Phase 4: arc driver ("C" brain)

Three timescales now stack: per-frame reactivity, per-section seeded LFO
drift, and whole-song scene changes with lookahead. Layer instances are
cached per section and reused across crossfades — rebuilding them per frame
would recompile shaders every transition.

Crossfades run forward from a boundary: the outgoing scene holds while the
incoming one fades in over it.

Three real bugs, each found by a check that had to be rewritten first:

1. A pop exactly at every transition. buildSlope is discontinuous by
   construction (~1 before a boundary, 0 after), and the outgoing layer is
   still on screen when it flips — collapsing its lookahead ramp in one
   frame. It now holds the slope it had entering the boundary.

2. FeatureTrack.at() returns a REUSED row object, and _boundarySlope()
   called at() again mid-render, rewriting the features the layer was about
   to read. Symptom: a frame correct on every repeat and wrong the first
   time — invisible to fresh-vs-fresh comparison, and wrong in every export,
   since export renders each frame exactly once. Now indexes the typed array
   directly, with the aliasing hazard documented on at(), and a new check
   covers the whole bug class.

3. Warm-up converged to 1%, leaving a visible 0.015 difference at heavy
   feedback settings. Now targets 0.1%.

Two checks were themselves wrong and were rebuilt: a raw delta threshold
and an outlier-vs-local-median test both flag beat flashes as pops, and a
control window taken from a different scene reads an ordinary busy scene as
a 9x spike. The working formulation A/Bs each boundary against the interior
of the two scenes adjacent to it.

PLAN.md §6 corrected: boundary seeks are NOT exact for free. Layer state is
re-seeded there but the feedback buffer is global and carries across.
Clearing it at boundaries would buy exactness for a visible flash at every
transition; warm-up is the better trade and applies everywhere.

Gate 9/9.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Dejvino 2026-08-05 11:30:50 +02:00
parent 022c267888
commit 5f25437b89
7 changed files with 812 additions and 13 deletions

View File

@ -266,15 +266,24 @@ Stateful layers — feedback buffers, particle systems — mean frame *N* depend
before it. Scrubbing to an arbitrary frame therefore can't be exact for free. Three-part
resolution:
1. **Warm-up.** On seek, render *K* frames (default ≈120, about 2s) as fast as possible
off-screen before displaying. Converges feedback state to visually correct.
2. **Section-boundary seeks are exact.** Particle systems and layer state are re-seeded
deterministically at each section boundary, so jumping to a boundary — the common review
action — needs no warm-up and is frame-exact.
3. **Export is always sequential**, so it is exact everywhere by construction.
1. **Warm-up.** On seek, render *K* frames off-screen before displaying. *K* is computed
from the feedback decay rather than fixed — the residual after *n* frames is `decay^n`,
so `log(0.001)/log(decay)` frames converges to a tenth of a percent (96 frames at
decay 0.93). A light-feedback look seeks almost instantly; a heavy one still lands.
2. **Export is always sequential**, so it is exact everywhere by construction.
Documented consequence: scrubbing to a random mid-section frame shows a *converged*, not
bit-exact, image. Reviewing a transition never hits this, because transitions are boundaries.
> **Correction, made during Phase 4.** The original plan claimed section-boundary seeks
> would be frame-exact with no warm-up, because layer state is re-seeded there. That is
> wrong: layer state is only half the story, and the compositor's feedback buffer is
> *global* — it carries straight across a boundary like any other frame. Making boundary
> seeks exact would mean clearing feedback at every transition, which trades a cheap
> warm-up for a visible flash on every scene change. Warm-up is the better trade, and it
> applies everywhere rather than only mid-section. Measured: converges to a 0.00000 mean
> difference. With feedback disabled, seeks are bit-exact anywhere, which is what proves
> nothing *else* in the pipeline is carrying state.
Documented consequence: scrubbing shows a *converged*, not bit-exact, image whenever
feedback is enabled — which is visually indistinguishable, and exact once feedback is off.
---

