# To-Do List **High-level task tracker.** See individual design docs for implementation details. **Completed tasks:** `doc/COMPLETED.md` --- ## Priority 1: Spectral Brush Editor (Task #5) [IN PROGRESS] Procedural spectrogram tool: 50-100× compression (5 KB .spec → ~100 bytes C++). **Design:** `doc/SPECTRAL_BRUSH_EDITOR.md` --- ## ~~Priority 2: Workspace System (Task #77)~~ [COMPLETED] Self-contained workspaces for parallel demo development. **Design:** `doc/WORKSPACE_SYSTEM.md` **Usage:** `cmake -B build -DDEMO_WORKSPACE=main` --- ## Priority 2: CNN v2 - Parametric Static Features (Task #85) [COMPLETE] Enhanced CNN post-processing with multi-dimensional feature inputs. **Design:** `doc/CNN_V2.md` **Status:** - ✅ Full implementation complete and validated - ✅ Binary weight loading fixed (FATAL_CHECK inversion bug) - ✅ Sigmoid activation (smooth gradients, fixes training collapse) - ✅ Training pipeline: patch-based, stable convergence - ✅ All tests passing (34/36, 2 unrelated script failures) **Specs:** - 7D static features (RGBD + UV + sin + bias) - Storage buffer weights (~3.2 KB, 8→4→4 channels) - Sigmoid for layer 0 & final, ReLU for middle layers - <10 KB target achieved **TODO:** 8-bit quantization (2× reduction, needs QAT). --- ## ~~Priority 3: Tracker Humanization & Sample Offset~~ [IMPLEMENTED] Enhance tracker with sample offset and humanization for realistic playback. **Status:** ✅ Both features implemented and tested (commit e9dde3c) **Features:** 1. **Sample Offset (compile-time):** Intrinsic offset per sample, zero runtime cost - `.track` syntax: `SAMPLE OFFSET ` - Applied during compilation, preserves beat sync 2. **Humanization (runtime, deterministic):** Per-note timing/volume variation - `.track` syntax: `HUMANIZE SEED TIMING VOLUME ` - Deterministic RNG ensures identical playback and WAV export **Test:** `data/test_humanize.track` --- ## Priority 4: Audio System Enhancements [LOW PRIORITY] Extended audio capabilities for sample assets and procedural synthesis. **Sub-tasks:** 1. **MP3 Sample Assets:** - Integrate miniaudio for MP3 decoding - Add ASSET_*.mp3 support to asset_packer - Convert to PCM in AssetManager or synth on load - Use case: Compressed sample libraries 2. **GPU-Accelerated PCM Synthesis:** - Compute shader for direct PCM generation (bypass spectrogram) - Write to compute buffer, readback to synth - Use case: Real-time modulation, complex waveforms - Lower latency than spectrogram path --- ## Priority 4: 3D System Enhancements (Task #18) Pipeline for importing complex 3D scenes to replace hardcoded geometry. **Status:** C++ object data loading complete. Shader SDF integration pending. --- ## Priority 4: WGSL Modularization (Task #50) [RECURRENT] Ongoing shader code hygiene for granular, reusable snippets. --- ## Future: Size Optimization (64k Target) - Task #22: Windows Native Platform (Win32) - Task #28: Spectrogram Quantization - Task #34: Full STL Removal - Task #35: CRT Replacement **Measure:** `./scripts/measure_size.sh` --- **Backlog:** `doc/BACKLOG.md` for untriaged ideas