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Lowered the priority of the 'replace STL' task. It will be addressed in the final optimization phase (Phase 2) to simplify current development. Hot paths in AssetManager and Procedural remain optimized.
handoff(Gemini): STL usage is now permitted for non-critical paths until the final optimization phase. PROJECT_CONTEXT.md and TODO.md updated accordingly.
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Critical Bug Fixes:
- Fixed pool exhaustion: Tracker slots never freed after use, music stopped
after 8 patterns. Implemented round-robin allocation with cleanup.
- Fixed note name parsing: Added automatic note-to-frequency conversion
in tracker_compiler. Bass and melody now play correctly.
- Fixed timing mismatch: Patterns are 2 seconds but triggered every 4 seconds,
causing silence gaps. Updated SCORE to trigger every 2 seconds.
Improvements:
- Implemented dynamic resource sizing in tracker_compiler: Analyzes score to
determine optimal MAX_VOICES/MAX_SPECTROGRAMS values.
- Created comprehensive rock track: 11 patterns with drums, bass, power chords,
and lead melody over 25 seconds.
- Added 213 lines of asset system documentation with 8 prioritized tasks.
Known Issues for next session:
- Audio quality could be improved (some artifacts remain)
- Note synthesis uses default parameters, needs tuning
- Pattern overlaps might cause voice exhaustion under heavy load
Files Changed:
- src/audio/tracker.cc: Round-robin pool allocation, cleanup logic
- tools/tracker_compiler.cc: Note name parser, resource usage analysis
- src/audio/synth.h: Increased limits to 16 based on analysis
- assets/music.track: 230-line rock arrangement
- doc/ASSET_SYSTEM.md: Comprehensive documentation + 8 tasks
- TODO.md: Updated with recent completions and known issues
handoff(Gemini): Music system now functional but needs quality improvements.
Audio artifacts and synthesis tuning remain. See TODO.md for details.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Adds a section on Alignment, String Safety, and Size Reporting to ASSET_SYSTEM.md.
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Updates ASSET_SYSTEM.md to describe shader asset handling. Adds Task #24 to TODO.md and PROJECT_CONTEXT.md to extract hardcoded shaders and integrate them with the AssetManager and ShaderComposer.
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- Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth.
- Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree.
- Task B: Vertically compacted all C/C++ source files by removing superfluous newlines.
- Task C: Created a top-level README.md with project overview and file descriptions.
- Task D: Moved non-essential documentation into a directory to reduce root-level clutter.
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