This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Overview
MEMLNaut-NISPS (Neural Interactive Shaping of Parameter Spaces) is firmware for the MEMLNaut hardware platform - a custom embedded audio device built on Raspberry Pi Pico (RP2040). It implements interactive machine learning for real-time audio synthesis and processing, enabling users to shape sound parameters through reinforcement learning.
The `nisps-core/` directory contains a platform-agnostic C++20 extraction of the interactive ML engine. This header-only library can be used in any C++ project for neural network-based parameter mapping.
**Key differences from firmware**:
- ✅ Platform-agnostic (no Arduino/RP2040 dependencies)
- ✅ Header-only (just include and use)
- ✅ C++20 (uses std::span)
- ✅ Namespaced (`nisps::`)
- ❌ No audio synthesis (use it to *control* your synth)
- ❌ No hardware drivers
**Use case**: Control synthesizers, effects, lights, game parameters, or any system that responds to continuous parameters.
See `nisps-core/README.md` for complete documentation and examples.
The `playground/` directory contains a browser-based interactive demo of the NISPS ML engine. It's a faithful JavaScript port of nisps-core's MLP + IML, with no build step or dependencies.
- **2 inputs** (virtual joystick X/Y) mapped through a `[3, 32, 48, 64, 126]` MLP to **126 outputs**
- **Two output modes**:
- **Visual**: first 20 outputs control a Canvas2D flow-field particle system
- **Synth (C15)**: all 126 outputs control the C15 WASM synthesizer — every sonically meaningful continuous parameter across envelopes, oscillators, shapers, filters, feedback/output mixers, cabinet, and effects
The MLP uses ReLU hidden layers with a sigmoid output layer. With uniform [-1,1] weights, the sum of many weighted inputs at each layer drives sigmoid pre-activations far from zero (std dev ≈ √fan_in), causing outputs to saturate near 0 or 1. The `spread` parameter addresses this:
- **`spread=0`** (polarised): Weights drawn from uniform [-1,1]. RL noise cap = 0.3. Noise applied uniformly across layers. Outputs cluster at extremes — good for exploration of radical mappings.
- **`spread=1`** (centered): Weights scaled by 1/√fan_in per layer (Xavier initialization). RL noise cap = 0.05. Noise also scaled per-layer. Weight decay prevents magnitude drift. Outputs spread across the full [0,1] range — better for fine-grained RL shaping.
- **Intermediate values** interpolate linearly between these two regimes.
2.**`moveWeights(speed, spread)`** — RL exploration noise scale per layer
3.**Weight decay in `moveWeights`** — each call decays weights by `10% * spread` before adding noise, preventing unbounded magnitude drift from repeated thumbs-down. At spread=0 there is no decay (original behavior). At spread=1, weights decay ~10% per call, creating a natural equilibrium where exploration noise and decay balance out rather than weights growing until sigmoid permanently saturates.
4.**Noise cap** in thumbs-down handler — `0.3*(1-spread) + 0.05*spread`
Presets (`js/synth/presets.js`) control which parameters the ML engine can modify, with unselected params muted at safe defaults. Each preset defines per-param `{ muted, fixedValue, min, max, curve }` — no training examples or model weights.
| 3 (Advanced) | 3.1–3.3 | ~95 | + Cross-oscillator PM, feedback mixer, dual shapers, comb/gap filters, ring mod |
| 4 (Expert) | 4.1–4.2 | 126 | Full engine |
Presets use `curve` values to bias parameter distributions (<0.5=spendmoretimelow,> 0.5 = bias high) without clamping extremes. Users can tweak any preset via the group drawer after loading.
The immersive app (`a-immersive.html`) has a control surface system for tuning how exploration and learning feel. Full spec: `playground/SPEC-controls.md`.
