memlnaut-nisps/playground/faust/build.sh

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#!/usr/bin/env bash
# build.sh — compile all Faust DSP files in this directory to WASM + JSON
#
# Required tools:
# faust >= 2.60.0 (https://faust.grame.fr / nix: faust)
# emcc >= 3.1.x (Emscripten, already present at /usr/lib/emscripten/emcc)
#
# Usage:
# cd playground/faust && ./build.sh
#
# Outputs (alongside each .dsp):
# <name>.wasm — compiled audio DSP binary
# <name>.json — Faust UI descriptor (consumed by faustJsonToParamMeta)
# <name>.js — JS glue / AudioWorklet wrapper generated by faust2wasm
#
# The JSON descriptor is the key artifact: it contains the full UI tree
# (hslider / vslider / nentry / groups) that faustJsonToParamMeta.js parses
# into the playground's standard paramMeta format.
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "$0")" && pwd)"
# ---------------------------------------------------------------------------
# Dependency checks
# ---------------------------------------------------------------------------
if ! command -v faust &>/dev/null; then
echo ""
echo "ERROR: 'faust' not found in PATH."
echo ""
echo "Install options:"
echo " nix-shell -p faust # one-off"
echo " nix profile install nixpkgs#faust # permanent"
echo " Or download from: https://faust.grame.fr/downloads/"
echo ""
echo "Required version: >= 2.60.0"
echo "Check: faust --version"
exit 1
fi
FAUST_VER="$(faust --version 2>&1 | head -1)"
echo "faust: $FAUST_VER"
# emcc is optional — faust -lang wasm doesn't require it.
# It is needed if you want to link extra C++ into the WASM module.
if command -v emcc &>/dev/null; then
EMCC_VER="$(emcc --version 2>&1 | head -1)"
echo "emcc : $EMCC_VER"
else
echo "emcc : not found (not required for basic faust -lang wasm builds)"
fi
echo ""
# ---------------------------------------------------------------------------
# Compile each .dsp
# ---------------------------------------------------------------------------
DSP_FILES=("$SCRIPT_DIR"/*.dsp)
if [ ${#DSP_FILES[@]} -eq 0 ]; then
echo "No .dsp files found in $SCRIPT_DIR"
exit 0
fi
for DSP in "${DSP_FILES[@]}"; do
NAME="$(basename "$DSP" .dsp)"
echo "Compiling $NAME.dsp ..."
feat(playground): add Modular audio mode with shared mod pool New "Modular" engine in a-immersive with three hot-swappable Faust sub-engines (subtractive/additive/fm) sharing a common modulation pool: 16 ADSR slots + 32 LFO slots (single-knob sine->tri->square->saw wavemorph) routed through a 48-source x 10-destination matrix per engine. Per-connection scalar amounts in [-1, 1], summed at each destination. Default MLP output count is 512 (32 mod-source params + 480 matrix cells); model reinits on sub-engine swap, count change, or engine-param exposure toggle. Faust layer: - mod-pool.lib: shared ADSR/LFO/source-bus library - gen-modular-dsp.py: byte-reproducible generator (source of truth) - modular-subtractive: faithful Minimoog (3 osc, ladder filter, no envs) - modular-additive: 64-partial, spectral shape + formants, no envs/LFOs - modular-fm: 4-op matrix + self-feedback, no envs - All three share d08=amp, d09=pan conventions - MODULAR_DESTINATIONS.md: authoritative destination table JS layer: - ModularEngine: self-contained SynthEngine with getState/setState, setSubEngine, setModSourceCount, setExposeEngineParam - modular-ui: drawer with sub-engine toggle, ADSR/LFO count steppers, per-slot enable switches, matrix grid editor (tap-cycle, long-press precise, right-click menu, negative amounts), preset overlay - modular-presets: 6 named presets (Slow pad, Plucky bass, Crystal, DX bell, Morphing drone + default) - a-app.js: Modular mode registered, paramMeta:change -> resizeMLP, modular DSP state persisted under modularDspState, window.__nisps debug hooks for programmatic control Tests: tests/e2e/modular-mode.spec.js (11 Playwright tests, all passing including DSP state survives reload, sub-engine swap keeps paramCount, preset apply verification). Also fixes a pre-existing build.sh bug where the -e flag caused faust to overwrite .wasm outputs with expanded DSP source text, leaving additive/fm-matrix/eoc-* committed as invalid WebAssembly. Rebuilt all affected engines with the corrected script. Added an early-message buffer to faust-worklet-processor.js so setParam calls arriving before wasm instantiation are queued rather than dropped (needed when the user configures modular state before clicking Start Audio).
