diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-05 20:18:28 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-05 20:18:28 +0100 |
| commit | 12816810855883472ecab454f9c0d08d66f0ae52 (patch) | |
| tree | 37e294d82cfe7c6cb887ed774268e6243fae0c77 /src/generated/test_assets_data.cc | |
| parent | 3ba0d20354a67b9fc62d29d13bc283c18130bbb9 (diff) | |
feat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)
SUMMARY
=======
Successfully completed comprehensive 4-phase refactor of audio subsystem to
eliminate fragile initialization order dependency between synth and tracker.
This addresses long-standing architectural fragility where tracker required
synth to be initialized first or spectrograms would be cleared.
IMPLEMENTATION
==============
Phase 1: Design & Prototype
- Created AudioEngine class as unified audio subsystem manager
- Created SpectrogramResourceManager for lazy resource loading
- Manages synth, tracker, and resource lifecycle
- Comprehensive test suite (test_audio_engine.cc)
Phase 2: Test Migration
- Migrated all tracker tests to use AudioEngine
- Updated: test_tracker.cc, test_tracker_timing.cc,
test_variable_tempo.cc, test_wav_dump.cc
- Pattern: Replace synth_init() + tracker_init() with engine.init()
- All 20 tests pass (100% pass rate)
Phase 3: Production Integration
- Fixed pre-existing demo crash (procedural texture loading)
- Updated flash_cube_effect.cc and hybrid_3d_effect.cc
- Migrated main.cc to use AudioEngine
- Replaced tracker_update() calls with engine.update()
Phase 4: Cleanup & Documentation
- Removed synth_init() call from audio_init() (backwards compatibility)
- Added AudioEngine usage guide to HOWTO.md
- Added audio initialization protocols to CONTRIBUTING.md
- Binary size verification: <500 bytes overhead (acceptable)
RESULTS
=======
✅ All 20 tests pass (100% pass rate)
✅ Demo runs successfully with audio and visuals
✅ Initialization order fragility eliminated
✅ Binary size impact minimal (<500 bytes)
✅ Clear documentation for future development
✅ No backwards compatibility issues
DOCUMENTATION UPDATES
=====================
- Updated TODO.md: Moved Task #56 to "Recently Completed"
- Updated PROJECT_CONTEXT.md: Added AudioEngine milestone
- Updated HOWTO.md: Added "Audio System" section with usage examples
- Updated CONTRIBUTING.md: Added audio initialization protocols
CODE FORMATTING
===============
Applied clang-format to all source files per project standards.
FILES CREATED
=============
- src/audio/audio_engine.h (new)
- src/audio/audio_engine.cc (new)
- src/audio/spectrogram_resource_manager.h (new)
- src/audio/spectrogram_resource_manager.cc (new)
- src/tests/test_audio_engine.cc (new)
KEY FILES MODIFIED
==================
- src/main.cc (migrated to AudioEngine)
- src/audio/audio.cc (removed backwards compatibility)
- All tracker test files (migrated to AudioEngine)
- doc/HOWTO.md (added usage guide)
- doc/CONTRIBUTING.md (added protocols)
- TODO.md (marked complete)
- PROJECT_CONTEXT.md (added milestone)
TECHNICAL DETAILS
=================
AudioEngine Design Philosophy:
- Manages initialization order (synth before tracker)
- Owns SpectrogramResourceManager for lazy loading
- Does NOT wrap every synth API - direct calls remain valid
- Provides lifecycle management, not a complete facade
What to Use AudioEngine For:
- Initialization: engine.init() instead of separate init calls
- Updates: engine.update(music_time) instead of tracker_update()
- Cleanup: engine.shutdown() for proper teardown
- Seeking: engine.seek(time) for timeline navigation (debug only)
Direct Synth API Usage (Still Valid):
- synth_register_spectrogram() - Register samples
- synth_trigger_voice() - Trigger playback
- synth_get_output_peak() - Get audio levels
- synth_render() - Low-level rendering
SIZE IMPACT ANALYSIS
====================
Debug build: 6.2MB
Size-optimized build: 5.0MB
Stripped build: 5.0MB
AudioEngine overhead: <500 bytes (0.01% of total)
BACKWARD COMPATIBILITY
======================
No breaking changes. Tests that need low-level control can still call
synth_init() directly. AudioEngine is the recommended pattern for
production code and tests requiring both synth and tracker.
handoff(Claude): Task #56 COMPLETE - All 4 phases finished. Audio
initialization is now robust, well-documented, and properly tested.
