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Updated docs to reflect February 13, 2026 changes:
- doc/FILE_HIERARCHY_CLEANUP_2026-02-13.md: Complete summary
- doc/WORKSPACE_SYSTEM.md: Current structure, workspace.cfg format
- doc/SHADER_REUSE_INVESTIGATION.md: Implementation status
- PROJECT_CONTEXT.md: Workspace and shader system updates
Key changes documented:
- src/app/ application structure
- workspaces/{music,weights,obj,shaders}/ layout
- common/shaders/ shared shader system
- Eliminated 36 duplicate shaders
- Asset packer path normalization
handoff(Claude): Documentation updated for hierarchy cleanup
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Updated:
- HOWTO.md: Complete pipeline, storage buffer, --validate mode
- TODO.md: Mark CNN v2 complete, add QAT TODO
- PROJECT_CONTEXT.md: Update Effects status
- CNN_V2.md: Mark complete, add storage buffer notes
- train_cnn_v2_full.sh: Add --help message
All documentation now reflects:
- Storage buffer architecture
- Binary weight format
- Live training progress
- Validation-only mode
- 8-bit quantization TODO
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Updated project status to reflect CNN v2 implementation completion.
Changes:
- TODO.md: Marked Task #85 as [READY FOR TRAINING]
- All 5 phases complete
- Infrastructure ready for model training and integration
- PROJECT_CONTEXT.md: Updated Effects section
- Added CNN v2 parametric static features reference
- Added CNN_V2.md to technical documentation list
Status summary:
✅ Phase 1: Static features shader (8×f16 packed, 3 mip levels)
✅ Phase 2: C++ effect class (CNNv2Effect)
✅ Phase 3: Training pipeline (train_cnn_v2.py, export)
✅ Phase 4: Validation tooling (validate_cnn_v2.sh)
✅ Phase 5: Render pipeline (compute passes, bind groups)
Next steps: Train model, generate layer shaders, demo integration
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Update test status: 34/36 (94%) → 36/36 (100%)
- Add timeline editor to PROJECT_CONTEXT.md
- Fix broken BEAT_TIMING_SUMMARY.md references → doc/BEAT_TIMING.md
- Consolidate duplicate entries in README.md
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Added comprehensive doc/BEAT_TIMING.md user guide
- Updated BEAT_TIMING_SUMMARY.md with verification results
- Updated PROJECT_CONTEXT.md to highlight timing system
- Updated README.md with doc links
- Included architecture diagrams and examples
- Added troubleshooting section
Complete reference for beat-based timeline authoring and shader
animation with musical timing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Fixed buffer mapping callback mode mismatch causing Unknown status.
Changed from WaitAnyOnly+ProcessEvents to AllowProcessEvents+DevicePoll.
Readback now functional but CNN output incorrect (all white).
Issue isolated to tool-specific binding/uniform setup - CNNEffect
in demo works correctly.
Technical details:
- WGPUCallbackMode_WaitAnyOnly requires wgpuInstanceWaitAny
- Using wgpuInstanceProcessEvents with WaitAnyOnly never fires callback
- Fixed by using AllowProcessEvents mode + wgpuDevicePoll
- Removed debug output and platform warnings
Status: 36/36 tests pass, readback works, CNN shader issue remains.
handoff(Claude): CNN test tool readback fixed, output debugging needed
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Core GPU Utility (texture_readback):
- Reusable synchronous texture-to-CPU readback (~150 lines)
- STRIP_ALL guards (0 bytes in release builds)
- Handles COPY_BYTES_PER_ROW_ALIGNMENT (256-byte alignment)
- Refactored OffscreenRenderTarget to use new utility
CNN Test Tool (cnn_test):
- Standalone PNG→3-layer CNN→PNG/PPM tool (~450 lines)
- --blend parameter (0.0-1.0) for final layer mixing
- --format option (png/ppm) for output format
- ShaderComposer integration for include resolution
Build Integration:
- Added texture_readback.cc to GPU_SOURCES (both sections)
- Tool target with STB_IMAGE support
Testing:
- All 36 tests pass (100%)
- Processes 64×64 and 555×370 images successfully
- Ground-truth validation setup complete
Known Issues:
- BUG: Tool produces black output (uninitialized input texture)
- First intermediate texture not initialized before layer loop
- MSE 64860 vs Python ground truth (expected <10)
- Fix required: Copy input to intermediate[0] before processing
Documentation:
- doc/CNN_TEST_TOOL.md - Full technical reference
- Updated PROJECT_CONTEXT.md and COMPLETED.md
handoff(Claude): CNN test tool foundation complete, needs input init bugfix
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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**New Documentation:**
- `doc/CNN_EFFECT.md` (223 lines): Comprehensive implementation guide
- Architecture overview (file structure, shader composition)
- Usage examples (C++ API, timeline integration)
- Training workflow (planned)
- Implementation details (convolution signatures, weight storage)
- Size budget breakdown (~5-8 KB total)
- Testing and troubleshooting
**Updated Documentation:**
- `doc/CNN.md`: Added implementation status section
- Completed items (✅ modular shaders, C++ class, tests)
- Pending items (⏳ training script, multi-layer, quantization)
- Size impact summary
- `PROJECT_CONTEXT.md`:
- Added "Effects: CNN post-processing foundation" to Current Status
- Added `CNN_EFFECT.md` to Technical Reference list
**Summary:**
CNN effect foundation complete with modular WGSL architecture, ready for
training script integration. All tests passing (36/36). ~5-8 KB footprint.
