chore(agents): converge project instructions

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AGENTS.md
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# Agent Instructions
# Agent Instructions — MEMLNaut-NISPS
This project uses **bd** (beads) for issue tracking. Run `bd onboard` to get started.
One C++20 NISPS core targets RP2350 firmware and a SolidJS/WASM playground. Read
`MAP.md`, `ALIGNMENT.md`, and `docs/AGENT-REFERENCE.md`; for Manifold UI work read
`manifold/ONBOARDING.md` first. Parameter JSON schemas generate both C++ and TypeScript
contracts.
## Quick Reference
## Gates
```bash
bd ready # Find available work
bd show <id> # View issue details
bd update <id> --status in_progress # Claim work
bd close <id> # Complete work
bd sync # Sync with git
bash scripts/build-cpp-tests.sh
bash scripts/parity-check.sh
bash scripts/lint-cpp.sh
scripts/build-firmware.sh [VARIANT]
cd playground && bun run typecheck && bun run build
```
<!-- BEGIN BEADS INTEGRATION -->
## Issue Tracking with bd (beads)
- `nisps/` must remain platform-neutral and allocation-free in hot paths: no heap, no
virtual dispatch, `.f` float literals, deterministic per-instance RNG, and the memory/
hot-path attributes from `nisps/core/perf.hpp`.
- Firmware and WASM use the same engines/modes. Cross-platform outputs must retain parity;
do not patch target-specific behavior around a core mismatch.
- Schema changes require codegen and both generated-language outputs in the same change.
- Audio-thread/WASM-worklet communication stays bounded and real-time safe.
- Preserve dual-core firmware ownership and SPSC synchronization; UI/control work must not
block the audio path.
- UI behavior changes need the targeted unit/E2E evidence and the verification chokepoints
documented in the detailed reference.
**IMPORTANT**: This project uses **bd (beads)** for ALL issue tracking. Do NOT use markdown TODOs, task lists, or other tracking methods.
### Why bd?
- Dependency-aware: Track blockers and relationships between issues
- Git-friendly: Auto-syncs to JSONL for version control
- Agent-optimized: JSON output, ready work detection, discovered-from links
- Prevents duplicate tracking systems and confusion
### Quick Start
**Check for ready work:**
```bash
bd ready --json
```
**Create new issues:**
```bash
bd create "Issue title" --description="Detailed context" -t bug|feature|task -p 0-4 --json
bd create "Issue title" --description="What this issue is about" -p 1 --deps discovered-from:bd-123 --json
```
**Claim and update:**
```bash
bd update bd-42 --status in_progress --json
bd update bd-42 --priority 1 --json
```
**Complete work:**
```bash
bd close bd-42 --reason "Completed" --json
```
### Issue Types
- `bug` - Something broken
- `feature` - New functionality
- `task` - Work item (tests, docs, refactoring)
- `epic` - Large feature with subtasks
- `chore` - Maintenance (dependencies, tooling)
### Priorities
- `0` - Critical (security, data loss, broken builds)
- `1` - High (major features, important bugs)
- `2` - Medium (default, nice-to-have)
- `3` - Low (polish, optimization)
- `4` - Backlog (future ideas)
### Workflow for AI Agents
1. **Check ready work**: `bd ready` shows unblocked issues
2. **Claim your task**: `bd update <id> --status in_progress`
3. **Work on it**: Implement, test, document
4. **Discover new work?** Create linked issue:
- `bd create "Found bug" --description="Details about what was found" -p 1 --deps discovered-from:<parent-id>`
5. **Complete**: `bd close <id> --reason "Done"`
### Auto-Sync
bd automatically syncs with git:
- Exports to `.beads/issues.jsonl` after changes (5s debounce)
- Imports from JSONL when newer (e.g., after `git pull`)
- No manual export/import needed!
