music-video-gen/flow-state
Dejvino 8dfd8392f3 Write up the three side quests Epic 2 left behind
All three were debts taken on knowingly, with the reason recorded at the
time. Writing them down so that picking one up does not mean reconstructing
why it exists — each gets the measurement that justifies it, a concrete
approach naming the actual files and lines, the existing gate that says when
it is done, and the wrong fix it must not reach for.

1. Four scenes (Classic Wave, Silk Ribbon, Kaleido Tunnel, Slow Orb) declare
   the style trait and honour it with `col += sigGrain(uv)` and nothing else,
   so they cannot decline the track's grain the way other scenes now can.
   Each already has an edge-weight or softness knob to route u_sigLine and
   u_sigSoft into. Parked at texture: 0.35, which keeps grain on the
   library's cleanest scenes purely to keep a gate green.

2. Curl Flow, Signal Decay and Circuit Bloom have no parameter that changes
   their structure — 1.31x, 1.21x and 1.10x against a 1.25x bar. They are
   statistically identical everywhere and at all times, which is what "it
   looks the same for five minutes" means technically. Needs structure, not
   motion; they already move too much.

3. Horizon Lines reports a 2/255 determinism delta when phase 7 runs alone
   and passes in a full run. Invisible as an image, but a gate whose verdict
   depends on preceding GPU load will eventually stay green through a real
   regression on the one property this whole project is built on. Prime
   suspects are named: 40 accumulated line terms, and a smoothstep edge as
   thin as 0.002 evaluated on a cancelling subtraction.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 16:37:12 +02:00
..
.claude Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
src Fix export frame loss: reject codec profiles that reorder frames 2026-08-06 13:10:24 +02:00
test Phase 1: offline audio pipeline 2026-08-05 11:10:01 +02:00
tools Fix export frame loss: reject codec profiles that reorder frames 2026-08-06 13:10:24 +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
EPIC-2.md Epic 2.5.1: basis for framing layer 2026-08-06 10:29:32 +02:00
HOWTO-visualizers.md Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
index.html Fix export frame loss: reject codec profiles that reorder frames 2026-08-06 13:10:24 +02:00
package-lock.json Phase 6 WIP 2026-08-05 11:56:52 +02:00
package.json Phase 10: variety, twelve scenes, and tooling to write the next one 2026-08-05 23:59:20 +02:00
PLAN.md Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
README.md Add OSD with song name 2026-08-05 21:30:46 +02:00
SIDE-QUESTS.md Write up the three side quests Epic 2 left behind 2026-08-06 16:37:12 +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
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.

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.