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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 /training/debug/debug.sh | |
| 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 'training/debug/debug.sh')
| -rwxr-xr-x | training/debug/debug.sh | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/training/debug/debug.sh b/training/debug/debug.sh new file mode 100755 index 0000000..083082b --- /dev/null +++ b/training/debug/debug.sh @@ -0,0 +1,45 @@ +#!/bin/sh + +pwd=`pwd` + +img=../input/img_003.png + +# img=/Users/skal/black_512x512_rgba.png +#img=/Users/skal/rgba_0_0_0_0.png +check_pt=../checkpoints/checkpoint_epoch_10000.pth +#check_pt=../chk_5000_3x3x3.pt + +#../train_cnn.py --layers 3 --kernel_sizes 3,3,3 --epochs 10000 --batch_size 8 --input ../input/ --target ../target_2/ --checkpoint-every 1000 +#../train_cnn.py --export-only ${check_pt} +#../train_cnn.py --export-only ${check_pt} --infer ${img} --output test/toto.png + +#../train_cnn.py --layers 2 --kernel_sizes 1,1 --epochs 10 --batch_size 5 --input ../input/ --target ../target_2/ --checkpoint-every 10 +#../train_cnn.py --export-only ${check_pt} +#../train_cnn.py --export-only ${check_pt} --infer ${img} --output test/toto.png + +## XXX uncomment! +../train_cnn.py --export-only ${check_pt} \ + --infer ${img} \ + --output ref/toto.png --save-intermediates ref/ # --debug-hex + +echo "== GENERATE SHADERS ==" +echo +cd ../../ +./training/train_cnn.py --export-only ${pwd}/${check_pt} + +echo "== COMPILE ==" +echo +cmake --build build -j4 --target cnn_test +cd ${pwd} + +echo "== RUN ==" +echo +rm -f cur/toto.png +../../build/cnn_test ${img} cur/toto.png --save-intermediates cur/ --layers 3 # --debug-hex + +open cur/*.png ref/*.png + +echo "open cur/*.png ref/*.png" + +#pngcrush -rem gAMA -rem sRGB cur/toto.png toto.png && mv toto.png cur/toto.png +#pngcrush -rem gAMA -rem sRGB cur/layer_0.png toto.png && mv toto.png cur/layer_0.png |