### Important Rules
- ✅ Use bd for ALL task tracking
- ✅ Always use `--json` flag for programmatic use
- ✅ Link discovered work with `discovered-from` dependencies
- ✅ Check `bd ready` before asking "what should I work on?"
- ❌ Do NOT create markdown TODO lists
- ❌ Do NOT use external issue trackers
- ❌ Do NOT duplicate tracking systems
For more details, see README.md and docs/QUICKSTART.md.
<!-- END BEADS INTEGRATION -->
## Landing the Plane (Session Completion)
**When ending a work session**, you MUST complete ALL steps below. Work is NOT complete until `git push` succeeds.
**MANDATORY WORKFLOW:**
1. **File issues for remaining work** - Create issues for anything that needs follow-up
2. **Run quality gates** (if code changed) - Tests, linters, builds
3. **Update issue status** - Close finished work, update in-progress items
4. **PUSH TO REMOTE** - This is MANDATORY:
```bash
git pull --rebase
bd sync
git push
git status # MUST show "up to date with origin"
```
5. **Clean up** - Clear stashes, prune remote branches
6. **Verify** - All changes committed AND pushed
7. **Hand off** - Provide context for next session
**CRITICAL RULES:**
- Work is NOT complete until `git push` succeeds
- NEVER stop before pushing - that leaves work stranded locally
- NEVER say "ready to push when you are" - YOU must push
- If push fails, resolve and retry until it succeeds
Use `ergo` for coding tasks. Keep `MAP.md`, `ALIGNMENT.md`, and affected docs synchronized
with code.

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CLAUDE.md
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# CLAUDE.md
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. A research platform for interactive ML control of audio. **One C++20 codebase** (`nisps/`) compiles to two targets:
1. **RP2350 firmware** for the MEMLNaut hardware platform (`firmware/`).
2. **WASM** in a SolidJS browser playground (`playground/`) — same engines + ML, run through an AudioWorklet.
Browser audio engines are a superset of firmware engines (C15 is browser-only). Parameter contracts are JSON schemas (`schemas/`) with codegen producing both C++ headers and TypeScript types.
Project documentation: https://musicallyembodiedml.github.io/memlnaut/approaches/nisps
For the codebase index, see `MAP.md`. For strategic gaps and open mission questions, see `ALIGNMENT.md`.
**For anything UI-related in the Manifold front-end (`manifold/`), read `manifold/ONBOARDING.md` first** — it's a single-file agent orientation (run/build/deploy/test, the UI/engine-spine/WASM layering, the convertible Stages, the Dock + drawers, and the non-obvious gotchas).
## The `nisps/` core
```
nisps/
├── core/ types, perf attrs, concepts (AudioEngine, MLEngine, Mode), fixed/ring buffers, deterministic RNG, math
├── ml/ MLP class template (4-layer, 3 hidden); SGD, gradient clipping, spread-aware Xavier init,
│ RL move_weights with output pin mask + per-layer scaling + weight decay
├── dsp/ biquad, delay, reverb, filter, env, osc, pitch_shift, dc_blocker
├── engines/ 8 audio engines (paf_synth, channel_strip, xiasri, verb_fx, memlcelium, breakor,
│ elysiamorf, analysis) + NoOpEngine. Each satisfies the AudioEngine concept.
├── modes/ 8 platform-agnostic modes binding {ML, engine, voice space, abstract I/O channels}.
│ CRTP base eliminates the duplication that plagued firmware modes.
└── wasm/ Emscripten C API bindings (compiled only for WASM target)
```
Build: `cmake -S nisps -B nisps/build -G Ninja && cmake --build nisps/build && ctest --test-dir nisps/build`.
Tests: 4 executables (`nisps_core_tests`, `nisps_dsp_engine_tests`, `nisps_modes_tests`, `nisps_golden_tests`). Run all: `bash scripts/build-cpp-tests.sh`. Parity vs WASM: `bash scripts/parity-check.sh` (asserts native and WASM produce identical outputs within 1e-5).
