- mf-slider-input fill used calc(var(--mf-pct)*100%) but three consumers
(OutputControlRow held slider, OutputEditor, shared-ui Field) never set
--mf-pct, so the coloured track-fill stayed empty while only the native
thumb moved. Set --mf-pct inline on all three; harden the base class
(appearance:none + transparent bg + --mf-pct fallback + moz-range-progress).
- hide the two concentric noise-cap exploration rings around the input dot.
Fuse the /learn parameter-landscape sandbox into the main console:
- New SandwichStage: ports the 3D landscape renderer to React, driven by the
REAL EngineApi (inferBatch samples each output channel over the 2D input grid;
getOutputs feeds the live probe). Re-samples on engine version bumps; orbit
camera (top-down = flat 2D, tilt to reveal the stack), centred + grows to fill.
- Dock: new bottom toggle (SandwichIcon) → ctx.sandwich.
- ConsoleApp: when on, the sandwich replaces the centre stage in a 3-zone flex —
shrunken Manifold (left) · sandwich (centre, fills) · compact OutputStage
(right) — reusing pos/markers/verdicts. Opening it auto-closes the drawer so
the output zone is visible. Layers = the mode's params (capped 8).
typecheck + build green; verified headless (toggle on/off, sample, tilt).
The default (Particle) view no longer renders the 'MEMLNaut' wordmark
since the particle top bar became a heatmap strip; assert on the always-
present 'Learning' dock drawer label instead so the smoke test reflects
the current Console chrome.
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.
Replace the a-immersive original's clashing 20-colour palette (hot magenta,
lime, pink) with a ramp interpolated between Manifold's two brand accents —
--accent (#ff6a00) → --accent-2 (#00ccff) — softened to the app's semantic-
token saturation register so the strip reads as native chrome.
ParticleStage showed the Boldness/Memory/Precision macro sliders across the
top, but the a-immersive design this mode clones uses a thin per-output
heatmap strip (one colored bar per visual output, width = live value). The
deployed a-immersive never used the macro-axis surface.
- flow-field.ts: export VISUAL_PARAM_NAMES/COLORS + N_VISUAL_OUTPUTS (verbatim
from a-app.js:46/51)
- ParticleStage: replace macro-slider bar with the 22px heatmap strip; bar
widths updated imperatively in the existing rAF loop; hover tooltip with
live value; drop unused axes props
- ConsoleApp: update call site
Adds a device picker to the MIDI backend config: choose an external synth
(Moog Sub 37, Hydrasynth, etc.), see its parameters grouped and BY NAME with
their CC numbers, tick which ones to control, and Apply — fills the per-output
CC table (CC#/channel/name) and sets the CC count from the template. Clamps to
the engine output count. Self-contained (local state + setParam/setMidiCcCount);
the result lives in the shared params store, so the existing named-preset bar
saves/restores it. Sourced from manifold/src/midi-devices (codegen).
Add a durable, committed source of truth for external MIDI synth control:
- synth-midi-cc.json: verified CC maps + provenance/sources (8 devices researched)
- schemas/midi_device.schema.json + schemas/midi_devices/*.json: 6 CC-controllable
device templates (Moog Sub 37/Sub Phatty, Creamware Pro-12 ASB, Elektron Analog
Keys, ASM Hydrasynth, Roland JD-800), params keyed {id, cc, label, min, max,
default, group}.
- codegen/generate-midi-devices.ts (isolated from the mode golden test) emits both
nisps/midi/generated/midi_devices.hpp (no-heap constexpr, firmware+WASM) and
manifold/src/midi-devices/generated/ (typed catalogue for the browser).
- codegen/seed-midi-devices.ts: reproducible seed from the research artifact.
Lets a performer pick a device and address its parameters by name (not CC number)
on both the firmware and the Manifold browser engine.
Route onMove through the XY-pad source's pushPad; instantiate useInputLayer
per engine and expose it on ConsoleCtx. The Inputs drawer now picks the
source(s) (XY pad / MIDI / gamepad toggles), configures each (gamepad
single/double stick; MIDI learn-map with per-binding clear), and shows the
composed channel layout + the blend-to-2 reshape notice referencing the
multi-WASM TODO (inputs-spec).
Workstream F core. Pull-based InputSource interface (N axes + discrete
actions), three sources (XYPadSource push-based, WebMidiInputSource with
learn-map CCs/notes, GamepadSource single/double stick), and an InputLayer
that composes active sources into one N-dim vector at the head of the
reactive spine. Arity reduction blends >2 axes down to the fixed 2-input
WASM head; the true multi-WASM reshape is a documented TODO (inputs-spec).
useInputLayer is the React binding (enable/config/status/channel layout).
Registers a named ParticleBackend in the BackendManager + barrel in place of
the inline particles PassthroughBackend. Transport is a no-op (the flow-field
canvas reads engine outputs directly via rAF); selecting it gates synth audio
(setMuted) like the other non-synth backends and reports a clear ready status.
Particle System is the default output Mode. When active it renders the
full-bleed ParticleStage (flow field driven by engine outputs each rAF) in
place of the manifold stage, regardless of the in/split/out/composite focus,
and suppresses the duplicate corner MEMLNaut label (the stage's top axis bar
already shows it).
Faithful TypeScript port of the a-immersive visualiser
(deployments/meml-aimmersive/js/ui/visualizer.js): 400 particles, identical
value-noise + 20-output param mapping + advection/attractor/dispersion/repulsor
integration. ParticleStage renders the full-bleed canvas (driven by engine
outputs each rAF) plus the macro-axis bar and a corner input pad.
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)