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- Remove erroneous Hann synthesis window from synth.cc (g_hann * tmp[j]).
Hann analysis at 50% overlap satisfies w[n]+w[n+H]=1, so rectangular
synthesis gives perfect reconstruction; applying Hann twice was wrong.
- Extract ola_encode()/ola_decode()/ola_num_frames() into src/audio/ola.h+cc.
spectool and test_wav_roundtrip now use the shared functions.
synth.cc lazy-decode path stays inlined (see TODO for future refactor).
- Drop dead <atomic> include and g_hann array from synth.cc.
- Drop dead window.h include from spectool.cc.
- Update PROJECT_CONTEXT.md, COMPLETED.md, TODO.md to reflect correct
analysis-only Hann window and new ola.h API.
handoff(Gemini): OLA synthesis bug fixed + ola.h factorized. synth.cc
lazy-decode still inline (TODO item added). 34/35 tests pass; WavDumpBackendTest
failure is pre-existing and unrelated.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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specplay was removed from the build but source/docs remained.
Delete tools/specplay.cc, tools/specplay_README.md, and remove
specplay sections from TOOLS_REFERENCE.md and BACKLOG.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- spectool --wav <input.spec> <output.wav>: decodes .spec to mono 16-bit
WAV at 32 kHz using IDCT-OLA synthesis (no synthesis window).
The analysis Hann window at 50% overlap satisfies w[n]+w[n+H]=1,
so the synthesis window must be rectangular for perfect reconstruction.
- Add imdct_512 / imdct_fft to audio lib (fft.cc, fft.h, idct.cc, dct.h)
for future MDCT-based synthesis.
- test_wav_roundtrip: in-process OLA analyze+decode SNR test (≥30 dB).
Currently measures 53 dB on a 440 Hz sine.
- Fix stale test_spectool.cc: version assertion updated from 1 to
SPEC_VERSION_V2_OLA (was always wrong since OLA fix landed).
- Docs: TOOLS_REFERENCE.md removes dead specview, documents --wav /
--normalize / test_gen. HOWTO.md adds decode section. TRACKER.md
notes spec v2 OLA format and decode command.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Two bugs kept the v2 OLA path permanently disabled:
1. SpectrogramResourceManager::load_asset() never set spec.version from
SpecHeader::version — all .spec assets loaded with version=0, so
ola_mode was always false in the voice.
2. spectool analyze_audio() used non-overlapping chunks (stride=DCT_SIZE),
hamming_window_512, and hardcoded header.version=1 — OLA analysis was
never implemented in the encoder.
Fixes: propagate header->version in load_asset(); switch spectool to
OLA_HOP_SIZE stride, hann_window_512, and SPEC_VERSION_V2_OLA.
Regenerated all .spec files.
handoff(Gemini): OLA enc/dec chain now correct end-to-end. .spec files
are v2 (50% overlap, Hann). No API changes; 33/34 tests pass
(WavDumpBackendTest pre-existing failure unrelated).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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enum, add MP3 type
- Add AssetType enum {STATIC, PROC, PROC_GPU, MP3} to AssetRecord
- Add GetAssetType() API to asset_manager.h/cc
- asset_packer: parse 'MP3' compression keyword in assets.txt
- tracker: remove magic-byte is_mp3_asset(); use GetAssetType() instead
- assets.txt: NEVER_MP3 now uses 'MP3' compression type
- doc/ASSET_SYSTEM.md: rewritten to document new types and API
handoff(Gemini): AssetType enum landed; MP3 detection is now explicit via asset metadata.
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spectool was missing from DemoTools.cmake; scripts/gen_spectrograms.sh
could not find build/spectool. Document the regeneration workflow in HOWTO.md.
handoff(Claude): spectool now builds with -DDEMO_BUILD_TOOLS=ON
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- PROJECT_CONTEXT: audio section reflects OLA-IDCT (Hann, 50% overlap);
test count 35->34; Next Up notes .spec regen needed
- TODO: remove stale MP3 sub-task (done), trim test TODOs, add .spec
regen as Priority 3, update test count to 34/34
- COMPLETED: archive OLA-IDCT task with implementation summary
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Detect MP3 blobs by magic bytes in tracker_init(), decode to spectrogram
(hamming window + FDCT) using new mp3_decode(), and register with synth
exactly like .spec assets. STRIP_ALL builds guard with FATAL_CHECK.
handoff(Gemini): MP3 assets now usable in music.track with SAMPLE ASSET_*
syntax; see doc/TRACKER.md for usage. No synth/compiler/packer changes.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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src/effects/
Move 13 effect-specific shaders from workspaces/main/shaders/ to src/effects/
so each effect's .h, .cc, and .wgsl are together. Update assets.txt paths in
both main and test workspaces. Update EFFECT_WORKFLOW.md to reflect new location.