### Performance contract (RP2350)
These rules apply to **all** code under `nisps/`. They are inert in WASM but kept globally for consistency.
- **No heap.** No `new`, `malloc`, `std::vector` in hot paths. Use `nisps::FixedBuffer<T, N>` or `std::array<T, N>`.
- **Constants discipline.** Float literals >255 used in hot paths must be `static const float val = X.f;` not inline.
- **`.f` suffix on all float literals.** No double promotion in audio/inference paths.
- **Memory section attributes.** Apply `NISPS_AUDIO_MEM` / `NISPS_AUDIO_FUNC` / `NISPS_APP_SRAM` / `NISPS_HOT` / `NISPS_FORCE_INLINE` (from `nisps/core/perf.hpp`).
- **No virtual dispatch in audio path.** `AudioEngine` and `Mode` are C++20 concepts, not interfaces.
- **Deterministic RNG.** All RNG state is per-instance; constructors take a seed; cross-platform parity tests rely on this.
Lint: `bash scripts/lint-cpp.sh` warns on missing `.f` and fails on heap/`Arduino.h` use under `nisps/`.
## The `firmware/` target
```
firmware/MEMLNaut-NISPS/
├── MEMLNaut-NISPS.ino # Entry point; mode selected via #define MEMLNAUT_MODE_TYPE
├── glue/
│ ├── audio_driver.hpp # memllib AudioDriver block callback → Mode::process per-sample
│ ├── peripherals.hpp # joystick / pots / buttons → Mode::set_input + ML primitives
│ ├── midi_io.hpp # MIDI in → mode handlers; drain ControlEvent ring → MIDI UART
│ ├── mode_select.hpp # type aliases firmware mode name → nisps::modes::*Mode
│ ├── input_router.hpp # wire_inputs() entry point
│ ├── output_router.hpp # drain_outputs() entry point
│ └── settings_view.hpp # wire_settings(): TFT/rotary menu (Joystick Dual/Single for 4-in modes)
└── src/{memllib,daisysp,nisps} # symlinks (Arduino-CLI sketch tree convention)
```
Build: `scripts/build-firmware.sh [VARIANT]`. Verified compiling for PAFSynth, ChannelStrip, BreakOr on `rp2040:rp2040:solderparty_rp2350_stamp_xl:opt=Optimize3` with `-std=gnu++20`. Flash: `scripts/flash-firmware.sh`. One-shot: `scripts/build-and-flash-firmware.sh`.
### Dual-core orchestration (firmware)
- **Core 0**: UI loop, ML inference (`Mode::tick_control`), peripheral polling (5ms period).
- **Core 1**: Real-time audio processing (`Mode::process`), MIDI polling.
- **Sync**: `nisps::core::ring_buffer` (templated SPSC lock-free, replaces pico/util/queue) + memory barriers (`nisps::core::memory_barrier`, `write_volatile`/`read_volatile`).
## The `playground/` target
```
playground/ # Vite + SolidJS + TypeScript
├── src/
│ ├── primitives/ # 16 UI building blocks (Slider, JoyMap, Heatmap, …) + .demo.tsx for /dev/primitives
│ ├── modes/ # one TSX per firmware mode + C15Mode (browser-only); ModeShell + ModeSwitcher + mode-runtime
│ ├── stores/ # Solid stores (ml, input, output, mode, control, session, exploration, bus + persistence)
│ ├── audio/ # engine-host + AudioWorklet processor (loads nisps.wasm separately on each thread)
│ ├── ml/ # WasmIML class + disposable async-training Worker + dataset
│ ├── input/, output/ # pure-fn pipelines (deadzone→zoom→curve→smoothing→momentum, then global curve→smoothing→slew→freeze)
│ ├── features/ # heatmap, snapshots, A/B compare, region/param pin, trail, weight health, gradient flow
│ └── debug/probe.ts # synchronous window.__nisps for Playwright
├── public/ # nisps.{wasm,js}, c15.{wasm,glue}
└── tests/e2e/ # Playwright specs + helpers
```
Dev: `cd playground && bun install && bun run dev`. Build: `bun run build`. Typecheck: `bun run typecheck`. E2E: `bunx playwright test`.
