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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 /tools
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 'tools')
-rw-r--r--tools/cnn_test.cc5
-rw-r--r--tools/seq_compiler.cc28
-rw-r--r--tools/timeline_editor/README.md28
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