memlnaut-nisps/playground/faust/faust-worklet-processor.js

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/**
* faust-worklet-processor.js Base AudioWorklet processor for Faust WASM engines
*
* This file must be loaded via audioContext.audioWorklet.addModule() before
* creating a FaustWorkletNode. It runs in AudioWorkletGlobalScope.
*
* Each Faust engine subclasses FaustWorkletProcessor and overrides:
* - static get processorName() returns the unique processor name string
* - _initWasm(wasmBytes, sampleRate) initialises the Faust WASM instance
* - _renderBlock(outputL, outputR, blockSize) fills output buffers per block
*
* Message protocol (port.postMessage from main thread):
* { type: 'init', wasmBytes: ArrayBuffer, sampleRate: number }
* { type: 'setParam', index: number, value: number }
* { type: 'noteOn', freq: number, vel: number }
* { type: 'noteOff', freq: number }
*
* Replies from worklet to main thread:
* { type: 'ready' }
* { type: 'error', message: string }
*/
class FaustWorkletProcessor extends AudioWorkletProcessor {
constructor(options) {
super(options);
this._ready = false;
this._paramValues = {}; // index → current value (raw Faust units)
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
// Messages that arrive before init() finishes are buffered here and
// drained by _drainPendingMessages() in order once the subclass sets
// _ready = true. Subclasses with extended _handleMessage() should call
// _queueIfNotReady(msg) as their first line to participate.
this._pendingMessages = [];
this.port.onmessage = (e) => this._handleMessage(e.data);
}
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
// ---------------------------------------------------------------------------
// Pre-ready message buffering
// ---------------------------------------------------------------------------
/**
* Returns true if the message was queued (processor not ready yet).
* Subclasses should call this at the top of their _handleMessage override
* after the 'init' special case, before touching _dspInst.
*/
_queueIfNotReady(msg) {
if (this._ready) return false;
if (!msg || msg.type === 'init') return false;
this._pendingMessages.push(msg);
return true;
}
/** Drain all buffered pre-ready messages, in arrival order. */
_drainPendingMessages() {
if (this._pendingMessages.length === 0) return;
const pending = this._pendingMessages;
this._pendingMessages = [];
for (const msg of pending) {
try { this._handleMessage(msg); }
catch (err) {
this.port.postMessage({
type: 'error',
message: 'drain failed: ' + String(err),
});
}
}
}
// ---------------------------------------------------------------------------
// Message handler (runs in worklet thread)
// ---------------------------------------------------------------------------
_handleMessage(msg) {
if (!msg || !msg.type) return;
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
if (msg.type === 'init') {
this._initWasm(msg.wasmBytes, msg.sampleRate || sampleRate)
.then(() => {
this._ready = true;
this.port.postMessage({ type: 'ready' });
this._drainPendingMessages();
})
.catch((err) => {
this.port.postMessage({ type: 'error', message: String(err) });
});
return;
}
if (this._queueIfNotReady(msg)) return;
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
switch (msg.type) {
case 'setParam':
this._paramValues[msg.index] = msg.value;
this._onSetParam(msg.index, msg.value);
break;
case 'noteOn':
this._onNoteOn(msg.freq, msg.vel);
break;
case 'noteOff':
this._onNoteOff(msg.freq);
break;
default:
console.warn('[FaustWorkletProcessor] Unknown message type:', msg.type);
}
}
// ---------------------------------------------------------------------------
// AudioWorkletProcessor interface
// ---------------------------------------------------------------------------
process(_inputs, outputs, _params) {
if (!this._ready) return true;
const out = outputs[0];
const blockSize = out[0]?.length ?? 128;
const outL = out[0] ?? new Float32Array(blockSize);
const outR = out[1] ?? new Float32Array(blockSize);
this._renderBlock(outL, outR, blockSize);
return true; // keep processor alive
}
// ---------------------------------------------------------------------------
// Subclass API — override these in concrete engine processors
// ---------------------------------------------------------------------------
/**
* Initialise the WASM module. Called once with the raw bytes and sample rate.
* Must return a Promise that resolves when the engine is ready to render.
*
* @param {ArrayBuffer} wasmBytes
* @param {number} sampleRate
* @returns {Promise<void>}
*/
async _initWasm(_wasmBytes, _sampleRate) {
// Default no-op: subclasses that don't use WASM can override _renderBlock only.
}
/**
* Called when a parameter value changes. Override to forward to DSP.
* @param {number} index Param index (matches paramMeta order)
* @param {number} value Raw value in Faust units
*/
_onSetParam(_index, _value) {}
/**
* Called on note-on.
* @param {number} freq Hz
* @param {number} vel 01
*/
_onNoteOn(_freq, _vel) {}
/**
* Called on note-off.
* @param {number} freq Hz
*/
_onNoteOff(_freq) {}
/**
* Fill a single audio block. Called from process() every 128 samples.
* Both arrays are pre-allocated Float32Arrays of length blockSize.
*
* @param {Float32Array} outL Left channel output buffer (write to this)
* @param {Float32Array} outR Right channel output buffer (write to this)
* @param {number} blockSize
*/
_renderBlock(_outL, _outR, _blockSize) {
// Default: silence — override in subclass
}
}
// Note: registerProcessor() is called by each concrete engine file, not here,
// because each engine has its own processor name.
// Subclass files should end with:
// registerProcessor('my-engine-processor', MyEngineProcessor);