Phase 2 (S10, L19, L18, L24).
- S10: EngineApi.inputVector() returned a freshly allocated [lastRawX, lastRawY]
on every spine tick, so VCV bridged mode silently truncated gamepad/MIDI input
to 2-D while the spine already held the full N-dim raw vector. It now returns
spine.lastRawInputs (ArrayLike<number>, documented as a live reused buffer —
copy, don't retain; VcvBackend already copies), and VcvBackend tracks and
dead-zones the full length. Audit correction: "32-input head" is not a
constant — 32 is DEFAULT_MODE_ML.inputSize, the over-provisioned default
before any mode is chosen; real per-mode widths come from the schemas.
- L19: BackendManager.setActive silently dropped a switch requested while
another was in flight. Now stores the latest requested id and re-runs it in
the finally block (latest-caller-wins).
- L18: MIDI CC messages triggered a React state update plus a snapshot
allocation each. notifyBindings now fires only when the binding LIST changes.
- L24: two ConsoleApp global-listener effects had no dependency array and so
re-subscribed on every render, including every pointer frame. Both now read
through a single ref assigned in the render body, matching the existing
onMoveRef pattern. Audit correction: its suggested `[inputs]` dep would not
have worked — useInputLayer returns a fresh object literal each call, so that
dep changes every render too.
Regression tests: input-vector-truncation.test.ts, backend-manager-switch.test.ts
(a fake backend whose start() is held open, to make the in-flight switch real),
midi-notify-churn.test.ts (fail-before confirmed: 51 notifications vs 1).
L24 has no test — this repo has no DOM render harness to count re-subscriptions
against a mounted component; verified by reading and reference-stability tracing.
ALSO: manifold/package.json's test script named its test files explicitly
("bun test src tests/pipeline-golden.test.ts"), so the three new files were not
run by `bun run test` or CI — regression tests that never execute. Now a glob.
Deliberately `tests/*.test.ts` rather than `tests`: bun's discovery matches
*.spec.ts too, which would drag the Playwright e2e specs into the unit run
(verified — it fails). Unit tests go 9 -> 17.
Gates: run-all-tests.sh ALL GREEN.
Phase 1 group 5 (S15, S16, S18, S19, L22, L23, L20, L21, L1 delete-half).
- S15: the four-way focus/altitude system. setFocus was never called anywhere,
so only the 'composite' branch was reachable. Deleted SplitStage,
ReadoutStrip, InputMini, AltitudeNav, CompactAxis, the UI Focus type/prop,
the focus branches, stripPinned and the vacuous keyboard gates. MiniMeters
kept; engine.feedback.setFocus (a different, live thing) untouched.
- S16 + L1: the decorative stratum that rendered real-looking controls driving
nothing — A/B machinery, the fake seed, seededGradient + weightsRevision,
snapshots, master volume, bpm, and the learningRate/decay/tame/spreadLevel
sliders with their Drawers rows. Each was confirmed self-referential first.
NOTE a real behaviour change falls out of dropping `snapshots`: Undo outside
an active explore-and-place session used to pop a UI-only snapshot that
restored noiseCap/seed. It is now simply inactive unless a genuine
core-backed scratchpad undo exists. Geometric-dislike mode never had a real
undo primitive in the core, so only the fake path is gone.
- S18: BackendAdvanced.tsx and its Drawers block. It self-described as a
duplicate of the inline OutputsBackendConfig editor and BOTH rendered in the
same expanded drawer. OutputsBackendConfig already covers every backend.
- S19: pruned ConsoleCtx to the fields Dock/Drawers/OutputsBackendConfig
actually read; deleted the Axes type + axes/setAxis and the
preset/setPreset/offsetActive chain (permanently 'Sculpt'/false).
KEPT ctx.modes and ctx.setModeId despite having no reader today — the
Phase 5 instrument picker (§7.6, adopted) is built on exactly that plumbing.
- L22: the 5 dead primitives (Panel, StatusLine, ControlAxis, CurvePlot,
Sparkline) and their barrel exports, plus the now-dead .mf-axis-input CSS.
