The exporter was losing roughly three of every four frames. A 20s render
muxed 319 samples instead of 1200 and played at 15.9 fps, with no error
reported and a file that looked superficially fine.
The cause was B-frames. WebCodecs delivers chunks in decode order, but
EncodedVideoChunk carries only a presentation timestamp — there is no decode
timestamp to recover the real order from. Handed presentation timestamps as
if they were decode timestamps, mp4-muxer saw DTS run backwards and rejected
every reordered chunk. That throw happened inside the encoder's output
callback, where it could not reach the export loop, so it surfaced as an
uncaught error and the render carried on. Only the I/P frames survived, one
per 4-frame GOP, which is exactly the stts pattern the files showed.
Writing the correct timeline instead is not available to us: it needs
negative composition offsets, and mp4-muxer emits ctts as a version-0 box,
which is unsigned. isConfigSupported says nothing about reordering, and
measurement showed latencyMode: 'realtime' does not prevent it either.
So pickVideoConfig now test-encodes 12 frames per candidate and checks the
order they come back in, taking the first profile that does not reorder.
Candidates stay in quality order, high profile down to baseline, so browsers
that never reorder keep the better profiles; baseline forbids B-slices by
spec and is the guaranteed floor. If every supported profile reorders the
export fails up front rather than after minutes of rendering.
Two guards so this class of loss cannot be silent again:
- The output callback catches, routing muxer rejections to the error list
the loop actually checks.
- Frames in and chunks accepted are counted and compared after flush, with
the reordering count and a gap histogram alongside. The count deliberately
tracks chunks the muxer took, not chunks that arrived — counting arrivals
reports success for frames rejected a line later.
Failures now raise a toast over the stage that stays until dismissed. An
export that dies after a long render should not sit unread in a panel.
Also corrects the record from
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|---|---|---|
| .. | ||
| .claude | ||
| src | ||
| test | ||
| tools | ||
| .gitignore | ||
| checks.html | ||
| EPIC-2.md | ||
| HOWTO-visualizers.md | ||
| index.html | ||
| package-lock.json | ||
| package.json | ||
| PLAN.md | ||
| README.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.
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.