Commit graph

71 commits

Author SHA1 Message Date
w1n5t0n
25caf726d8 feat(playground): EOC chain wired into audio graph, bypass mode manual sliders (meml-xp3)
- Wire EOCChain into audio graph after c15.start() (both start-btn and
  quick-play paths); guarded by _eocInited flag so init happens once per
  AudioContext lifetime
- getOutputNode() on C15Adapter now returns limiter (last node before
  destination) so EOC inserts correctly between limiter and destination
- Expose limiterNode getter on C15Bridge
- Add getCurrentParamValue(i) to EOCModule base class, backed by _paramValues
  array that setParam() writes to
- Add _buildParamSliders() to EOCChainUI: collapsible ▶ params toggle per
  module row, one range slider per paramMeta entry, calls module.setParam()
  on input; labelled "manual" when nispsMode=bypass
- eoc:change listener in a-app.js logs paramCount (hook point for future modes)
- saveState()/loadState() persist eocModules (id, enabled, params) and
  eocNispsMode; restore re-adds modules via moduleFactory and re-applies values
- CSS: eoc-params-section, eoc-params-toggle, eoc-param-row/label/slider;
  eoc-module-row gains flex-wrap to accommodate params section below controls
2026-04-03 17:49:14 +01:00
w1n5t0n
f1b6e1aba0 feat(playground): engine switcher UI component (meml-phg)
Adds EngineSwitcher module with clickable engine cards (active highlight,
coming-soon greyed state, loading bar animation, confirm-on-switch when
training data exists). Wired into the Engine drawer; C15 active,
Additive/FM marked coming-soon with toast. Dock title reflects active
engine; engineId persisted to/restored from localStorage.
2026-04-03 17:49:07 +01:00
w1n5t0n
46e1e59aaf feat(playground): EOC chain drawer UI with drag-and-drop + bypass toggles (meml-u6x)
Adds eoc-chain-ui.js with NISPS mode selector, draggable module rows, bypass
pill toggles, remove buttons, param count badges, add-module bar, and stub
moduleFactory. Wires into a-immersive.html dock + drawer-stack and a-app.js init.
2026-04-03 17:42:59 +01:00
w1n5t0n
67d2230ba8 feat(playground/faust): full 56-param FM matrix synth DSP (meml-wgg)
- Full 4-operator FM with continuous 4×4 routing matrix (12 cross-mod pairs)
- Compiles to 46KB WASM via faust -lang wasm
- 55 visible NISPS params (pitch_glide missing from DSP, tracked)
- Includes fm-matrix-processor.js AudioWorklet + JSON param descriptor
2026-04-03 17:41:54 +01:00
w1n5t0n
70d807cdce feat(playground): EOC module base class + chain container (meml-vx2)
Adds playground/js/eoc/ with EOCModule base class, EOCChain container,
and barrel index. Implements bypass GainNode graph, connect/rewire
algorithm, ordered module management, flat NISPS param routing, and
eoc:change CustomEvent dispatch on structural changes.
2026-04-03 17:38:22 +01:00
w1n5t0n
7cbda2304b feat(playground): dynamic engine label in output mode toggle (meml-i40) 2026-04-03 17:34:14 +01:00
w1n5t0n
40ac7256f3 feat(playground): engine abstraction layer + C15 adapter (meml-byk)
Introduces SynthEngine interface so additive/FM engines can be hot-swapped
later. C15Bridge is wrapped by C15Adapter; arpeggiator decoupled from SAB.
2026-04-03 17:30:28 +01:00
w1n5t0n
2d20a8c256 fix(playground): 3 bugs found during bug hunt
- input-pipeline.js: guard circular clamp against div-by-zero when
  input is exactly at center (0.5, 0.5) — dist=0 produced NaN
- snapshot-stack.js: jumpTo() used slice(0, index) which excluded the
  target snapshot; fixed to slice(0, index + 1)
- a-app.js: _lastSentParams not resized when MLP output count changes
  during mode switch, causing stale throttle state and potential param
  flood on first frame after switch
2026-04-03 17:30:26 +01:00
w1n5t0n
55bf1b5d48 feat(playground): Faust WASM build pipeline + param auto-discovery (meml-5s3)
Adds the Faust DSP toolchain infrastructure: placeholder additive and FM DSP
files, build.sh (faust -lang wasm per .dsp), faustJsonToParamMeta() to convert
Faust JSON UI trees into the standard paramMeta format, FaustEngineBase
(SynthEngine subclass wiring init/setParam/noteOn/noteOff through AudioWorklet
messages), and FaustWorkletProcessor base class for concrete engine processors.
2026-04-03 17:30:23 +01:00
w1n5t0n
c69b46f8cc feat(playground/nisps): warm-start weight transfer on MLP resize (meml-8jc)
Add WasmIML.extractWeights() and WasmIML.createWithWarmStart() to preserve
learned joystick mappings across output-count changes; resizeMLP() now
transfers hidden-layer weights and shared output nodes instead of cold-starting.
2026-04-03 17:27:54 +01:00
w1n5t0n
2d2cabe159 Merge branch 'worktree-agent-a1105760' into worktree-agent-acf82828 2026-04-03 17:23:04 +01:00
w1n5t0n
1a3672c3f5 Merge branch 'worktree-agent-ac53e53a' into worktree-agent-a1105760 2026-04-03 17:18:48 +01:00
w1n5t0n
0fc2d94049 feat(playground): batch inference support in input heatmap
InputHeatmap.update() now accepts options.inferBatchFn to evaluate
all grid points (plus the divergence center point) in a single WASM
call instead of 256 separate round-trips. The per-point inferFn path
is preserved as a fallback when inferBatchFn is not provided.
2026-04-03 17:18:01 +01:00
w1n5t0n
c646872e42 feat(playground): wire WasmIML methods into debug probe
Add evalLoss, inferBatch, and getLayerStats to the window.__nisps
debug probe so Playwright tests and dev console can access the new
WasmIML capabilities. InputHeatmap (Phase 3) is not yet wired into
a-app.js, so batch inference heatmap integration is deferred.
2026-04-03 17:17:59 +01:00
w1n5t0n
7f90b4323d feat(playground/wasm): wire 5 new WASM functions into JS WasmIML + worker
Expose inferBatch, trainEx, moveWeightsEx, evalLoss, and getLayerStats
from the WASM binary into the JavaScript layer:

