The cast and ink slice lowered the floor as predicted but left `scale` — feature
size — consistently WORSE than the legacy arm, 0.033 against 0.053 and well
outside the noise. Every stage still chose its own element size from its own
param range, so every song landed in the same place: the videos shared a cast
and also, accidentally, shared how big everything was.
Staging is the third artifact. A lattice — grid, radial, spiral, scatter,
strata — with jitter, spread, a size hierarchy and a bias toward the middle or
the edges, transported the same way the cast is: uniforms plus a `stageNode`
function in the preamble, no new engine plumbing. Constellation, Swarm and
Procession place on it; the stage keeps its motion and gives up its composition.
Soloist takes only the scale, since a close-up has no composition to share.
`elementScale` is the part that mattered. It is the song's answer to "how big is
this made of", spanning about a factor of six, and it is the decision that was
missing rather than mis-set. Measured, over twelve songs and three runs:
stages spread +0.0111 ±0.0043 → +0.0143 ±0.0008
scale block 0.033 ±0.004 → 0.041 ±0.007
Against the legacy arm at +0.0108 ±0.0071 the harness still says
indistinguishable, and it is right to: the gap is +0.0035 and the legacy arm's
own run-to-run range is twice that. What can be said is narrower and holds up.
Stages have the lowest floor of the three arms by a clear margin — 0.082 against
0.095 and 0.104 — so sharing content does make a video look like itself, which
was the central prediction. And the targeted fix moved the block it was aimed at
in the direction it was aimed.
Also added: a lint check that the shader preamble contains no backticks. Twice
now one has closed the template literal and produced a check page that hangs on
"starting…" with an empty console, which is an expensive way to find a typo.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|---|---|---|
| .. | ||
| .claude | ||
| src | ||
| test | ||
| tools | ||
| .gitignore | ||
| checks.html | ||
| EPIC-2.md | ||
| EPIC-3.md | ||
| HOWTO-visualizers.md | ||
| index.html | ||
| LIBRARY-20.md | ||
| package-lock.json | ||
| package.json | ||
| PLAN.md | ||
| README.md | ||
| SIDE-QUESTS.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.
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_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.