198
flow-state/src/Show.js Normal file
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@ -0,0 +1,198 @@
import { Engine } from './engine/Engine.js';
import { FeatureTrack, featureProviderFor } from './audio/FeatureTrack.js';
import { decodeFile, monoSamples } from './audio/decode.js';
import { generateLook, rerollLook, rerollSection } from './look/LookGenerator.js';
import { ArcDriver } from './look/ArcDriver.js';
import { hashSamples } from './engine/rng.js';
const FADE_SECONDS = 1.5;
/**
* A loaded track plus its look, rendered.
*
* This is the object both the preview and the exporter drive, and the only way
* they can be guaranteed to agree: neither has its own render path. The preview
* differs from the export in output resolution and warm-up state, and in nothing
* else.
*/
export class Show {
constructor({ canvas = null, width = 1280, height = 720, fps = 60 } = {}) {
this.engine = new Engine({ canvas, width, height, fps });
this.fps = fps;
this.track = null;
this.look = null;
this.arc = null;
this.audioBuffer = null;
this.fileName = '';
this._lastLayers = null;
}
get ready() { return !!(this.track && this.look && this.arc); }
get duration() { return this.track ? this.track.duration : 0; }
get frameCount() { return this.track ? this.track.frameCount : 1; }
get timeline() { return this.engine.timeline; }
/**
* Decode, analyse, and generate a look. `onProgress(stage, fraction)` is
* called throughout; analysis is CPU-bound and will block the main thread
* for a second or two on a long track.
*/
async load(file, onProgress = null) {
const report = (stage, p) => onProgress && onProgress(stage, p);
report('decoding', 0);
const audioBuffer = await decodeFile(file);
this.audioBuffer = audioBuffer;
this.fileName = file.name.replace(/\.[^/.]+$/, '');
// Yield so the progress UI can paint before the analysis pass blocks.
await new Promise((r) => setTimeout(r, 0));
this.track = FeatureTrack.fromAudioBuffer(audioBuffer, {
fps: this.fps,
onProgress: (stage, p) => report(stage, p),
});
report('look', 0.97);
const samples = monoSamples(audioBuffer);
this.setLook(generateLook(this.track, { samples }));
this.engine.timeline.setDuration(this.track.duration);
this.engine.setFeatureProvider(featureProviderFor(this.track));
report('ready', 1);
return this;
}
/** Attach an already-analysed track. Used by the check harness and by tests. */
useTrack(track, look) {
this.track = track;
this.engine.timeline.setDuration(track.duration);
this.engine.setFeatureProvider(featureProviderFor(track));
this.setLook(look || generateLook(track, { seed: 1 }));
return this;
}
setLook(look) {
if (this.arc) this.arc.dispose();
this.look = look;
this.arc = new ArcDriver(look, this.track);
this._lastLayers = null;
return this;
}
reroll(seed) {
this.setLook(rerollLook(this.look, this.track, seed));
}
rerollSection(index, salt) {
rerollSection(this.look, this.track, index, salt);
this.arc.invalidateSection(index);
this._lastLayers = null;
}
setPalette(palette) {
this.look.palette = palette;
this.arc.setPalette(palette);
}
/** Live param edit on a section's primary layer. */
setSectionParam(sectionIndex, name, value) {
const section = this.look.sections[sectionIndex];
if (!section) return;
section.layers[0].params[name] = value;
this._lastLayers = null;
}
setSize(width, height) {
this.engine.setSize(width, height);
}
/** Fade in at the head and out at the tail; nothing starts or ends abruptly. */
_fadeAt(frame) {
const fadeFrames = FADE_SECONDS * this.fps;
const fromStart = frame;
const toEnd = this.frameCount - 1 - frame;
const a = Math.min(1, Math.max(0, fromStart / fadeFrames));
const b = Math.min(1, Math.max(0, toEnd / fadeFrames));
return Math.min(a, b);
}
/**
* Render one frame. Identical in preview and export the only difference is
* the size of the target and whether the result is presented or encoded.
*/
renderFrame(frame) {
const timeline = this.engine.timeline;
timeline.seek(frame);
const features = this.track.at(timeline.frame);
const layers = this.arc.update(timeline.frame, features);
if (this._lastLayers === null || this.arc.layersChanged(this._lastLayers)) {
this.engine.compositor.setLayers(layers);
this._lastLayers = layers.slice();
}
this.engine.compositor.setPost(this.look.post).setFeedback(this.look.feedback);
this.engine.compositor.fade = this._fadeAt(timeline.frame);
return this.engine.compositor.render({ timeline, features });
}
/** Advance stateful layers so an arbitrary seek lands on converged state. */
warmUp(frame, warmupFrames = 120) {
const start = Math.max(0, frame - warmupFrames);
this.engine.compositor.reset();
for (let f = start; f < frame; f++) this.renderFrame(f);
}
/**
* Frames of warm-up needed for the feedback loop to converge.
*
* Feedback decays geometrically, so the residual after n frames is decay^n.
* Converging to 0.1% rather than 1% costs only ~50% more frames and takes the
* result from "close" to "indistinguishable" measured, a 1% target still
* left a visible 0.015 mean difference at heavy settings.
*/
warmupFrames() {
const amount = this.look ? this.look.feedback.amount : 0;
if (amount <= 0.01) return 0;
const decay = Math.min(0.99, this.look.feedback.decay);
return Math.min(400, Math.ceil(Math.log(0.001) / Math.log(decay)));
}
/**
* Seek for review.
*
* NOTE, corrected from the original plan: a section boundary is NOT exact for
* free. Layer state is re-seeded there, but the compositor's feedback buffer
* is global and carries straight across the boundary, so a look with feedback
* enabled still needs warm-up wherever you land. Resetting feedback at
* boundaries would make seeks exact at the cost of a visible flash at every
* transition, which is a much worse trade. Warm-up is cheap; the flash is not.
*/
seek(frame, { warmup = true } = {}) {
const frames = warmup ? this.warmupFrames() : 0;
if (frames > 0) {
this.warmUp(frame, frames);
} else {
this.engine.compositor.reset();
this.engine.timeline.seek(frame);
}
return this.renderFrame(frame);
}
present(target) { this.engine.present(target); }
readPixels(target) { return this.engine.readPixels(target); }
hashFrame(frame) { return this.engine.hashCurrent(this.renderFrame(frame)); }
contentSeed() {
return this.audioBuffer ? hashSamples(monoSamples(this.audioBuffer)) : 0;
}
dispose() {
if (this.arc) this.arc.dispose();
this.engine.dispose();
}
}

