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- Enabled AllowShortFunctionsOnASingleLine: All
- Enabled AllowShortBlocksOnASingleLine: Always
- Enabled AllowShortIfStatementsOnASingleLine: Always
- Enabled AllowShortLoopsOnASingleLine: true
- Set MaxEmptyLinesToKeep: 1
- Applied formatting to all source files.
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Fixes seq_compiler build for Windows cross-compilation. Moves common WebGPU compatibility shims to gpu.h. Applies project-wide coding style via clang-format. Verified on both macOS (native) and Windows (cross-compile).
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Ensures that code related to the --seek command line option (simulation loops, silent audio rendering) is completely compiled out when the DEMO_STRIP_ALL build option is enabled, preserving the 64k size constraint.
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This feature allows developers to jump to a specific time in the demo sequence (e.g., './demo64k --seek 10.5'). It simulates the game logic, audio state (rendering silent buffers), and visual physics (compute shaders) from t=0 up to the target time before starting real-time playback. Audio initialization is refactored to separate device init and start.
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Updates gpu.cc to handle modern wgpu-native callback signatures (5 args) for macOS while maintaining Windows compatibility. Modifies audio.cc and CMakeLists.txt to ensure miniaudio encoding features are only stripped from the demo binary, not the tools (spectool/tests).
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Reduces Windows binary size from 461KB to 356KB (UPX packed) by stripping unused decoders and encoders from the runtime build. Tools (spectool) retain WAV/MP3 support.
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system
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Moves the Hamming window initialization from synth_render to synth_init() to ensure it's generated only once, improving performance.
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Implements a more dynamic and reactive visual system.
- Updated synth.cc: Faster peak decay for better response.
- Updated gpu.cc: Added time-based rotation and Hue shifting; implemented reactive clear-color flashes.
- Updated main.cc: Corrected peak scaling (8x multiplier) and integrated time-based animation.
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Summarizes recent implementations including Asset Management, audio/visual fixes, and style improvements.
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This commit applies a new project-wide rule that every source file must begin with a concise 3-line comment header describing its purpose.
- Updated CONTRIBUTING.md with the new rule.
- Applied headers to all .cc and .h files in src/ and tools/.
- Fixed various minor compilation errors and missing includes discovered during the header update process.
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Includes correct CMake configuration for GLFW native access, Objective-C++ compilation for the helper library on macOS, and applies clang-format to modified sources.
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The graphics appeared static because the audio peak value was transient, only lasting for a single audio buffer. The main graphics loop, running much faster, would mostly read a zero value.
This fix implements a simple peak meter with an exponential decay. The peak value now rises instantly to the maximum sample value but fades out smoothly over several frames, providing a persistent and smooth value for the visualizer.
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This commit fulfills tasks 1 and 2, and adds a synchronized visual effect.
- **Fullscreen Mode**: Added '--fullscreen' command-line argument and dynamic toggling via 'F' key.
- **Keyboard Controls**: Implemented 'Esc' to exit and 'F' to toggle fullscreen in 'src/platform.cc'.
- **Synchronized Visuals**: Added a pulsating heptagon effect in 'src/gpu/gpu.cc' and 'src/gpu/shader.wgsl' that scales and changes color based on the real-time audio peak from the synth.
- **Refactor**: Abstracted platform-specific WebGPU surface creation into 'src/platform.cc' to keep 'src/gpu/gpu.cc' cross-platform.
- **Build System**: Corrected 'CMakeLists.txt' to properly link 'wgpu-native' and platform frameworks, and updated 'project_init.sh' to build the submodule.
- **Documentation**: Updated 'HOWTO.md' and 'PROJECT_CONTEXT.md' with new features and decisions.
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This commit introduces new tools for spectrogram manipulation and visualization, establishes a consistent coding style, and updates project documentation.
Key changes include:
- **Spectrogram Tools:
- : A command-line utility for analyzing WAV/MP3 files into custom spectrogram format and playing back these spectrograms via the synth engine.
- : A command-line tool for visualizing spectrogram files as ASCII art in the console.
- **Coding Style Enforcement:
- Added a configuration file enforcing LLVM-based style with 2-space indentation, no tabs, and an 80-column line limit.
- Renamed all C++ source files from to for project consistency.
- Applied automatic formatting using
exit across the entire codebase.
- **Documentation & Workflow:
- Created to define a commit policy requiring tests to pass before committing.
- Updated with instructions for building and using and , and referenced .
- Updated and to reflect the new tools, audio architecture decisions (real-time additive synthesis, double-buffering for dynamic updates, WAV/MP3 support), coding style, and development workflow.
- **Build System:
- Modified to:
- Include new targets for and under the option.
- Update source file extensions to .
- Add a new end-to-end test for to the suite.
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Leverages the built-in MP3 decoder in miniaudio to allow spectool's 'analyze' command to process .mp3 files in addition to .wav files.
Updates the tool's command-line help text and the project's HOWTO.md to reflect the new capability.
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Adds a multi-voice, real-time audio synthesis engine that generates sound from spectrogram data using an Inverse Discrete Cosine Transform (IDCT).
Key features:
- A thread-safe, double-buffered system for dynamically updating spectrograms in real-time without interrupting audio playback.
- Core DSP components: FDCT, IDCT, and Hamming window functions.
- A simple sequencer in the main loop to demonstrate scripted audio events and dynamic updates.
- Unit tests for the new synth engine and Hamming window, integrated with CTest.
- A file documenting the build process, features, and how to run tests.
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