### Stores + reactivity
All stores use SolidJS `createStore` for objects, `createSignal` for primitives. ML outputs are stored in a separate Float32Array signal (per the migration plan's perf guidance). Persistence (debounced 200ms localStorage round-trip) wired in `playground/src/stores/persistence.ts`. The signal bus (`bus.ts`) handles cross-store events (`ml.*`, `mode.*`, `pin.*`, `ui.*`).
### Control surface
Three compound axes (Boldness / Memory / Precision) interpolate per-axis tables to drive ~6 underlying parameters each, with offset overrides ("trim-pot" model). State is in `control-store`. Six built-in control presets (Default, First Touch, Jazz Hands, Sculptor, Improviser, Microscope) available via the ModeShell control bar.
### Debug probe (Playwright)
`window.__nisps` is exposed synchronously and bypasses Solid reactivity (uses `untrack`/`batch`). API matches the `.local/recon/04-playground.md` spec — `setInputs`, `getOutputs`, `getLoss`, `train`, `thumbsUp`/`thumbsDown`, `randomise`, `clearExamples`, `inferBatch`, `getLayerStats`, `saveState`, etc.
## The `schemas/` + `codegen/` contract
Each mode has a `schemas/modes/<mode>.json` describing its parameters (name, label, range, default, curve, group), ML config (input/output sizes, hidden layers), voice spaces (names — bodies are inline lambdas in the C++ engine), and UI config. The meta-schema at `schemas/schema.json` validates these.
Codegen (`bun run codegen/generate.ts`) emits:
- `nisps/modes/generated/<mode>_schema.hpp``constexpr` C++ data, namespace `nisps::modes::generated`, re-exports `nisps::Curve` from `nisps/core/math.hpp`.
- `playground/src/modes/generated/<mode>_schema.ts` — typed const objects + per-mode params interface.
Codegen is idempotent. Golden test ensures regenerating produces byte-identical output.
## WASM bridge
Two WASM instances at runtime:
1. **Main thread** (`playground/src/ml/wasm-iml.ts`): ML inference + sync training + RL primitives. Update store after each call. Async training via disposable Web Worker (`wasm-worker.ts`).
2. **AudioWorklet** (`playground/src/audio/worklet/nisps-processor.ts`): runs engine `process_block` per audio block. Loads `nisps.wasm` directly via `WebAssembly.compile` (no Emscripten glue in worklet). Bytes posted from main thread.
C API is in `nisps/wasm/bindings.cpp`. Build: `bash scripts/build-wasm.sh` (~94KB output to `playground/public/`).
The WASM target is fixed at `MLP<2, 10, 14, 18, 126>`. Modes with smaller `output_size` use the first N outputs only.
### Known limitations
- Loss history not yet plumbed through C API; `lossHistory` in the store is a single-element array per training run.
- Engine MLP architecture is fixed at compile time — supporting per-mode hidden-layer shapes would need either multiple WASM modules or runtime variation.
- Mic input through the worklet for XIASRI / SoundAnalysisMIDI is not wired; UI scaffolds render but feature is TODO.
- C15 voice space integration in C15Mode is a placeholder.
- The browser Jolt/OU controls (`playground/src/ml/jolt.ts`, `playground/src/output/ou-explore.ts`) reimplement the gesture math in TS rather than calling the C++ `ml::Jolt`/`ml::OUNoise` through WASM. They drive weights via the existing `nisps_ml_get/set_weights` bindings and use `Math.random()` (not the deterministic `Rng`) — fine for stochastic exploration aids, but firmware↔browser bit-parity of the noise itself is intentionally not guaranteed.