The fragile initialization order dependency has been eliminated.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/generated/test_assets_data.cc')
| -rw-r--r-- | src/generated/test_assets_data.cc | 85 |
1 files changed, 46 insertions, 39 deletions
diff --git a/src/generated/test_assets_data.cc b/src/generated/test_assets_data.cc index 8445ed3..bb222f0 100644 --- a/src/generated/test_assets_data.cc +++ b/src/generated/test_assets_data.cc @@ -1,45 +1,46 @@ // This file is auto-generated by asset_packer.cc. Do not edit. -#include "util/asset_manager.h" #include "test_assets.h" -namespace procedural { void gen_noise(uint8_t*, int, int, const float*, int); } -namespace procedural { void gen_grid(uint8_t*, int, int, const float*, int); } -namespace procedural { void make_periodic(uint8_t*, int, int, const float*, int); } +#include "util/asset_manager.h" +namespace procedural { +void gen_noise(uint8_t*, int, int, const float*, int); +} +namespace procedural { +void gen_grid(uint8_t*, int, int, const float*, int); +} +namespace procedural { +void make_periodic(uint8_t*, int, int, const float*, int); +} const size_t ASSET_SIZE_TEST_ASSET_1 = 101; alignas(16) static const uint8_t ASSET_DATA_TEST_ASSET_1[] = { - 0x54, 0x68, 0x69, 0x73, 0x20, 0x69, 0x73, 0x20, 0x61, 0x20, 0x74, 0x65, - 0x73, 0x74, 0x20, 0x61, 0x73, 0x73, 0x65, 0x74, 0x20, 0x66, 0x69, 0x6c, - 0x65, 0x2e, 0x0a, 0x49, 0x74, 0x20, 0x63, 0x6f, 0x6e, 0x74, 0x61, 0x69, - 0x6e, 0x73, 0x20, 0x73, 0x6f, 0x6d, 0x65, 0x20, 0x74, 0x65, 0x78, 0x74, - 0x20, 0x64, 0x61, 0x74, 0x61, 0x20, 0x74, 0x6f, 0x20, 0x76, 0x65, 0x72, - 0x69, 0x66, 0x79, 0x20, 0x74, 0x68, 0x65, 0x20, 0x61, 0x73, 0x73, 0x65, - 0x74, 0x20, 0x70, 0x61, 0x63, 0x6b, 0x69, 0x6e, 0x67, 0x20, 0x73, 0x79, - 0x73, 0x74, 0x65, 0x6d, 0x2e, 0x0a, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, - 0x37, 0x38, 0x39, 0x30, 0x0a, 0x00 -}; + 0x54, 0x68, 0x69, 0x73, 0x20, 0x69, 0x73, 0x20, 0x61, 0x20, 0x74, 0x65, + 0x73, 0x74, 0x20, 0x61, 0x73, 0x73, 0x65, 0x74, 0x20, 0x66, 0x69, 0x6c, + 0x65, 0x2e, 0x0a, 0x49, 0x74, 0x20, 0x63, 0x6f, 0x6e, 0x74, 0x61, 0x69, + 0x6e, 0x73, 0x20, 0x73, 0x6f, 0x6d, 0x65, 0x20, 0x74, 0x65, 0x78, 0x74, + 0x20, 0x64, 0x61, 0x74, 0x61, 0x20, 0x74, 0x6f, 0x20, 0x76, 0x65, 0x72, + 0x69, 0x66, 0x79, 0x20, 0x74, 0x68, 0x65, 0x20, 0x61, 0x73, 0x73, 0x65, + 0x74, 0x20, 0x70, 0x61, 0x63, 0x6b, 0x69, 0x6e, 0x67, 0x20, 0x73, 0x79, + 0x73, 0x74, 0x65, 0x6d, 0x2e, 0x0a, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, + 0x37, 0x38, 0x39, 0x30, 0x0a, 0x00}; const size_t ASSET_SIZE_NULL_ASSET = 0; -alignas(16) static const uint8_t ASSET_DATA_NULL_ASSET[] = { - 0x00 -}; +alignas(16) static const uint8_t ASSET_DATA_NULL_ASSET[] = {0x00}; const size_t ASSET_SIZE_SHADER_SNIPPET_A = 65; alignas(16) static const uint8_t ASSET_DATA_SHADER_SNIPPET_A[] = { - 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, 0x70, - 0x70, 0x65, 0x74, 0x5f, 0x61, 0x2e, 0x77, 0x67, 0x73, 0x6c, 0x0a, 0x66, - 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, 0x5f, 0x61, 0x28, - 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, 0x20, 0x7b, 0x0a, 0x20, - 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x31, 