Four items from one workflow, committed together because their build and CI
wiring genuinely interleaves — nisps/CMakeLists.txt, run-all-tests.sh and
ci.yml each carry hunks from two of them, and the stage renumbering (1/5 ->
1/6) touches every line. Splitting would produce commits that do not build,
which is worse than a commit that does four things and says so.
S26 part 2 — the curve declaration now matches reality. params[].curve stays
the mode-wide DEFAULT; a voice_spaces entry may now be {name, curve_overrides}
declaring only the slots where THAT voice space deviates. The 6 modes with one
voice space are byte-identical. The values were derived MECHANICALLY by a new
codegen/curve-audit.ts that models the four idioms a p[N]*p[N] regex misses
(alias form, memlcelium's implicit-counter sq() lambda, loop-generated indices,
smooth_params_), inlines helpers, and RAISES rather than guessing when it
cannot reduce an expression. A drift gate cross-checks 1179 (voice space x
param) slots against engine source on every run and was proved to fail loudly
on three drift classes. Application stays in the engine: nisps/engines,
nisps/pipeline and nisps/core are untouched, generated output is pure insertion
(755 insertions, 0 deletions), and the rebuilt nisps.wasm was byte-identical.
S4 / 7.2 — firmware reads the active mode's driver config at mode start, and
mic/line is real. My brief assumed the engine owns this; the code disagreed and
the code was right. sound_analysis_midi's EngineT is NoOpEngine — the mic lives
on a separately-composed AnalysisEngine member — so engine-level wiring would
have compiled, passed every gate, and left the one mic mode on line input.
Hence a mode-level seam defaulting to engine().driver_config(). Separately,
DriverConfig's defaults (line_level 0, output_volume 1.0) had drifted from
memllib's actual 3/0.8 because nothing had ever read them; wiring them as-is
would have made every silent mode louder and its line input maximally
insensitive — a behaviour change disguised as plumbing. Now pinned by a test.
Also: GetSysClockSpeed() panic()s on unsupported sample rates and runs on the
first line of setup(), so sample_rate needed a fallback ahead of clock setup.
CI's firmware env list gains soundanalysismidi — it is the only mic variant and
nothing else compiles that path.
Plan 5e — telemetry is real. A loss_history C-API entry across the full 5-layer
chain lets the browser read the per-iteration loss the core already records.
The audit named one fabrication site; there were two — wasm-iml.ts's
synchronous train() published lossHistory: [loss] as well. A third, ctx.loss,
was not merely dead but actively synthetic (fallbacks of prev * 0.82 and a
literal 0.5, rendered by nothing) and is deleted. The firmware buffer stays
untouched, per the L25 call. EngineApi.lossHistory() reads spine state rather
than the MLP handle, because trainAsync() fits on the worker's mirror net and
the handle would give a subtly-wrong second answer.
Plan 5f — engine throughput is measurable. One source compiled twice (CMake
natively, emcc for WASM) so the targets compare directly and no WASM export is
added. Sequencers are driven into a working state, and every row prints its own
working-state evidence so a number produced by an idle engine is visible rather
than plausible. Reports, never asserts: a wall-clock threshold on shared
hardware is meaningless or flaky, same call as the firmware size job.
ALIGNMENT: the telemetry defect is deleted (built, not deferred); the
performance defect is rewritten to what is actually left — these are HOST
numbers, and nothing measures the RP2350 at 150 MHz, which is the target the
mission's constraint is about. Q4 (memllib ownership) and Q5 (legacy feedback
modes) are closed.
Corrections to my own earlier claims, both found by agents contradicting the
brief: manifold/ONBOARDING.md was NOT "now accurate" — its primitives list
still named five deleted primitives and cited a seededGradient() that does not
exist. And the parity harness misses the sequencer engines because it runs 128
frames while their sequencers evaluate every 400-500 samples, NOT because
all-params-0.5 fails to trigger them (it does trigger: 0.5 maps to ratio 2,
firing three times per bar). The fix is a longer window, not different params.
Gates: run-all-tests.sh ALL GREEN — 4/4 ctest, parity PASS, lint clean, curve
drift 1179 slots ok, 39 e2e (was 33). Firmware: 5 envs built including the mic
variant.
341 lines
26 KiB
Markdown
341 lines
26 KiB
Markdown
# Manifold UI — Agent Onboarding
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> **Purpose of this doc:** everything an agent needs to make a tweak or fix to the Manifold
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> front-end without re-grepping the tree. Read this + the relevant section's source files; you
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> should not need to read the 40KB design specs for routine work (they're pointers at the end).
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>
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> **Voice:** ground-truth map. If something here contradicts the code, the code wins — fix this doc
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> in the same commit.
