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authorskal <pascal.massimino@gmail.com>2026-02-06 11:22:01 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 11:22:01 +0100
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tree00e643a38e601114e755ec77c8b4901b5d045ff8 /tools/spectral_editor/README.md
parent5a1adde097e489c259bd052971546e95683c3596 (diff)
feat(tools): Add Spectral Brush Editor UI (Phase 2 of Task #5)
Implement web-based editor for procedural audio tracing. New Files: - tools/spectral_editor/index.html - Main UI structure - tools/spectral_editor/style.css - VSCode-inspired dark theme - tools/spectral_editor/script.js - Editor logic (~1200 lines) - tools/spectral_editor/dct.js - IDCT/DCT implementation (reused) - tools/spectral_editor/README.md - Complete user guide Features: - Dual-layer canvas (reference + procedural spectrograms) - Bezier curve editor (click to place, drag to adjust, right-click to delete) - Profile controls (Gaussian sigma slider) - Real-time audio playback (Key 1=procedural, Key 2=original, Space=stop) - Undo/Redo system (50-action history with snapshots) - File I/O: - Load .wav/.spec files (FFT/STFT or binary parser) - Save procedural_params.txt (human-readable, re-editable) - Generate C++ code (copy-paste ready for runtime) - Keyboard shortcuts (Ctrl+Z/Shift+Z, Ctrl+S/Shift+S, Ctrl+O, ?) - Help modal with shortcut reference Technical: - Pure HTML/CSS/JS (no dependencies) - Web Audio API for playback (32 kHz sample rate) - Canvas 2D for visualization (log-scale frequency) - Linear Bezier interpolation matching C++ runtime - IDCT with overlap-add synthesis Next: Phase 3 (currently integrated in Phase 2) - File loading already implemented - Export already implemented - Ready for user testing! Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+# Spectral Brush Editor
+
+A web-based tool for creating procedural audio by tracing spectrograms with parametric Bezier curves.
+
+## Purpose
+
+Replace large `.spec` binary assets with tiny procedural C++ code:
+- **Before:** 5 KB binary `.spec` file
+- **After:** ~100 bytes of C++ code calling `draw_bezier_curve()`
+
+**Compression ratio:** 50-100×
+
+## Features
+
+### Core Functionality
+- Load `.wav` or `.spec` files as reference
+- Trace spectrograms with Bezier curves + vertical profiles
+- Real-time audio preview (procedural vs. original)
+- Undo/Redo support (50-action history)
+- Export to `procedural_params.txt` (re-editable)
+- Generate C++ code (copy-paste ready)
+
+### Profiles
+- **Gaussian:** Smooth harmonic falloff
+- **Decaying Sinusoid:** Resonant/metallic texture (coming soon)
+- **Noise:** Random texture/grit (coming soon)
+
+## Quick Start
+
+1. **Open the editor:**
+ ```bash
+ open tools/spectral_editor/index.html
+ ```
+ (Or open in your browser via file:// protocol)
+
+2. **Load a reference sound:**
+ - Click "Load .wav/.spec" or press `Ctrl+O`
+ - Select a `.wav` or `.spec` file
+
+3. **Add a curve:**
+ - Click "Add Curve" button
+ - Click on canvas to place control points
+ - Drag control points to adjust frequency and amplitude
+
+4. **Adjust profile:**
+ - Use "Sigma" slider to control width
+ - Higher sigma = wider frequency spread
+
+5. **Preview audio:**
+ - Press `1` to play procedural sound
+ - Press `2` to play original .wav
+ - Press `Space` to stop
+
+6. **Export:**
+ - `Ctrl+S` → Save `procedural_params.txt` (re-editable)
+ - `Ctrl+Shift+S` → Generate C++ code
+
+## Keyboard Shortcuts
+
+| Key | Action |
+|-----|--------|
+| **1** | Play procedural sound |
+| **2** | Play original .wav |
+| **Space** | Stop playback |
+| **Delete** | Delete selected control point |
+| **Esc** | Deselect all |
+| **Ctrl+Z** | Undo |
+| **Ctrl+Shift+Z** | Redo |
+| **Ctrl+S** | Save procedural_params.txt |
+| **Ctrl+Shift+S** | Generate C++ code |
+| **Ctrl+O** | Open file |
+| **?** | Show help |
+
+## Mouse Controls
+
+- **Click** on canvas: Place control point
+- **Drag** control point: Adjust position (frame, frequency, amplitude)
+- **Right-click** control point: Delete
+
+## Workflow
+
