music-video-gen/flow-state
Dejvino 2bbf5bcf42 Run both variety tests against the song bank, and fix the ceiling twice more
The tests now run on real bank entries. The seed gates used to run on a
two-section synthetic whose only kinds were intro and outro, so half the scene
library was unreachable and the number was measuring that rather than the seed.

Probes are labelled by section kind and occurrence rather than by index, which
is what makes two different songs comparable at all — they have different
section counts, so probe 3 of one is not probe 3 of the other, and matching by
position would compare a drop against an outro and score the mismatch as
variety. For two seeds of one song the labels are identical and this changes
nothing, which is the point.

The song test measures one thing the seed test does not: coupling, the rank
correlation between how different two tracks sound and how different their
videos look. Separation alone can be had by a generator that ignores the audio
and hashes the file, and that would be a perfect score for a completely wrong
video. Separation without coupling is not variety, it is a different seed per
file.

The ceiling took two more attempts. Recasting every layer at random averages a
dozen scenes together and a dozen random scenes converge on the same generic
busy image, so two references came out closer to each other than two real
videos and blocks scored over 100% of achievable. Forcing one scene per
reference collapsed the other way: a video that never changes scene has almost
no internal variation, so the ceiling landed BELOW the floor, which is a
within-video quantity. A reference has to match the structure of what it bounds.
They now keep the real pipeline — rosters, shots, per-section sampling, so a
reference rotates between three or four scenes exactly as a real video does —
while drawing from disjoint slices of the library. Same complexity, nothing in
common.

The fingerprint measurement had the same shape of error: pooling every probe
mixed in how much each video varies over its own length, which is large for
everything, and washed the answer to a flat 100% while the separation score said
almost everything was collapsed. One vector per video now.

Both tests fail as committed. Seed separation 0.04, song separation 0.03,
coupling -0.03 — two different songs differ from each other by about as much as
one video differs from itself, and that difference has no relationship to the
music. Colour scores 112%.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 20:00:14 +02:00
..
.claude Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
src Run both variety tests against the song bank, and fix the ceiling twice more 2026-08-17 20:00:14 +02:00
test Phase 1: offline audio pipeline 2026-08-05 11:10:01 +02:00
tools Give the sections shapes, and the songs an opinion about their own edges 2026-08-17 07:43:59 +02:00
.gitignore Finish the song bank: axis ranges that are real, and a collinearity check 2026-08-17 07:03:02 +02:00
checks.html Phase 0: determinism spine 2026-08-05 10:59:30 +02:00
EPIC-2.md Epic 2.5.2: make the framing actually reach the image 2026-08-06 20:18:08 +02:00
HOWTO-visualizers.md Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
index.html Fix export frame loss: reject codec profiles that reorder frames 2026-08-06 13:10:24 +02:00
LIBRARY-20.md Close out the twenty: what the gates taught 2026-08-17 07:00:45 +02:00
package-lock.json Phase 6 WIP 2026-08-05 11:56:52 +02:00
package.json Finish the song bank: axis ranges that are real, and a collinearity check 2026-08-17 07:03:02 +02:00
PLAN.md Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
README.md A seed variety test, and a metric that had to be gated before it was believed 2026-08-17 06:40:04 +02:00
SIDE-QUESTS.md Write up the three side quests Epic 2 left behind 2026-08-06 16:37:12 +02:00
vite.config.js Phase 0: determinism spine 2026-08-05 10:59:30 +02:00

flow-state

Ambient/EDM music video generator. Drop in a track, get a full-length, non-story, music-reactive video. No sourced footage — every frame is generated, and the whole look is derived from the audio.

npm install
npm run dev          # http://localhost:5180

Drop an audio file onto the page (mp3, flac, wav, ogg). Analysis takes a second or two, then the video is ready to preview and export.

How it works

The track is decoded and analysed before the first frame renders, into a table with one row per video frame: band energies, onset flux, spectral centroid and flatness, a phase-locked beat grid, section boundaries, and lookahead fields.

Nothing reads a live AnalyserNode. Realtime preview maps audio.currentTime to a frame index; export counts frames. Both read the same rows, so what you preview is what you export — the exporter has no render path of its own.