## URL parameters (playground)
| Param | Range | Default | Effect |
|-------|-------|---------|--------|
| `tame` | 01 | 1 | Constrains synth output ranges toward safe limits. |
| `spread` | 01 | 0.6 | Master noise regime (init scale, RL noise cap, per-layer Xavier scaling, weight decay). |
| `preset` | preset id | _(none)_ | Auto-loads a synth preset on first visit. |
| `debug` | 1 | _(off)_ | Exposes `window.__nisps` debug probe. |
### `spread` — sigmoid saturation control
The MLP uses ReLU hidden layers with a sigmoid output. 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. The `spread` parameter addresses this:
- `spread=0` (polarised): uniform [-1,1] weights, RL noise cap 0.3, no decay. Outputs cluster at extremes — good for radical exploration.
- `spread=1` (centered): Xavier-scaled weights, RL noise cap 0.05, 10% weight decay per move. Outputs spread across [0,1] — better for fine-grained shaping.
- Intermediate values interpolate.
## Verification chokepoints (user-confirmed)
- **A. Hardware**: each firmware mode flashes and produces correct audio on RP2350.
- **B. RP2350 perf**: no regression vs current main.
- **C. Browser parity**: each firmware mode runs in browser via WASM, sounds equivalent.
- **D. a-immersive feature parity**: control surface, snapshots, A/B compare, region/param pins, heatmap, weight health, gradient flow, output pipeline, session presets.
- **E. CI green**: `bash scripts/run-all-tests.sh` (cmake build + ctest + WASM build + parity + lint + Playwright).
## Build system summary
```bash
# Initialize submodules (required for memllib + daisysp)
git submodule update --init --recursive
# Codegen (run after editing any schemas/modes/*.json)
cd codegen && bun install && bun run generate.ts
# C++ host tests
bash scripts/build-cpp-tests.sh
# WASM
bash scripts/build-wasm.sh
# Cross-platform parity
bash scripts/parity-check.sh
# Lint
bash scripts/lint-cpp.sh
# Firmware
scripts/build-firmware.sh PAFSynth # or any other variant
scripts/flash-firmware.sh
scripts/build-and-flash-firmware.sh
# Playground
cd playground && bun install
bun run dev # Vite dev (COOP/COEP enabled)
bun run typecheck
bun run build
bunx playwright test
# All tests
bash scripts/run-all-tests.sh
```
## Issue tracking
Coding-work tasks go in **ergo** (`ergo ready | show | claim | done | block`), over the Holon EAV core — see the `ergo` skill. **bd (beads) is RETIRED** (migrated 2026-06-15; frozen read-only). Do NOT use `bd`, TodoWrite, or markdown TODO lists.

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# Detailed Agent Reference — MEMLNaut-NISPS
Supplement to [`../AGENTS.md`](../AGENTS.md); deep target, schema, build, and verification
detail lives here.
This file provides guidance to coding agents working with this repository.
## Overview
MEMLNaut-NISPS — Neural Interactive Shaping of Parameter Spaces. A research platform for interactive ML control of audio. **One C++20 codebase** (`nisps/`) compiles to two targets:
1. **RP2350 firmware** for the MEMLNaut hardware platform (`firmware/`).
2. **WASM** in a SolidJS browser playground (`playground/`) — same engines + ML, run through an AudioWorklet.
Browser audio engines are a superset of firmware engines (C15 is browser-only). Parameter contracts are JSON schemas (`schemas/`) with codegen producing both C++ headers and TypeScript types.
Project documentation: https://musicallyembodiedml.github.io/memlnaut/approaches/nisps
For the codebase index, see `MAP.md`. For strategic gaps and open mission questions, see `ALIGNMENT.md`.
**For anything UI-related in the Manifold front-end (`manifold/`), read `manifold/ONBOARDING.md` first** — it's a single-file agent orientation (run/build/deploy/test, the UI/engine-spine/WASM layering, the convertible Stages, the Dock + drawers, and the non-obvious gotchas).
