summaryrefslogtreecommitdiff
path: root/tools/spectral_editor/README.md
blob: 6bb3681402eb7c5a58205366ed4316e6fa91ed91 (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
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
# Spectral Brush Editor

A web-based tool for creating procedural audio by tracing spectrograms with parametric Bezier curves.

## Purpose

Replace large `.spec` binary assets with tiny procedural C++ code:
- **Before:** 5 KB binary `.spec` file
- **After:** ~100 bytes of C++ code calling `draw_bezier_curve()`

**Compression ratio:** 50-100×

## Features

### Core Functionality
- Load `.wav` or `.spec` files as reference
- Trace spectrograms with Bezier curves + vertical profiles
- Real-time audio preview (procedural vs. original)
- Undo/Redo support (50-action history)
- Export to `procedural_params.txt` (re-editable)
- Generate C++ code (copy-paste ready)
- **Live volume control** during playback
- **Reference opacity slider** for mixing original/procedural views
- **Per-curve volume control** for fine-tuning

### Profiles
- **Gaussian:** Smooth harmonic falloff (fully implemented)
- **Decaying Sinusoid:** Resonant/metallic texture (implemented)
- **Noise:** Random texture/grit with decay envelope (implemented)

### Visualization
- **Log-scale frequency axis** (20 Hz to 16 kHz) for better bass visibility
- **Logarithmic dB-scale intensity** for proper dynamic range display
- **Playhead indicator** showing current playback position
- **Mouse crosshair with tooltip** displaying frame and frequency
- **Real-time spectrum viewer** (bottom-right):
  - Shows frequency spectrum for frame under mouse (hover mode)
  - Shows frequency spectrum for current playback frame (playback mode)
  - Dual display: Reference (green) and Procedural (red) overlaid
  - Always visible for instant feedback

## Quick Start

1. **Open the editor:**
   ```bash
   open tools/spectral_editor/index.html
   ```
   (Or open in your browser via file:// protocol)

2. **Load a reference sound:**
   - Click "Load .wav/.spec" or press `Ctrl+O`
   - Select a `.wav` or `.spec` file

3. **Add a curve:**
   - Click "Add Curve" button
   - Click on canvas to place control points
   - Drag control points to adjust frequency and amplitude

4. **Adjust profile:**
   - Use "Sigma" slider to control width
   - Higher sigma = wider frequency spread

5. **Preview audio:**
   - Press `1` to play procedural sound
   - Press `2` to play original .wav
   - Press `Space` to stop

6. **Export:**
   - `Ctrl+S` → Save `procedural_params.txt` (re-editable)
   - `Ctrl+Shift+S` → Generate C++ code

## Keyboard Shortcuts

| Key | Action |
|-----|--------|
| **1** | Play procedural sound |
| **2** | Play original .wav |
| **Space** | Stop playback |
| **Delete** | Delete selected control point |
| **Esc** | Deselect all |
| **Ctrl+Z** | Undo |
| **Ctrl+Shift+Z** | Redo |
| **Ctrl+S** | Save procedural_params.txt |
| **Ctrl+Shift+S** | Generate C++ code |
| **Ctrl+O** | Open file |
| **?** | Show help |

## Mouse Controls

- **Click** on canvas: Place control point
- **Drag** control point: Adjust position (frame, frequency, amplitude)
- **Right-click** control point: Delete

## Workflow

### Example: Create a Kick Drum

1. Load a reference kick drum (e.g., `kick.wav`)
2. Add a curve
3. Place control points to trace the low-frequency punch:
   - Point 1: Frame 0, ~200 Hz, amplitude 0.9
   - Point 2: Frame 20, ~80 Hz, amplitude 0.7
   - Point 3: Frame 100, ~50 Hz, amplitude 0.0
4. Adjust sigma to ~30 (smooth falloff)
5. Press `1` to preview
6. Fine-tune control points
7. Export C++ code

### Generated C++ Code Example

```cpp
// Generated by Spectral Brush Editor
#include "audio/spectral_brush.h"

void gen_kick_procedural(float* spec, int dct_size, int num_frames) {
  // Curve 0
  {
    const float frames[] = {0.0f, 20.0f, 100.0f};
    const float freqs[] = {200.0f, 80.0f, 50.0f};
    const float amps[] = {0.900f, 0.700f, 0.000f};

    draw_bezier_curve(spec, dct_size, num_frames,
                      frames, freqs, amps, 3,
                      PROFILE_GAUSSIAN, 30.00f);
  }
}

// Usage in demo_assets.txt:
// KICK_PROC, PROC(gen_kick_procedural), NONE, "Procedural kick drum"
```

## File Formats

### procedural_params.txt (Re-editable)

Human-readable text format that can be loaded back into the editor:

```
# Spectral Brush Procedural Parameters
METADATA dct_size=512 num_frames=100 sample_rate=32000

CURVE bezier
  CONTROL_POINT 0 200.0 0.900
  CONTROL_POINT 20 80.0 0.700
  CONTROL_POINT 100 50.0 0.000
  PROFILE gaussian sigma=30.0
END_CURVE
```

### C++ Code (Ready to Compile)

Generated code using the spectral_brush runtime API. Copy-paste into `src/audio/procedural_samples.cc`.