- inferBatch: batch inference for heatmap sampling
- trainEx: replaces train() with per-iteration loss history capture
- moveWeightsEx: native output pin mask support (removes save/restore hack)
- evalLoss: compute loss without updating weights
- getLayerStats: per-layer weight statistics (meanAbs, maxAbs, dead/sat fracs)

Worker also upgraded to trainEx, returning full lossHistory in payload.
2026-04-03 17:15:38 +01:00
w1n5t0n
f225c7c2a6 feat(wasm): add batch inference, extended training, pin mask, eval loss, and layer stats bindings
Five new C functions for the WASM module:
- nisps_mlp_infer_batch: N-point batch inference in a single call
- nisps_mlp_train_ex: training with per-iteration loss history output
- nisps_mlp_move_weights_ex: moveWeights with output pin mask to skip pinned nodes
- nisps_mlp_eval_loss: compute MSE loss without updating weights
- nisps_mlp_get_layer_stats: per-layer weight magnitude, dead, and saturation stats
2026-04-03 17:11:49 +01:00
w1n5t0n
44fc974425 feat(tests): add Playwright e2e suite + debug probe for a-immersive
- Add window.__nisps debug probe (gated on ?debug=1) exposing iml state,
  getOutputs/getLoss/getWeights/getExampleCount, and action triggers
  (thumbsUp/thumbsDown/train/randomise/clearExamples/saveState)
- Fix WasmIML bug: this.dataset was a plain object; import Dataset and
  use new Dataset(100) so computeWeights() is available for training
- Fix WasmIML.addExample/clearDataset to use Dataset API methods
- 44 Playwright e2e tests across 4 spec files:
  - ml-engine.spec.js: WASM inference bounds, training loss, thumbs
    up/down behavior, async training, example capture semantics
  - ui-interactions.spec.js: drawer open/close, mode switching,
    heatmap bar counts, preset chips, keyboard shortcuts (1/2/Z)
  - input-pipeline.spec.js: input→output variation, clamping, joystick
    drag, post-training output bounds across the full input space
  - persistence.spec.js: URL params (?preset, ?spread), localStorage
    round-trip, saveState probe
2026-04-03 16:38:04 +01:00
w1n5t0n
b5b90a623d feat(playground): audio-canvas mode — NISPS-driven generative sampler
New output mode in a-immersive with 4 submodes:
- Remix: per-clip volume/loop-start/filter, joystick shapes mix
- Granular: grain density/pitch/position/size per clip
- Drone: ultra-slow playback (0.005–0.1×), spectral texture
- Slicer: beat-synced 8-step slice sequencer, NISPS picks clip/position/speed

