music-video-gen/flow-state/README.md
2026-08-05 21:30:46 +02:00

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# 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.
```bash
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
```bash
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.
```js
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.