Files
feuerwerk/tools
adminandClaude Opus 5.5 f92d69d902
game-maker / gate (push) Successful in 4m23s
game-maker / suite (push) Failing after 18m20s
Rebuild the Acid node after the acid voice of nodeseq (#421)
The first Acid hardly squelched. Its tanh ate the resonance, and its
sweep fell evenly in octaves. The user pointed at the acid tone of
nodeseq.com/studio, so the node now follows how that voice is built
from Web Audio parts.

- The filter is a two-pole 12 dB low-pass with Q in dB up to 17.5,
  like a BiquadFilterNode. The ladder and its tanh are gone.
- One ADSR drives both the volume and the filter. The sweep falls
  back in Hz, fast from the top and long at the bottom.
- Every note glides from the one before. A new note cuts the last
  one off, and the node plays its release itself.
- Knobs: cutoff, reso, env, attack, decay, sustain, release and
  glide. The defaults are the acid preset of nodeseq.
- Accent, slide, drive and tuning are dropped. Old projects were not
  kept, the user had only placed the node for a try.
- A hook __gm.acid.compare renders a line offline through our
  worklet and through the nodeseq graph, for e2e 34.

Found on the way: in Chrome an oscillator that starts inside a
render block runs its first samples at 440 Hz. The comparison evens
this out.

Tests:
- tsc, eslint, Prettier clean
- Unit: acid.test.ts rewritten with 12 tests. chip-presets and
  sound-library follow the new node.
- e2e 34 on melektaus-atx: ALL PASSED, 148 checks. Against nodeseq
  the loudness per 10 ms window is at most 0.14 dB apart, and 95 to
  97 % of the windows are equally bright.
- With a linear Q instead of Q in dB the comparison is red.
- Gate on melektaus-atx: green, 306 files, 4752 tests. That is
  4754 less the 14 old and plus the 12 new Acid tests.
- Not checked: the sound by ear, the master chain of nodeseq, the
  keyboard and a bake with the new node.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 12:39:01 +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