Canvas features:
- Infinite pan/zoom canvas (pointer + pinch + wheel)
- Drag-and-drop audio files (MP3/WAV/FLAC/OGG/M4A)
- Grid + overflow layout (3×3 cells, expands automatically)
- Waveform cells with overview + detail view (tap to toggle)
- Loop region highlight, live level metering, per-cell glow feedback
- Beat sync toggle (free vs. BPM-locked) with configurable BPM
- 36 NISPS outputs: vol×9, pitch×9, loop×9, filter×9
2026-04-02 22:12:18 +01:00
w1n5t0n
0a112f2d84 feat(playground): MIDI CC device presets + bug fixes
Add MIDI CC preset system for bundled device configurations:
- midi-cc-presets.js: listPresets/loadPreset/loadPresetFromFile API
- presets/polybrute.json: Arturia PolyBrute CC map
- Preset selector in quick controls bar and MIDI CC drawer
- File import button for loading JSON presets from disk

Bug fixes in a-app.js:
- Destroy IML instances before resizeMLP() to free WASM memory
- Fix randomiseWeights() call (was drawWeights())
- Fix thumbs-up to store rawParamValues instead of post-pipeline outputs
2026-04-02 20:35:38 +01:00
w1n5t0n
aa0ffcfd32 feat(playground/nisps): recency & spatial weighted training in JS ML engine
Add Dataset.computeWeights() with three modes:
- global: exponential recency decay (newest examples weighted higher)
- local: spatial suppression of older examples near the current input
- combined: both applied together

IML and WasmIML now compute weights on every train() call using the
active mode. Exposes recencyBias, weightingMode, localRadius properties.
WASM worker path passes sampleWeights through to C++ via the new binding.
2026-04-02 20:35:31 +01:00
w1n5t0n
c8d7779699 feat(nisps-core,wasm): add per-sample weights to MLP training
Add optional sample_weights parameter to MLP::Train() and the WASM
nisps_mlp_train binding. When provided, weights replace the uniform
1/N scaling per sample — enabling recency, spatial, or any custom
importance weighting without changing the training interface.
2026-04-02 20:35:24 +01:00
w1n5t0n
456c426cb1 hello come back to me 2026-03-30 17:05:45 +03:00
w1n5t0n
ba0fcab2a2 feat(vcv,playground): complete Phases 8, 9, 10 — all phases done
Phase 8 — Companion webapp bridge:
- NISPS-FORMAT.md: full .nisps JSON schema with validation rules
- Webapp iml.js: exportState() / importState() with bias handling
- osc_server.hpp: minimal UDP OSC server (cross-platform, no deps)
- VCV module: OSC toggle + port selection in right-click menu
- osc-client.js: WebSocket client with auto-reconnect
- Bridge scripts updated for bidirectional VCV↔webapp relay

Phase 9 — Panel layout variants:
- MEMLNaut.svg: 30HP standard panel (matches widget positions)
- MEMLNaut-wide.svg: 44HP with expanded display and 8 input slots
- MEMLNaut-expander.svg: 8HP with 6 extra inputs and LINK LED

