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authorskal <pascal.massimino@gmail.com>2026-02-06 18:22:50 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 18:22:50 +0100
commit819394afe35a754f8408a98dc3f42e58ef5f69f9 (patch)
tree15a321c0e595fd37140437f44c2ed25ba7acdac0 /src/generated/assets.h
parent2dcc4216faa359482f3f782931bfd1a2bbaf407b (diff)
fix(audio): Clean up stale spectrograms and fix asset references
ROOT CAUSE: - 15 stale .spec files from pre-orthonormal DCT era (16x amplification) - Asset manifest referenced 3 non-existent samples (kick1, snare1, hihat1) - music.track used outdated asset IDs after renumbering FIXES: 1. Removed all 29 stale .spec files 2. Regenerated 14 clean spectrograms from source files 3. Updated demo_assets.txt: removed KICK_1, SNARE_1, HIHAT_1; renumbered remaining 4. Updated music.track: KICK_3→KICK_2, SNARE_4→SNARE_3, HIHAT_4→HIHAT_3 5. Added BASS_2 (BASS_SYNTH_1.spec) to asset manifest VERIFICATION: - All peak levels < 1.0 (no clipping) ✅ - Demo builds and runs successfully ✅ REMAINING ISSUE: - RMS levels vary 4.6x (0.054 to 0.248) - Samples not normalized before encoding - This explains erratic volume in demo64k - Recommend: normalize source .wav files before spectool analyze handoff(Claude): Audio distortion fixed, but samples need RMS normalization.
Diffstat (limited to 'src/generated/assets.h')
-rw-r--r--src/generated/assets.h82
1 files changed, 40 insertions, 42 deletions
diff --git a/src/generated/assets.h b/src/generated/assets.h
index 1c2f542..9e15d44 100644
--- a/src/generated/assets.h
+++ b/src/generated/assets.h
@@ -6,48 +6,46 @@
enum class AssetId : uint16_t {
ASSET_KICK_1 = 0,
ASSET_KICK_2 = 1,
- ASSET_KICK_3 = 2,
- ASSET_SNARE_1 = 3,
- ASSET_SNARE_2 = 4,
- ASSET_SNARE_3 = 5,
- ASSET_SNARE_4 = 6,
- ASSET_HIHAT_1 = 7,
- ASSET_HIHAT_2 = 8,
- ASSET_HIHAT_3 = 9,
- ASSET_HIHAT_4 = 10,
- ASSET_CRASH_1 = 11,
- ASSET_RIDE_1 = 12,
- ASSET_SPLASH_1 = 13,
- ASSET_BASS_1 = 14,
- ASSET_SYNTH_BASS_1 = 15,
- ASSET_NOISE_TEX = 16,
- ASSET_SHADER_RENDERER_3D = 17,
- ASSET_SHADER_COMMON_UNIFORMS = 18,
- ASSET_SHADER_SDF_PRIMITIVES = 19,
- ASSET_SHADER_LIGHTING = 20,
- ASSET_SHADER_RAY_BOX = 21,
- ASSET_SHADER_MAIN = 22,
- ASSET_SHADER_PARTICLE_COMPUTE = 23,
- ASSET_SHADER_PARTICLE_RENDER = 24,
- ASSET_SHADER_PASSTHROUGH = 25,
- ASSET_SHADER_ELLIPSE = 26,
- ASSET_SHADER_PARTICLE_SPRAY_COMPUTE = 27,
- ASSET_SHADER_GAUSSIAN_BLUR = 28,
- ASSET_SHADER_SOLARIZE = 29,
- ASSET_SHADER_DISTORT = 30,
- ASSET_SHADER_CHROMA_ABERRATION = 31,
- ASSET_SHADER_VISUAL_DEBUG = 32,
- ASSET_SHADER_SKYBOX = 33,
- ASSET_SHADER_MATH_SDF_SHAPES = 34,
- ASSET_SHADER_MATH_SDF_UTILS = 35,
- ASSET_SHADER_RENDER_SHADOWS = 36,
- ASSET_SHADER_RENDER_SCENE_QUERY_BVH = 37,
- ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR = 38,
- ASSET_SHADER_RENDER_LIGHTING_UTILS = 39,
- ASSET_SHADER_MESH = 40,
- ASSET_MESH_CUBE = 41,
- ASSET_DODECAHEDRON = 42,
- ASSET_LAST_ID = 43,
+ ASSET_SNARE_1 = 2,
+ ASSET_SNARE_2 = 3,
+ ASSET_SNARE_3 = 4,
+ ASSET_HIHAT_1 = 5,
+ ASSET_HIHAT_2 = 6,
+ ASSET_HIHAT_3 = 7,
+ ASSET_CRASH_1 = 8,
+ ASSET_RIDE_1 = 9,
+ ASSET_SPLASH_1 = 10,
+ ASSET_BASS_1 = 11,
+ ASSET_BASS_2 = 12,
+ ASSET_BASS_3 = 13,
+ ASSET_NOISE_TEX = 14,
+ ASSET_SHADER_RENDERER_3D = 15,
+ ASSET_SHADER_COMMON_UNIFORMS = 16,
+ ASSET_SHADER_SDF_PRIMITIVES = 17,
+ ASSET_SHADER_LIGHTING = 18,
+ ASSET_SHADER_RAY_BOX = 19,
+ ASSET_SHADER_MAIN = 20,
+ ASSET_SHADER_PARTICLE_COMPUTE = 21,
+ ASSET_SHADER_PARTICLE_RENDER = 22,
+ ASSET_SHADER_PASSTHROUGH = 23,
+ ASSET_SHADER_ELLIPSE = 24,
+ ASSET_SHADER_PARTICLE_SPRAY_COMPUTE = 25,
+ ASSET_SHADER_GAUSSIAN_BLUR = 26,
+ ASSET_SHADER_SOLARIZE = 27,
+ ASSET_SHADER_DISTORT = 28,
+ ASSET_SHADER_CHROMA_ABERRATION = 29,
+ ASSET_SHADER_VISUAL_DEBUG = 30,
+ ASSET_SHADER_SKYBOX = 31,
+ ASSET_SHADER_MATH_SDF_SHAPES = 32,
+ ASSET_SHADER_MATH_SDF_UTILS = 33,
+ ASSET_SHADER_RENDER_SHADOWS = 34,
+ ASSET_SHADER_RENDER_SCENE_QUERY_BVH = 35,
+ ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR = 36,
+ ASSET_SHADER_RENDER_LIGHTING_UTILS = 37,
+ ASSET_SHADER_MESH = 38,
+ ASSET_MESH_CUBE = 39,
+ ASSET_DODECAHEDRON = 40,
+ ASSET_LAST_ID = 41,
};
#include "util/asset_manager.h"