View File

@ -18,7 +18,15 @@ export class FeatureTrack {
this._row = {};
}
/** @returns {object} the feature row for a frame, clamped to range. */
/**
* The feature row for a frame, clamped to range.
*
* WARNING: the returned object is REUSED between calls at() is called every
* frame and allocating for it is pointless. The consequence is that you must
* never call at() again while still holding a previous result, and in
* particular never inside a render pass that is using one. Index the typed
* arrays in `raw`/`tracks` directly for incidental lookups.
*/
at(frame) {
const f = Math.max(0, Math.min(this.frameCount - 1, frame | 0));
const row = this._row;

View File

@ -1 +1,319 @@
// Phase 4 gate — filled in when the phase lands.
// Phase 4 gate — segmentation driving the arc.
//
// Segmentation accuracy itself is measured in node against synthetic ground
// truth. What is checked here is that the structure actually reaches the screen:
// scenes change where the music changes, transitions don't pop, and the lookahead
// ramp is genuinely wired rather than merely present in the table.
//
// The check this phase CANNOT automate is monotony. Watching full tracks is the
// only way to catch it, and PLAN.md §9 keeps that as an explicit manual gate.
import { check, expect } from './framework.js';
import { Show } from '../Show.js';
import { generateLook } from '../look/LookGenerator.js';
import { frameDistance, frameLuminance } from '../engine/hash.js';
import { FeatureTrack } from '../audio/FeatureTrack.js';
import { synthesizeSectioned } from '../audio/synth.js';
let cached = null;
function arcTrack() {
if (!cached) {
const buffer = synthesizeSectioned({ bpm: 128, duration: 150, changeAt: 75 });
cached = FeatureTrack.fromAudioBuffer(buffer, { fps: 60 });
}
return cached;
}
function makeShow(seed = 2024, width = 160, height = 90) {
const show = new Show({ width, height });
const track = arcTrack();
show.useTrack(track, generateLook(track, { seed }));
return show;
}
check(4, 'the scene changes only at section boundaries', () => {
const show = makeShow();
try {
const track = show.track;
const boundaries = track.sections.map((s) => s.startFrame);
const changes = [];
let previous = null;
for (let f = 0; f < track.frameCount; f += 5) {
show.arc.update(f, track.at(f));
const name = show.arc.state.sceneName;
if (previous !== null && name !== previous) changes.push(f);
previous = name;
}
const stray = changes.filter((f) => !boundaries.some((b) => Math.abs(f - b) <= 10));
return expect(stray.length === 0,
`${changes.length} scene change(s), ${stray.length} away from a boundary · ` +
`${track.sections.length} sections: ${track.sections.map((s) => s.kind).join(', ')}`);
} finally {
show.dispose();
}
});
check(4, 'transitions produce no pops or black frames', () => {
// Neither a raw delta threshold nor an outlier-vs-local-median test works
// here: these scenes flash on the beat, so large isolated deltas are the
// intended behaviour and both metrics flag them. The only meaningful question
// is whether a boundary is worse than the same scene's ordinary behaviour, so
// this A/Bs each boundary window against a control window with no boundary in
// it. Beat flashes appear in both and cancel out.
const show = makeShow();
try {
const track = show.track;
const scan = (start, end) => {
show.engine.compositor.reset();
for (let f = Math.max(0, start - 30); f < start; f++) show.renderFrame(f);
let previous = null;
let peak = 0;
let darkest = 1;
for (let f = start; f < Math.min(end, track.frameCount); f++) {
const pixels = Uint8Array.from(show.readPixels(show.renderFrame(f)));
darkest = Math.min(darkest, frameLuminance(pixels));
if (previous) peak = Math.max(peak, frameDistance(previous, pixels));
previous = pixels;
}
return { peak, darkest };
};
// The control must sit in the SAME scenes the boundary window contains.
// Scenes differ enormously in inherent frame-to-frame motion — one busy
// scene next to a calm one reads as an 8x "spike" against a control taken
// from the calm one, with no cut anywhere near it.
const interior = (section) => {
const mid = section.startFrame + Math.floor((section.endFrame - section.startFrame) / 2);
