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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 | |
| 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')
| -rw-r--r-- | tools/cnn_test.cc | 5 | ||||
| -rw-r--r-- | tools/seq_compiler.cc | 28 | ||||
| -rw-r--r-- | tools/timeline_editor/README.md | 28 |
3 files changed, 28 insertions, 33 deletions
diff --git a/tools/cnn_test.cc b/tools/cnn_test.cc index 59f1d22..c2983a9 100644 --- a/tools/cnn_test.cc +++ b/tools/cnn_test.cc @@ -387,11 +387,12 @@ int main(int argc, char** argv) { // Update uniforms CommonPostProcessUniforms common_u = { .resolution = {static_cast<float>(width), static_cast<float>(height)}, - ._pad = {0.0f, 0.0f}, .aspect_ratio = static_cast<float>(width) / static_cast<float>(height), .time = 0.0f, - .beat = 0.0f, + .beat_time = 0.0f, + .beat_phase = 0.0f, .audio_intensity = 0.0f, + ._pad = 0.0f, }; wgpuQueueWriteBuffer(queue, common_uniform_buffer, 0, &common_u, sizeof(common_u)); diff --git a/tools/seq_compiler.cc b/tools/seq_compiler.cc index ecb9908..069122a 100644 --- a/tools/seq_compiler.cc +++ b/tools/seq_compiler.cc @@ -633,30 +633,22 @@ void generate_gantt_html(const std::string& output_file, // (seconds) std::string convert_to_time(const std::string& value, float bpm) { std::string val = value; - bool is_beat = false; - // Check for explicit 'b' suffix (beat) - if (!val.empty() && val.back() == 'b') { - is_beat = true; - val.pop_back(); - } - // Check for explicit 's' suffix (seconds) - else if (!val.empty() && val.back() == 's') { + // Check for explicit 's' suffix (seconds) - return as-is + if (!val.empty() && val.back() == 's') { val.pop_back(); - return val; // Already in seconds - } - // If no suffix and no decimal point, assume beats - else if (val.find('.') == std::string::npos) { - is_beat = true; + return val; } - if (is_beat) { - float beat = std::stof(val); - float time = beat * 60.0f / bpm; - return std::to_string(time); + // Check for explicit 'b' suffix (beats) - strip and convert + if (!val.empty() && val.back() == 'b') { + val.pop_back(); } - return val; // Return as-is (seconds) + // DEFAULT: All numbers (with or without 'b' suffix) are beats + float beat = std::stof(val); + float time = beat * 60.0f / bpm; + return std::to_string(time); } int main(int argc, char* argv[]) { 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 |