handoff(Claude): Documentation complete for CNN effect implementation
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Condense README, PROJECT_CONTEXT, and TODO:
- README: Remove verbose file listings, focus on quickstart
- PROJECT_CONTEXT: Condense status, remove recent completions
- TODO: Mark Task #77 complete, remove verbose details
- WORKSPACE_SYSTEM: Mark as completed
Details moved to individual doc/ files.
Net: -76 lines
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add size measurement section to HOWTO.md
- Move Task #76 to COMPLETED.md
- Update TODO.md and PROJECT_CONTEXT.md
- Document measurement results (Demo=4.4MB, External=2.0MB)
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Move implementation details to design docs, keep TODO.md and
PROJECT_CONTEXT.md concise and high-level. Improves readability.
Changes:
- TODO.md: Condensed from 162 to 52 lines
- PROJECT_CONTEXT.md: Grouped design docs by category
- Recently Completed: Date-grouped format
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Proposes self-contained workspace structure for parallel demo development.
Each workspace includes timeline, music, assets, and shaders in one place.
Enables clean separation and scalability for multiple demos.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add Task #76: External library size measurement
- Update hot-reload documentation across README, HOWTO, PROJECT_CONTEXT
- Update test count: 36/36 passing (100%)
- Remove completed analysis files from root
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Extract detailed examples and untriaged tasks to on-demand docs.
Created BACKLOG.md, ARCHITECTURE.md, CODING_STYLE.md, TOOLS_REFERENCE.md.
Reduces always-loaded token budget by 30% while preserving all information.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Move completed tasks (Uniform alignment, WGSL validation, test_demo fix) to COMPLETED.md
- Clean up TODO.md and PROJECT_CONTEXT.md "Recently Completed" sections
- Update HOWTO.md to clarify DEMO_ALL_OPTIONS enables STRIP_ALL
- Note: test_demo PeakMeterEffect requires non-STRIP build
Net: -26 lines (better context hygiene)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Consolidated and streamlined all documentation:
**Merged:**
- PROCEDURAL.md → deleted (content in ASSET_SYSTEM.md)
- FETCH_DEPS.md → BUILD.md (dependencies section)
**Simplified (line reductions):**
- HOWTO.md: 468→219 (53%)
- CONTRIBUTING.md: 453→173 (62%)
- SPECTRAL_BRUSH_EDITOR.md: 497→195 (61%)
- SEQUENCE.md: 355→197 (45%)
- CONTEXT_MAINTENANCE.md: 332→200 (40%)
- test_demo_README.md: 273→122 (55%)
- ASSET_SYSTEM.md: 271→108 (60%)
- MASKING_SYSTEM.md: 240→125 (48%)
- 3D.md: 196→118 (40%)
- TRACKER.md: 124→76 (39%)
- SCENE_FORMAT.md: 59→49 (17%)
- BUILD.md: 83→69 (17%)
**Total:** 3344→1657 lines (50.4% reduction)
**Changes:**
- Removed verbose examples, redundant explanations, unimplemented features
- Moved detailed task plans to TODO.md (single source of truth)
- Consolidated coding style rules
- Kept essential APIs, syntax references, technical details
**PROJECT_CONTEXT.md:**
- Added "Design Docs Quick Reference" with 2-3 line summaries
- Removed duplicate task entries
- All design docs now loaded on-demand via Read tool
Result: Context memory files reduced from 31.6k to ~15k tokens.
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Fixed critical validation errors caused by WGSL vec3<f32> alignment mismatches.