return scan(mid, Math.min(mid + 200, section.endFrame));
};
let worstRatio = 0;
let worstBoundary = -1;
let darkest = 1;
let controlUsed = 0;
for (let i = 1; i < track.sections.length; i++) {
const s = track.sections[i];
const before = interior(track.sections[i - 1]);
const after = interior(s);
const control = Math.max(before.peak, after.peak);
const w = scan(s.startFrame - 60, s.startFrame + show.arc.crossfadeFrames + 60);
darkest = Math.min(darkest, w.darkest, before.darkest, after.darkest);
const ratio = w.peak / Math.max(control, 1e-6);
if (ratio > worstRatio) { worstRatio = ratio; worstBoundary = s.startFrame; controlUsed = control; }
}
if (worstBoundary < 0) return expect(true, 'single-section track');
return expect(worstRatio < 1.6 && darkest > 0.002,
`worst boundary peak ${worstRatio.toFixed(2)}x the adjacent scenes' own peak ` +
`(control ${controlUsed.toFixed(4)}) at frame ${worstBoundary}, darkest ${darkest.toFixed(4)}`);
} finally {
show.dispose();
}
}, { slow: true });
check(4, 'crossfade ramps rather than cuts', () => {
const show = makeShow();
try {
const track = show.track;
const boundary = track.sections[1] && track.sections[1].startFrame;
if (!boundary) return expect(true, 'single-section track, nothing to cross-fade');
const samples = [];
for (let f = boundary; f < boundary + show.arc.crossfadeFrames; f += 2) {
show.arc.update(f, track.at(f));
samples.push(show.arc.state.crossfade);
}
const monotonic = samples.slice(1).every((v, i) => v >= samples[i] - 1e-6);
const spans = samples[0] < 0.15 && samples[samples.length - 1] > 0.85;
return expect(monotonic && spans,
`${show.arc.crossfadeFrames}-frame fade, monotonic ${monotonic}, ` +
`${samples[0].toFixed(2)}${samples[samples.length - 1].toFixed(2)}`);
} finally {
show.dispose();
}
});
check(4, 'lookahead ramps params into a higher-energy section', () => {
// The payoff of offline analysis. buildSlope must rise before the boundary
// AND actually move a parameter, not merely exist in the table.
const track = arcTrack();
const rising = [];
for (let i = 0; i < track.sections.length - 1; i++) {
if (track.sections[i + 1].energy > track.sections[i].energy * 1.08) rising.push(i);
}
if (!rising.length) return expect(true, 'no rising transition in this track');
const show = makeShow();
try {
const section = track.sections[rising[0]];
const traces = [];
for (let f = Math.max(section.startFrame, section.endFrame - 300); f < section.endFrame; f += 20) {
const features = track.at(f);
show.arc.update(f, features);
const layer = show.arc.activeLayers[show.arc.activeLayers.length - 1];
traces.push({ slope: features.buildSlope, params: { ...layer.baseParams } });
}
if (traces.length < 3) return expect(true, 'section too short to sample a ramp');
const first = traces[0], last = traces[traces.length - 1];
const slopeRises = last.slope > first.slope + 1e-6;
const moved = Object.keys(first.params).filter((k) =>
typeof first.params[k] === 'number' && Math.abs(last.params[k] - first.params[k]) > 1e-6);
return expect(slopeRises && moved.length > 0,
`buildSlope ${first.slope.toFixed(3)}${last.slope.toFixed(3)}, ` +
`${moved.length} param(s) ramped: ${moved.slice(0, 4).join(', ')}`);
} finally {
show.dispose();
}
});
check(4, 'params drift within a long section', () => {
// Guards the failure mode automated checks are worst at: a section that is
// technically correct and completely static.
const show = makeShow();
try {
const track = show.track;
const longest = track.sections.reduce((a, b) =>
(b.endFrame - b.startFrame > a.endFrame - a.startFrame ? b : a));
const sample = (frame) => {
show.arc.update(frame, track.at(frame));
const layer = show.arc.activeLayers[show.arc.activeLayers.length - 1];
return { ...layer.baseParams };
};
const a = sample(longest.startFrame + 120);
const b = sample(Math.max(longest.startFrame + 121, longest.endFrame - 120));
const numeric = Object.keys(a).filter((k) => typeof a[k] === 'number');
const moved = numeric.filter((k) => Math.abs(b[k] - a[k]) > 1e-4);
return expect(moved.length >= Math.ceil(numeric.length * 0.5),
`${moved.length}/${numeric.length} params moved across a ` +
