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/tests/test_physics.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/tests/test_physics.cc')
| -rw-r--r-- | src/tests/test_physics.cc | 93 |
1 files changed, 46 insertions, 47 deletions
diff --git a/src/tests/test_physics.cc b/src/tests/test_physics.cc index a59502c..df21e70 100644 --- a/src/tests/test_physics.cc +++ b/src/tests/test_physics.cc @@ -101,51 +101,50 @@ void test_bvh() { assert(results.size() == 0); // Query both - results.clear(); - bvh.query({{-12, -2, -2}, {12, 2, 2}}, results); - assert(results.size() == 2); - } - - void test_physics_falling() { - std::cout << "Testing Physics falling..." << std::endl; - Scene scene; - - // Plane at y = -1 - Object3D plane(ObjectType::PLANE); - plane.position = {0, -1, 0}; - plane.is_static = true; - scene.add_object(plane); - - // Sphere at y = 5 - Object3D sphere(ObjectType::SPHERE); - sphere.position = {0, 5, 0}; - sphere.velocity = {0, 0, 0}; - sphere.restitution = 0.0f; // No bounce for simple test - scene.add_object(sphere); - - PhysicsSystem physics; - float dt = 0.016f; - for (int i = 0; i < 100; ++i) { - physics.update(scene, dt); - } - - // Sphere should be above or at plane (y >= 0 because sphere radius is 1, - // plane is at -1) - assert(scene.objects[1].position.y >= -0.01f); - // Also should have slowed down - assert(scene.objects[1].velocity.y > -1.0f); - } - - int main() { - test_sdf_sphere(); - test_sdf_box(); - test_sdf_torus(); - test_sdf_plane(); - test_calc_normal(); - test_bvh(); - test_physics_falling(); - - std::cout << "--- ALL PHYSICS TESTS PASSED ---" << std::endl; - return 0; + results.clear(); + bvh.query({{-12, -2, -2}, {12, 2, 2}}, results); + assert(results.size() == 2); +} + +void test_physics_falling() { + std::cout << "Testing Physics falling..." << std::endl; + Scene scene; + + // Plane at y = -1 + Object3D plane(ObjectType::PLANE); + plane.position = {0, -1, 0}; + plane.is_static = true; + scene.add_object(plane); + + // Sphere at y = 5 + Object3D sphere(ObjectType::SPHERE); + sphere.position = {0, 5, 0}; + sphere.velocity = {0, 0, 0}; + sphere.restitution = 0.0f; // No bounce for simple test + scene.add_object(sphere); + + PhysicsSystem physics; + float dt = 0.016f; + for (int i = 0; i < 100; ++i) { + physics.update(scene, dt); } -
\ No newline at end of file + + // Sphere should be above or at plane (y >= 0 because sphere radius is 1, + // plane is at -1) + assert(scene.objects[1].position.y >= -0.01f); + // Also should have slowed down + assert(scene.objects[1].velocity.y > -1.0f); +} + +int main() { + test_sdf_sphere(); + test_sdf_box(); + test_sdf_torus(); + test_sdf_plane(); + test_calc_normal(); + test_bvh(); + test_physics_falling(); + + std::cout << "--- ALL PHYSICS TESTS PASSED ---" << std::endl; + return 0; +} |