Phase 10 — Polish & distribution:
- README.md: 267-line user guide (install, quick start, RL workflow,
  presets, OSC, technical details)
- BUILDING.md: build prerequisites, SDK setup, local install
- Makefile.dist: platform-stamped zip packaging
- SPEC.md: performance characteristics (1060 MADs/pass, ~46KB/instance)
- SPEC.md: v1 compatibility assessment (v2-only recommended)
2026-03-28 01:48:44 +02:00
w1n5t0n
1f21494dee feat(playground): implement Phases 2-4 of control surface spec
Phase 2 — Pinning + History:
- snapshot-stack.js: ring buffer (20 max) with auto-snapshot on
  train/randomize/thumbs-down, multi-level undo, tagged entries
- ab-compare.js: A/B weight state comparison with capture/toggle/accept/revert
- region-pin.js: pin rectangular input-space regions (Approach A: example
  pinning), pinned examples always included in training
- param-pin.js: per-output pin flags, pin mask skips pinned nodes in moveWeights
- phase2-ui.js: undo button with history popup, A/B toggle, long-press region
  pin, double-tap param pin
- Modified mlp.js/iml.js/nisps-wasm.js to accept outputPinMask in moveWeights

Phase 3 — Input Refinement + Exploration:
- pressure-feedback.js: touch force + hold duration → intensity multiplier
- auto-explore.js: automated thumbs-down at configurable interval, zoom-scaled
- input-heatmap.js: 16×16 MLP sampling, 3 color modes (luminance/variance/
  divergence), zoom-aware resampling, offscreen canvas rendering
- phase3-ui.js: auto-explore toggle with progress ring, heatmap eye icon,
  pressure indicators, settings drawer section
- joy-map-enhanced.js: added setHeatmap() for background layer rendering

Phase 4 — Output Pipeline + Visualization + Polish:
- output-pipeline.js: global curve → smoothing → slew rate → freeze gate
- weight-health.js: weight magnitude histogram, dead/saturating/healthy status
- gradient-flow.js: per-layer weight-delta analysis, vanishing/exploding detection
- session-presets.js: save/load full state, URL sharing via compact params
- phase4-ui.js: freeze button, network health panel, session preset UI

All phases merged into a-app.js with proper integration: auto-snapshots,
pressure-modulated RL, heatmap triggers, output pipeline in routeOutputs,
gradient capture around training, persistence for all new state.
2026-03-26 10:48:12 +02:00
w1n5t0n
73eeaac0cc feat(playground): implement Phase 1 control surface — compound axes, input pipeline, enhanced joy-map
Three new standalone ES modules + integration into a-app.js:

- input-pipeline.js: 5-stage processing (deadzone → zoom → curve → smoothing →
  momentum-as-zoom), 3 anchor modes, zoom-at-zero freeze, per-axis overrides
- control-surface.js: compound axes (Boldness/Memory/Precision) with interpolation
  tables, offset-based override resolution (trim-pot model), 6 built-in presets
- control-surface-ui.js: floating bar axis sliders, gear icon settings drawer with
  Input/Training/Exploration/Output sections, log-scale sliders, override dots
- joy-map-enhanced.js: zoom minimap with adaptive grid (4×4→32×32), vanishing trail
  with Catmull-Rom spline + tap-to-return, dual concentric noise rings, frozen overlay

Integration fixes from fresh-eyes review:
- getCurrentInputs()/setCurrentInputs() use cached pipeline coords (not raw)
- CSS noise ring hidden when canvas version active (no doubling)
- Input mode switch re-runs through pipeline
- Control surface state persisted to localStorage

Implements full Phase 1 of SPEC-controls.md plus bonus items from later phases
(zoom-aware feedback, control presets with override resolution, input curve/deadzone/
smoothing/momentum all wired).
2026-03-26 10:24:24 +02:00
w1n5t0n
e8b4067c91 fix(playground): improve OSC UI discoverability and mobile layout
- OSC pill: add status dot indicator (gray=off, green=connected,
  pulsing yellow=connecting), use flexbox for reliable alignment
- OSC pill: add hover state for better affordance
- Synth panel: add separator line above OSC row so it doesn't
  blend into the arpeggiator controls
- Bottom sheet: increase expanded height from 55vh to 60vh so
  OSC row isn't cut off on mobile
- Help modal: update step 3 to mention the OSC pill in the
  bottom bar as the primary connection method
2026-03-25 12:01:12 +02:00
w1n5t0n
b4d3311b32 feat(playground): add OSC output bridge for external synth control
Browser-side OSCOutput module sends parameter values over WebSocket to
a companion Deno bridge script that converts them to OSC/UDP messages.
Enables controlling SuperCollider, Max/MSP, Pure Data, TouchDesigner,
or any OSC-capable software from the NISPS playground.