`${((longest.endFrame - longest.startFrame) / 60).toFixed(0)}s section`);
} finally {
show.dispose();
}
});
check(4, 'the arc-driven render is still deterministic', () => {
const a = makeShow();
const b = makeShow();
try {
const hashes = (show) => {
show.engine.compositor.reset();
const out = [];
for (let f = 4400; f < 4460; f++) out.push(show.hashFrame(f));
return out;
};
const ha = hashes(a);
const hb = hashes(b);
const mismatches = ha.filter((h, i) => h !== hb[i]).length;
return expect(mismatches === 0,
`${mismatches}/60 frames differed between two independently built shows`);
} finally {
a.dispose(); b.dispose();
}
});
check(4, 'a frame renders the same the first time as every later time', () => {
// Regression guard for an aliasing class no other check covered: FeatureTrack.at()
// returns a reused row, so anything that calls it mid-render corrupts the row the
// layer is about to read. The symptom is a frame that is correct on every repeat
// and wrong on its first render — invisible to fresh-vs-fresh comparison, and
// visible in an export, which renders every frame exactly once.
const show = makeShow();
try {
const track = show.track;
show.look.feedback.amount = 0;
const frames = [
...track.sections.map((s) => s.startFrame),
...track.sections.map((s) => s.startFrame + 30),
1000, 4000,
].filter((f) => f > 0 && f < track.frameCount);
const problems = [];
for (const f of frames) {
const fresh = makeShow();
fresh.look.feedback.amount = 0;
fresh.engine.compositor.reset();
const first = fresh.engine.hashCurrent(fresh.renderFrame(f));
fresh.dispose();
show.engine.compositor.reset();
show.renderFrame(f);
show.engine.compositor.reset();
const repeat = show.engine.hashCurrent(show.renderFrame(f));
if (first !== repeat) problems.push(`frame ${f}: first ${first} vs repeat ${repeat}`);
}
return expect(problems.length === 0,
problems.length ? problems.join(' · ') : `${frames.length} frames stable on first render`);
} finally {
show.dispose();
}
});
check(4, 'seek converges to sequential playback, and is exact without feedback', () => {
// Corrected from the original plan: a boundary is not exact for free. Layer
// state is re-seeded there, but the feedback buffer is global and carries
// across, so any look with feedback needs warm-up wherever you land.
const show = makeShow();
try {
const track = show.track;
const boundary = track.sections[1] ? track.sections[1].startFrame : 600;
// Force heavy feedback so the check is actually exercising convergence
// rather than passing because this seed happened to generate very little.
show.look.feedback.amount = 0.7;
show.look.feedback.decay = 0.93;
const warmup = show.warmupFrames();
show.engine.compositor.reset();
for (let f = boundary - 300; f < boundary; f++) show.renderFrame(f);
const sequential = Uint8Array.from(show.readPixels(show.renderFrame(boundary)));
const warmed = Uint8Array.from(show.readPixels(show.seek(boundary)));
const distance = frameDistance(sequential, warmed);
// And with feedback off it must be bit-exact, proving nothing else is stateful.
show.look.feedback.amount = 0;
show.engine.compositor.reset();
for (let f = boundary - 60; f < boundary; f++) show.renderFrame(f);
const seqExact = show.engine.hashCurrent(show.renderFrame(boundary));
const directExact = show.engine.hashCurrent(show.seek(boundary));
return expect(distance < 0.01 && seqExact === directExact,
`with feedback 0.7/0.93: converged to ${distance.toFixed(5)} after ${warmup} ` +
`warm-up frames · without feedback: exact ${seqExact === directExact}`);
} finally {
show.dispose();
}
});
check(4, 'head and tail fade rather than cut', () => {
const show = makeShow();
try {
show.engine.compositor.reset();
const first = frameLuminance(show.readPixels(show.renderFrame(0)));
show.engine.compositor.reset();
const early = frameLuminance(show.readPixels(show.renderFrame(400)));
show.engine.compositor.reset();
const last = frameLuminance(show.readPixels(show.renderFrame(show.frameCount - 1)));
return expect(first < early * 0.4 && last < early * 0.4,
`frame 0 ${first.toFixed(4)} · frame 400 ${early.toFixed(4)} · last ${last.toFixed(4)}`);
} finally {
show.dispose();
}
});