0x2e, - 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 -}; + 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, + 0x70, 0x70, 0x65, 0x74, 0x5f, 0x61, 0x2e, 0x77, 0x67, 0x73, 0x6c, + 0x0a, 0x66, 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, + 0x5f, 0x61, 0x28, 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, + 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, + 0x72, 0x6e, 0x20, 0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00}; const size_t ASSET_SIZE_SHADER_SNIPPET_B = 65; alignas(16) static const uint8_t ASSET_DATA_SHADER_SNIPPET_B[] = { - 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, 0x70, - 0x70, 0x65, 0x74, 0x5f, 0x62, 0x2e, 0x77, 0x67, 0x73, 0x6c, 0x0a, 0x66, - 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, 0x5f, 0x62, 0x28, - 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, 0x20, 0x7b, 0x0a, 0x20, - 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x32, 0x2e, - 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 -}; + 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, + 0x70, 0x70, 0x65, 0x74, 0x5f, 0x62, 0x2e, 0x77, 0x67, 0x73, 0x6c, + 0x0a, 0x66, 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, + 0x5f, 0x62, 0x28, 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, + 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, + 0x72, 0x6e, 0x20, 0x32, 0x2e, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00}; static const float ASSET_PROC_PARAMS_PROC_NOISE_256[] = {4321.000000, 8.000000}; static const char* ASSET_PROC_FUNC_STR_PROC_NOISE_256 = "gen_noise"; @@ -54,13 +55,20 @@ static const char* ASSET_PROC_FUNC_STR_PROC_FAIL = "gen_noise"; const AssetRecord* GetAssetRecordTable() { static const AssetRecord assets[] = { - { ASSET_DATA_TEST_ASSET_1, ASSET_SIZE_TEST_ASSET_1, false, nullptr, nullptr, 0 }, - { ASSET_DATA_NULL_ASSET, ASSET_SIZE_NULL_ASSET, false, nullptr, nullptr, 0 }, - { ASSET_DATA_SHADER_SNIPPET_A, ASSET_SIZE_SHADER_SNIPPET_A, false, nullptr, nullptr, 0 }, - { ASSET_DATA_SHADER_SNIPPET_B, ASSET_SIZE_SHADER_SNIPPET_B, false, nullptr, nullptr, 0 }, - { nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_NOISE_256, ASSET_PROC_PARAMS_PROC_NOISE_256, 2 }, - { nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_UNKNOWN, ASSET_PROC_PARAMS_PROC_UNKNOWN, 1 }, - { nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_FAIL, ASSET_PROC_PARAMS_PROC_FAIL, 2 }, + {ASSET_DATA_TEST_ASSET_1, ASSET_SIZE_TEST_ASSET_1, false, nullptr, + nullptr, 0}, + {ASSET_DATA_NULL_ASSET, ASSET_SIZE_NULL_ASSET, false, nullptr, nullptr, + 0}, + {ASSET_DATA_SHADER_SNIPPET_A, ASSET_SIZE_SHADER_SNIPPET_A, false, nullptr, + nullptr, 0}, + {ASSET_DATA_SHADER_SNIPPET_B, ASSET_SIZE_SHADER_SNIPPET_B, false, nullptr, + nullptr, 0}, + {nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_NOISE_256, + ASSET_PROC_PARAMS_PROC_NOISE_256, 2}, + {nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_UNKNOWN, + ASSET_PROC_PARAMS_PROC_UNKNOWN, 1}, + {nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_FAIL, + ASSET_PROC_PARAMS_PROC_FAIL, 2}, }; return assets; } @@ -68,4 +76,3 @@ const AssetRecord* GetAssetRecordTable() { size_t GetAssetCount() { return 7; } - |
