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authorskal <pascal.massimino@gmail.com>2026-02-06 11:12:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 11:12:34 +0100
commit5a1adde097e489c259bd052971546e95683c3596 (patch)
treebf03cf8b803604638ad84ddd9cc26de64baea64f /PROJECT_CONTEXT.md
parent83f34fb955524c09b7f3e124b97c3d4feef02a0c (diff)
feat(audio): Add Spectral Brush runtime (Phase 1 of Task #5)
Implement C++ runtime foundation for procedural audio tracing tool. Changes: - Created spectral_brush.h/cc with core API - Linear Bezier interpolation - Vertical profile evaluation (Gaussian, Decaying Sinusoid, Noise) - draw_bezier_curve() for spectrogram rendering - Home-brew deterministic RNG for noise profile - Added comprehensive unit tests (test_spectral_brush.cc) - Tests Bezier interpolation, profiles, edge cases - Tests full spectrogram rendering pipeline - All 9 tests pass - Integrated into CMake build system - Fixed test_assets.cc include (asset_manager_utils.h) Design: - Spectral Brush = Central Curve (Bezier) + Vertical Profile - Enables 50-100x compression (5KB .spec to 100 bytes C++ code) - Future: Cubic Bezier, composite profiles, multi-dimensional curves Documentation: - Added doc/SPECTRAL_BRUSH_EDITOR.md (complete architecture) - Updated TODO.md with Phase 1-4 implementation plan - Updated PROJECT_CONTEXT.md to mark Task #5 in progress Test results: 21/21 tests pass (100%) Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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## Next Up
-- **Task #49: Physics & Collision**
- - [ ] **Task #49.1: CPU-Side SDF Library**: Implement `sdSphere`, `sdBox` etc. in C++ (`src/3d/sdf_cpu.h`).
- - [ ] **Task #49.2: BVH Construction**: Implement BVH builder and traversal for broad-phase collision.
- - [ ] **Task #49.3: Physics Loop**: Implement integration, narrow-phase SDF probing, and collision resolution.
+
+- **Task #5: Spectral Brush Editor** [IN PROGRESS - February 6, 2026]
+ - Create web-based tool for procedurally tracing audio spectrograms
+ - Replace large .spec assets with tiny C++ code (50-100× compression)
+ - Phase 1: C++ runtime (`spectral_brush.h/cc` - Bezier curves + Gaussian profiles)
+ - Phase 2: Editor UI (HTML/JS canvas, dual-layer visualization, keyboard shortcuts)
+ - Phase 3: File I/O (load .wav/.spec, export procedural_params.txt + C++ code)
+ - See `doc/SPECTRAL_BRUSH_EDITOR.md` for complete design
- **Task #18: 3D System Enhancements**
- [ ] **Task #18.0: Basic OBJ Asset Pipeline**: Implement `ASSET_MESH` type, `asset_packer` OBJ support, and `Renderer3D` mesh rendering.