music-video-gen/flow-state
Dejvino eda8ac3810 Composable vs canvas: say which scenes are meant to sit on top of others
The top of the gallery is full of black frames with a bright element on them.
That is genuinely varied and thin to watch, and the reason it ranks is that the
gallery previews every scene ALONE — which is not how anyone watches one.

Measured, the split is not marginal: 37 of 66 scenes paint under 30% of the
frame, and the sparsest are exactly the ones topping the ranking. Storm Rift and
Pendulum Trace paint 0%, Droste Feedback and Spectrum Sculpture 2%. At the other
end Block Mosh covers 98% and Scan Tear 96%.

So a scene now declares a `surface`. A canvas fills the frame and belongs
underneath; two of them stacked is two pictures fighting rather than one picture
with depth. A composable scene is mostly empty by design and reads as elements
ON something. The distinction was implicit in `role: 'accent'`, which marked the
depth passes and said nothing about the sixty scenes treated as interchangeable
backgrounds while half of them were sparse.

Verified rather than trusted, in the pattern the rest of the project uses: a
gate renders every scene and measures what it actually paints, failing a
composable that covers more than 55% — it would hide whatever it sits on — and a
canvas that covers less than 8%, which is a canvas in name only. The gate also
prints the whole coverage table, since that list is how the library gets
labelled in the first place.

Casting uses it: only composable scenes are drawn as overlays, and because what
goes on top is now guaranteed to leave the shot underneath visible, layering
happens far more often — the overlay chance went from 0.12 to 0.3 at its base.

The gallery shows coverage and surface beside each score, sorts by sparsest, and
says in the header why the two numbers explain each other.

Nothing is labelled `composable` yet. Every scene keeps the behaviour it had
through `surfaceOf`, which defaults to canvas unless the scene is an accent, so
this commit changes the mechanism and not the output. The coverage table is what
the labelling should be read off.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-18 18:20:24 +02:00
..
.claude Make grain a treatment, tempo a governor, and params commit harder 2026-08-06 07:04:27 +02:00
src Composable vs canvas: say which scenes are meant to sit on top of others 2026-08-18 18:20:24 +02:00
test Phase 1: offline audio pipeline 2026-08-05 11:10:01 +02:00
tools Give a full-frame field a subject the eye can track, and let the song choose 2026-08-18 16:52:57 +02:00
.gitignore Finish the song bank: axis ranges that are real, and a collinearity check 2026-08-17 07:03:02 +02:00
checks.html Phase 0: determinism spine 2026-08-05 10:59:30 +02:00
debug.html A guidance document for building visualizers that vary 2026-08-18 16:45:38 +02:00
EPIC-2.md Epic 2.5.2: make the framing actually reach the image 2026-08-06 20:18:08 +02:00
EPIC-3.md Measure where visual difference comes from, and correct the epic's framing 2026-08-17 21:42:04 +02:00
gallery.html Composable vs canvas: say which scenes are meant to sit on top of others 2026-08-18 18:20:24 +02:00
HOWTO-variety.md Raise the variety bar to 0.1 2026-08-18 18:11:33 +02:00
HOWTO-visualizers.md A guidance document for building visualizers that vary 2026-08-18 16:45:38 +02:00
index.html Rename clicktrack.js — a content blocker was eating it and killing the app 2026-08-18 07:01:23 +02:00
LIBRARY-20.md Close out the twenty: what the gates taught 2026-08-17 07:00:45 +02:00
MIGRATION.md Withdraw the separation figure: it is a ratio of two small differences 2026-08-18 06:48:38 +02:00
package-lock.json Phase 6 WIP 2026-08-05 11:56:52 +02:00
package.json Finish the song bank: axis ranges that are real, and a collinearity check 2026-08-17 07:03:02 +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 Rename clicktrack.js — a content blocker was eating it and killing the app 2026-08-18 07:01:23 +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 A gallery, and a debug index to reach it from 2026-08-18 07:13:54 +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 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_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, 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.