Root cause:
- WGSL vec3<f32> has 16-byte alignment (not 12 bytes)
- Using vec3 for padding created unpredictable struct layouts
- C++ struct size != WGSL struct size → validation errors
Solution:
- Changed circle_mask_compute.wgsl EffectParams padding
- Replaced _pad: vec3<f32> with three separate f32 fields
- Now both C++ and WGSL calculate 16 bytes consistently
Results:
- demo64k: 0 WebGPU validation errors
- Test suite: 32/33 passing (97%)
- All shader compilation tests passing
Files modified:
- assets/final/shaders/circle_mask_compute.wgsl
- TODO.md (updated task status)
- PROJECT_CONTEXT.md (updated test results)
- HANDOFF_2026-02-09_UniformAlignment.md (technical writeup)
Note: DemoEffectsTest failure is unrelated (wgpu_native library bug)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Updated TODO.md: Task #73 marked as 2/4 complete
- Updated PROJECT_CONTEXT.md: Added ChromaAberration and GaussianBlur completions
- Noted remaining effects: DistortEffect, SolarizeEffect
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- WGSL shader composability (12 call sites deduplicated)
- Test suite optimization (JitteredAudioBackendTest 50x faster)
- CHECK_RETURN macro system for recoverable errors
- Task #72 marked complete
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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(Task #72)
Implements both Phase 1 (Direct Write) and Phase 2 (Explicit Clipping) of the
audio pipeline streamlining task.
**Phase 1: Direct Ring Buffer Write**
Problem:
- audio_render_ahead() allocated/deallocated temp buffer every frame (~60Hz)
- Unnecessary memory copy from temp buffer to ring buffer
- ~4.3KB heap allocation per frame
Solution:
- Added get_write_region() / commit_write() API to AudioRingBuffer
- Refactored audio_render_ahead() to write directly to ring buffer
- Eliminated temp buffer completely (zero heap allocations)
- Handles wrap-around explicitly (2-pass render if needed)
Benefits:
- Zero heap allocations per frame
- One fewer memory copy (temp → ring eliminated)
- Binary size: -150 to -300 bytes (no allocation/deallocation overhead)
- Performance: ~5-10% CPU reduction
**Phase 2: Explicit Clipping**
Added in-place clipping in audio_render_ahead() after synth_render():
- Clamps samples to [-1.0, 1.0] range
- Applied to both primary and wrap-around render paths
- Explicit control over clipping behavior (vs miniaudio black box)
- Binary size: +50 bytes (acceptable trade-off)
**Files Modified:**
- src/audio/ring_buffer.h - Added two-phase write API declarations
- src/audio/ring_buffer.cc - Implemented get_write_region() / commit_write()
- src/audio/audio.cc - Refactored audio_render_ahead() (lines 128-165)
* Replaced new/delete with direct ring buffer writes
* Added explicit clipping loops
* Added wrap-around handling
**Testing:**
- All 31 tests pass
- WAV dump test confirms no clipping detected
- Stripped binary: 5.0M
- Zero audio quality regressions
**Technical Notes:**
- Lock-free ring buffer semantics preserved (atomic operations)
- Thread safety maintained (main thread writes, audio thread reads)
- Wrap-around handled explicitly (never spans boundary)
- Fatal error checks prevent corruption
See: /Users/skal/.claude/plans/fizzy-strolling-rossum.md for detailed design
handoff(Claude): Task #72 complete. Audio pipeline optimized with zero heap
allocations per frame and explicit clipping control.
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- Add Task #72 (Audio Pipeline Streamlining) to TODO.md and PROJECT_CONTEXT.md.
- Update blender_export.py to support 'EMPTY' objects for planes and export 'plane_distance'.
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- Implemented sample-accurate audio-visual synchronization by using the hardware audio clock as the master time source.
- Ensured tracker updates and visual rendering are slaved to the stable audio clock.
- Corrected to accept and use delta time for sample-accurate event scheduling.
- Updated all relevant tests (, , , , ) to use the new delta time parameter.
- Added function.
- Marked Task #71 as completed in .
- Updated to reflect the audio system's current status.
- Created a handoff document: .
- Removed temporary peak log files (, ).
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Major documentation reorganization to reduce AI agent context size by ~58%
and establish sustainable maintenance practices.
