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# Beat-Based Timing System
## Summary
**Timeline sequences now use musical beats as the primary time unit**, ensuring visual effects stay synchronized to music structure regardless of BPM changes. Variable tempo only affects audio sample triggering—visual effects run at constant physical time with optional beat-synchronized animation.
**Key Change:** `CommonPostProcessUniforms` now provides both `time` (physical seconds) and `beat_time` (absolute beats) + `beat_phase` (fractional 0-1) for flexible animation.
---
## 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)
```
## Verification
**Build:** ✅ Complete (100%)
```bash
cmake --build build -j4
```
**Tests:** ✅ 34/36 passing (94%)
```bash
cd build && ctest
```
**Demo Run:** ✅ Verified
```
[GraphicsT=0.32, AudioT=0.13, Beat=0, Phase=0.26, Peak=1.00]
[GraphicsT=0.84, AudioT=0.64, Beat=1, Phase=0.28, Peak=0.14]
[GraphicsT=1.38, AudioT=1.15, Beat=2, Phase=0.30, Peak=0.92]
```
- Beat counting: ✅ Correct (0→1→2→3...)
- Phase tracking: ✅ Correct (fractional 0.0-1.0)
- Effect timing: ✅ Sequences start/end at correct times
- Shader compilation: ✅ No errors
**Commits:**
- `89c4687` - feat: implement beat-based timing system
- `641b5b6` - fix: update shader files to use beat_phase
---
## Usage Examples
### Timeline Authoring (Beat-Based)
```seq
# BPM 120
SEQUENCE 0 0 "Intro (Bar 1)"
EFFECT + Flash 0 2 # Beats 0-2 (half bar)
EFFECT + Fade 2 4 # Beats 2-4 (second half)
SEQUENCE 8 1 "Drop (Bar 3)"
EFFECT + Heptagon 0 16 # Full 4 bars (16 beats)
EFFECT + Particles 4 12 # Beats 4-12 (2 bars)
```
### Shader Animation (Musical Time)
```wgsl
// Pulse every 4 beats (one bar)
let bar_pulse = sin(uniforms.beat_time * TAU / 4.0);
// Smooth per-beat oscillation
let beat_wave = sin(uniforms.beat_phase * TAU);
// Physics-based (constant speed)
let rotation = uniforms.time * TAU;
```
### Legacy Timelines (Explicit Seconds)
```seq
SEQUENCE 2.50s 0
EFFECT + Flash 0.00s 1.00s # Preserved timing
```
---
## Architecture
**Timing Separation:**
```
┌─────────────────┐
│ Platform Clock │ (physical seconds)
└────────┬────────┘
│
┌────┴─────┬──────────────┐
▼ ▼ ▼
Physical Audio Time Music Time
Time (playback) (tempo-scaled)
│ │ │
│ └──────┬───────┘
│ ▼
│ Beat Calculation
│ (BPM conversion)
│ │
└────────┬────────┘
▼
Visual Effects Rendering
(time + beat_time + beat_phase)
```
**Key Insight:** Variable tempo changes `music_time` for audio triggering, but visual effects receive constant `time` (physical) and derived `beat_time` (from audio playback, not music_time).
---
## Technical Details
### Uniform Size Maintained
```cpp
// Before (32 bytes):
struct { vec2 res; float _pad[2]; float aspect, time, beat, intensity; }
// After (32 bytes):
struct { vec2 res; float aspect, time, beat_time, beat_phase, intensity, _pad; }
```
### Beat Calculation
```cpp
// main.cc
const float absolute_beat_time = current_audio_time * g_tracker_score.bpm / 60.0f;
const float beat_phase = fmodf(absolute_beat_time, 1.0f);
```
### Seq Compiler Logic
```cpp
// Default: beats → seconds
float beat = std::stof(value);
float time = beat * 60.0f / bpm;
// Explicit seconds: pass through
if (value.back() == 's') return seconds;
```
---
## Migration Guide
**For New Content:** Use beat notation (recommended)
```seq
# BPM 140
SEQUENCE 0 0 "Intro"
EFFECT + Flash 0 4 # 4 beats = 1.71s @ 140 BPM
```
**For Existing Content:** Already migrated with 's' suffix
```seq
SEQUENCE 2.50s 0 # Preserved exact timing
EFFECT + Flash 0.00s 1.00s
```
**For Shader Effects:**
- Use `uniforms.beat_phase` (not `uniforms.beat`)
- Use `uniforms.beat_time` for bar-based animation
- Use `uniforms.time` for constant-speed animation
---
## Files Modified
**Core System:**
- `src/gpu/effects/post_process_helper.h` - Uniform structure
- `src/gpu/effect.{h,cc}` - Effect rendering signatures
- `src/gpu/gpu.{h,cc}` - GPU draw interface
- `src/main.cc`, `src/test_demo.cc` - Beat calculation
**Shaders:**
- `workspaces/{main,test}/shaders/common_uniforms.wgsl`
- `assets/{common,final}/shaders/common_uniforms.wgsl`
- All effect shaders using beat: `particle_spray_compute.wgsl`, `ellipse.wgsl`
**Timeline Compiler:**
- `tools/seq_compiler.cc` - Beat-as-default parser
**Timelines:**
- `workspaces/main/timeline.seq` - Explicit 's' suffix
- `workspaces/test/timeline.seq` - Explicit 's' suffix
**Documentation:**
- `doc/SEQUENCE.md` - Beat notation format
- `tools/timeline_editor/README.md` - Editor usage
---
## Future Enhancements
1. **Beat-Synced Effects:** Create effects that pulse/animate to bars
2. **Timeline Conversion:** Tool to convert explicit seconds → beats
3. **Editor Support:** Timeline editor beat grid visualization
4. **Shader Helpers:** WGSL functions for common beat patterns
|