View File

@ -117,8 +117,13 @@ export class Compositor {
this._buildTargets();
}
/**
* The compositor does NOT own its layers and never disposes them the arc
* driver caches Layer instances across sections and swaps them in and out
* every crossfade, and disposing on removal would destroy shaders that are
* about to be reused (and recompile them on the way back).
*/
setLayers(layers) {
this.layers.forEach((l) => { if (!layers.includes(l)) l.dispose(); });
this.layers = layers;
return this;
}
@ -261,7 +266,7 @@ export class Compositor {
}
dispose() {
this.layers.forEach((l) => l.dispose());
this.layers = []; // owned elsewhere; see setLayers
this.disposeTargets();
}
}

View File

@ -25,6 +25,7 @@ export class Engine {
this.compositor = new Compositor(this.renderer, { width, height });
this.timeline = new Timeline({ fps, mode: REALTIME });
this.featureProvider = null;
this.ownedLayers = [];
this.lastFrameRendered = -1;
}
@ -46,13 +47,19 @@ export class Engine {
return this.featureProvider.at(frame) || NULL_FEATURES;
}
/** Replace the stack. `specs` are { module, params, seed, opacity, blend }. */
/**
* Replace the stack from specs. `specs` are { module, params, seed, opacity,
* blend }. Layers built this way are owned by the Engine and disposed with
* it; layers supplied directly by the arc driver are owned by the driver.
*/
setLayerSpecs(specs) {
this.ownedLayers.forEach((l) => l.dispose());
const layers = specs.map((s) => {
const layer = createLayer(s.module, s);
if (s.palette) layer.setPalette(s.palette);
return layer;
});
this.ownedLayers = layers;
this.compositor.setLayers(layers);
return layers;
}
@ -119,6 +126,8 @@ export class Engine {
}
dispose() {
this.ownedLayers.forEach((l) => l.dispose());
this.ownedLayers = [];
this.compositor.dispose();
this.renderer.dispose();
}