- Browser module (js/synth/osc-output.js): WebSocket client with
  auto-reconnect, throttle (~20fps), and dead-zone filtering
- Deno bridge (osc-bridge/bridge.ts): zero-dependency, compiles to
  standalone binaries via deno compile for Linux/macOS/Windows
- Test receiver (osc-bridge/test-receive.ts): terminal dashboard
  showing live OSC parameter values with bar charts
- OSC pill button in floating bar for quick connect/disconnect
- Help modal section with platform-aware download, setup guide,
  and examples for SuperCollider/PD/Max
- GitHub Actions workflow for cross-platform binary builds
- OSC sends in both visual and synth modes
2026-03-25 11:55:58 +02:00
w1n5t0n
43e066484b docs(playground): add comprehensive control surface spec
Design spec for input zoom, compound control axes, pinning system,
exploration noise controls, and visualization enhancements. Covers
the full parameter inventory with implementation phases and open
design questions for experimentation.
2026-03-24 21:38:33 +02:00
w1n5t0n
0246ca58ab fix(playground): restore play drawer and preset button fixes
Re-apply fixes from ddb6b77 that were lost in the arpeggiator restore:
- play-btn: align-self: flex-start (pin to top)
- Play drawer: trigger on .play-btn:hover instead of parent :hover
  (prevents preset select from opening the drawer)
- preset-select: align-self: flex-start (pin to top)
2026-03-24 12:01:40 +02:00
w1n5t0n
d0bc34d8c9 refactor(shapeseq): restore arpeggiator, gate ShapeSeq behind ?shapeseq=1
Restore the original arpeggiator as the default sequencer. ShapeSeq
code is preserved but gated behind a URL feature flag (?shapeseq=1):

- Arpeggiator import, state, and all wiring fully restored
- ShapeSeq modules loaded via dynamic import() only when flag is on
- ensureShapeSeqInit() creates engine/viz/UI lazily on first audio start
- animate loop routes inputs to ShapeSeq only when flag + playing
- setOutputMode shows/hides ShapeSeq container only when flag is on
- HTML: ShapeSeq container added but hidden by default
- CSS: ShapeSeq styles added (inert when container is hidden)

All 13 ShapeSeq modules in playground/js/shapeseq/ are untouched.
To test ShapeSeq: add ?shapeseq=1 to the URL.
2026-03-24 11:54:13 +02:00
w1n5t0n
d40711eb77 fix(shapeseq): fix 6 bugs found in fresh-eyes review
1. Pitch pipeline: IntervalLock stores midiNote/127, sequencer now
   converts back via pitch*127. Removed pitch RangeMap from projection
   presets (was double-mapping already-quantized values).

2. Clock step duration: changed from quarter-note grid (60/bpm) to
   16th-note grid (60/bpm/4). 8 steps at 120 BPM now = 1 second.

3. Method name: drawWeights → randomiseWeights (matching WasmIML API).

4. Dirty-check: setSequenceInputs now skips re-evaluation when inputs
   haven't changed (epsilon 1e-5). Avoids 60fps chain evaluation.

5. SwingGroove: swingGrid param now functional — selects 8th note
   (period 2), 16th note (period 4), or triplet (period 3) swing grid.