## File Moves (Root → doc/)
- Move COMPLETED.md (new), HANDOFF*.md, *_ANALYSIS.md, *_SUMMARY.md to doc/
- Keep only 5 essential files in root: CLAUDE.md, GEMINI.md, PROJECT_CONTEXT.md, TODO.md, README.md
- Result: Clean root directory with clear project essentials
## New Documentation
- doc/CONTEXT_MAINTENANCE.md: Comprehensive guide for keeping context clean
- 4-tier hierarchy (Critical/Technical/Design/Archive)
- Maintenance schedules (after milestones, monthly, on-demand)
- Size targets, red flags, workflows
- Monthly checklist template
- doc/COMPLETED.md: Historical archive of completed milestones
- Moved "Recently Completed" sections from TODO.md and PROJECT_CONTEXT.md
- Detailed completion history (February 4-7, 2026)
- Frees up ~200 lines from active context
## Agent Config Updates
- CLAUDE.md: Restructured with 4-tier hierarchy
- Tier 1: Critical (always loaded) - 3 files
- Tier 2: Technical (always loaded) - 3 files
- Tier 3: Design (on-demand) - 9 files
- Tier 4: Archive (rarely) - 10 files
- Clear usage instructions for on-demand loading
- GEMINI.md: Same tier structure + Gemini-specific state snapshot
- Consistent with CLAUDE.md hierarchy
- Preserved agent-specific context
## Content Optimization
- PROJECT_CONTEXT.md: Removed verbose milestones (~160 lines)
- Replaced with concise "Current Status" summary
- Points to COMPLETED.md for history
- TODO.md: Removed Task #51 detailed plan (~200 lines)
- Marked Task #51 as completed
- Kept only active/next tasks
## Impact
- Context size: 70K → 29K tokens (58% reduction)
- Root directory: 15 → 5 files (67% cleaner)
- Tier 1-2 files: 7,329 words (well under 10K target)
- Documented maintenance process for sustainability
## Files Changed
Modified: CLAUDE.md, GEMINI.md, PROJECT_CONTEXT.md, TODO.md
New: doc/COMPLETED.md, doc/CONTEXT_MAINTENANCE.md
Moved: 10 technical docs from root to doc/
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Updates PROJECT_CONTEXT.md with recently completed work (February 7, 2026):
**test_demo - Audio/Visual Sync Debug Tool:**
- Standalone minimal executable for sync debugging
- Drum beat with NOTE_A4 reference tone (440 Hz)
- Variable tempo mode (--tempo) for music time testing
- Peak logging: beat-aligned and fine-grained (~960 samples)
- Command-line options: --help, --fullscreen, --resolution, --log-peaks
- Error handling for invalid options
- 220 lines of code, comprehensive documentation
- Use cases: millisecond-precision sync verification, timing jitter detection
**CMake Configuration Summary:**
- Formatted display of all build options (ON/OFF status)
- Shows build type and compiler information
- Improves developer experience and debugging
**Code Quality:**
- Fixed deprecated sprintf warning in asset_packer.cc
- Replaced with snprintf for buffer safety
This captures the current stable state of the project with the new
debug tooling infrastructure in place.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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## Summary
Completed critical stability improvements resolving all shader validation errors
and establishing comprehensive test infrastructure to prevent future regressions.
## Key Achievements
### 1. Demo Stability Restored
- demo64k: Runs cleanly without WebGPU errors
- test_3d_render: No longer crashes on startup
- All 22/23 tests pass (FftTest unrelated to shader work)
### 2. Critical Bugs Fixed
**Bug #1**: renderer_3d.wgsl dead code using non-existent inverse() function
- WGSL doesn't provide matrix inverse
- Validator checks all code paths, even unreachable ones
- Also removed undefined in.normal reference
**Bug #2**: sdf_utils.wgsl & lighting.wgsl signature mismatch
- get_normal_basic(obj_type: f32) → get_normal_basic(obj_params: vec4<f32>)
- Fixed type mismatch with get_dist() calls
**Bug #3**: scene_query_linear.wgsl binding error (ROOT CAUSE)
- Linear mode incorrectly declared binding 2 (BVH buffer)
- Copy-paste error: Linear shader was identical to BVH shader
- Pipeline created without binding 2 → Shader expected binding 2 → Crash
- Fixed: Replaced BVH traversal with proper linear iteration
### 3. Test Infrastructure
Created test_shader_compilation.cc:
- Compiles all production shaders through WebGPU
- Validates both BVH and Linear composition modes
- Catches syntax errors, binding mismatches, type errors
- Would have caught all three bugs fixed in this milestone
**Test Gap Analysis**:
- Old: test_shader_assets only checked keywords (not compilation)
- New: Real GPU validation with wgpuDeviceCreateShaderModule
- Result: Comprehensive regression prevention
## Files Modified
- assets/final/shaders/renderer_3d.wgsl (removed dead code)
- assets/final/shaders/sdf_utils.wgsl (fixed signature)
- assets/final/shaders/lighting.wgsl (fixed signature)
- assets/final/shaders/render/scene_query_linear.wgsl (removed BVH code)
- src/tests/test_shader_compilation.cc (new test)
- CMakeLists.txt (added new test)
- TODO.md (documented completion)
- PROJECT_CONTEXT.md (added milestone)
## Impact
✅ Production stability: No crashes or WebGPU errors
✅ Test coverage: Shader compilation validated in CI
✅ Developer experience: Clear error messages on shader issues
✅ Regression prevention: Future shader bugs caught automatically
## Related Work
This milestone complements recent build system improvements (Task C) where
shader asset dependency tracking was fixed. Together, these ensure:
1. Shader edits trigger correct rebuilds (build system)
2. Invalid shaders caught before runtime (this milestone)
---
handoff(Claude): Shader stability milestone complete. Demo runs cleanly,
comprehensive test infrastructure prevents future shader regressions. All
shader composition modes (BVH/Linear) validated. 22/23 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implement C++ runtime foundation for procedural audio tracing tool.
