- Add totalOutputCount() helper: engine params + EOC params when nispsMode === 'shared'
- setActiveEngine() calls resizeMLP(totalOutputCount()) and rebuilds heatmap with combined paramMeta
- eoc:change listener handles nispsMode-changed and module-* events: resizes MLP, rebuilds heatmap, toggles .shared-mode CSS class
- routeOutputs() slices outputs: indices < engineParamCount go to engine, remainder to eocChain.setParam() in Shared mode
- CSS: .heatmap-strip.shared-mode adds green bottom border and '+ FX' label to signal combined output space
Faust DSP sources, compiled WASM + JSON descriptors, AudioWorklet processors,
and EOCModule subclasses for all three effects.
- meml-4b4: 4-band parametric EQ (fi.low_shelf, fi.peak_eq × 2, fi.high_shelf)
10 params: freq/gain per band, Q for the two mid bell bands
- meml-cpe: stereo feed-forward compressor (co.compressor_mono × 2)
7 params: threshold, ratio, attack, release, knee, makeup, mix (parallel)
- meml-wwc: zita reverb (re.zita_rev1_stereo) with pre-delay and M/S width
8 active params + mod_rate placeholder (zita internal mod not yet exposed)
All three DSPs compile cleanly under Faust 2.83.1. moduleFactory in
eoc-chain-ui.js now returns real instances for eq/compressor/reverb.
- Add AdditiveEngine (48 params) and FMEngine (55 params) wrapping FaustEngineBase
- Remove comingSoon flags from ENGINES descriptors
- Replace stub onSwitch handler with real engine construction + init + setActiveEngine
- Fix setActiveEngine EOC rewire to work with both C15 (_bridge.audioContext) and Faust (_audioCtx)
- Fix _startEocChain audioCtx resolution to support Faust engines
- Fix synth param send loop: use N_OUTPUTS instead of hardcoded SYNTH_PARAM_MAP.length
- Add rebuildHeatmap(paramMeta): resets rawParamValues/_lastSentParams and rebuilds
#heatmap-cells from engine paramMeta; colors from SYNTH_PARAM_COLORS for C15,
_colorFromGroup() hash for other engines
- Replace static SYNTH_PARAM_NAMES/COLORS lookups in buildHeatmap, setHeatmapValue,
and showParamPopup with activeEngine.paramMeta[index] lookups
- Scope MIDI CC localStorage key per engine via midiCCStorageKey()
- Add reloadMidiCCMap() helper; called in setActiveEngine() after engine switch
- loadCCMap/saveCCMap in midi-cc-map.js accept optional key parameter
- 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
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.
- 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
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.
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.
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.
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.
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.
- 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
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
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.
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
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.
- 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.
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.
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).
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.
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
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
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.
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.
- 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
- 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
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.
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.
Merge Examples/RL tabs into single unified toolbar across all four UIs.
Users can now freely mix supervised learning (Add Example + Train) with
RL feedback (thumbs up/down) without switching modes. Param bar dragging
is always enabled.
Add Web MIDI input module (js/synth/midi-input.js) for external MIDI
controllers — routes note on/off to C15 synth, CC 1/2 to joystick.
Add gamepad module (js/ui/gamepad.js) with auto-detection, deadzone,
and axis normalization across all UIs.
Fix synth parameter sync: routeOutputs() now called after trainModel()
in onThumbsUp and loadState to prevent stale params on first joystick
move. Add separate Clear Examples button (dataset only, keeps weights).
Add ?spread=0-1 URL param that controls weight initialization scaling,
RL noise scaling per layer, noise cap, and weight decay to prevent
sigmoid output saturation. At spread=0 (original behavior) weights are
uniform [-1,1] and outputs polarise near 0/1. At spread=1 weights use
Xavier scaling (1/sqrt(fan_in)), noise is proportionally reduced, and
10% weight decay per thumbs-down prevents unbounded magnitude drift.
Also fix randomise to re-inject current joystick position and re-run
inference before routing outputs, eliminating the jump on first
joystick move after randomise.
Defaults: tame=1, spread=0.6 across all app variants.