+### Example: Create a Kick Drum
+
+1. Load a reference kick drum (e.g., `kick.wav`)
+2. Add a curve
+3. Place control points to trace the low-frequency punch:
+ - Point 1: Frame 0, ~200 Hz, amplitude 0.9
+ - Point 2: Frame 20, ~80 Hz, amplitude 0.7
+ - Point 3: Frame 100, ~50 Hz, amplitude 0.0
+4. Adjust sigma to ~30 (smooth falloff)
+5. Press `1` to preview
+6. Fine-tune control points
+7. Export C++ code
+
+### Generated C++ Code Example
+
+```cpp
+// Generated by Spectral Brush Editor
+#include "audio/spectral_brush.h"
+
+void gen_kick_procedural(float* spec, int dct_size, int num_frames) {
+ // Curve 0
+ {
+ const float frames[] = {0.0f, 20.0f, 100.0f};
+ const float freqs[] = {200.0f, 80.0f, 50.0f};
+ const float amps[] = {0.900f, 0.700f, 0.000f};
+
+ draw_bezier_curve(spec, dct_size, num_frames,
+ frames, freqs, amps, 3,
+ PROFILE_GAUSSIAN, 30.00f);
+ }
+}
+
+// Usage in demo_assets.txt:
+// KICK_PROC, PROC(gen_kick_procedural), NONE, "Procedural kick drum"
+```
+
+## File Formats
+
+### procedural_params.txt (Re-editable)
+
+Human-readable text format that can be loaded back into the editor:
+
+```
+# Spectral Brush Procedural Parameters
+METADATA dct_size=512 num_frames=100 sample_rate=32000
+
+CURVE bezier
+ CONTROL_POINT 0 200.0 0.900
+ CONTROL_POINT 20 80.0 0.700
+ CONTROL_POINT 100 50.0 0.000
+ PROFILE gaussian sigma=30.0
+END_CURVE
+```
+
+### C++ Code (Ready to Compile)
+
+Generated code using the spectral_brush runtime API. Copy-paste into `src/audio/procedural_samples.cc`.
+
+## Technical Details
+
+### Spectral Brush Primitive
+
+A spectral brush consists of:
+
+1. **Central Curve** (Bezier): Traces a path through time-frequency space
+ - `{freq_bin, amplitude} = bezier(frame_number)`
+ - Control points: `(frame, freq_hz, amplitude)`
+
+2. **Vertical Profile**: Shapes the "brush stroke" around the central curve
+ - Gaussian: `exp(-(dist² / σ²))`
+ - Applied vertically at each frame
+
+### Coordinate System
+
+- **X-axis (Time):** Frame number (0 → num_frames)
+- **Y-axis (Frequency):** Frequency in Hz (0 → 16 kHz for 32 kHz sample rate)
+- **Amplitude:** Controlled by Y-position of control points (0.0-1.0)
+
+### Audio Synthesis
+
+1. Generate procedural spectrogram (DCT coefficients)
+2. Apply IDCT to convert to time-domain audio
+3. Use overlap-add with Hanning window
+4. Play via Web Audio API (32 kHz sample rate)
+
+## Limitations
+
+### Phase 1 (Current)
+- Only Bezier + Gaussian profile implemented
+- Linear interpolation between control points
+- Single-layer spectrogram (no compositing yet)
+
+### Future Enhancements
+- Cubic Bezier interpolation (smoother curves)
+- Decaying sinusoid and noise profiles
+- Composite profiles (add/subtract/multiply)
+- Multi-dimensional Bezier (vary decay, oscillation, etc.)
+- Frequency snapping (snap to musical notes)
+
+## Troubleshooting
+
+**Q: Audio doesn't play**
+- Check browser console for errors
+- Ensure audio context initialized (some browsers require user interaction first)
+- Try clicking canvas before pressing `1` or `2`
+
+**Q: Canvas is blank**
+- Make sure you loaded a reference file (`.wav` or `.spec`)
+- Check console for file loading errors
+
+**Q: Exported code doesn't compile**
+- Ensure `spectral_brush.h/cc` is built and linked
+- Verify `draw_bezier_curve()` function is available
+- Check include paths in your build system
+
+**Q: Generated sound doesn't match original**
+- Adjust sigma (profile width)
+- Add more control points for finer detail
+- Use multiple curves for complex sounds
+
+## Integration with Demo
+
+1. Generate C++ code from editor
+2. Copy code into `src/audio/procedural_samples.cc`
+3. Add entry to `assets/final/demo_assets.txt`:
+ ```
+ SOUND_PROC, PROC(gen_procedural), NONE, "Procedural sound"
+ ```
+4. Rebuild demo
+5. Use `AssetId::SOUND_PROC` in your code
+
+## Browser Compatibility
+
+- **Tested:** Chrome 90+, Firefox 88+, Edge 90+, Safari 14+
+- **Requirements:** Web Audio API support
+- **Recommended:** Desktop browser (mobile support limited)
+
+## License
+
+Part of the 64k demo project. See project LICENSE.