Commit Graph

2 Commits

Author SHA1 Message Date
Dejvino
5f25437b89 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>
2026-08-05 11:30:50 +02:00
Dejvino
e8fb647f11 Plan: flow-state ambient/EDM video generator
Design document for a new generator that produces full-length, non-story
music videos from a track alone, with no sourced footage.

Core decisions:
- Deterministic engine: audio is analyzed up front into a frame-indexed
  feature table, so realtime preview and offline export render from the
  same code path and produce the same frames.
- Whole-song analysis enables lookahead, so builds can anticipate drops.
- Scenes declare their parameters in a schema, which drives uniform
  binding, generated UI, seeded per-track variation and arc automation.
- Hybrid compositor: fragment-shader and three.js layers in one stack.
- Preview is a first-class surface with section jumping, live param
  editing and segment test-renders.
- Forked from party-stage by copy, then fully detached.

Includes per-phase gates and the validation tooling they depend on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 10:49:14 +02:00