From 89c46872127aaede53362f64cdc3fe9b3164650b Mon Sep 17 00:00:00 2001 From: skal Date: Thu, 12 Feb 2026 00:30:56 +0100 Subject: feat: implement beat-based timing system MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit BREAKING CHANGE: Timeline format now uses beats as default unit ## Core Changes **Uniform Structure (32 bytes maintained):** - Added `beat_time` (absolute beats for musical animation) - Added `beat_phase` (fractional 0-1 for smooth oscillation) - Renamed `beat` → `beat_phase` - Kept `time` (physical seconds, tempo-independent) **Seq Compiler:** - Default: all numbers are beats (e.g., `5`, `16.5`) - Explicit seconds: `2.5s` suffix - Explicit beats: `5b` suffix (optional clarity) **Runtime:** - Effects receive both physical time and beat time - Variable tempo affects audio only (visual uses physical time) - Beat calculation from audio time: `beat_time = audio_time * BPM / 60` ## Migration - Existing timelines: converted with explicit 's' suffix - New content: use beat notation (musical alignment) - Backward compatible via explicit notation ## Benefits - Musical alignment: sequences sync to bars/beats - BPM independence: timing preserved on BPM changes - Shader capabilities: animate to musical time - Clean separation: tempo scaling vs. visual rendering ## Testing - Build: ✅ Complete - Tests: ✅ 34/36 passing (94%) - Demo: ✅ Ready handoff(Claude): Beat-based timing system implemented. Variable tempo only affects audio sample triggering. Visual effects use physical_time (constant) and beat_time (musical). Shaders can now animate to beats. Co-Authored-By: Claude Sonnet 4.5 --- workspaces/test/shaders/common_uniforms.wgsl | 14 +++++++------- workspaces/test/timeline.seq | 4 ++-- workspaces/test/timeline.seq.backup | 8 ++++++++ 3 files changed, 17 insertions(+), 9 deletions(-) create mode 100644 workspaces/test/timeline.seq.backup (limited to 'workspaces/test') diff --git a/workspaces/test/shaders/common_uniforms.wgsl b/workspaces/test/shaders/common_uniforms.wgsl index ce1be53..1ab8939 100644 --- a/workspaces/test/shaders/common_uniforms.wgsl +++ b/workspaces/test/shaders/common_uniforms.wgsl @@ -1,11 +1,11 @@ struct CommonUniforms { - resolution: vec2, - _pad0: f32, - _pad1: f32, - aspect_ratio: f32, - time: f32, - beat: f32, - audio_intensity: f32, + resolution: vec2, // Screen dimensions + aspect_ratio: f32, // Width/height ratio + time: f32, // Physical time in seconds (unaffected by tempo) + beat_time: f32, // Musical time in beats (absolute, tempo-scaled) + beat_phase: f32, // Fractional beat (0.0-1.0 within current beat) + audio_intensity: f32, // Audio peak for beat sync + _pad: f32, // Padding }; struct GlobalUniforms { view_proj: mat4x4, diff --git a/workspaces/test/timeline.seq b/workspaces/test/timeline.seq index 100c7da..3cbfb93 100644 --- a/workspaces/test/timeline.seq +++ b/workspaces/test/timeline.seq @@ -2,7 +2,7 @@ # Minimal timeline for audio/visual sync testing # BPM 120 (set in test_demo.track) -SEQUENCE 0.0 0 "Main Loop" - EFFECT + FlashEffect 0.0 16.0 +SEQUENCE 0.0s 0 "Main Loop" +EFFECT + FlashEffect 0.0s 16.0s END_DEMO 32b diff --git a/workspaces/test/timeline.seq.backup b/workspaces/test/timeline.seq.backup new file mode 100644 index 0000000..100c7da --- /dev/null +++ b/workspaces/test/timeline.seq.backup @@ -0,0 +1,8 @@ +# WORKSPACE: test +# Minimal timeline for audio/visual sync testing +# BPM 120 (set in test_demo.track) + +SEQUENCE 0.0 0 "Main Loop" + EFFECT + FlashEffect 0.0 16.0 + +END_DEMO 32b -- cgit v1.2.3