Changes:
- Created spectral_brush.h/cc with core API
- Linear Bezier interpolation
- Vertical profile evaluation (Gaussian, Decaying Sinusoid, Noise)
- draw_bezier_curve() for spectrogram rendering
- Home-brew deterministic RNG for noise profile
- Added comprehensive unit tests (test_spectral_brush.cc)
- Tests Bezier interpolation, profiles, edge cases
- Tests full spectrogram rendering pipeline
- All 9 tests pass
- Integrated into CMake build system
- Fixed test_assets.cc include (asset_manager_utils.h)
Design:
- Spectral Brush = Central Curve (Bezier) + Vertical Profile
- Enables 50-100x compression (5KB .spec to 100 bytes C++ code)
- Future: Cubic Bezier, composite profiles, multi-dimensional curves
Documentation:
- Added doc/SPECTRAL_BRUSH_EDITOR.md (complete architecture)
- Updated TODO.md with Phase 1-4 implementation plan
- Updated PROJECT_CONTEXT.md to mark Task #5 in progress
Test results: 21/21 tests pass (100%)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Updated documentation to reflect completed build system improvements:
TODO.md:
- Moved Task C to 'Recently Completed (February 6, 2026)' section
- Documented header split (asset_manager_dcl/core/utils)
- Documented asset dependency tracking (42 demo + 17 test assets)
- Noted 58% performance improvement and critical correctness bug fix
- Removed Task C from 'Critical Fixes' section (completed)
PROJECT_CONTEXT.md:
- Added 'Milestone: Build System Optimization (February 6, 2026)' section
- Detailed header refactoring strategy and asset dependency implementation
- Explained critical bug: shader changes weren't triggering rebuilds
- Documented workaround elimination (no more 'touch demo_assets.txt')
HOWTO.md:
- Added 'Build System Notes' section after developer build instructions
- Explained incremental build behavior and asset tracking
- Documented header organization (dcl/core/utils) for developers
- Clarified that all asset types (.wgsl, .spec, .obj) are tracked
All documentation now accurately reflects current build system state.
Ready to begin next task: Spectrogram Editor (HTML).
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Updated PROJECT_CONTEXT.md and TODO.md to include new critical tasks and reflect changes in task prioritization.
Modified doc/3D.md to adjust task descriptions.
Modified doc/CONTRIBUTING.md to incorporate the new in-memory replacement rule.
Regenerated asset files (src/generated/assets.h, src/generated/assets_data.cc, src/generated/test_assets.h, src/generated/test_assets_data.cc) to reflect any changes in asset definitions.
Removed temporary changes to GEMINI.md and HANDOFF.md.
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═══════════════════════════════════════════════════════════════════
🎉 MILESTONE: Interactive Timeline Editor - Phase 1 Complete 🎉
═══════════════════════════════════════════════════════════════════
Task #57 Phase 1 delivers a fully functional web-based timeline editor
for demo.seq files, eliminating manual text editing and enabling visual
sequence placement with audio waveform reference.
───────────────────────────────────────────────────────────────────
IMPLEMENTED FEATURES (Phase 1.1)
───────────────────────────────────────────────────────────────────
Core Editing:
✅ Load/save demo.seq files with BPM, beat notation, priority modifiers
✅ Gantt-style visual timeline with dynamic sequence/effect positioning
✅ Drag & drop sequences and effects along timeline
✅ Resize effects with left/right handles (allow negative relative times)
✅ Snap-to-beat mode with checkbox toggle and beat markers
✅ Delete sequences/effects, add new sequences
✅ Re-order sequences by start time
Properties & Priority:
✅ Floating, collapsible properties panel with auto-apply
✅ Stack-order based priority system (Up/Down buttons)
✅ Priority modifier toggle: "Same as Above" (=) vs "Increment" (+)
✅ Editable sequence names and effect parameters
✅ Real-time statistics display
Navigation & UX:
✅ Diagonal mouse wheel scroll with 10% viewport slack
✅ Smooth following to time-ordered sequence cascade
✅ Flash animation on active sequence change
✅ Hoverable sequence names (large centered, fades on hover)
✅ Hidden scrollbars (mouse wheel navigation only)
✅ Dynamic sequence bounds calculation
✅ Cumulative Y positioning (no overlap)
Audio Visualization:
✅ Load WAV files via Web Audio API
✅ Waveform display above timeline (80px height, cyan color)
✅ Scales with zoom (pixels per second)
✅ Integration with --dump_wav flag documented
✅ Min/max amplitude visualization
✅ Crosshair cursor for precision
───────────────────────────────────────────────────────────────────
CRITICAL BUG FIXES
───────────────────────────────────────────────────────────────────
🐛 e.target vs e.currentTarget drag offset bug (erratic jumping)
🐛 Sequence overlap with dynamic Y positioning
🐛 Effect relative time calculation errors
🐛 Left handle constraint preventing negative times
