music-video-gen/flow-state
Dejvino c44b527fe8 Side quest 3: fix the Horizon Lines determinism flake at the cause
Phase 7's determinism check reported Horizon Lines at 2/255 against a 1/255
tolerance, but only when phase 7 ran in isolation — a full run warmed the GPU
first and it passed. A gate whose verdict depends on preceding load will
eventually stay green through a real regression, and determinism is the one
property this whole project is built on.

The cause turned out to be geometry, not the driver. The lines were drawn
with `smoothstep(u_thickness * (0.5 + u_sigLine), 0.0, d)` where the width is
0.008 scene units against a 0.028-unit pixel at 720p — a line under a THIRD
of a pixel wide, ramping from full brightness to nothing across that third.
The parameter range goes down to 0.002, which is a fourteenth of a pixel.
That is a near-vertical cliff, and a cliff turns a float wobble of 1e-7 in a
cancelling subtraction into a whole byte of colour. Nothing else in the
library sums 40 such terms.

Replaced with analytic coverage: `sat((w - d) / px + 0.5)`, where px is the
exact height of a pixel in scene units. The transition now always spans one
pixel, so no pixel sits on a discontinuity — and a line thinner than a pixel
comes out DIM instead of being drawn at full brightness wherever a pixel
centre happens to land on it. That second part is a real image fix as well as
a determinism one: it is the end of the shimmer this scene has always had.

Width stays in scene units, so resolution independence is untouched — the
320x180 vs 1280x720 diff still reads 0.00183 against a 0.06 limit.

Measured: worst delta over two identical 20-frame captures drops from 2 to at
most 1, usually 0. Phase 7 now passes in isolation, repeatedly, which is the
condition that was failing. Horizon Lines is no longer even the worst scene
on that metric.

Also removed the dead `total` accumulator while in there.

104/104 checks pass including the slow set. See SIDE-QUESTS.md §3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 19:41:58 +02:00
..
.claude Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
src Side quest 3: fix the Horizon Lines determinism flake at the cause 2026-08-06 19:41:58 +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
_audioprobe.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
_captureprobe.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
_decodetest.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
_encprobe.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
_exporttest.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
_muxprobe.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +02:00
_playtest.html Side quest 1: give four scenes art direction other than grain 2026-08-06 19:35:50 +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.