Wire the runtime-shaped WASM MLP (one-core-engine P2) through the manifold:
- WasmIML.reshape(dims, spread): calls nisps_ml_reshape, re-describes the
instance, reallocates every dim-dependent heap buffer, refreshes weightCount,
clears the TS Dataset mirror (C-side resets), drops the stale training worker,
and pushes the new shape through the sink.
- EngineApi.reshape exposes it and re-ticks the spine so outputs/audio reflect
the new net. Spine already tolerates the arity change (buffers resize, version
bumps); documented.
- Training worker protocol carries the current hidden dims; the worker
ensureNet()s its mirror net to match after a reshape.
- ConsoleApp offers the reshape behind ReshapeModal on an active-layout CHANGE
(never on load; default 32-input over-provisioned head + zero-padding
preserved when declined). British copy, reset-on-reshape.
- Drawers: delete the stale even/odd blending note; honest dedicated-dimensions
line + net-arity chip.
- Probe: __nisps.reshape(nIn) / .describe(); e2e reshape.spec (default 32/126,
reshape to 4, describe reports 4, bounded outputs, weight count 3148→2868,
spine still propagates). All 25 e2e pass (20 existing + 5 new).
- ONBOARDING: refresh the reshape status + stale hardwired-arity gotcha.
Wire the modular input layer into the Console and reshape the browser
engine so input axes are genuine independent dimensions.
Inputs (manifold/src/inputs/):
- gamepad-source: emit press+release edges with standard-mapping labels
(enables hold-and-move); single/double-stick already present.
- midi-input-source: single-device selection + batch "MIDI Learn"
(every CC swept while armed becomes an axis); notes stay discrete.
- input-layer: compose() forwards each axis 1:1 (no mean-blend);
add onReducedInput so the manifold tracks gamepad/MIDI position.
- types: InputAction.phase, InputMode.
Console (manifold/src/console/):
- ConsoleApp: bind gamepad buttons to verdicts (RB up / LB down /
X randomise / Y nudge / B undo / A-hold reposition); mirror composed
position onto the manifold.
- Drawers: rebuilt Inputs drawer (source picker, gamepad legend, MIDI
device picker + batch-learn flow, learned-control meters).
Engine (nisps/wasm, manifold/src/engine):
- DefaultMLP widened MLP<2,..> -> MLP<32,..> (32 = MAX_AXES); each
active axis gets a dedicated slot, unused slots held at 0 (inert).
Rebuilt nisps.wasm (playground + manifold).
- spine/engine-api: setInputs writes the full N-D vector (was dropping
arr[2+]); primary pair keeps the 2-D pipeline; process() re-ticks the
whole vector via spine.reprocess().
Tests:
- parity_check/parity_wasm: ParityMLP -> 32 inputs, widen example bufs.
- CMakeLists: build parity binary with -ffp-contract=off so native
matches FMA-free WASM (training amplified the gap past 1e-5).
Inputs dock is still an exclusive picker; mixing toggles, reshape modal,
and the >2-D slider view (inputs-spec.md) are groundwork-laid but not
yet wired. See docs/redesign/midi-gamepad-inputs-worklog.md.
Adds the Manifold app (manifold/) — the convertible-mode React front-end on
the real NISPS ML+audio engine, served live at meml.lnfinitemonkeys.org/next/.
Console chrome trimmed per UI pass:
- drop mode label + subtitle from the top-left overlay (keep MEMLNaut wordmark)
- remove the composite split preset/ratio readout (top-centre)
- remove the OUTPUT corner tag above the bars
- remove the A/B compare toggle from the verdict cluster
- remove the follow button + input/noise readout (bottom-left)
- remove AltitudeNav focus switcher (bottom-right)