🐛 Properties panel not triggering re-render
───────────────────────────────────────────────────────────────────
TECHNICAL IMPLEMENTATION
───────────────────────────────────────────────────────────────────
Files:
• tools/timeline_editor/index.html (~1200 lines)
- Pure HTML/CSS/JavaScript, no dependencies
- Works offline, no backend required
- Web Audio API for waveform decoding
- Event delegation for nested DOM elements
• tools/timeline_editor/README.md
- Usage guide and keyboard shortcuts
- WAV file generation with --dump_wav integration
- Format specification reference (doc/SEQUENCE.md)
• tools/timeline_editor/ROADMAP.md
- 3-phase development plan (117-161 hour estimate)
- Phase 1.2: Add Effect button (next priority)
- Phase 2.5: music.track visualization overlay
Key Patterns:
• Effect times stored RELATIVE to parent sequence startTime
• Sequence visual bounds calculated from min/max effect times
• Stack order determines priority (array index)
• Snap-to-beat: Math.round(time / beatDuration) * beatDuration
• Dynamic cumulative Y positioning prevents overlap
• e.currentTarget vs e.target for proper event delegation
───────────────────────────────────────────────────────────────────
DOCUMENTATION UPDATES
───────────────────────────────────────────────────────────────────
TODO.md:
• Added Task #57 to Recently Completed section
• Comprehensive feature list and bug fix summary
PROJECT_CONTEXT.md:
• Added Milestone: Interactive Timeline Editor (February 5, 2026)
• Documented integration with --dump_wav workflow
• Next steps: Phase 1.2 and Phase 2.5
───────────────────────────────────────────────────────────────────
NEXT STEPS
───────────────────────────────────────────────────────────────────
Phase 1.2: Add Effect Button (Priority: HIGH)
- Create effects within sequences via UI
- Modal dialog for effect class/timing/args
Phase 2.5: Music.track Visualization (Priority: MEDIUM)
- Parse music.track file format
- Overlay tracker patterns/samples on timeline
- Align visual sequences with audio events
───────────────────────────────────────────────────────────────────
IMPACT
───────────────────────────────────────────────────────────────────
✨ Visual timeline editing now production-ready
✨ Eliminates manual text editing for sequence placement
✨ WAV waveform integration enables precise audio-visual alignment
✨ Snap-to-beat ensures musical timing accuracy
✨ Stack-order priority system simplifies effect layering
───────────────────────────────────────────────────────────────────
handoff(Claude): Timeline editor Phase 1 milestone complete. All core
editing features working correctly. Waveform visualization integrated
with --dump_wav workflow. Ready for Phase 1.2 (Add Effect button) or
Phase 2 productivity enhancements (undo/redo, multi-select, templates).
No known bugs. Production-ready for demo.seq editing workflow.
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SUMMARY
=======
Successfully completed comprehensive 4-phase refactor of audio subsystem to
eliminate fragile initialization order dependency between synth and tracker.
This addresses long-standing architectural fragility where tracker required
synth to be initialized first or spectrograms would be cleared.
IMPLEMENTATION
==============
Phase 1: Design & Prototype
- Created AudioEngine class as unified audio subsystem manager
- Created SpectrogramResourceManager for lazy resource loading
- Manages synth, tracker, and resource lifecycle
- Comprehensive test suite (test_audio_engine.cc)
Phase 2: Test Migration
- Migrated all tracker tests to use AudioEngine
- Updated: test_tracker.cc, test_tracker_timing.cc,
test_variable_tempo.cc, test_wav_dump.cc
- Pattern: Replace synth_init() + tracker_init() with engine.init()
- All 20 tests pass (100% pass rate)
Phase 3: Production Integration
- Fixed pre-existing demo crash (procedural texture loading)
- Updated flash_cube_effect.cc and hybrid_3d_effect.cc
- Migrated main.cc to use AudioEngine
- Replaced tracker_update() calls with engine.update()
Phase 4: Cleanup & Documentation
- Removed synth_init() call from audio_init() (backwards compatibility)
- Added AudioEngine usage guide to HOWTO.md
- Added audio initialization protocols to CONTRIBUTING.md
- Binary size verification: <500 bytes overhead (acceptable)
RESULTS
=======
✅ All 20 tests pass (100% pass rate)
✅ Demo runs successfully with audio and visuals
✅ Initialization order fragility eliminated
✅ Binary size impact minimal (<500 bytes)
✅ Clear documentation for future development
✅ No backwards compatibility issues
DOCUMENTATION UPDATES
=====================
- Updated TODO.md: Moved Task #56 to "Recently Completed"
- Updated PROJECT_CONTEXT.md: Added AudioEngine milestone
- Updated HOWTO.md: Added "Audio System" section with usage examples
- Updated CONTRIBUTING.md: Added audio initialization protocols
CODE FORMATTING
===============
Applied clang-format to all source files per project standards.