## Technical Details

### Spectral Brush Primitive

A spectral brush consists of:

1. **Central Curve** (Bezier): Traces a path through time-frequency space
   - `{freq_bin, amplitude} = bezier(frame_number)`
   - Control points: `(frame, freq_hz, amplitude)`

2. **Vertical Profile**: Shapes the "brush stroke" around the central curve
   - Gaussian: `exp(-(dist² / σ²))`
   - Applied vertically at each frame

### Coordinate System

- **X-axis (Time):** Frame number (0 → num_frames)
- **Y-axis (Frequency):** Frequency in Hz (0 → 16 kHz for 32 kHz sample rate)
- **Amplitude:** Controlled by Y-position of control points (0.0-1.0)

### Audio Synthesis

1. Generate procedural spectrogram (DCT coefficients)
2. Apply IDCT to convert to time-domain audio
3. Use overlap-add with Hanning window
4. Play via Web Audio API (32 kHz sample rate)

## Development Status

### Phase 1: C++ Runtime ✅ COMPLETE
- Spectral brush primitive (Bezier + profiles)
- C++ implementation in `src/audio/spectral_brush.{h,cc}`
- Integration with asset system

### Phase 2: Web Editor ✅ COMPLETE (Milestone: February 6, 2026)
- Full-featured web-based editor
- Real-time audio preview and visualization
- Log-scale frequency display with dB-scale intensity
- All three profile types (Gaussian, Decaying Sinusoid, Noise)
- Live volume control and reference opacity mixing
- Real-time dual-spectrum viewer (reference + procedural)
- Export to `procedural_params.txt` and C++ code

### Phase 3: Advanced Features (TODO)

**High Priority:**
- **Effect Combination System:** How to combine effects (e.g., noise + Gaussian modulation)?
  - Layer-based compositing (add/multiply/subtract)
  - Profile modulation (noise modulated by Gaussian envelope)
  - Multi-pass rendering pipeline

- **Improved C++ Code Testing:**
  - Verify generated code compiles correctly
  - Test parameter ranges and edge cases
  - Add validation warnings in editor

- **Better Frequency Scale:**
  - Current log-scale is too bass-heavy
  - Investigate mu-law or similar perceptual scales
  - Allow user-configurable frequency mapping

- **Pre-defined Shape Library:**
  - Template curves for common sounds (kick, snare, hi-hat, bass)
  - One-click insertion with adjustable parameters
  - Save/load custom shape presets

**Future Enhancements:**
- Cubic Bezier interpolation (smoother curves)
- Multi-dimensional Bezier (vary decay, oscillation over time)
- Frequency snapping (snap to musical notes/scales)
- Load `procedural_params.txt` back into editor (re-editing)
- Frame cache optimization for faster rendering
- FFT-based DCT optimization (O(N log N) vs O(N²))

## Troubleshooting

**Q: Audio doesn't play**
- Check browser console for errors
- Ensure audio context initialized (some browsers require user interaction first)
- Try clicking canvas before pressing `1` or `2`

**Q: Canvas is blank**
- Make sure you loaded a reference file (`.wav` or `.spec`)
- Check console for file loading errors

**Q: Exported code doesn't compile**
- Ensure `spectral_brush.h/cc` is built and linked
- Verify `draw_bezier_curve()` function is available
- Check include paths in your build system

**Q: Generated sound doesn't match original**
- Adjust sigma (profile width)
- Add more control points for finer detail
- Use multiple curves for complex sounds

## Integration with Demo

1. Generate C++ code from editor
2. Copy code into `src/audio/procedural_samples.cc`
3. Add entry to `assets/final/demo_assets.txt`:
   ```
   SOUND_PROC, PROC(gen_procedural), NONE, "Procedural sound"
   ```
4. Rebuild demo
5. Use `AssetId::SOUND_PROC` in your code

## Browser Compatibility

- **Tested:** Chrome 90+, Firefox 88+, Edge 90+, Safari 14+
- **Requirements:** Web Audio API support
- **Recommended:** Desktop browser (mobile support limited)

## License

Part of the 64k demo project. See project LICENSE.