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---
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## 1. What Manifold is
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A **convertible-mode React front-end** on the real, parity-tested NISPS ML+audio engine (same
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`nisps/` C++ core that the firmware and the `playground/` use, compiled to WASM). It lets you drive
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a neural net's mapping from a small input space (XY pad / gamepad / MIDI) to many outputs, shape
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that mapping with interactive ML feedback ("explore & place" / dislike), and route the outputs to
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several backends (built-in synth, MIDI, OSC, particles, VCV, MEMLNaut hardware).
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- **Stack:** Vite + React 18 + TypeScript (strict). No CSS-in-JS — design-token CSS variables.
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- **Lives at:** `manifold/` (beside `playground/`). Deploys to **https://meml.lnfinitemonkeys.org/next/**.
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- **Synth is labelled "Powerful Synth Engine" / "Built-in Synth" — NEVER "C15".** British spelling.
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---
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## 2. Run / build / deploy / test
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```bash
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cd manifold
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bun install
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bun run dev # Vite dev server, port 5273 (COOP/COEP headers set)
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bun run typecheck # tsc --noEmit ← run before every commit
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bun run build # tsc --noEmit && vite build → dist/
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bun run preview # serve dist/ on :4273 (honours COOP/COEP — needed by WASM/worklet)
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bun run test:e2e # Playwright smoke (needs `bun run build` first; runs against preview)
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```
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- **Typecheck is the cheap gate.** It catches most regressions; run it after any edit.
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- **E2E on the VPS** needs a non-snap node runner (bun is snap-confined and hides libs from
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Chromium): `PLAYWRIGHT_BROWSERS_PATH=/home/w1n5t0n/snap/bun-js/87/.cache/ms-playwright node node_modules/.bin/playwright test`. Preview via bun is fine. The smoke spec (`tests/e2e/smoke.spec.ts`)
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asserts: engine WASM loads, spine invariant (setInputs → outputs change), feedback runs, console
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renders, **no "C15" in the bundle**, no console errors.
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- **Deploy is automatic on push to GitHub `main`, but gated on CI** → webhook → waits for the
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`CI` workflow to conclude `success` on that exact SHA → builds `manifold/` → rsyncs to the live
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`/next/` subdir. A red or missing CI run aborts the deploy (fail-closed, 20 min timeout);
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`MEML_SKIP_CI_GATE=1` bypasses it for an emergency hand-deploy. The gate lives VPS-side in
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`~/.config/webhooks/meml-deploy.sh` (not in this repo) — added 2026-07-21 per the simplification
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audit. See the `manifold-deploy-pipeline` memory for the full chain and gotchas (the
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`cp index.html a-immersive.html` 403 workaround; git-ignored `bun.lock`).
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- **`manifold/public/nisps.{js,wasm}` are tracked artifacts that ship to production** — the webhook
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builds only `manifold/`, so vite copies whatever is committed. CI's *WASM freshness gate* runs
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the parity harness against the committed artifact before rebuilding it, so a stale commit fails
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loudly. Rebuild with `scripts/build-wasm.sh` and commit it whenever `nisps/` changes.
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- **`?debug=1`** installs `window.__nisps` (synchronous probe for Playwright/console — see
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`src/debug/probe.ts`). **`base: './'`** in `vite.config.ts` keeps asset URLs relative so one
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`dist/` mounts at both `/` and `/next/`. **WASM URLs must resolve via `document.baseURI`**, never
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hardcoded (see the assetUrl gotcha in §6).
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---
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## 3. The big picture — three layers
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```
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┌─────────────────────────────────────────────────────────────────┐
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│ UI layer (React) src/console/ src/dock/ src/primitives/
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│ ConsoleApp = spine of the UI: holds state, picks a Stage, │
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│ renders the Dock. "Convertible" = swappable Stages. │
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└───────────────┬─────────────────────────────────────────────────-┘
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│ reads engine.version (useSyncExternalStore), reads buffers imperatively
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│ writes via engine.setInput / setParam / feedback.*
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┌───────────────▼─────────────────────────────────────────────────┐
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│ Engine layer (NO React) src/engine/ src/inputs/ src/feedback/ src/backends/
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│ Spine = reactive store below React. Per-frame ML inference is │
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│ eager + synchronous, OFF the render cycle. React only watches │
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│ a monotonic version counter. │
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└───────────────┬─────────────────────────────────────────────────┘
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│ C ABI
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┌───────────────▼─────────────────────────────────────────────────┐
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│ WASM (nisps.wasm) — built from the C++ nisps/ core │
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│ Loaded TWICE: main thread (ML inference + training + feedback) │
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│ and AudioWorklet (audio DSP, separate instance). │
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└──────────────────────────────────────────────────────────────────┘
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```
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**Golden rule of the reactivity model:** components subscribe to `engine.version()` via
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`useEngineVersion()` and then read live `Float32Array`s **imperatively** (`engine.getOutputs()`,
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`engine.routedOutput()`). They do **not** get outputs as React state — that was a deliberate perf
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decision. Buffers are reused frame-to-frame; never assume a fresh array.