Shared/reusable snippets remain in src/shaders/.
handoff(Gemini): shaders moved; src/effects/ now has .h, .cc, and .wgsl per effect.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Fix assets.txt path: shaders/xxx.wgsl (not ../../src/shaders/)
- Fix shader output path to workspaces/main/shaders/
- Step 5: reference cmake/DemoSourceLists.cmake COMMON_GPU_EFFECTS (not CMakeLists.txt GPU_SOURCES)
- Add step for test_demo_effects.cc
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Relocates shared WGSL shaders under src/ where all source code lives,
eliminating the top-level common/ directory.
- Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt
- Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Delete unused SDFEffect base class (src/gpu/sdf_effect.h)
- Delete sdf_test.wgsl and SHADER_SDF_TEST from assets.txt
- Rewrite SDF_EFFECT_GUIDE.md based on Scene1 canonical pattern:
correct bindings (2/3), vec4f syntax, UniformsSequenceParams
- Fix missing newline at end of gpu.h
handoff(Claude): SDF cleanup done, guide updated to match current Effect API
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- build_win.sh: platform-aware MinGW DLL search (macOS Homebrew vs Linux apt paths)
- HOWTO.md: new WSL section covering native Linux build and Windows cross-compile
- PROJECT_CONTEXT.md: note WSL support in Build status
handoff(Gemini): WSL native + cross-compile build support added.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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Replaces all instances of `vec<f32>` with the more concise `vec*f` alias (e.g., `vec3f`) across all `.wgsl` shaders. This improves readability and aligns with common graphics programming conventions.
Also adds a new coding style rule to `doc/CODING_STYLE.md` to enforce this standard going forward.
Finally, this commit fixes a build error in `test_effect_base.cc` by replacing a call to the non-existent `wgpuDeviceTick` with `wgpuDevicePoll`, which resolves the test failure.
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Factorizes the screen coordinate calculation from scene1.wgsl into a reusable getScreenCoord function in common/shaders/math/common_utils.wgsl.
This improves code reuse and simplifies fragment shaders.
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- Add Scene1 effect: raymarching cube+sphere+ground (reflections, shadows)
- Fix scene1.wgsl: binding 0→2, CommonUniforms→UniformsSequenceParams
- Replace Heptagon+Placeholder stub in heptagon_scene with Scene1
- Fix seq_compiler.py: emit seq.start_time+effect.start/end (absolute times)
so dispatch_render active check works correctly for all sequences
Bug: effects in sequences starting after t=0 were never active because
local times (e.g. 0-8) never satisfied params.time<end for absolute time 20+.
34/34 tests passing.
handoff(Gemini): seq_compiler now emits absolute effect times. All existing
sequences affected — verify visual output across the full timeline.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- utils.js (new): evalBezier (robust), getCanvasCoords, buildBandPoints
- app.js (new): extract ~450-line inline script from index.html
- editor.js: generalize _makeJogSlider(inp, options) with onUpdate cb,
eliminate 50-line inline resonator jog duplication, use getCanvasCoords
- mq_extract.js: extract findBestPeak(), replace two identical loop bodies
- viewer.js: remove duplicate evalBezier, use getCanvasCoords/buildBandPoints
- mq_synth.js: remove duplicate evalBezier
- index.html: inline script removed, load order: utils→fft→extract→synth→viewer→editor→app
handoff(Claude): mq_editor refactor complete — no logic changes, browser-ready.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Implement Predictive Kinematic Tracking to improve partial tracking during fast glissandos and vibrato.
- Add Peak Prominence Pruning to filter out insignificant local maxima.
- Replace heuristic Bezier fitting with a Least-Squares solver for more accurate trajectories.
- Update UI to include a Prominence parameter input.
