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/gpu/effects | |
| 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/gpu/effects')
| -rw-r--r-- | src/gpu/effects/fade_effect.cc | 7 | ||||
| -rw-r--r-- | src/gpu/effects/flash_effect.cc | 9 | ||||
| -rw-r--r-- | src/gpu/effects/shaders.cc | 6 | ||||
| -rw-r--r-- | src/gpu/effects/theme_modulation_effect.cc | 17 | ||||
| -rw-r--r-- | src/gpu/effects/theme_modulation_effect.h | 5 |
5 files changed, 26 insertions, 18 deletions
diff --git a/src/gpu/effects/fade_effect.cc b/src/gpu/effects/fade_effect.cc index 3b942c0..4d7633c 100644 --- a/src/gpu/effects/fade_effect.cc +++ b/src/gpu/effects/fade_effect.cc @@ -47,15 +47,16 @@ FadeEffect::FadeEffect(WGPUDevice device, WGPUQueue queue, )"; pipeline_ = create_post_process_pipeline(device, format, shader_code); - uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + uniforms_ = gpu_create_buffer( + device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } void FadeEffect::update_bind_group(WGPUTextureView input_view) { pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_); } -void FadeEffect::render(WGPURenderPassEncoder pass, float time, - float beat, float intensity, float aspect_ratio) { +void FadeEffect::render(WGPURenderPassEncoder pass, float time, float beat, + float intensity, float aspect_ratio) { (void)beat; (void)intensity; (void)aspect_ratio; diff --git a/src/gpu/effects/flash_effect.cc b/src/gpu/effects/flash_effect.cc index de7be62..176c60c 100644 --- a/src/gpu/effects/flash_effect.cc +++ b/src/gpu/effects/flash_effect.cc @@ -49,22 +49,23 @@ FlashEffect::FlashEffect(WGPUDevice device, WGPUQueue queue, )"; pipeline_ = create_post_process_pipeline(device, format, shader_code); - uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + uniforms_ = gpu_create_buffer( + device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } void FlashEffect::update_bind_group(WGPUTextureView input_view) { pp_update_bind_group(device_, pipeline_, &bind_group_, input_view, uniforms_); } -void FlashEffect::render(WGPURenderPassEncoder pass, float time, - float beat, float intensity, float aspect_ratio) { +void FlashEffect::render(WGPURenderPassEncoder pass, float time, float beat, + float intensity, float aspect_ratio) { (void)time; (void)beat; (void)aspect_ratio; // Trigger flash on strong beat hits if (intensity > 0.7f && flash_intensity_ < 0.2f) { - flash_intensity_ = 0.8f; // Trigger flash + flash_intensity_ = 0.8f; // Trigger flash } // Exponential decay diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc index 7255cf5..7b543e1 100644 --- a/src/gpu/effects/shaders.cc +++ b/src/gpu/effects/shaders.cc @@ -34,8 +34,10 @@ void InitShaderComposer() { register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); - register_if_exists("render/scene_query", AssetId::ASSET_SHADER_RENDER_SCENE_QUERY); - register_if_exists("render/lighting_utils", AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); + register_if_exists("render/scene_query", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY); + register_if_exists("render/lighting_utils", + AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES); diff --git a/src/gpu/effects/theme_modulation_effect.cc b/src/gpu/effects/theme_modulation_effect.cc index 4ddb1f4..d2705d5 100644 --- a/src/gpu/effects/theme_modulation_effect.cc +++ b/src/gpu/effects/theme_modulation_effect.cc @@ -51,7 +51,8 @@ ThemeModulationEffect::ThemeModulationEffect(WGPUDevice device, WGPUQueue queue, pipeline_ = create_post_process_pipeline(device, format, shader_code); // Create uniform buffer (4 floats: brightness + padding) - uniforms_ = gpu_create_buffer(device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); + uniforms_ = gpu_create_buffer( + device, 16, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); } void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { @@ -59,22 +60,24 @@ void ThemeModulationEffect::update_bind_group(WGPUTextureView input_view) { } void ThemeModulationEffect::render(WGPURenderPassEncoder pass, float time, - float beat, float intensity, - float aspect_ratio) { + float beat, float intensity, + float aspect_ratio) { (void)beat; (void)intensity; (void)aspect_ratio; // Alternate between bright and dark every 4 seconds (2 pattern changes) // Music patterns change every 2 seconds at 120 BPM - float cycle_time = fmodf(time, 8.0f); // 8 second cycle (4 patterns) - bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half + float cycle_time = fmodf(time, 8.0f); // 8 second cycle (4 patterns) + bool is_dark_section = (cycle_time >= 4.0f); // Dark for second half // Smooth transition between themes using a sine wave - float transition = (std::sin(time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 + float transition = + (std::sin(time * 3.14159f / 4.0f) + 1.0f) * 0.5f; // 0.0 to 1.0 float bright_value = 1.0f; float dark_value = 0.35f; - float theme_brightness = bright_value + (dark_value - bright_value) * transition; + float theme_brightness = + bright_value + (dark_value - bright_value) * transition; // Update uniform buffer float uniforms[4] = {theme_brightness, 0.0f, 0.0f, 0.0f}; diff --git a/src/gpu/effects/theme_modulation_effect.h b/src/gpu/effects/theme_modulation_effect.h index 6f76695..ac584e2 100644 --- a/src/gpu/effects/theme_modulation_effect.h +++ b/src/gpu/effects/theme_modulation_effect.h @@ -1,6 +1,7 @@ // This file is part of the 64k demo project. -// It implements a theme modulation effect that alternates between bright and dark. -// Pattern changes every 2 seconds, so we alternate every 4 seconds (2 patterns). +// It implements a theme modulation effect that alternates between bright and +// dark. Pattern changes every 2 seconds, so we alternate every 4 seconds (2 +// patterns). #pragma once #include "gpu/effect.h" |
