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authorskal <pascal.massimino@gmail.com>2026-02-12 00:30:56 +0100
committerskal <pascal.massimino@gmail.com>2026-02-12 00:30:56 +0100
commit89c46872127aaede53362f64cdc3fe9b3164650b (patch)
tree844882239088b35f2b1b555029780d26c6b4cfe8 /src/tests/assets
parent4e0b7c040c3e45c66767b936a8058f76bcc31bf1 (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')
-rw-r--r--src/tests/assets/test_sequence.cc10
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);