music-video-gen/flow-state/README.md
Dejvino 656e062069 A seed variety test, and a metric that had to be gated before it was believed
Every other phase asks whether one video is correct. This asks whether two are
different — the failure the suite could not see, since a generator that ignores
its seed passes determinism, flash safety and liveness perfectly.

Frames reduce to a structural descriptor built to be blind to the cheap axes and
sensitive to the expensive ones: standardized luma kills exposure and palette, a
Laplacian pyramid gives the radial spectrum, and the gradient-angle histogram is
carried through a DFT magnitude so a rotation shifts it without moving it.
Colour is measured and never counted; its only job is to expose the case where
two seeds differ by a palette swap and nothing else.

The score means nothing on its own, so it sits between two references the same
instrument produced: a floor of how far one video travels from itself across its
own sections, and a ceiling of the same pipeline with every layer recast at
random. Two checks gate the instrument before any number from it is trusted —
recolour must move structure ~0 while moving colour a lot, and a quarter turn
must not move it at all.

Three things this got wrong first and now does not. Averaging each video's
probes into one descriptor washed out the structure being measured and put the
floor above the ceiling; probes are matched instead, which is fair because the
track is held fixed. Cosine distance on all-positive histograms scored unrelated
scenes at 0.05, too compressed to be read; chi-square replaces it. Single-link
clustering in the library sweep chained overlapping pairs into a fourteen-scene
group that did not exist; complete-link means every pair inside a group is
really a twin.

The sweep runs against all 61 visualizations, and it finds what the per-scene
distinct gate cannot, because that one compares raw pixels and structural twins
are merely differently coloured.

Both rendered gates fail as committed. That is the point of them: separation is
0.07 against a 0.35 target, two 4-cliques of scenes are one look each, and a
third of the library is never cast. The instrument passes; the generator does
not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-17 06:40:04 +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.
### 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.
```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.