- L23: OutputControl/toOutputControl, ModeIconComponent and the BACKENDS
catalogue; Drawers now reads modeDesc.label/description from OUTPUT_MODES,
the surviving single catalogue.
- L20: the solo-mode selector's two unimplemented options no longer pretend to
be selectable.
- L21: FeedbackController vestiges — seed/undoDepth options, maxUndo, and six
ControllerEngine members nothing called (the finding named three; the other
three are used on the real EngineApi by debug/probe.ts, a different
interface, so removing them from ControllerEngine is safe).
Gates: run-all-tests.sh ALL GREEN (typecheck, 33 Playwright specs).
Schema-backed modes in console/model.ts are now DERIVED from the codegen
schemas in src/modes/generated/ (source of truth): real param names/groups/
count, plus each mode's ml net shape (MFMode.ml) and schema engine_id. A thin
manifold OVERLAY supplies only label/glyph/ModeClass/input/ordering. New
browser-viable modes xiasri + slp_workshop get derived entries; schema-less
visualizer + c15 stay hand-written on DEFAULT_MODE_ML. Schema min/max/default/
label/curve surface as engine-unit metadata (schemaMin/... on MFParam) without
touching the 0..1 routing semantics.
Switching instrument mode reshapes the runtime-shaped WASM net to the mode's
schema ml config (ConsoleApp effect keyed on [engine, modeId]; no confirm
modal). Boot lands paf_synth dims (4->[10,10,14]->33) once WASM is ready. The
P2.3 axis-count reshape offer still reads the engine's live inputSize and does
not spuriously prompt on a mode switch.
Adds schema-modes.spec.ts (P5 gate): drives switches via a new window.__mf
debug seam and asserts describe() dims, getWeights count, output length/bounds,
and UI param count FROM the imported schemas; spot-checks trainAsync after a
switch. Updates reshape/probe-api/geo-dislike specs to assert from the boot
mode schema instead of the retired fixed 32/126 shape.
All gates green: typecheck, unit (9), build, e2e (33).
TS half of P3.1/P3.2/P3.3: wire the new WASM exports and delete the TS
approximations now that geometric-dislike, jolt, OU, and the seeded RNG live
in the C++/WASM core.
- types.ts/wasm-iml.ts: bind + wrap dislike_geometric, store_positive,
positive/negative_count, set_avoid_style, jolt_press/step/release/active/
lr_scale/tick_lr_ramp, explore_intensity/get/apply. Weight-mutating wrappers
republish weights (version bump); explore_apply reuses feedbackBuf.
- engine-api: extend .feedback (dislikeGeometric/storePositive/counts/
setAvoidStyle) + new .explore facade. thumbsDown now passes the HEARD
(routed) vector, not the raw MLP output (raw == net output => inert cold-start).
- feedback/controller.ts: delete dislikes[] + applyDislikeBias + both C++ GAP
blocks + the SeededRng field; dislike() -> core dislikeGeometric (returns
action, 15 => cold-start prompt); like() feeds the centroid via the core
thumbsUp; getState() exposes positive/negative counts. Delete feedback/rng.ts.
- engine/exploration.ts: execute the P3 SWAP POINT -> drive engine.explore.*;
delete engine/jolt.ts + ou-explore.ts. UI surface unchanged.
- ConsoleApp: one-time cold-start banner (British spelling), routed heard vector
at the dislike call site.
- App.tsx/spine.ts: under ?debug=1 pin a fixed seed + fixed per-tick dt so the
probe/e2e are deterministic (production keeps time-seeded, real-time dt).
- tests: new geo-dislike.spec.ts; probe gains dislikeGeometric/storePositive/
feedbackCounts/setAvoidStyle; the thumbsDown probe test now drives a real
distinct-heard-vector dislike (bare thumbsDown on the net's own output is
correctly inert under the geometric core). 27 e2e + 9 unit green.
Docs: manifold/ONBOARDING.md engine+feedback sections synced.
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.
Bring the two playground-only exploration UIs into manifold ahead of the
playground's retirement (one-core-engine refactor §P1):
- Jolt: press-and-hold continuous weight-morph, release to freeze.
