music-video-gen/flow-state
Dejvino 7d59ef8e5f Add Block Mosh, Neon City and Flora visualizers
Three new scene shaders to widen the library, now that the main families are
settled. Each is a shader plus a params block, registered in the single
source of truth (scenes/registry.js), so casting, UI, arc and checks pick
them up automatically.

- Block Mosh (glitch): a datamosh. Blocks pull the feedback buffer along
  per-block strokes on a bar-quantized grid so the corruption steps like an
  edit rather than crawling, and spills on onsets. Fills the most iconic
  gap in the glitch family.
- Neon City (structural): a receding skyline with instanced lit windows,
  distinct from the rolling ridgelines and the road grid it sits alongside.
- Flora (organic): an abstract plant of swaying stalks, teardrop petals and
  a bloom corona, all stamped in the track's signature shape.

Also adds HOWTO-visualizers.md, a quick reference for building the next one.
2026-08-05 20:31:05 +02:00
..
src Add Block Mosh, Neon City and Flora visualizers 2026-08-05 20:31:05 +02:00
test Phase 1: offline audio pipeline 2026-08-05 11:10:01 +02:00
tools Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
.gitignore Phase 0: determinism spine 2026-08-05 10:59:30 +02:00
checks.html Phase 0: determinism spine 2026-08-05 10:59:30 +02:00
HOWTO-visualizers.md Add Block Mosh, Neon City and Flora visualizers 2026-08-05 20:31:05 +02:00
index.html Phase 6 WIP refactor: migrate track analysis UI from overlay to sidebar header 2026-08-05 12:39:44 +02:00
package-lock.json Phase 6 WIP 2026-08-05 11:56:52 +02:00
package.json Phase 6 WIP working 2026-08-05 12:20:55 +02:00
PLAN.md Phases 8 and 9: shots, and a production design per track 2026-08-05 20:04:33 +02:00
README.md Add Block Mosh, Neon City and Flora visualizers 2026-08-05 20:31:05 +02:00
vite.config.js Phase 0: determinism spine 2026-08-05 10:59:30 +02:00

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
, . 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_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.