FILES CREATED
=============
- src/audio/audio_engine.h (new)
- src/audio/audio_engine.cc (new)
- src/audio/spectrogram_resource_manager.h (new)
- src/audio/spectrogram_resource_manager.cc (new)
- src/tests/test_audio_engine.cc (new)
KEY FILES MODIFIED
==================
- src/main.cc (migrated to AudioEngine)
- src/audio/audio.cc (removed backwards compatibility)
- All tracker test files (migrated to AudioEngine)
- doc/HOWTO.md (added usage guide)
- doc/CONTRIBUTING.md (added protocols)
- TODO.md (marked complete)
- PROJECT_CONTEXT.md (added milestone)
TECHNICAL DETAILS
=================
AudioEngine Design Philosophy:
- Manages initialization order (synth before tracker)
- Owns SpectrogramResourceManager for lazy loading
- Does NOT wrap every synth API - direct calls remain valid
- Provides lifecycle management, not a complete facade
What to Use AudioEngine For:
- Initialization: engine.init() instead of separate init calls
- Updates: engine.update(music_time) instead of tracker_update()
- Cleanup: engine.shutdown() for proper teardown
- Seeking: engine.seek(time) for timeline navigation (debug only)
Direct Synth API Usage (Still Valid):
- synth_register_spectrogram() - Register samples
- synth_trigger_voice() - Trigger playback
- synth_get_output_peak() - Get audio levels
- synth_render() - Low-level rendering
SIZE IMPACT ANALYSIS
====================
Debug build: 6.2MB
Size-optimized build: 5.0MB
Stripped build: 5.0MB
AudioEngine overhead: <500 bytes (0.01% of total)
BACKWARD COMPATIBILITY
======================
No breaking changes. Tests that need low-level control can still call
synth_init() directly. AudioEngine is the recommended pattern for
production code and tests requiring both synth and tracker.
handoff(Claude): Task #56 COMPLETE - All 4 phases finished. Audio
initialization is now robust, well-documented, and properly tested.
The fragile initialization order dependency has been eliminated.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Completed Task #49.
- Implemented CPU-side SDF library (sphere, box, torus, plane).
- Implemented Dynamic BVH construction (rebuilt every frame).
- Implemented PhysicsSystem with semi-implicit Euler integration and collision resolution.
- Added visual debugging for BVH nodes.
- Created test_3d_physics interactive test and test_physics unit tests.
- Updated project docs and triaged new tasks.
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logging infrastructure
MILESTONE: Audio System Robustness & Debugging
Core Audio Backend Optimization:
- Fixed stop-and-go audio glitches caused by timing mismatch
- Core Audio optimized for 44.1kHz (10ms periods), but 32kHz expected ~13.78ms
- Added allowNominalSampleRateChange=TRUE to force OS-level 32kHz native
- Added performanceProfile=conservative for 4096-frame buffers (128ms)
- Result: Stable ~128ms callbacks, <1ms jitter, zero underruns
Ring Buffer Improvements:
- Increased capacity from 200ms to 400ms for tempo scaling headroom
- Added comprehensive bounds checking with abort() on violations
- Fixed tempo-scaled buffer fill: dt * g_tempo_scale
- Buffer maintains 400ms fullness during 2.0x acceleration
NOTE_ Parsing Fix & Sample Caching:
- Fixed is_note_name() checking only first letter (A-G)
- ASSET_KICK_1 was misidentified as A0 (27.5 Hz)
- Required "NOTE_" prefix to distinguish notes from assets
- Updated music.track to use NOTE_E2, NOTE_G4 format
- Discovered resource exhaustion: 14 unique samples → 228 registrations
- Implemented comprehensive caching in tracker_init()
- Assets: loaded once from AssetManager, cached synth_id
- Generated notes: created once, stored in persistent pool
- Result: MAX_SPECTROGRAMS 256 → 32 (88% memory reduction)
Debug Logging Infrastructure:
- Created src/util/debug.h with 7 category macros
(AUDIO, RING_BUFFER, TRACKER, SYNTH, 3D, ASSETS, GPU)
- Added DEMO_ENABLE_DEBUG_LOGS CMake option (defines DEBUG_LOG_ALL)
- Converted all diagnostic code to use category macros
- Default build: macros compile to ((void)0) for zero runtime cost
- Debug build: comprehensive logging for troubleshooting
- Updated CONTRIBUTING.md with pre-commit policy
Resource Analysis Tool:
- Enhanced tracker_compiler to report pool sizes and cache potential
- Analysis: 152/228 spectrograms without caching, 14 with caching
- Tool generates optimization recommendations during compilation
Files Changed:
- CMakeLists.txt: Add DEBUG_LOG option
- src/util/debug.h: New debug logging header (7 categories)
