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>
150 lines
5.7 KiB
Markdown
150 lines
5.7 KiB
Markdown
# flow-state
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Ambient/EDM music video generator. Drop in a track, get a full-length, non-story,
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music-reactive video. No sourced footage — every frame is generated, and the whole
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look is derived from the audio.
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```bash
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npm install
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npm run dev # http://localhost:5180
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```
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Drop an audio file onto the page (mp3, flac, wav, ogg). Analysis takes a second or
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two, then the video is ready to preview and export.
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## How it works
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The track is decoded and analysed **before the first frame renders**, into a table
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with one row per video frame: band energies, onset flux, spectral centroid and
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flatness, a phase-locked beat grid, section boundaries, and lookahead fields.
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Nothing reads a live `AnalyserNode`. Realtime preview maps `audio.currentTime` to a
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frame index; export counts frames. Both read the same rows, so **what you preview is
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what you export** — the exporter has no render path of its own.
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Analysing the whole track up front also buys the thing a causal analyser cannot do:
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a build can *anticipate* its drop and arrive at the transition already at full
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tension, instead of reacting once the drop has landed.
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## Working with it
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|---|---|
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| `space` | play / pause |
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| `←` `→` | previous / next section boundary |
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| `L` | loop the current section |
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| `D` | debug HUD |
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| `O` | toggle the corner title plate |
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| `,` `.` | step one frame |
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**test render** exports 20 seconds around the playhead at full export quality. Use
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it before committing to a full render.
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**reroll** re-seeds the whole track; **reroll section** changes only the section
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under the playhead; **lock** protects a section from further rerolls. Every
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parameter the generator chose is exposed under the *scene* tab and can be edited
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live.
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The **click track** button (look tab) mixes an audible click onto the detected beat
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grid. If the clicks don't sit on the beat, tempo detection is wrong and everything
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downstream inherits it — check this first when a track looks off.
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## Checks
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```bash
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npm test # audio pipeline against synthetic ground truth
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npm run lint:scenes # determinism grep + scene schema/shader agreement
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```
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`http://localhost:5180/checks.html` runs the GPU gates for every phase. Add
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`?slow=1` for the full suite, `?phase=5` for one phase.
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### Seed variety test
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Every other phase asks whether one video is correct. Phase 12 asks whether two
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videos are *different* — the one failure the rest of the suite cannot see, since
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a generator that ignores its seed passes determinism and liveness perfectly.
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```
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http://localhost:5180/checks.html?variety=1
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```
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Frames are reduced to a structural descriptor that is deliberately blind to
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brightness, contrast, hue and rotation, and sensitive to feature scale,
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orientation structure, composition, texture statistics and motion. Colour is
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measured but never counted — its job is to expose the case where two seeds
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differ only in palette. The score sits between two references the same
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instrument produced: the **floor** is how far one video travels from itself
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across its own sections, the **ceiling** is the same pipeline with every layer
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recast at random. Two checks gate the instrument itself before any number from
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it is trusted.
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The report also sweeps **all** visualizations in the library, every pair, and
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names the structural twins — different scenes that are the same look in
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different colours, which the per-scene `distinct` gate cannot catch because it
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compares raw pixels.
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## Adding a scene
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Quick walkthrough: `HOWTO-visualizers.md`.
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A scene is a shader plus a params block. Everything else — uniform binding, UI
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controls, seeded per-track sampling, arc automation — is derived from the schema.
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```js
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export const myScene = {
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name: 'My Scene',
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family: 'organic', // flow organic minimal structural geometric glitch
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kind: 'fragment',
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params: {
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density: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_density', bias: 'density' },
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speed: { type: 'float', range: [0.1, 2], default: 0.5, uniform: 'u_speed', rate: true },
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palette: { type: 'palette', count: 4 },
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},
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reactive: {
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density: { feature: 'bandLow', amount: 0.3 },
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},
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shader: `
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vec4 scene(vec2 uv, vec2 p) {
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float t = u_time * u_speed + u_seed;
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return vec4(palRamp(fbm(p * 4.0 + t, 4)), 1.0);
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}
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`,
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};
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```
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Register it in `src/scenes/registry.js`, then run `npm run lint:scenes` and the
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Phase 7 checks. Three rules the linter enforces, each of which has already caused a
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real bug here:
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- **Anything multiplying `u_time` must be `rate: true`.** Phase is `elapsed × rate`,
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so modulating a rate jumps the phase by `elapsed × delta` — a minute in, a small
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wobble throws the image several whole units between frames. It measured as
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strobing at twice the accessibility limit.
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- **Don't reuse a contract uniform name** (`u_width`, `u_time`, `u_seed`, …). It's a
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GLSL redefinition error, and the only symptom is a black frame.
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- **Use `pal()` / `palRamp()`**, not hardcoded colours, or the look generator can't
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recolour the scene.
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Scenes that composite over a background rather than being one declare
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`role: 'accent'`.
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## Layout
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```
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src/
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audio/ decode, STFT analysis, tempo, segmentation, FeatureTrack, click track
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engine/ Timeline, Renderer, Layer, Compositor, passes, seeded rng, flash safety
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look/ palette (OKLCH), LookGenerator, ArcDriver
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params/ declarative schema, validation, serialisation
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scenes/ the library — shader/ and layers3d/
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export/ WebCodecs exporter
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ui/ preview surface
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checks/ phase gates, run from checks.html
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```
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`PLAN.md` has the full design and the reasoning behind each gate.
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Forked from `party-stage` by copying what was useful, then fully detached — there
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are no imports across the directory boundary in either direction.
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