space plays the stretch with a playhead.
- The inspector preview and the Sound FX preview play the cut too, and
  the song lanes draw and repeat it.

Tests:
- Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in
  the touched areas (instrument, song, pattern, inspector, tabs)
- e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new)
- Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:42:21 +02:00
..
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
2026-09-20 17:24:42 +02:00
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
2026-09-20 17:24:42 +02:00