6. IntervalLock base octave: starts from C3 (MIDI 48) instead of C0,
   so default output is in a playable range.
2026-03-24 11:42:25 +02:00
w1n5t0n
505ed26f21 feat(shapeseq): integrate ShapeSeq into synth mode, replace arpeggiator
- Remove Arpeggiator import and all arp references from a-app.js
- Add ShapeSeq imports (ShapeSeqEngine, StepVisualizer, ChainBuilderUI,
  getDefaultBus) and lazy initialization on first audio start
- In synth mode: show ShapeSeq container (circular viz + chain builder),
  hide flow-field particles. Visual mode unchanged.
- Route joystick or hand tracking inputs to shapeSeq.setSequenceInputs()
  each frame; render step viz at 60fps
- Add HTML: #shapeseq-container with #shapeseq-viz canvas and
  #shapeseq-chain wrapper, sequencer transport controls (play/stop,
  tempo, step count)
- Add CSS: full-screen flex layout, viz takes upper 45%, chain builder
  scrollable below, hidden by default
- Quick play button wires to ShapeSeq start/stop instead of arp

Closes meml-6ry. This completes ShapeSeq Phase 1.
2026-03-24 02:17:32 +02:00
w1n5t0n
027510a7e4 feat(shapeseq): implement Layer 3 — chain builder UI and sequencer core
chain-ui.js (1002 lines): Vertical stack chain builder (pedalboard-
style) with expandable primitive cards, category-colored borders,
drag-to-reorder via pointer events, add primitive palette modal,
NISPS live-param pulsing indicator, generator combine mode toggle.
All styles inline matching dark glass theme.

sequencer.js (304 lines): ShapeSeqEngine orchestrator wiring the
full pipeline: input routing → sequence MLP (16 outputs) → param
mapping → chain evaluation → projection → clock scheduling → C15
bridge. Default chain: Euclidean→ProbGate→PitchWalker→IntervalLock→
VelocityShaper. Tracks active notes to prevent orphaned noteOns.
2026-03-24 02:10:04 +02:00
w1n5t0n
efcf6d2c06 feat(shapeseq): implement Layer 2 — all 8 primitives and chain runner
primitives.js (505 lines): All 8 sequencing primitives extending
Primitive base class:
- EuclideanRhythm: Bjorklund-distributed trigger patterns
- ProbabilityGate: PRNG-based trigger filtering + accent assignment
- PitchWalker: stateful constrained random walk with gravity
- Ratchet: probabilistic step subdivision (1-4x)
- SwingGroove: alternating-step timing offsets (max triplet feel)
- DensityMorph: trigger placement with clustering control
- IntervalLock: 11-scale pitch quantizer (chromatic→diminished)
- VelocityShaper: 5 curve types with depth/phase control
Includes PRIMITIVE_REGISTRY for chain builder UI.

chain.js (319 lines): Sequential pipeline chain evaluator.
Buckets primitives by category (generators→processors→converters→
timing), forks deterministic PRNG per primitive, merges multiple
generators via additive (OR) or multiplicative (AND) mode
(configurable in real time). Flat param distribution by chain
position. Full state serialization for freeze support.
2026-03-24 02:06:17 +02:00
w1n5t0n
c8015da35a feat(shapeseq): implement Layer 1 modules
Four modules that build on the Layer 0 foundation:

- primitive.js: base class with category system (generator/processor/
  timing/converter), param schema validation, boundary enforcement
  (clamp/wrap/scaled), symbolic process() interface, state management
  for freeze, and applyBoundary() utility for delta control
- clock.js: AudioContext lookahead scheduling (25ms interval, 100ms
  window) replacing setTimeout arpeggiator. Reads pattern descriptions
  for per-step swing (timeOffset) and ratchet (subdivisions). Emits
  seq.noteOn/noteOff/step/loopStart via event bus.
- projection.js: composable transform chain with 5 transforms
  (VelocityCurve, GateThreshold, RangeMap, OctaveFolder, StutterMap)
  and 3 presets (expressive, percussive, fullRange). Pitch quantization
  deliberately excluded (handled by Interval Lock primitive).
- step-viz.js: Canvas2D circular step visualizer with even angular
  spacing for any step count. Pitch→radius, velocity→node size,
  accent→color. 60fps-friendly with pre-allocated coordinate buffers.
  Tap interaction for step toggling.
2026-03-24 02:02:01 +02:00
w1n5t0n
e3b94d644f feat(shapeseq): implement Layer 0 foundation modules
Five independent modules with no interdependencies:

- event-bus.js: namespaced pub/sub (seq.*/ml.*/ui.*) with wildcard
  subscriptions and automatic AudioContext/performance.now timestamps
- prng.js: seedable mulberry32 PRNG with pure-functional API, fork()
  for independent per-primitive streams, serializable state for freeze
- pattern.js: symbolic pattern description data structure with
  create/clone/merge/validate, additive and multiplicative merge modes
- param-map.js: maps fixed 16-output MLP to variable-count primitive
  params via linear interpolation, with optional per-param min/max scaling
- seq-iml.js: factory for second WasmIML instance (2 inputs, 16 outputs,
  [16,16,16] hidden layers) following existing imlJoy/imlHand pattern

All modules are ES modules with no build step. PRNG, pattern, and
param-map are port-ready (explicit state, typed arrays, no closures).
2026-03-24 01:57:59 +02:00
w1n5t0n
ddb6b77abb fix(playground): prevent play drawer from triggering on preset hover, pin controls to top
- Change drawer hover trigger from .synth-quick-controls:hover to
  .play-btn:hover ~ so hovering preset selector no longer opens it
- Add .play-drawer:hover to keep drawer open when mouse moves to it
- Set align-self: flex-start on play-btn and preset-select to prevent
  vertical layout shift when drawer appears
2026-03-24 01:54:09 +02:00
w1n5t0n
2fb00f20a9 fix(playground): move arpeggiator to Worker thread, throttle synth params
Hand tracking at 30fps was writing 126 params per frame to the C15 ring
buffer (capacity 512), flooding it and starving arpeggiator noteOn/noteOff
messages — causing stuck/dropped notes.

Three-part fix:
- Arpeggiator now runs in a dedicated Web Worker with direct
  SharedArrayBuffer access, bypassing the main thread entirely for
  note timing. Worker setInterval isn't subject to main thread jank.
- RingBufferWriter uses CAS (Atomics.compareExchange) for multi-producer
  safety — both main thread (params) and worker (notes) write safely.
- routeOutputs throttles synth parameter sends: dead-zone filter
  (0.2% change threshold) + rate cap (~20fps), reducing ring buffer
  pressure from ~3800 msg/s to ~50-100 msg/s of actual changes.
2026-03-24 01:42:37 +02:00
w1n5t0n
4fd0b39d26 docs(playground): revise ShapeSeq spec after fresh-eyes review
Major revisions addressing architectural gaps:
- Fix data flow: clock drives everything (top of diagram)
- Add fixed MLP + param mapping layer to handle dynamic chain sizing
- Introduce symbolic chain evaluation (pattern descriptions, not concrete values)
- Categorize primitives: generator, processor, timing modifier, converter
- Generator combination modes (additive/multiplicative, user-configurable)
- Swing and Ratchet are now timing modifiers on the pattern description
- Remove Scale Quantizer from projection layer (Interval Lock is the sole quantizer)
- Clarify mode integration: ShapeSeq replaces particle viz in synth mode
- Build on existing imlJoy/imlHand dual-instance pattern
- Add Open Design Questions section for deferred decisions
- Port-ready applies to primitive layer only, not orchestration
2026-03-24 00:30:43 +02:00
w1n5t0n
1a0f2c4d1c docs(playground): add ShapeSeq generative sequencing system spec
Comprehensive spec for ShapeSeq — a NISPS-driven generative sequencing
system that replaces the placeholder arpeggiator. Covers 8 composable
algorithmic primitives, configurable chain modes, delta control with
freeze/re-expose workflow, namespaced event bus, AudioContext-based
precise clock, circular step visualization, and phased implementation
plan.
2026-03-23 23:42:34 +02:00
w1n5t0n
5a4924728f feat(playground): add MediaPipe hand tracking input with dev panel
Hand tracking via webcam as alternative to joystick input:
- Right hand tracks 14 derived features (palm XY, finger curls, spread,
  roll, pitch, pinch) through a separate 14-input MLP
- Left hand gesture recognition (1 finger = thumbs up, 2 = thumbs down)
  with 400ms debounce hold
- Split-zone PIP display (no camera feed, skeleton only) with dashed
  divider and cross-zone dimming
- Dual IML architecture: independent imlJoy (2 inputs) and imlHand
  (14 inputs) with pointer swap, preserving training data per mode
- Dev panel (?devmode=true): draggable/collapsible floating panel with
  sliders for MediaPipe confidence thresholds, smoothing, gesture hold
  time, world landmarks toggle, and live feature bar monitor
- Visual presets always route to joystick IML (prevents dimension mismatch)
- Race condition guard on input mode switching
2026-03-23 23:28:58 +02:00
w1n5t0n
f8983c4806 feat(playground): replace JS ML engine with WASM nisps-core
Compile nisps-core C++ MLP to WASM (36KB) and use it as the ML engine
in the playground, replacing the JavaScript port for inference, training,
and weight manipulation.