Analysing the whole track up front also buys the thing a causal analyser cannot do: a build can anticipate its drop and arrive at the transition already at full tension, instead of reacting once the drop has landed.

Working with it

space play / pause
previous / next section boundary
L loop the current section
D debug HUD
O toggle the corner title plate
, . step one frame

test render exports 20 seconds around the playhead at full export quality. Use it before committing to a full render.

reroll re-seeds the whole track; reroll section changes only the section under the playhead; lock protects a section from further rerolls. Every parameter the generator chose is exposed under the scene tab and can be edited live.

The click track button (look tab) mixes an audible click onto the detected beat grid. If the clicks don't sit on the beat, tempo detection is wrong and everything downstream inherits it — check this first when a track looks off.

Checks

npm test             # audio pipeline against synthetic ground truth
npm run lint:scenes  # determinism grep + scene schema/shader agreement

http://localhost:5180/checks.html runs the GPU gates for every phase. Add ?slow=1 for the full suite, ?phase=5 for one phase.

Seed variety test

Every other phase asks whether one video is correct. Phase 12 asks whether two videos are different — the one failure the rest of the suite cannot see, since a generator that ignores its seed passes determinism and liveness perfectly.

http://localhost:5180/checks.html?variety=1

Frames are reduced to a structural descriptor that is deliberately blind to brightness, contrast, hue and rotation, and sensitive to feature scale, orientation structure, composition, texture statistics and motion. Colour is measured but never counted — its job is to expose the case where two seeds differ only in palette. The score sits between two references the same instrument produced: the floor is how far one video travels from itself across its own sections, the ceiling is the same pipeline with every layer recast at random. Two checks gate the instrument itself before any number from it is trusted.

The report also sweeps all visualizations in the library, every pair, and names the structural twins — different scenes that are the same look in different colours, which the per-scene distinct gate cannot catch because it compares raw pixels.

Adding a scene

Quick walkthrough: HOWTO-visualizers.md.

A scene is a shader plus a params block. Everything else — uniform binding, UI controls, seeded per-track sampling, arc automation — is derived from the schema.

export const myScene = {
    name: 'My Scene',
    family: 'organic',          // flow organic minimal structural geometric glitch
    kind: 'fragment',
    params: {
        density: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_density', bias: 'density' },
        speed:   { type: 'float', range: [0.1, 2], default: 0.5, uniform: 'u_speed', rate: true },
        palette: { type: 'palette', count: 4 },
    },
    reactive: {
        density: { feature: 'bandLow', amount: 0.3 },
    },
    shader: `
vec4 scene(vec2 uv, vec2 p) {
    float t = u_time * u_speed + u_seed;
    return vec4(palRamp(fbm(p * 4.0 + t, 4)), 1.0);
}
`,
};

Register it in src/scenes/registry.js, then run npm run lint:scenes and the Phase 7 checks. Three rules the linter enforces, each of which has already caused a real bug here:

  • Anything multiplying u_time must be rate: true. Phase is elapsed × rate, so modulating a rate jumps the phase by elapsed × delta — a minute in, a small wobble throws the image several whole units between frames. It measured as strobing at twice the accessibility limit.
  • Don't reuse a contract uniform name (u_width, u_time, u_seed, …). It's a GLSL redefinition error, and the only symptom is a black frame.
  • Use pal() / palRamp(), not hardcoded colours, or the look generator can't recolour the scene.

Scenes that composite over a background rather than being one declare role: 'accent'.

Layout

src/
  audio/      decode, STFT analysis, tempo, segmentation, FeatureTrack, click track
  engine/     Timeline, Renderer, Layer, Compositor, passes, seeded rng, flash safety
  look/       palette (OKLCH), LookGenerator, ArcDriver
  params/     declarative schema, validation, serialisation
  scenes/     the library — shader/ and layers3d/
  export/     WebCodecs exporter
  ui/         preview surface
  checks/     phase gates, run from checks.html

PLAN.md has the full design and the reasoning behind each gate.

Forked from party-stage by copying what was useful, then fully detached — there are no imports across the directory boundary in either direction.