## The `nisps/` core
```
nisps/
├── core/ types, perf attrs, concepts (AudioEngine, MLEngine, Mode), fixed/ring buffers, deterministic RNG, math
├── ml/ MLP class template (4-layer, 3 hidden); SGD, gradient clipping, spread-aware Xavier init,
│ RL move_weights with output pin mask + per-layer scaling + weight decay
├── dsp/ biquad, delay, reverb, filter, env, osc, pitch_shift, dc_blocker
├── engines/ 8 audio engines (paf_synth, channel_strip, xiasri, verb_fx, memlcelium, breakor,
│ elysiamorf, analysis) + NoOpEngine. Each satisfies the AudioEngine concept.
├── modes/ 8 platform-agnostic modes binding {ML, engine, voice space, abstract I/O channels}.
│ CRTP base eliminates the duplication that plagued firmware modes.
└── wasm/ Emscripten C API bindings (compiled only for WASM target)
```
Build: `cmake -S nisps -B nisps/build -G Ninja && cmake --build nisps/build && ctest --test-dir nisps/build`.
Tests: 4 executables (`nisps_core_tests`, `nisps_dsp_engine_tests`, `nisps_modes_tests`, `nisps_golden_tests`). Run all: `bash scripts/build-cpp-tests.sh`. Parity vs WASM: `bash scripts/parity-check.sh` (asserts native and WASM produce identical outputs within 1e-5).
### Performance contract (RP2350)
These rules apply to **all** code under `nisps/`. They are inert in WASM but kept globally for consistency.
- **No heap.** No `new`, `malloc`, `std::vector` in hot paths. Use `nisps::FixedBuffer<T, N>` or `std::array<T, N>`.
- **Constants discipline.** Float literals >255 used in hot paths must be `static const float val = X.f;` not inline.
- **`.f` suffix on all float literals.** No double promotion in audio/inference paths.
- **Memory section attributes.** Apply `NISPS_AUDIO_MEM` / `NISPS_AUDIO_FUNC` / `NISPS_APP_SRAM` / `NISPS_HOT` / `NISPS_FORCE_INLINE` (from `nisps/core/perf.hpp`).
- **No virtual dispatch in audio path.** `AudioEngine` and `Mode` are C++20 concepts, not interfaces.
- **Deterministic RNG.** All RNG state is per-instance; constructors take a seed; cross-platform parity tests rely on this.
Lint: `bash scripts/lint-cpp.sh` warns on missing `.f` and fails on heap/`Arduino.h` use under `nisps/`.
## The `firmware/` target
```
firmware/MEMLNaut-NISPS/
├── MEMLNaut-NISPS.ino # Entry point; mode selected via #define MEMLNAUT_MODE_TYPE
├── glue/
│ ├── audio_driver.hpp # memllib AudioDriver block callback → Mode::process per-sample
│ ├── peripherals.hpp # joystick / pots / buttons → Mode::set_input + ML primitives
│ ├── midi_io.hpp # MIDI in → mode handlers; drain ControlEvent ring → MIDI UART
│ ├── mode_select.hpp # type aliases firmware mode name → nisps::modes::*Mode
│ ├── input_router.hpp # wire_inputs() entry point
│ ├── output_router.hpp # drain_outputs() entry point
│ └── settings_view.hpp # wire_settings(): TFT/rotary menu (Joystick Dual/Single for 4-in modes)
└── src/{memllib,daisysp,nisps} # symlinks (Arduino-CLI sketch tree convention)
```
Build: `scripts/build-firmware.sh [VARIANT]`. Verified compiling for PAFSynth, ChannelStrip, BreakOr on `rp2040:rp2040:solderparty_rp2350_stamp_xl:opt=Optimize3` with `-std=gnu++20`. Flash: `scripts/flash-firmware.sh`. One-shot: `scripts/build-and-flash-firmware.sh`.
### Dual-core orchestration (firmware)
- **Core 0**: UI loop, ML inference (`Mode::tick_control`), peripheral polling (5ms period).