2026-04-11 07:34:41 +02:00
# Faust -o is interpreted relative to -O (so we must cd into SCRIPT_DIR
# and pass just the filename). Class names (-cn) must be valid C identifiers,
# so dash characters are replaced with underscores.
CLASSNAME="$(echo "$NAME" | tr '-' '_')"
# Step 1: emit WASM binary + JS glue
# -lang wasm — target WebAssembly
# -cn <Name> — class name prefix in generated JS
# -O <dir> — output directory
feat(playground): add Modular audio mode with shared mod pool New "Modular" engine in a-immersive with three hot-swappable Faust sub-engines (subtractive/additive/fm) sharing a common modulation pool: 16 ADSR slots + 32 LFO slots (single-knob sine->tri->square->saw wavemorph) routed through a 48-source x 10-destination matrix per engine. Per-connection scalar amounts in [-1, 1], summed at each destination. Default MLP output count is 512 (32 mod-source params + 480 matrix cells); model reinits on sub-engine swap, count change, or engine-param exposure toggle. Faust layer: - mod-pool.lib: shared ADSR/LFO/source-bus library - gen-modular-dsp.py: byte-reproducible generator (source of truth) - modular-subtractive: faithful Minimoog (3 osc, ladder filter, no envs) - modular-additive: 64-partial, spectral shape + formants, no envs/LFOs - modular-fm: 4-op matrix + self-feedback, no envs - All three share d08=amp, d09=pan conventions - MODULAR_DESTINATIONS.md: authoritative destination table JS layer: - ModularEngine: self-contained SynthEngine with getState/setState, setSubEngine, setModSourceCount, setExposeEngineParam - modular-ui: drawer with sub-engine toggle, ADSR/LFO count steppers, per-slot enable switches, matrix grid editor (tap-cycle, long-press precise, right-click menu, negative amounts), preset overlay - modular-presets: 6 named presets (Slow pad, Plucky bass, Crystal, DX bell, Morphing drone + default) - a-app.js: Modular mode registered, paramMeta:change -> resizeMLP, modular DSP state persisted under modularDspState, window.__nisps debug hooks for programmatic control Tests: tests/e2e/modular-mode.spec.js (11 Playwright tests, all passing including DSP state survives reload, sub-engine swap keeps paramCount, preset apply verification). Also fixes a pre-existing build.sh bug where the -e flag caused faust to overwrite .wasm outputs with expanded DSP source text, leaving additive/fm-matrix/eoc-* committed as invalid WebAssembly. Rebuilt all affected engines with the corrected script. Added an early-message buffer to faust-worklet-processor.js so setParam calls arriving before wasm instantiation are queued rather than dropped (needed when the user configures modular state before clicking Start Audio).
2026-04-11 07:34:41 +02:00
#
# NB: do NOT pass -e here. In Faust 2.79, -e means "export expanded DSP
# (textual)" — it causes the .wasm output to be Faust source text, not a
# real WebAssembly binary. This script historically used -e by mistake.
( cd "$SCRIPT_DIR" && \
faust -lang wasm \
-cn "$CLASSNAME" \
-O "$SCRIPT_DIR" \
"${NAME}.dsp" \
-o "${NAME}.wasm" )
# Note: `faust -lang wasm -O . foo.dsp -o foo.wasm` already writes
# foo.json alongside foo.wasm with the wasm-native descriptor (including
# numeric `index` fields that workers use as setParamValue zone addresses).
# The old standalone `-json` pass produced a smaller JSON WITHOUT the
# `index` field, which is the wrong shape for workers — don't run it.
if [ ! -f "$SCRIPT_DIR/${NAME}.json" ]; then
echo " WARNING: ${NAME}.json not produced — check faust version"
fi
if [ -f "$SCRIPT_DIR/${NAME}.wasm" ]; then
WASM_SIZE="$(du -h "$SCRIPT_DIR/${NAME}.wasm" | cut -f1)"
echo " -> ${NAME}.wasm (${WASM_SIZE})"
fi
if [ -f "$SCRIPT_DIR/${NAME}.json" ]; then
echo " -> ${NAME}.json"
fi
done
echo ""
echo "Done. Load engines in the playground via FaustEngineBase:"
echo " import { AdditiveEngine } from './js/synth/additive-engine.js';"