View File

@ -0,0 +1,252 @@
import { createLayer } from '../engine/Layer.js';
import { Rng } from '../engine/rng.js';
import { clampValue } from '../params/schema.js';
/**
* Drives the look across the song.
*
* Three timescales are stacked here, and it takes all three to keep six minutes
* from reading as a loop:
*
* per frame reactive mappings (handled in Layer, from the feature row)
* per section seeded LFO drift, so nothing sits still during a long sustain
* whole song scene changes at real boundaries, plus lookahead ramps that
* build INTO a drop rather than reacting after it lands
*
* Layer instances are created once per section and reused. Rebuilding them per
* frame would recompile shaders and is the obvious way to make this unusably slow.
*/
export class ArcDriver {
constructor(look, track, { crossfadeBars = 1, driftAmount = 0.09 } = {}) {
this.look = look;
this.track = track;
this.driftAmount = driftAmount;
const barSeconds = (track.tempo.period * track.tempo.beatsPerBar) / track.fps;
this.crossfadeFrames = Math.max(12, Math.round(barSeconds * crossfadeBars * track.fps));
this.layerCache = new Map();
this.driftPlans = new Map();
this.activeLayers = [];
this.state = { sectionIndex: 0, crossfade: 0, incoming: null };
}
dispose() {
for (const layer of this.layerCache.values()) layer.dispose();
this.layerCache.clear();
}
/** One Layer per (section, layer) slot, built lazily and kept. */
_layerFor(sectionIndex, slot = 0) {
const key = `${sectionIndex}:${slot}`;
let layer = this.layerCache.get(key);
if (!layer) {
const spec = this.look.sections[sectionIndex].layers[slot];
layer = createLayer(spec.module, {
params: spec.params,
seed: spec.seed,
opacity: spec.opacity,
blend: spec.blend,
});
layer.setPalette(this.look.palette);
this.layerCache.set(key, layer);
}
return layer;
}
/**
* Per-param LFO plan for a section: amplitude, period and phase, all seeded.
* Slow enough to read as evolution rather than wobble 20 to 70 seconds.
*/
_driftPlan(sectionIndex, slot = 0) {
const key = `${sectionIndex}:${slot}`;
let plan = this.driftPlans.get(key);
if (plan) return plan;
const spec = this.look.sections[sectionIndex].layers[slot];
const rng = new Rng(spec.seed ^ 0x5bf03635);
plan = [];
for (const [name, def] of Object.entries(spec.module.params || {})) {
if (def.type === 'palette' || def.type === 'bool' || def.fixed) continue;
if (def.noDrift) continue;
const [lo, hi] = def.range || [0, 1];
plan.push({
name,
def,
amplitude: (hi - lo) * this.driftAmount * rng.range(0.4, 1.3),
period: rng.range(20, 70),
phase: rng.next(),
});
}
this.driftPlans.set(key, plan);
return plan;
}
/**
* Base params for a section at a given time: the look's sampled values, plus
* drift, plus the lookahead ramp toward whatever comes next.
*/
_paramsAt(sectionIndex, slot, time, features) {
const spec = this.look.sections[sectionIndex].layers[slot];
const out = { ...spec.params };
for (const item of this._driftPlan(sectionIndex, slot)) {
const base = out[item.name];
if (typeof base !== 'number') continue;
const wave = Math.sin(2 * Math.PI * (time / item.period + item.phase));
out[item.name] = clampValue(item.def, base + wave * item.amplitude);
}
// --- lookahead ------------------------------------------------------
// buildSlope rises through the bars before a higher-energy section. This
// is the payoff of analysing offline: the visuals arrive at the drop
// already at tension instead of catching up afterwards.
const slope = features ? features.buildSlope || 0 : 0;
if (slope > 0.001) {
const next = this.look.sections[sectionIndex + 1];
if (next && next.layers[slot] && next.layers[slot].module === spec.module) {
// Same scene either side: ramp the actual target values.
const target = next.layers[slot].params;
for (const [name, def] of Object.entries(spec.module.params || {})) {
if (def.type === 'palette' || typeof out[name] !== 'number') continue;
if (typeof target[name] !== 'number') continue;
out[name] = clampValue(def, out[name] + (target[name] - out[name]) * slope);
}
} else {
// Different scene: push the intensity-ish params toward the top
// of their range so the build still reads as a build.
for (const [name, def] of Object.entries(spec.module.params || {})) {
if (typeof out[name] !== 'number') continue;
if (def.bias !== 'energy' && def.bias !== 'density') continue;
