Revisiting the framing layer turned up that it was not reaching four of the forty-two scenes, and that none of its gates could have told us. Those gates check the PLAN — cue sizes, the distribution of shot sizes across a population, headroom, seek determinism — and a plan that never reaches the image passes every one of them. Rendered at wide, normal and close, Scan Tear, Pylon Grid, Pitch Shatter and the 3D Particle Field came back byte-identical at every size. The cause was a category error in the first implementation. Framing was applied inside sigCamera, which is gated on the `camera` personality trait — so a scene that declined the track's drift and sway silently declined the shot size as well. That gating is right for a TRAIT and wrong for framing, which is not one: framing is where the camera is standing for this shot, and no scene should be exempt from it because of an unrelated art-direction decision. - Framing now lives in the shader epilogue, applied to the coordinate every fragment scene is handed, so honouring it is not optional. uv is left unframed on purpose: it is screen space, and prev() and sigGrain belong to the output image rather than to the scene being filmed. - Scan Tear and Pitch Shatter build their image from uv deliberately — a signal artefact happens to the signal, not to the world behind it. They now slice on raw uv and build the field they displace from a new framedUv(p), so the tear stays locked to the frame while the imagery behind it is filmed wide or close. - Particle Field receives framing in update() and honours it as a camera dolly, which is what framing literally is when a layer has a real camera. Distance divided by scale, matching the fragment path where the coordinate is divided by it. New gate renders instead of inspecting: 42 of 42 scenes now respond to framing, weakest Ridge Terrain at 0.22 of its own brightness, against a 0.05 floor. Also drops a stale comment on Layer.setFraming that still claimed sigCamera applied it. 105/105 checks pass including the slow set. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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 | ||
| 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 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.