- **Core 1**: Real-time audio processing (`Mode::process`), MIDI polling.
- **Sync**: `nisps::core::ring_buffer` (templated SPSC lock-free, replaces pico/util/queue) + memory barriers (`nisps::core::memory_barrier`, `write_volatile`/`read_volatile`).
## The `playground/` target
```
playground/ # Vite + SolidJS + TypeScript
├── src/
│ ├── primitives/ # 16 UI building blocks (Slider, JoyMap, Heatmap, …) + .demo.tsx for /dev/primitives
│ ├── modes/ # one TSX per firmware mode + C15Mode (browser-only); ModeShell + ModeSwitcher + mode-runtime
│ ├── stores/ # Solid stores (ml, input, output, mode, control, session, exploration, bus + persistence)
│ ├── audio/ # engine-host + AudioWorklet processor (loads nisps.wasm separately on each thread)
│ ├── ml/ # WasmIML class + disposable async-training Worker + dataset
│ ├── input/, output/ # pure-fn pipelines (deadzone→zoom→curve→smoothing→momentum, then global curve→smoothing→slew→freeze)
│ ├── features/ # heatmap, snapshots, A/B compare, region/param pin, trail, weight health, gradient flow
│ └── debug/probe.ts # synchronous window.__nisps for Playwright
├── public/ # nisps.{wasm,js}, c15.{wasm,glue}
└── tests/e2e/ # Playwright specs + helpers
```
Dev: `cd playground && bun install && bun run dev`. Build: `bun run build`. Typecheck: `bun run typecheck`. E2E: `bunx playwright test`.
### Stores + reactivity
All stores use SolidJS `createStore` for objects, `createSignal` for primitives. ML outputs are stored in a separate Float32Array signal (per the migration plan's perf guidance). Persistence (debounced 200ms localStorage round-trip) wired in `playground/src/stores/persistence.ts`. The signal bus (`bus.ts`) handles cross-store events (`ml.*`, `mode.*`, `pin.*`, `ui.*`).
### Control surface
Three compound axes (Boldness / Memory / Precision) interpolate per-axis tables to drive ~6 underlying parameters each, with offset overrides ("trim-pot" model). State is in `control-store`. Six built-in control presets (Default, First Touch, Jazz Hands, Sculptor, Improviser, Microscope) available via the ModeShell control bar.
### Debug probe (Playwright)
`window.__nisps` is exposed synchronously and bypasses Solid reactivity (uses `untrack`/`batch`). API matches the `.local/recon/04-playground.md` spec — `setInputs`, `getOutputs`, `getLoss`, `train`, `thumbsUp`/`thumbsDown`, `randomise`, `clearExamples`, `inferBatch`, `getLayerStats`, `saveState`, etc.
## The `schemas/` + `codegen/` contract
Each mode has a `schemas/modes/<mode>.json` describing its parameters (name, label, range, default, curve, group), ML config (input/output sizes, hidden layers), voice spaces (names — bodies are inline lambdas in the C++ engine), and UI config. The meta-schema at `schemas/schema.json` validates these.
Codegen (`bun run codegen/generate.ts`) emits:
- `nisps/modes/generated/<mode>_schema.hpp``constexpr` C++ data, namespace `nisps::modes::generated`, re-exports `nisps::Curve` from `nisps/core/math.hpp`.
- `playground/src/modes/generated/<mode>_schema.ts` — typed const objects + per-mode params interface.
Codegen is idempotent. Golden test ensures regenerating produces byte-identical output.
## WASM bridge
Two WASM instances at runtime:
1. **Main thread** (`playground/src/ml/wasm-iml.ts`): ML inference + sync training + RL primitives. Update store after each call. Async training via disposable Web Worker (`wasm-worker.ts`).
