Seven per family now, 42 scenes. Each one exists because of the second
line of its header comment — what makes it different from the scenes it
sits beside — since "no two scenes render the same image" is a gate with a
numeric floor:
Smoke Column (flow) a plume with a source, a body and a
dissipating head. Everything moves one way and
widens; an isotropic field has no up.
Cell Divide (organic) a partition, not objects. Every pixel belongs
to a cell, boundaries are hard, no background.
Eclipse Field (minimal) the occluder nearly fills the frame and is not
the subject — the corona around it is. The
library's one high-contrast minimal scene.
Girder Lattice (structural) the only scene whose subject is ABOVE the
camera; perspective converges downward.
Quasicrystal (geometric) five plane waves at incommensurate angles, so
the pattern has local symmetry and no tile,
no cell and no centre.
Time Smear (glitch) nothing is displaced. Each band shows the same
image at a different age — a slit-scan built
from one feedback buffer by giving each band
its own persistence.
The scaffolder produced six skeletons that passed lint and every gate
before a line of shader was written, and all six passed their per-scene
gate first time once written. That is what it was for.
Two real faults, both found by gates rather than by eye:
Cell Divide coloured each pixel by its nearest seed, and exactly on a tie
which seed is nearest comes down to the last bit of a distance. Two renders
disagreed by a whole palette step: 6/255 against a ceiling of 1, and it
also broke Phase 6's preview/export parity because that look casts it.
Blending the nearest tint with the runner-up across the membrane makes the
two answers agree in the limit — and reads better, as membranes rather than
cuts.
The lint's own "prev() with no base image" rule fired on a scene whose
comment explained why it does NOT rely on prev(). Rules that ask "does the
code do X" now run against a comment-stripped copy; the fixed-cost opt-out
still reads the original, since it is a comment.
Phase 6's parity tolerance goes from 1/255 to 2. Measured in order:
unprimed, the first pass differed on frames 0/2/3 — fixed earlier by
priming. Primed and isolated: 0/40 at delta 0, three times over. Primed,
range-warmed and run at the end of the full suite: three frames at delta 2.
The warm-up stays because it is correct, but the residue is GPU load, not
logic, and it is the same 1-2/255 Phases 5 and 7 already account for. A
real divergence scores in the tens.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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||
|---|---|---|
| .. | ||
| .claude/skills/build-visualizer | ||
| src | ||
| test | ||
| tools | ||
| .gitignore | ||
| checks.html | ||
| HOWTO-visualizers.md | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| PLAN.md | ||
| README.md | ||
| vite.config.js | ||
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.
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_timemust berate: true. Phase iselapsed × rate, so modulating a rate jumps the phase byelapsed × 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.