- Archive MQ_EXTRACTION_IMPROVEMENTS.md design document.
handoff(Gemini): implemented MQ extraction improvements (kinematic tracking, prominence pruning, least-squares bezier)
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JS synthesizer with replica oscillator bank and STFT cache complete.
Ready for Phase 3 (editing UI).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Phase 2 - JS Synthesizer:
- Created mq_synth.js with replica oscillator bank
- Bezier curve evaluation (cubic De Casteljau algorithm)
- Replica synthesis: frequency spread, amplitude decay, phase jitter
- PCM buffer generation from extracted MQ partials
- Normalization to prevent clipping
- Key '1' plays synthesized audio, key '2' plays original
- Playback comparison with animated playhead
STFT Cache Optimization:
- Created STFTCache class in fft.js for pre-computed windowed FFT frames
- Clean interface: getFFT(t), getMagnitudeDB(t, freq), setHopSize()
- Pre-computes all frames on WAV load (eliminates redundant FFT calls)
- Dynamic cache update when hop size changes
- Shared across spectrogram, tooltip, and mini-spectrum viewer
- Significant performance improvement
Mini-Spectrum Viewer:
- Bottom-right overlay (200x100) matching spectral_editor style
- Real-time FFT display at playhead or mouse position
- 100-bar visualization with cyan-to-yellow gradient
- Updates during playback or mouse hover
Files:
- tools/mq_editor/mq_synth.js (new)
- tools/mq_editor/fft.js (STFTCache class added)
- tools/mq_editor/index.html (synthesis playback, cache integration)
- tools/mq_editor/viewer.js (cache-based rendering, spectrum viewer)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Completed MQ extraction and visualization with improved tracking.
Ready for Phase 2 (JS synthesizer).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Phase 1 deliverables complete:
- MQ extraction with improved tracking
- Spectrogram visualization with zoom/scroll
- Original WAV playback with playhead
- Ready for Phase 2 (JS synthesizer)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implement McAulay-Quatieri sinusoidal analysis tool for audio compression.
New files:
- doc/SPECTRAL_BRUSH_2.md: Complete design doc (MQ algorithm, data format, synthesis, roadmap)
- tools/mq_editor/index.html: Web UI (file loader, params, canvas)
- tools/mq_editor/fft.js: Radix-2 Cooley-Tukey FFT (from spectral_editor)
- tools/mq_editor/mq_extract.js: MQ algorithm (peak detection, tracking, bezier fitting)
- tools/mq_editor/viewer.js: Visualization (spectrogram, partials, zoom, axes)
- tools/mq_editor/README.md: Usage and implementation status
Features:
- Load WAV → extract sinusoidal partials → fit cubic bezier curves
- Time-frequency spectrogram with hot colormap (0-16 kHz)
- Horizontal zoom (mousewheel) around mouse position
- Axis ticks with labels (time: seconds, freq: Hz/kHz)
- Mouse tooltip showing time/frequency coordinates
- Real-time adjustable MQ parameters (FFT size, hop, threshold)
Algorithm:
- STFT with Hann windows (2048 FFT, 512 hop)
- Peak detection with parabolic interpolation
- Birth/death/continuation tracking (50 Hz tolerance)
- Cubic bezier fitting (4 control points per trajectory)
Next: Phase 2 (JS synthesizer for audio preview)
handoff(Claude): MQ editor Phase 1 complete. Ready for synthesis implementation.
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Centralized uniforms_buffer_ initialization and updates to Effect base class:
- init_uniforms_buffer() now automatic in Effect::Effect()
- uniforms_buffer_.update() now automatic in dispatch_render()
- Removed redundant calls from all effect subclasses
- Updated effect.h comments to reflect automatic behavior
- Updated EFFECT_WORKFLOW.md templates
Benefits:
- 16 lines removed from effect implementations
- Consistent pattern enforced at compile time
- Reduced boilerplate for new effects
Tests: 34/34 passing
handoff(Claude): Effect base class now handles uniforms automatically
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Move platform-specific type definitions to gpu.h and establish coding rule
that platform ifdefs must be confined to gpu/platform layers.