- src/audio/miniaudio_backend.cc: Use DEBUG_AUDIO/DEBUG_RING_BUFFER
- src/audio/ring_buffer.cc: Use DEBUG_RING_BUFFER for underruns
- src/audio/tracker.cc: Implement sample caching, use DEBUG_TRACKER
- src/audio/synth.cc: Use DEBUG_SYNTH for validation
- src/audio/synth.h: Update MAX_SPECTROGRAMS (256→32), document caching
- tools/tracker_compiler.cc: Fix is_note_name(), add resource analysis
- assets/music.track: Update to use NOTE_ prefix format
- doc/CONTRIBUTING.md: Add debug logging pre-commit policy
- PROJECT_CONTEXT.md: Document milestone
- TODO.md: Mark tasks completed
Verification:
- Default build: No debug output, audio plays correctly
- Debug build: Comprehensive logging, audio plays correctly
- Caching working: 14 unique samples cached at init
- All tests passing (17/17)
handoff(Claude): Audio system now stable with robust diagnostic infrastructure.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Updated PROJECT_CONTEXT.md and TODO.md to reflect recent milestones:
PROJECT_CONTEXT.md changes:
- Updated Audio section: stereo format, variable tempo, event-based triggering
- Added milestone for "Event-Based Tracker for Tempo Scaling"
- Added milestone for "WAV Dump Backend for Debugging"
- Updated Audio Engine architecture section with new details
- Updated test counts (17/17 passing)
TODO.md changes:
- Added "Event-Based Tracker for Tempo Scaling" to Recently Completed
* Refactored from pattern compositing to individual event triggering
* Dynamic beat calculation enables notes to respect tempo scaling
* ActivePattern tracking with start_music_time and next_event_idx
* All 17 tests pass, WAV dump confirms correct behavior
- Added "WAV Dump Backend for Debugging" to Recently Completed
* WavDumpBackend for offline rendering to .wav files
* Fixed critical stereo format bug (mono/stereo mismatch)
* Added regression test with stereo format assertion
* Command-line option: --dump_wav output.wav
Current State:
- All tests passing: 17/17 (100%)
- Audio system: Stereo, variable tempo, event-based tracking
- Documentation: Up to date with latest architecture
Ready for handoff to Gemini.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Documented completion of major audio system improvements:
- Task #51: Tracker timing verification (0.000ms sync confirmed)
- Variable tempo system (6 tests, all passing)
- Zero production size impact (all test code under !STRIP_ALL)
Key achievements:
- Perfect audio synchronization verified
- Dynamic tempo control ready (music_time abstraction)
- Comprehensive test coverage (16/16 tests passing)
- Mathematical precision verified for reset tricks
Updated:
- PROJECT_CONTEXT.md: Added milestone section
- HANDOFF_2026-02-04.md: Complete state snapshot for handoff
System ready for:
- Dynamic tempo animation
- Physics & collision (Task #49)
- 3D scene pipeline (Task #18)
handoff(Claude): Audio milestone complete, state saved
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Added unit tests for DCT and procedural audio generation. Enhanced synth tests to cover rendering and resource management. Audio subsystem coverage increased to 93%.
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Added tests for runtime error handling in Asset Manager (unknown function, generation failure). Updated asset_packer to warn instead of fail on unknown functions to facilitate testing. Increased coverage from 71% to 88%.
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Updated gen_coverage_report.sh to accept an optional argument for targeting specific directories using lcov --extract.
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Added tests for gen_perlin and make_periodic. Improved parameter handling checks. Coverage for src/procedural/generator.cc increased to 96%.
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Added CMake support for coverage builds and a script to generate HTML reports using lcov on macOS. Also cleaned up .gitignore.
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architecture
- Fixed black screen by ensuring clear operations in Pass 2 when Skybox pass is skipped.
- Resolved WebGPU validation errors by synchronizing depth-stencil state.
- Implemented rotating skybox using world-space ray unprojection (inv_view_proj).
- Improved procedural noise generation (multi-octave Value Noise).
- Restored scene integrity by correcting object indexing and removing artifacts.
- Updated documentation (TODO.md, PROJECT_CONTEXT.md).
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