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18 hoursfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
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>
40 hoursfeat: Optional sequence end times and comprehensive effect documentationskal
This milestone implements several key enhancements to the sequencing system and developer documentation: ## Optional Sequence End Times (New Feature) - Added support for explicit sequence termination via [time] syntax - Example: SEQUENCE 0 0 [30.0] forcefully ends all effects at 30 seconds - Updated seq_compiler.cc to parse optional [time] parameter with brackets - Added end_time_ field to Sequence class (default -1.0 = no explicit end) - Modified update_active_list() to check sequence end time and deactivate all effects when reached - Fully backward compatible - existing sequences work unchanged ## Comprehensive Effect Documentation (demo.seq) - Documented all effect constructor parameters (standard: device, queue, format) - Added runtime parameter documentation (time, beat, intensity, aspect_ratio) - Created detailed effect catalog with specific behaviors: * Scene effects: HeptagonEffect, ParticlesEffect, Hybrid3DEffect, FlashCubeEffect * Post-process effects: GaussianBlurEffect, SolarizeEffect, ChromaAberrationEffect, ThemeModulationEffect, FadeEffect, FlashEffect - Added examples section showing common usage patterns - Documented exact parameter behaviors (e.g., blur pulsates 0.5x-2.5x, flash triggers at intensity > 0.7, theme cycles every 8 seconds) ## Code Quality & Verification - Audited all hardcoded 1280x720 dimensions throughout codebase - Verified all shaders use uniforms.resolution and uniforms.aspect_ratio - Confirmed Effect::resize() properly updates width_/height_ members - No issues found - dimension handling is fully dynamic and robust ## Files Changed - tools/seq_compiler.cc: Parse [end_time], generate set_end_time() calls - src/gpu/effect.h: Added end_time_, set_end_time(), get_end_time() - src/gpu/effect.cc: Check sequence end time in update_active_list() - assets/demo.seq: Comprehensive syntax and effect documentation - Generated files updated (timeline.cc, assets_data.cc, music_data.cc) This work establishes a more flexible sequencing system and provides developers with clear documentation for authoring demo timelines. handoff(Claude): Optional sequence end times implemented, effect documentation complete, dimension handling verified. Ready for next phase of development.
3 daysrefactor: Task #20 - Platform & Code Hygieneskal
- Consolidated all WebGPU shims and platform-specific logic into src/platform.h. - Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio. - Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems. - Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh. - Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project. - Applied clang-format and updated documentation. handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
3 daysfeat: Finalize tracker asset-sample integration with unified pasting strategyskal
4 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
- Implemented dynamic resolution support in all shaders and effects. - Added explicit viewport setting for all render passes to ensure correct scaling. - Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic. - Propagated resize events through the Effect hierarchy. - Applied project-wide code formatting.
4 daysfeat(build): Add check_all script and optimize spectoolskal
- Task #4b: Added scripts/check_all.sh to build and test all platform targets (native and Windows cross-compile) to ensure pre-commit stability. - Task #10: Modified spectool to trim both leading and trailing silent frames from generated .spec files, reducing asset size.
4 daysfix(build): Add compatibility for older wgpu-native headersskal
- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build. - This resolves the build failures in the Windows CI/check script.
4 daysrefactor(platform): Encapsulate state in PlatformState structskal
- Replaced all global static variables in the platform layer with a single PlatformState struct. - Updated all platform function signatures to accept a pointer to this struct, making the implementation stateless and more modular. - Refactored main.cc, tests, and tools to instantiate and pass the PlatformState struct. - This improves code organization and removes scattered global state.
4 daysfeat(platform): Fix high-DPI scaling and add resolution optionskal
- Fixed a 'squished' viewport bug on high-DPI (Retina) displays by querying the framebuffer size in pixels instead of using the window size in points. - Centralized window dimension management within the platform layer. - Added a '--resolution WxH' command-line option to allow specifying a custom window size at startup. This option is stripped in STRIP_ALL builds. - Updated all test and tool executables to use the new platform API.
6 daysclang-formatskal
6 daysstyle: add vertical compression rules to clang-formatskal
- Enabled AllowShortFunctionsOnASingleLine: All - Enabled AllowShortBlocksOnASingleLine: Always - Enabled AllowShortIfStatementsOnASingleLine: Always - Enabled AllowShortLoopsOnASingleLine: true - Set MaxEmptyLinesToKeep: 1 - Applied formatting to all source files.
6 daysadd testing for sequenceskal
6 daysfeat: Add --seek command line option for fast-forward debuggingskal
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.
7 daysChore: Add missing newlines at end of source filesskal
7 daysImplement procedural audio generation, spectral effects, and WebGPU particle ↵skal
system
7 daysadd notesskal
7 daysenforce code styleskal
9 daysfeat(spectool): Optimize .spec file size by trimming trailing zerosskal
Implements logic to remove unused trailing zero frames from spectrogram data before saving, reducing file size and improving loading efficiency.
9 daysstyle: Add 3-line descriptive headers to all source filesskal
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.
9 daysclang-formatskal
10 daysupdate SESSION_NOTESskal
10 daysfeat: Implement spectool & specview; refactor coding style; update docsskal
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.