- gpu.h: add GpuTextureCopyInfo, GpuTextureDataLayout type aliases
- effect.cc: use GpuTextureCopyInfo instead of platform ifdefs
- texture_manager.cc: use type aliases and label_view() helper
- CODING_STYLE.md: add platform-specific code section with rule
Tests: 34/34 passing
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Updates all documentation to reflect Sequence V2 format support:
Timeline Editor (tools/timeline_editor/):
- README.md: Updated features list, file format examples with NODE
declarations and arrow syntax, usage instructions for node editing
- ROADMAP.md: Added completed item 1.0 "Sequence V2 Format Support"
Core Documentation (doc/):
- HOWTO.md: Updated timeline example to use v2 arrow syntax, added
NODE/buffer chain features to visual editor description
- SEQUENCE.md: Marked timeline editor graph visualization as completed
All examples now show v2 format:
EFFECT + ClassName input1 input2 -> output1 output2 start end
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Hybrid3D was calling Renderer3D::render() which creates its own command
encoder, bypassing the sequence system. Now uses renderer_.draw() with
the passed encoder.
Also adds texture blit support for RotatingCube compositing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- test_demo now uses workspaces/test/{timeline.seq,music.track}
- Removed tools/test_demo.{seq,track} (no longer used)
- Updated docs to reference workspace files
- Changes to workspaces/test/timeline.seq now trigger rebuild
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Remove tools/seq_compiler.cc (replaced by seq_compiler.py)
- Remove C++ seq_compiler build target from cmake/DemoTools.cmake
- Update documentation to remove Gantt chart mentions
- Keep seq_compiler.py (active Python compiler)
- All tests passing (34/34)
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Remove 530 lines of redundant content, archive dated docs, compact CNN
training sections, fix inconsistencies (effect count, test status).
Improves maintainability and reduces context load for AI agents.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Complete v1→v2 migration cleanup: rename 29 files (sequence_v2→sequence, effect_v2→effect, 14 effect files, 8 shaders, compiler, docs), update all class names and references across 54 files. Archive v1 timeline. System now uses standard naming with all versioning removed. 30/34 tests passing.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Documentation Changes:
- Rewrote SEQUENCE_v2.md: practical guide focused on actual implementation
- Removed design philosophy, added concrete examples
- Documented all implemented features and current limitations
- Added effect creation templates (standard post-process, 3D with depth)
- 130 lines → 222 lines (expanded with examples)
- Updated EFFECT_WORKFLOW.md for v2
- Changed from v1 Effect/PostProcessEffect to EffectV2
- Updated all steps for v2 workflow (6 steps instead of 8)
- Added complete templates with proper v2 signatures
- Documented common issues and solutions
- Removed v1-specific content
- Archived v1 documentation
- Moved doc/SEQUENCE.md → doc/archive/SEQUENCE_V1.md
- V1 system removed, documentation preserved for reference
Content Focus:
- Quick start examples (simple chain, multi-output, ping-pong)
- Timeline syntax reference with REQUIRED priority modifiers
- Architecture overview (SequenceV2, EffectV2, Node system)
- Compiler features (DAG validation, topological sort, ping-pong detection)
- Practical templates (copy-paste ready)
- Common issues section (build errors, runtime errors)
Status Documentation:
- ✅ Implemented: DAG validation, node aliasing, 7 effects ported
- ❌ Missing: Flatten mode, BPM handling, GetDemoDuration calculation
- TODO: Port remaining effects, implement flatten, update HTML editor
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Phase 4 complete: V1 system removed, v2 fully operational.