- Add extern "C" WASM bindings with spread-aware drawWeights/moveWeights
- WasmIML class is a drop-in replacement for the JS IML
- Inference runs on main thread via WASM (fast, synchronous)
- Training runs in a Web Worker with its own WASM instance (non-blocking)
- Interactive training (thumbs-up, train button) no longer freezes UI/audio
- Preset loading and state restore still use sync training
2026-03-23 23:23:07 +02:00
w1n5t0n
8a550361ea feat(playground): add tiered synth parameter preset system
4 tiers of progressive complexity (Beginner 15 params → Expert 126),
13 presets total with per-param min/max/curve overrides that bias
distributions without clamping extremes. Preset dropdown in UI,
persisted to localStorage, supports ?preset= URL param.
2026-03-23 00:50:56 +02:00
w1n5t0n
4e32919494 fix(playground): correct SYNTH_SECTIONS alignment and bidirectional slider sync
SVF count was 7 (actual 9), Gap Filter section was missing (6 params),
FB Mix count was 10 (actual 9) — causing cascading mislabeling of all
synth sections from SVF onwards. Also sync volume/tempo changes from
bottom sheet back to quick-play controls.
2026-03-22 23:59:08 +02:00
w1n5t0n
baa5d5016d docs(playground): add synth controls and MIDI/arpeggiator info to help modal 2026-03-22 22:47:55 +02:00
w1n5t0n
33580f0ae0 feat(playground): add help/intro modal shown on first visit
- Glass-style modal explains NISPS, how learning works, and what to expect
- Documents all controls: touch, keyboard, and gamepad bindings
- Shows automatically on first visit (localStorage flag)
- Dismissible via close button, "Got it", overlay click, or Escape
- Reopenable via ? button at bottom right
2026-03-22 22:41:49 +02:00
w1n5t0n
de75a3f0e4 feat(playground): expand gamepad support with face buttons and Steam Deck fixes
- Map A=Train, B=Clear Examples, X=Randomize, LB=Thumbs Down, RB=Thumbs Up
- Add periodic gamepad polling fallback for environments where
  gamepadconnected event doesn't fire reliably (Steam Deck, some Linux browsers)
- Show "Press any gamepad button to connect" hint on page load
2026-03-22 22:40:15 +02:00
w1n5t0n
affec8f604 feat(playground): add synth parameter tooltips, group drawer with per-param curve/mute controls
- Canvas tooltip follows mouse over synth bars showing param name, value, range, curve
- Group drawer: per-param draggable curve canvas, dual-thumb min/max range slider, mute toggle
- Muted params hide from visualizer (bars redistribute), use fixed value slider instead
- Group curve drag applies relative delta preserving individual param offsets
- Pulsing orange play button when audio engine not initialized (all UI modes)
2026-03-22 21:57:21 +02:00
w1n5t0n
21832e0099 fix(playground): prevent 1/2 keys being swallowed by focused sliders
When synth controls (volume, tempo, etc.) have focus after dragging,
keyboard shortcuts 1/2 for thumbs down/up were intercepted by the
range input. Now all four UIs skip shortcut handling when an input,
select, or textarea element has focus.
2026-03-22 11:52:30 +02:00
w1n5t0n
a0adb8b14b fix(playground): move Visual/Synth toggle into bottom toolbar in immersive UI
Relocated the output mode toggle from a floating top-right position into
the bottom floating bar where it's more discoverable. Removed the
duplicate toggle from the expanded sheet. Compact pill-toggle-sm style
fits the toolbar layout.
2026-03-22 11:07:38 +02:00