2. **AudioWorklet** (`playground/src/audio/worklet/nisps-processor.ts`): runs engine `process_block` per audio block. Loads `nisps.wasm` directly via `WebAssembly.compile` (no Emscripten glue in worklet). Bytes posted from main thread.
C API is in `nisps/wasm/bindings.cpp`. Build: `bash scripts/build-wasm.sh` (~94KB output to `playground/public/`).
The WASM target is fixed at `MLP<2, 10, 14, 18, 126>`. Modes with smaller `output_size` use the first N outputs only.
### Known limitations
- Loss history not yet plumbed through C API; `lossHistory` in the store is a single-element array per training run.
- Engine MLP architecture is fixed at compile time — supporting per-mode hidden-layer shapes would need either multiple WASM modules or runtime variation.
- Mic input through the worklet for XIASRI / SoundAnalysisMIDI is not wired; UI scaffolds render but feature is TODO.
- C15 voice space integration in C15Mode is a placeholder.
- The browser Jolt/OU controls (`playground/src/ml/jolt.ts`, `playground/src/output/ou-explore.ts`) reimplement the gesture math in TS rather than calling the C++ `ml::Jolt`/`ml::OUNoise` through WASM. They drive weights via the existing `nisps_ml_get/set_weights` bindings and use `Math.random()` (not the deterministic `Rng`) — fine for stochastic exploration aids, but firmware↔browser bit-parity of the noise itself is intentionally not guaranteed.
## URL parameters (playground)
| Param | Range | Default | Effect |
|-------|-------|---------|--------|
| `tame` | 01 | 1 | Constrains synth output ranges toward safe limits. |
| `spread` | 01 | 0.6 | Master noise regime (init scale, RL noise cap, per-layer Xavier scaling, weight decay). |
| `preset` | preset id | _(none)_ | Auto-loads a synth preset on first visit. |
| `debug` | 1 | _(off)_ | Exposes `window.__nisps` debug probe. |
### `spread` — sigmoid saturation control
The MLP uses ReLU hidden layers with a sigmoid output. 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. The `spread` parameter addresses this:
- `spread=0` (polarised): uniform [-1,1] weights, RL noise cap 0.3, no decay. Outputs cluster at extremes — good for radical exploration.
- `spread=1` (centered): Xavier-scaled weights, RL noise cap 0.05, 10% weight decay per move. Outputs spread across [0,1] — better for fine-grained shaping.
- Intermediate values interpolate.
## Verification chokepoints (user-confirmed)
- **A. Hardware**: each firmware mode flashes and produces correct audio on RP2350.
- **B. RP2350 perf**: no regression vs current main.
- **C. Browser parity**: each firmware mode runs in browser via WASM, sounds equivalent.
- **D. a-immersive feature parity**: control surface, snapshots, A/B compare, region/param pins, heatmap, weight health, gradient flow, output pipeline, session presets.
- **E. CI green**: `bash scripts/run-all-tests.sh` (cmake build + ctest + WASM build + parity + lint + Playwright).
## Build system summary
```bash
# Initialize submodules (required for memllib + daisysp)
git submodule update --init --recursive
# Codegen (run after editing any schemas/modes/*.json)
cd codegen && bun install && bun run generate.ts
# C++ host tests
bash scripts/build-cpp-tests.sh
# WASM
bash scripts/build-wasm.sh
# Cross-platform parity
bash scripts/parity-check.sh
# Lint
bash scripts/lint-cpp.sh
# Firmware
scripts/build-firmware.sh PAFSynth # or any other variant
scripts/flash-firmware.sh
scripts/build-and-flash-firmware.sh
# Playground
cd playground && bun install
bun run dev # Vite dev (COOP/COEP enabled)
bun run typecheck
bun run build
bunx playwright test
# All tests
bash scripts/run-all-tests.sh
```
## Issue tracking
Use `ergo` exclusively for coding-work tasks over the Holon core; see the `ergo` skill.
Do not use TodoWrite or markdown task lists. Legacy tracker stores are retired/frozen
and reference-only.