The descriptor could say where a frame's energy sat and not whether one part of
the picture was doing something different from another — and that second thing
is what "nothing to watch" means. A pattern spread evenly over the screen has no
subject precisely because every region is the same region, and `layout`
normalises that away: a uniform field and a field with a form standing in it can
come out at nearly the same distribution.
So each ninth of the frame is now characterised in its own right — how much
detail, which way it runs, how many elements — and expressed as its deviation
from the frame's average. Heterogeneity rather than level, so a brighter or
busier frame does not register as a more varied one.
It is immediately the strongest block in the descriptor, and it credits scenes
the old one was underrating:
Apollonian Gasket 0.039 -> 0.062 region 0.180
Plasma Bloom 0.053 -> 0.082 region 0.182
Moiré Grid 0.037 -> 0.047 region 0.097
Droste Feedback 0.219 -> 0.324 region 0.446
Apollonian Gasket is the interesting one. It was called out as looking good and
scoring badly, and the answer turns out to be partly that the instrument was
missing the axis it is good on rather than that beauty and variety are simply
different things. Both were true; only one of them was the instrument's fault.
The metric's own gates still hold, which is the condition for believing any of
this: recolour moves structure 0.019 while moving colour 0.723, a quarter turn
moves it 0.0000, and the same scene against itself is 0.0000 against 0.0992 for
two different scenes.
EVERY SCORE HAS MOVED. The total is a mean over six blocks now rather than five,
and the 0.04 bar was derived under the old one. It needs re-deriving from a fresh
gallery before it is used to judge anything.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
|
||
|---|---|---|
| .. | ||
| .claude | ||
| src | ||
| test | ||
| tools | ||
| .gitignore | ||
| checks.html | ||
| debug.html | ||
| EPIC-2.md | ||
| EPIC-3.md | ||
| gallery.html | ||
| HOWTO-variety.md | ||
| HOWTO-visualizers.md | ||
| index.html | ||
| LIBRARY-20.md | ||
| MIGRATION.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 metronome 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, metronome
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.