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| 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 /tools/timeline_editor | |
| 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 'tools/timeline_editor')
| -rw-r--r-- | tools/timeline_editor/README.md | 28 |
1 files changed, 15 insertions, 13 deletions
diff --git a/tools/timeline_editor/README.md b/tools/timeline_editor/README.md index a76a5ed..4861a88 100644 --- a/tools/timeline_editor/README.md +++ b/tools/timeline_editor/README.md @@ -49,23 +49,25 @@ SEQUENCE <start_time> <priority> ["optional_name"] [optional_end] - `=` = Keep same priority as previous - `-` = Decrement priority (background layers) -**Time Notation:** -- `0b`, `4b`, `64b` = Beats (converted using BPM) -- `0.0`, `2.0`, `32.0` = Seconds -- Integer without 'b': treated as beats -- Decimal point: treated as seconds +**Time Notation (Beat-Based):** +- **Default:** All numbers are beats (e.g., `4`, `16.5` = beats) +- `4b`, `16b` = Explicit beats (optional 'b' suffix for clarity) +- `2.0s`, `8.25s` = Explicit seconds (rare, for physical timing) -Example: +Example (Beat-Based): ``` # BPM 120 -SEQUENCE 0b 0 "Opening Scene" - EFFECT - FlashCubeEffect .2 3 # Background (priority -1) - EFFECT + FlashEffect 0.0 1.0 # Foreground (priority 0) - EFFECT + FadeEffect 0.5 2.0 # Overlay (priority 1) +SEQUENCE 0 0 "Opening Scene" # Start at beat 0 + EFFECT - FlashCubeEffect 0 4 # Beats 0-4 (0-2s @ 120 BPM) + EFFECT + FlashEffect 0 2 # Beats 0-2 (0-1s) + EFFECT + FadeEffect 1 4 # Beats 1-4 (0.5-2s) -SEQUENCE 4b 1 "Beat Drop" - EFFECT + HeptagonEffect 0.0 0.5 # Priority 0 - EFFECT = ParticlesEffect 0.0 2.0 # Priority 0 (same layer) +SEQUENCE 8 1 "Beat Drop" # Start at beat 8 (bar 3) + EFFECT + HeptagonEffect 0 1 # First beat of sequence + EFFECT = ParticlesEffect 0 4 # Full bar (4 beats) + +SEQUENCE 2.5s 0 "Explicit seconds" # Rare: start at 2.5 physical seconds + EFFECT + Fade 0 4 # Still uses beats for duration ``` ## Technical Notes |
