From 5a1adde097e489c259bd052971546e95683c3596 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 11:12:34 +0100 Subject: feat(audio): Add Spectral Brush runtime (Phase 1 of Task #5) 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 --- PROJECT_CONTEXT.md | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'PROJECT_CONTEXT.md') diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index b59fdbc..4d1fa35 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -85,10 +85,14 @@ Style: --- ## Next Up -- **Task #49: Physics & Collision** - - [ ] **Task #49.1: CPU-Side SDF Library**: Implement `sdSphere`, `sdBox` etc. in C++ (`src/3d/sdf_cpu.h`). - - [ ] **Task #49.2: BVH Construction**: Implement BVH builder and traversal for broad-phase collision. - - [ ] **Task #49.3: Physics Loop**: Implement integration, narrow-phase SDF probing, and collision resolution. + +- **Task #5: Spectral Brush Editor** [IN PROGRESS - February 6, 2026] + - Create web-based tool for procedurally tracing audio spectrograms + - Replace large .spec assets with tiny C++ code (50-100× compression) + - Phase 1: C++ runtime (`spectral_brush.h/cc` - Bezier curves + Gaussian profiles) + - Phase 2: Editor UI (HTML/JS canvas, dual-layer visualization, keyboard shortcuts) + - Phase 3: File I/O (load .wav/.spec, export procedural_params.txt + C++ code) + - See `doc/SPECTRAL_BRUSH_EDITOR.md` for complete design - **Task #18: 3D System Enhancements** - [ ] **Task #18.0: Basic OBJ Asset Pipeline**: Implement `ASSET_MESH` type, `asset_packer` OBJ support, and `Renderer3D` mesh rendering. -- cgit v1.2.3