- Explore: Ornstein-Uhlenbeck exploration intensity on the output vector.
Interim TS maths ported verbatim from the retired playground modules
(engine/jolt.ts, engine/ou-explore.ts). The ExplorationController
(engine/exploration.ts) is the single P3 swap boundary: it drives Jolt via the
existing EngineApi get/set-weights + process route, and OU via a new inert-by-
default output-morph hook on the spine. In §P3 only that module changes to call
nisps_ml_jolt_press/release + nisps_ml_explore_intensity.
UI lands in the Learning drawer (Jolt hold-button + Explore slider), monochrome-
consistent, British copy. Gates green: typecheck, build, Playwright smoke.
- Double-click the input mark to enter follow-mouse mode: a window-level
pointermove listener maps the whole viewport onto the surface's [0,1]²
space so the knob tracks the cursor across the entire UI. Esc or a second
double-click exits; a badge + hidden cursor signal the active state. Local
pan/long-press and auto-drift are suppressed while following.
- Keys 1 = thumbs-down/explore (perturb), 2 = thumbs-up (commit), on the
window keydown handler so they fire even in follow-mouse mode. Drawers
learn/inputs lose their 1/2 shortcuts (3-5 keep route/settings/help).
- Sync help keymap (Drawers) + ONBOARDING stages table.
Geometric-dislike ('Push away', Mode 1) is now the default feedback mode
instead of explore-and-place, which works poorly. Add a Clear button to
the Learning drawer that forgets all recorded examples and wipes the
on-map visuals (feedback markers + placed-anchor pins) via the existing
ctx.onClear, now also resetting pins.
The on-screen circular input disc let both the mouse and the gamepad drive
the knob outside the visible circle.
- Gamepad: each stick axis was clamped to [0,1] independently, so a full
diagonal push reached the square corner. Clamp the stick *vector* to the
unit disc (radially symmetric) before mapping to [0,1]; covers both sticks.
- Mouse: the circular variant clamped in normalised [0,1]^2 but the canvas
drew the knob across the full non-square panel against the inscribed circle,
so the disc rendered as an ellipse that spilled past the rim. Map both the
pointer and every drawn position (knob/pins/markers/trail/flash) through the
inscribed-circle geometry, and disc-clamp the auto-drift.
The painter's-algorithm sort was descending, but z2 (depth) increases
toward the camera in both the top-down and tilted-from-above views, so
nearest was painted first (underneath). This showed the last layer on
top in the default top-down view and made the stack occlude inside-out
when tilted back. Sort ascending: farthest first, nearest last.
Restores the April-2026 "uSEQ-Celium" functionality (browser → uSEQ
hardware + CV expander over USB Web Serial) as a first-class Manifold
Outputs backend, and re-vendors the RP2040 firmware into the repo.
- protocol v2 (uSEQ-CV): firmware/useq-celium/shared/protocol.h is the
single source of truth, mirrored by manifold/src/backends/useq-protocol.ts.
26-byte OUTPUT frame, 11×u16 CV (12-bit) + 3-gate bitfield + XOR; fixed
topology; host-agnostic so the MEMLNaut RP2350 can emit identical bytes.
Spec in docs/useq-celium/protocol.md.
- firmware/useq-celium/{main,expander}: PlatformIO RP2040 firmware rewritten
to v2 from the real April pin maps (expander I2C addr 0x10).
- UseqCvBackend (id cvgate): Web Serial connect/identify/disconnect, 100 Hz
stream, per-channel dead-zone, gate thresholding; modeled on midi-backend.
Per-output CvSpec (channel + gateThreshold) on MFParam; config UI in
OutputsBackendConfig + BackendAdvanced; new "CV / uSEQ" top-dock mode.
- bun-test for the protocol frame layout; MAP.md updated.
The OutputEditor popover was placed with a fixed top + an index-based
left/right heuristic and never measured the viewport, so it clipped the
screen edges when the window wasn't full-screen. It now measures its
anchored rect on layout and translates itself back inside the viewport
(8px gutter), re-checking on resize.
- 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).
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
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).
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)