**Architecture** — modular ES modules organized by phase, wired into `a-app.js`:
| Module | Phase | Purpose |
|--------|-------|---------|
| `js/ui/input-pipeline.js` | 1 | Processes raw joystick input through deadzone → zoom → curve → smoothing → momentum-as-zoom. Pure math, no DOM. |
| `js/ui/control-surface.js` | 1 | Compound axes (Boldness, Memory, Precision) that map single sliders to multiple underlying params. Offset-based override resolution (trim-pot model). 6 built-in control presets. |
| `js/ui/control-surface-ui.js` | 1 | DOM layer: 3 axis sliders on floating bar, gear icon settings drawer with per-param overrides. Injects its own CSS. |
| `js/ui/joy-map-enhanced.js` | 1 | Enhanced joy-map canvas: zoom minimap with adaptive grid, vanishing trail with Catmull-Rom spline and tap-to-return, dual concentric noise rings, frozen state overlay. |
| `js/ui/snapshot-stack.js` | 2 | Ring buffer (20 max) of weight snapshots. Auto-snapshot on train/randomize/thumbs-down. Multi-level undo. |
| `js/ui/ab-compare.js` | 2 | Rapid A/B weight state comparison. Capture, toggle, accept or revert. |
| `js/ui/region-pin.js` | 2 | Pins rectangular input-space regions (Approach A: example pinning). Pinned examples always included in training. |
| `js/ui/param-pin.js` | 2 | Per-output pin flags. Pin mask passed to `moveWeights()` to skip pinned output nodes. |
| `js/ui/phase2-ui.js` | 2 | DOM: undo button with history popup, A/B toggle, region pin via long-press, param pin via double-tap. |
| `js/ui/pressure-feedback.js` | 3 | Touch force + hold duration → intensity multiplier for noise growth/decay. |
When a user manually overrides an individual param, the offset from the axis-derived value persists as the axis moves (like a trim pot on a mixing desk). Double-tap an axis to re-link all params.
**Input Pipeline** — sits between physical joystick and MLP. Key feature: **zoom** narrows the effective input window around an anchor point (`effective = anchor + (raw - 0.5) * zoom_level`). Zoom-at-zero freezes input. Three anchor modes: auto (anchor follows current position when zoom changes), sticky (explicit anchor), center (always 0.5).
**Control Presets**: Default, First Touch, Jazz Hands, Sculptor, Improviser, Microscope. These set compound axis positions — they don't include network weights or synth preset selection.
**Integration** — the control surface dispatches `controlsurface:change` CustomEvents. `a-app.js` listens and updates the input pipeline config, spread level, and RL parameters (noise cap, growth, decay, floor, zoom-aware feedback scaling). Pipeline-processed coordinates are cached (`_lastPipeX/Y`) so `getCurrentInputs()` and `setCurrentInputs()` use the same values the MLP sees. State is persisted to localStorage alongside existing app state.
The active mode is selected at compile-time via `#define MEMLNAUT_MODE_TYPE` in `MEMLNaut-NISPS.ino`. Modes implement the `MEMLNautMode` concept (see `modes/MEMLNautMode.hpp`):
| `MEMLNautModeXIASRI` | Audio-reactive mode using machine listening analysis |
| `MEMLNautModeSoundAnalysisMIDI` | Sound analysis with MIDI output |
### Voice Spaces
Voice spaces map ML output parameters to audio engine parameters. They are defined as lambda functions that translate a normalized parameter array into synthesizer/processor settings. See `voicespaces/` for examples:
- PAF synth presets: `VoiceSpace1.hpp`, `VoiceSpaceQuadDetune.hpp`, etc.
The codebase uses RP2040-specific memory placement:
-`AUDIO_MEM` / `AUDIO_FUNC`: Place audio-critical code/data in SRAM
-`APP_SRAM` / `__not_in_flash("app")`: Keep frequently-accessed data out of flash
## Audio Parameters
Sample rate is defined in `AudioDriver::GetSampleRate()`. The audio callback `audio_block_callback` runs on Core 1 and processes stereo audio (`stereosample_t`).