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authorskal <pascal.massimino@gmail.com>2026-02-05 20:18:28 +0100
committerskal <pascal.massimino@gmail.com>2026-02-05 20:18:28 +0100
commit12816810855883472ecab454f9c0d08d66f0ae52 (patch)
tree37e294d82cfe7c6cb887ed774268e6243fae0c77 /src/gpu/effects
parent3ba0d20354a67b9fc62d29d13bc283c18130bbb9 (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.cc7
-rw-r--r--src/gpu/effects/flash_effect.cc9
-rw-r--r--src/gpu/effects/shaders.cc6
-rw-r--r--src/gpu/effects/theme_modulation_effect.cc17
-rw-r--r--src/gpu/effects/theme_modulation_effect.h5
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"