const hi = (def.range || [0, 1])[1];
out[name] = clampValue(def, out[name] + (hi - out[name]) * slope * 0.5);
}
}
}
return out;
}
/**
* The buildSlope value on the frame before a boundary. Read from the table
* rather than remembered, so a seek and playback agree.
*
* Indexes the typed array DIRECTLY rather than calling track.at(). at()
* returns a single reused row object, so calling it here mid-render, while
* the caller is still holding the row for the current frame silently
* rewrites the features the layer is about to read. That produced a render
* that was correct on every repeat but wrong the first time through, which is
* exactly the kind of fault the determinism checks exist to surface.
*/
_boundarySlope(sectionIndex) {
if (!this._slopeCache) this._slopeCache = new Map();
if (this._slopeCache.has(sectionIndex)) return this._slopeCache.get(sectionIndex);
const section = this.look.sections[sectionIndex];
const frame = Math.max(0, section.startFrame - 1);
const value = this.track.tracks.buildSlope[frame] || 0;
this._slopeCache.set(sectionIndex, value);
return value;
}
/**
* Compute the active layer stack for a frame.
*
* The crossfade runs FORWARD from a boundary: the outgoing scene holds at
* full opacity while the incoming one fades in over it. That keeps the
* boundary frame itself a clean state, which is what makes a boundary seek
* exact without warm-up.
*/
update(frame, features) {
const track = this.track;
const time = frame / track.fps;
const sectionIndex = track.sectionIndexAt(frame);
const section = this.look.sections[sectionIndex];
if (!section) return this.activeLayers;
const framesIntoSection = frame - section.startFrame;
const fading = sectionIndex > 0 && framesIntoSection < this.crossfadeFrames;
const t = fading ? framesIntoSection / this.crossfadeFrames : 1;
const eased = t * t * (3 - 2 * t);
const layers = [];
if (fading) {
const previousIndex = sectionIndex - 1;
const outgoing = this._layerFor(previousIndex);
// buildSlope is discontinuous at a boundary by construction: it ramps
// to ~1 through the bars before the change and is 0 immediately after.
// The outgoing layer is still on screen when that happens, so feeding
// it the new section's features collapses its lookahead ramp in a
// single frame — a visible pop precisely at the transition. Hold the
// slope it had going into the boundary; it finished its build, and it
// stays there while it fades out.
outgoing.setParams(this._paramsAt(previousIndex, 0, time, {
...features,
buildSlope: this._boundarySlope(sectionIndex),
}));
outgoing.opacity = 1;
outgoing.blend = 'normal';
outgoing.setPalette(this.look.palette);
layers.push(outgoing);
}
const current = this._layerFor(sectionIndex);
current.setParams(this._paramsAt(sectionIndex, 0, time, features));
current.opacity = fading ? eased : 1;
current.blend = 'normal';
current.setPalette(this.look.palette);
layers.push(current);
// Extra composited layers declared on the section (Phase 5 stacks).
for (let slot = 1; slot < section.layers.length; slot++) {
const spec = section.layers[slot];
const layer = this._layerFor(sectionIndex, slot);
layer.setParams(this._paramsAt(sectionIndex, slot, time, features));
layer.opacity = spec.opacity * (fading ? eased : 1);
layer.blend = spec.blend;
layer.setPalette(this.look.palette);
layers.push(layer);
}
this.state = {
sectionIndex,
kind: section.kind,
crossfade: fading ? eased : 0,
sceneName: section.layers[0].module.name,
buildSlope: features ? features.buildSlope || 0 : 0,
};
this.activeLayers = layers;
return layers;
}
/** Layers changed identity — the compositor needs the new list. */
layersChanged(previous) {
if (!previous || previous.length !== this.activeLayers.length) return true;
return this.activeLayers.some((l, i) => l !== previous[i]);
}
/** Invalidate caches for one section after an edit or reroll. */
invalidateSection(sectionIndex) {
for (const key of [...this.layerCache.keys()]) {
if (key.startsWith(`${sectionIndex}:`)) {
this.layerCache.get(key).dispose();
this.layerCache.delete(key);
this.driftPlans.delete(key);
}
}
}
invalidateAll() {
this.dispose();
this.driftPlans.clear();
}
/** Push a palette change through without rebuilding layers. */
setPalette(palette) {
this.look.palette = palette;
for (const layer of this.layerCache.values()) layer.setPalette(palette);
}
}