Architecture Changes:
- Explicit Node system with typed buffers (u8x4_norm, f32x4, depth24)
- DAG effect routing with multi-input/multi-output support
- Python compiler (seq_compiler_v2.py) with topological sort and ping-pong optimization
- Compile-time node aliasing for framebuffer reuse
V1 Removal (~4KB):
- Deleted effect.h/cc base classes (1.4KB)
- Deleted 19 v1 effect pairs: heptagon, particles, passthrough, gaussian_blur,
solarize, scene1, chroma_aberration, vignette, hybrid_3d, flash_cube,
theme_modulation, fade, flash, circle_mask, rotating_cube, sdf_test,
distort, moving_ellipse, particle_spray (2.7KB)
V2 Effects Ported:
- PassthroughEffectV2, PlaceholderEffectV2
- GaussianBlurEffectV2 (multi-pass with temp nodes)
- HeptagonEffectV2 (scene effect with dummy texture)
- ParticlesEffectV2 (compute + render, format fixed)
- RotatingCubeEffectV2 (3D with depth node)
- Hybrid3DEffectV2 (Renderer3D integration, dummy textures for noise/sky)
Compiler Features:
- DAG validation (cycle detection, connectivity checks)
- Topological sort for execution order
- Ping-pong optimization (aliased node detection)
- Surface-based and encoder-based RenderV2Timeline generation
- init_effect_nodes() automatic generation
Fixes Applied:
- WebGPU binding layout validation (standard v2 post-process layout)
- Surface format mismatch (ctx.format for blit, RGBA8Unorm for framebuffers)
- Depth attachment compatibility (removed forced depth from gpu_create_render_pass)
- Renderer3D texture initialization (created dummy 1x1 white textures)
- ParticlesEffectV2 format (changed from ctx.format to RGBA8Unorm)
- Encoder-based RenderV2Timeline (added missing preprocess() call)
Testing:
- 34/36 tests passing (2 v1-dependent tests disabled)
- demo64k runs successfully (no crashes)
- All seek positions work (--seek 12, --seek 15 validated)
Documentation:
- Updated PROJECT_CONTEXT.md (v2 status, reference to SEQUENCE_v2.md)
- Added completion entry to COMPLETED.md
TODO (Future):
- Port CNN effects to v2
- Implement flatten mode (--flatten code generation)
- Port remaining 10+ effects
- Update HTML timeline editor for v2 (deferred)
handoff(Claude): Sequence v2 migration complete, v1 removed, system operational.
Phase 5 (editor) deferred per user preference.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Add Node system with typed buffers (u8x4_norm, f32x4, f16x8, depth24)
- Add NodeRegistry with aliasing support for ping-pong optimization
- Add SequenceV2 base class with DAG execution
- Add EffectV2 base class with multi-input/multi-output
- Add comprehensive tests (5 test cases, all passing)
- Corrected FATAL_CHECK usage (checks ERROR conditions, not success)
Phase 1 complete: Core v2 architecture functional.
Next: Phase 2 compiler (seq_compiler_v2.py)
handoff(Claude): Phase 1 foundation complete, all tests passing (35/35)
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Updated remaining references to use CNNv1Effect naming:
- doc/AUXILIARY_TEXTURE_INIT.md
- doc/HOWTO.md (validation note)
- doc/COMPLETED.md (2 references)
All docs now consistently reference CNNv1Effect and cnn_v1_effect.cc
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Renamed files and classes:
- cnn_effect.{h,cc} → cnn_v1_effect.{h,cc}
- CNNEffect → CNNv1Effect
- CNNEffectParams → CNNv1EffectParams
- CNNLayerParams → CNNv1LayerParams
- CNN_EFFECT.md → CNN_V1_EFFECT.md
Updated all references:
- C++ includes and class usage
- CMake source list
- Timeline (workspaces/main/timeline.seq)
- Test file (test_demo_effects.cc)
- Documentation (CLAUDE.md, PROJECT_CONTEXT.md, READMEs)
Tests: 34/34 passing (100%)
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Consolidate CNN v1 (CNNEffect) into dedicated directory:
- C++ effect: src/effects → cnn_v1/src/
- Shaders: workspaces/main/shaders/cnn → cnn_v1/shaders/
- Training: training/train_cnn.py → cnn_v1/training/
- Docs: doc/CNN*.md → cnn_v1/docs/
Updated all references:
- CMake source list
- C++ includes (relative paths: ../../cnn_v1/src/)
- Asset paths (../../cnn_v1/shaders/)
- Documentation cross-references
CNN v1 remains active in timeline. For new work, use CNN v2 with
enhanced features (7D static, storage buffer, sigmoid activation).
Tests: 34/34 passing (100%)
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Move all CNN v2 files to dedicated cnn_v2/ directory to prepare for CNN v3 development. Zero functional changes.
Structure:
- cnn_v2/src/ - C++ effect implementation
- cnn_v2/shaders/ - WGSL shaders (6 files)
- cnn_v2/weights/ - Binary weights (3 files)
- cnn_v2/training/ - Python training scripts (4 files)
- cnn_v2/scripts/ - Shell scripts (train_cnn_v2_full.sh)
- cnn_v2/tools/ - Validation tools (HTML)
- cnn_v2/docs/ - Documentation (4 markdown files)
Changes:
- Update CMake source list to cnn_v2/src/cnn_v2_effect.cc
- Update assets.txt with relative paths to cnn_v2/
- Update includes to ../../cnn_v2/src/cnn_v2_effect.h
- Add PROJECT_ROOT resolution to Python/shell scripts
- Update doc references in HOWTO.md, TODO.md
- Add cnn_v2/README.md
Verification: 34/34 tests passing, demo runs correctly.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Implements Phases 1 & 2 of CMake consolidation plan to improve
incremental build performance and reduce code duplication.
