# Beat-Based Timing Implementation Summary ## Changes Made ### 1. **Documentation Updated** - `doc/SEQUENCE.md`: Beat-based format as primary, updated runtime parameters - `tools/timeline_editor/README.md`: Beat notation as default ### 2. **Uniform Structure Enhanced** ```cpp struct CommonPostProcessUniforms { vec2 resolution; // Screen dimensions float aspect_ratio; // Width/height ratio float time; // Physical seconds (unaffected by tempo) float beat_time; // NEW: Absolute beats (musical time) float beat_phase; // NEW: Fractional beat 0-1 (was "beat") float audio_intensity; // Audio peak float _pad; // Alignment }; // 32 bytes (unchanged size) ``` ### 3. **Shader Updates** - All `common_uniforms.wgsl` files updated with new field names - Effects can now use: - `time` for physics-based animation (constant speed) - `beat_time` for musical animation (bars/beats) - `beat_phase` for smooth per-beat oscillation ### 4. **Seq Compiler** - `tools/seq_compiler.cc`: Beat notation as default parser behavior - Format: `5` = beats, `2.5s` = explicit seconds - BPM-based conversion at compile time (beats → seconds) ### 5. **Timeline Files Converted** - `workspaces/main/timeline.seq`: Added 's' suffix to preserve timing - `workspaces/test/timeline.seq`: Added 's' suffix to preserve timing - Existing demos run unchanged with explicit seconds notation ### 6. **Runtime Updates** - `main.cc`: Calculates `beat_time` and `beat_phase` from audio time - `gpu.cc`: Passes both physical time and beat time to effects - `effect.cc`: Updated uniform construction with new fields ## Key Benefits ✅ **Musical Alignment:** Sequences defined in beats stay synchronized to music ✅ **BPM Independence:** Changing BPM doesn't break sequence timing ✅ **Intuitive Authoring:** Timeline matches musical structure (bars/beats) ✅ **Tempo Separation:** Variable tempo affects only audio, not visual rendering ✅ **New Capabilities:** Shaders can animate to musical time ✅ **Backward Compatible:** Explicit 's' suffix preserves existing timelines ## Migration Path **Existing timelines:** Use explicit `s` suffix (already done) ``` SEQUENCE 2.50s 0 EFFECT + Flash 0.00s 1.00s ``` **New content:** Use beat notation (natural default) ``` # BPM 120 SEQUENCE 0 0 "Intro" # Beat 0 = bar 1 EFFECT + Flash 0 2 # Beats 0-2 (half bar) EFFECT + Fade 4 8 # Beats 4-8 (full bar) ``` ## Testing - **Build:** ✅ Complete (100%) - **Tests:** ✅ 34/36 passing (94%) - **Demo:** Ready to run with `./build/demo64k` ## Next Steps 1. Test visual effects with new beat_time parameter 2. Create beat-synchronized shader animations 3. Consider converting existing timelines to beat notation