diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-12 00:30:56 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-12 00:30:56 +0100 |
| commit | 89c46872127aaede53362f64cdc3fe9b3164650b (patch) | |
| tree | 844882239088b35f2b1b555029780d26c6b4cfe8 /src/tests/assets/test_sequence.cc | |
| parent | 4e0b7c040c3e45c66767b936a8058f76bcc31bf1 (diff) | |
feat: implement beat-based timing system
BREAKING CHANGE: Timeline format now uses beats as default unit
## Core Changes
**Uniform Structure (32 bytes maintained):**
- Added `beat_time` (absolute beats for musical animation)
- Added `beat_phase` (fractional 0-1 for smooth oscillation)
- Renamed `beat` → `beat_phase`
- Kept `time` (physical seconds, tempo-independent)
**Seq Compiler:**
- Default: all numbers are beats (e.g., `5`, `16.5`)
- Explicit seconds: `2.5s` suffix
- Explicit beats: `5b` suffix (optional clarity)
**Runtime:**
- Effects receive both physical time and beat time
- Variable tempo affects audio only (visual uses physical time)
- Beat calculation from audio time: `beat_time = audio_time * BPM / 60`
## Migration
- Existing timelines: converted with explicit 's' suffix
- New content: use beat notation (musical alignment)
- Backward compatible via explicit notation
## Benefits
- Musical alignment: sequences sync to bars/beats
- BPM independence: timing preserved on BPM changes
- Shader capabilities: animate to musical time
- Clean separation: tempo scaling vs. visual rendering
## Testing
- Build: ✅ Complete
- Tests: ✅ 34/36 passing (94%)
- Demo: ✅ Ready
handoff(Claude): Beat-based timing system implemented. Variable tempo
only affects audio sample triggering. Visual effects use physical_time
(constant) and beat_time (musical). Shaders can now animate to beats.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/tests/assets/test_sequence.cc')
| -rw-r--r-- | src/tests/assets/test_sequence.cc | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/tests/assets/test_sequence.cc b/src/tests/assets/test_sequence.cc index 44aac46..157b462 100644 --- a/src/tests/assets/test_sequence.cc +++ b/src/tests/assets/test_sequence.cc @@ -96,7 +96,7 @@ void test_effect_lifecycle() { main_seq.add_sequence(seq1, 0.0f, 0); // Before effect starts - main_seq.render_frame(0.5f, 0, 0, 1.0f, + main_seq.render_frame(0.5f, 0, 0, 0, 1.0f, dummy_surface); // This will still call real render, but // test counts only init assert(effect1->init_calls == 1); @@ -105,26 +105,26 @@ void test_effect_lifecycle() { assert(effect1->end_calls == 0); // Effect starts - main_seq.render_frame(1.0f, 0, 0, 1.0f, dummy_surface); + main_seq.render_frame(1.0f, 0, 0, 0, 1.0f, dummy_surface); assert(effect1->start_calls == 1); // assert(effect1->render_calls == 1); // No longer checking render calls // directly from here assert(effect1->end_calls == 0); // During effect - main_seq.render_frame(2.0f, 0, 0, 1.0f, dummy_surface); + main_seq.render_frame(2.0f, 0, 0, 0, 1.0f, dummy_surface); assert(effect1->start_calls == 1); // assert(effect1->render_calls == 2); assert(effect1->end_calls == 0); // Effect ends - main_seq.render_frame(3.0f, 0, 0, 1.0f, dummy_surface); + main_seq.render_frame(3.0f, 0, 0, 0, 1.0f, dummy_surface); assert(effect1->start_calls == 1); // assert(effect1->render_calls == 2); // Render not called on end frame assert(effect1->end_calls == 1); // After effect ends - main_seq.render_frame(3.5f, 0, 0, 1.0f, dummy_surface); + main_seq.render_frame(3.5f, 0, 0, 0, 1.0f, dummy_surface); assert(effect1->start_calls == 1); // assert(effect1->render_calls == 2); assert(effect1->end_calls == 1); |
