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# 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
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