Phase 1: Asset Granularity
- Split asset packing into 4 categories (shaders, audio, models, data)
- Each category generates a stamp file for dependency tracking
- Unified output (assets_data.cc) avoids duplicate symbols
- Changing a single asset category only rebuilds affected targets
- Added demo_add_asset_deps() macro for clean category dependencies
Phase 2: CMake Deduplication
- Extracted COMMON_GPU_EFFECTS (25 files) from duplicated GPU_SOURCES
- Extracted COMMON_3D_FILES (9 files) from duplicated 3D_SOURCES
- Removed library-level asset dependencies (DemoLibraries.cmake)
- Replaced 43 individual add_dependencies() with macro pattern
Impact:
- Incremental builds 3-5× faster for typical asset changes
- -30 lines GPU/3D source duplication
- -43 individual test dependency declarations
- 33/34 tests passing (1 pre-existing AudioEngineTest failure)
Phase 3 (Effect Decoupling): Deferred as TODO
- Would eliminate demo_effects.h hub pattern
- Requires dual-mode implementation (dynamic dev, flat production)
- Not blocking current workflow
Updated Documentation:
- doc/CMAKE_MODULES.md: Added demo_add_asset_deps() docs
- doc/BUILD.md: Documented asset category system
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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WAV dump changes:
- Bypass ring buffer, render directly with synth_render()
- Frame accumulator eliminates truncation errors
- Skip pre-fill and fix seek for WAV dump mode
- Result: No glitches, -150ms drift at 64b (acceptable)
Timeline editor:
- Fix waveform tooltip position calculation
- Increase beat bar visibility (0.5 opacity)
Cleanup:
- Remove all drift debugging code from audio.cc and tracker.cc
Status: Acceptable for now, further investigation needed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Root cause: audio_render_ahead() over-renders by 366ms per 10s, causing
progressive timing drift in WAV files. Events appear early in viewer.
Findings:
- Renders 11,733 extra frames over 40s (331,533 vs 319,800 expected)
- Ring buffer accumulates excess audio (~19 frames/iteration)
- WAV dump reads exact 533 frames but renders ~552 frames per call
- Results in -180ms drift at 60 beats visible in timeline viewer
Debug changes:
- Added render tracking to audio.cc to measure actual vs expected
- Added drift printf to tracker.cc for kick/snare timing analysis
- Added WAV sample rate detection to timeline viewer
See doc/AUDIO_WAV_DRIFT_BUG.md for complete analysis and proposed fixes.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Expanded HOWTO.md with complete CLI options list and WAV rendering
examples. Updated HEADLESS_MODE.md with new dump-wav options.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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- Update CLI parser to use --dump-wav (consistent with other options)
- Add error message and exit for unrecognized options
- Update documentation: HEADLESS_MODE.md, COMPLETED.md, FINAL_STRIP_REPORT.md
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add RayMarchResult struct and functions for deferred SDF rendering:
- rayMarchWithID() tracks object ID and distance_max
- reconstructPosition(), normalWithID(), shadowWithStoredDistance()
- Pass 1: store geometry data, Pass 2: reuse for shading
Add WGSL style rule: prefer return values over pointers for small structs (≤16 bytes).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Add unified camera system for SDF raymarching effects:
- CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect
- SDFEffect base class: manages camera uniform, provides update_camera() helpers
- camera_common.wgsl: getCameraRay(), position/forward/up/right extractors
- SDFTestEffect: working example with orbiting camera + animated sphere
Refactor effect headers:
- Extract class definitions from demo_effects.h to individual .h files
- Update includes in .cc files to use specific headers
- Cleaner compilation dependencies, faster incremental builds
Documentation:
- Add SDF_EFFECT_GUIDE.md with complete workflow
- Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md
- Update EFFECT_WORKFLOW.md, CONTRIBUTING.md
Tests: 34/34 passing, SDFTestEffect validated
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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