summaryrefslogtreecommitdiff
path: root/doc/ARCHITECTURE.md
blob: 4c36ec58777e934d2ad5ce3954a3464080c5476d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
# Architectural Overview

Detailed system architecture for the 64k demo project.

---

## Hybrid 3D Renderer

**Core Idea**: Uses standard rasterization to draw proxy hulls (boxes), then raymarches inside the fragment shader to find the exact SDF surface.

**Transforms**: Uses `inv_model` matrices to perform all raymarching in local object space, handling rotation and non-uniform scaling correctly.

**Shadows**: Instance-based shadow casting with self-shadowing prevention (`skip_idx`).

---

## Sequence & Effect System

**Effect**: Abstract base for visual elements. Supports `compute` and `render` phases.

**Sequence**: Timeline of effects with start/end times defined in beats.

**MainSequence**: Top-level coordinator and framebuffer manager.

**seq_compiler**: Transpiles workspace `timeline.seq` (beat-based) into C++ `timeline.cc` (seconds).

### Beat-Based Timing

**Timeline Notation**: Sequences authored in musical beats (default) or explicit seconds (`s` suffix).

**Runtime Conversion**: Beats → seconds at compile time using BPM. Effects activate at physical seconds.

**Uniform Timing**: Effects receive both:
- `time` - Physical seconds (constant, unaffected by tempo)
- `beat_time` - Musical beats (from audio playback clock)
- `beat_phase` - Fractional beat 0.0-1.0

**Tempo Separation**: Variable tempo scales `music_time` for audio triggering only. Visual rendering uses constant physical time with optional beat synchronization.

See `doc/BEAT_TIMING.md` for details.

---

## Asset & Build System

**asset_packer**: Embeds binary assets (like `.spec` files) into C++ arrays.

**Runtime Manager**: O(1) retrieval with lazy procedural generation support.

**Automation**: `gen_assets.sh`, `build_win.sh`, and `check_all.sh` for multi-platform validation.

---

## Audio Engine

### Synthesis
Real-time additive synthesis from spectrograms via FFT-based IDCT (O(N log N)). Stereo output (32kHz, 16-bit, interleaved L/R). Uses orthonormal DCT-II/DCT-III transforms with Numerical Recipes reordering method.

### Variable Tempo
Music time abstraction with configurable `tempo_scale`. Tempo changes don't affect pitch. **Visual effects unaffected** - they use physical time, not tempo-scaled music time.

### Event-Based Tracker
Individual TrackerEvents trigger as separate voices with dynamic beat calculation. Notes within patterns respect tempo scaling. Triggers based on `music_time` (tempo-scaled).

### Backend Abstraction
`AudioBackend` interface with `MiniaudioBackend` (production), `MockAudioBackend` (testing), and `WavDumpBackend` (offline rendering).

### Dynamic Updates
Double-buffered spectrograms for live thread-safe updates.

### Procedural Library
Melodies and spectral filters (noise, comb) generated at runtime.

### Pattern System
TrackerPatterns contain lists of TrackerEvents (beat, sample_id, volume, pan). Events trigger individually based on elapsed music time.