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---
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## 4. UI layer (where most tweaks happen)
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### Entry & composition
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- `src/App.tsx` → mounts `<EngineProvider>` (async WASM load, shows `Loading`) → `<ConsoleApp focus="composite" />`. Installs the `?debug=1` probe once the engine is live.
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- `src/console/ConsoleApp.tsx` (**~1040 lines — the UI spine**). Holds nearly all UI state:
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`focus`, `modeId`, `params` (`MFParam[]`), `pos` (2D input), feedback state
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(`feedbackMode`/`soloMode`/`exploring`/`picking`/`anchorCount`), output config
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(`outputMode`/`midiOutputId`/`oscUrl`/`vcvUrl`), and UI flags (`sandwich`, `split`, `stripPinned`,
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`snapshots`, `markers`, `health`, `rev`). Builds the flat `ConsoleCtx` passed to the Dock + drawers.
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### The Stages (one renders at a time)
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**There is no `focus` axis any more.** The focus/altitude system (`AltitudeNav`, `SplitStage`,
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`ReadoutStrip`, `InputMini`, `CompactAxis`) was deleted in the 2026-07 simplification audit —
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Manifold ships a single "composite" altitude. Selection is now a plain three-way in `ConsoleApp`:
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`sandwich` wins, else `outputMode==='particles'`, else CompositeStage.
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| Stage | File | Renders when | What it is |
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|---|---|---|---|
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| CompositeStage | `CompositeStage.tsx` | **default / hero** | Draggable split-ratio; magnet-snaps to 0.14/0.33/0.5/0.66/0.86; collapses a side to a corner minimap at extremes. |
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| SandwichStage | `SandwichStage.tsx` | `sandwich===true` (wins over the others) | Three-pane layout: `Manifold` input surface left, 3D parameter-landscape centre (input → MLP heatmap grid → outputs, drag to orbit), compact `OutputStage` right. |
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| ParticleStage | `ParticleStage.tsx` | `outputMode==='particles'` | Flow-field visualiser (`flow-field.ts`, 400-particle Canvas2D port) + macro-axis bar + corner joystick. |
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`Manifold.tsx` and `OutputStage.tsx` are no longer top-level stages — they are panes composed by
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CompositeStage/SandwichStage. `Manifold.tsx` is the full-bleed 2D input surface (canvas trail + pins
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+ feedback markers; pointer → `onMove`; **double-click the input mark → follow-mouse mode**, a window
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`pointermove` listener mapping the whole viewport onto this surface's space, Esc or a second
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double-click exits). `OutputStage.tsx` is the output columns; drag a bar to set value, and it takes a
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`compact` prop for the narrow pane.
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- **Output modes** (the TOP dock selector, NOT the same axis as `focus`): `src/console/output-mode.ts`
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defines `OUTPUT_MODES` = **particles** (default) / midi / osc / synth / editor, each mapping to a
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`BackendId`. `DEFAULT_OUTPUT_MODE='particles'`.
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- `src/console/output-mode.ts`, `types.ts`, `model.ts` are the shared vocabulary — read these first
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when touching anything cross-cutting:
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- `types.ts`: `Focus`, `OutputMode`, `DrawerKey`, `DrawerDepth`, `FeedbackModeUI`, `SoloMode`,
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`Pin`, `FeedbackMarker`, `Snapshot`, and **`ConsoleCtx`** (the flat context handed to the dock).
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- `model.ts`: the instrument catalogue `MF_MODES`, `MFParam`, `ParamStatus`
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(`off|fixed|live`), `ParamGroup`, plus `shapeValues()` (applies min/max/curve to raw engine
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outputs) and `modeEngineId()`. (`seededGradient()` is GONE — it was the fabricated
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gradient-health source, deleted in the 2026-07 sweep, S16.) **Schema-backed modes are DERIVED from the codegen
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schemas in `src/modes/generated/`** (one-core-engine P5.2) — real param names/groups/count,
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plus each mode's `ml` net shape (`MFMode.ml`) and schema `engine_id` (`MFMode.engineId`)
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come from schema truth. A thin manifold OVERLAY (`SCHEMA_MODES` in model.ts) supplies only
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label/glyph/ModeClass/input/ordering. Two schema-less manifold-only modes (`visualizer`,
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`c15` placeholder) stay hand-written on `DEFAULT_MODE_ML`. Do NOT hand-edit
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`src/modes/generated/` — it is codegen output (`bun run codegen/generate.ts`).
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### The Dock (right-edge rail) — `src/console/Dock.tsx` + `Drawers.tsx`
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- 48px right rail: **TOP** = mode selector (the 5 output modes, popover); **MIDDLE** = 5 drawer
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icons, vertically centred macOS-dock style; **BOTTOM** = sandwich toggle.
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- Five drawers (`DRAWERS` in `Drawers.tsx`, each has `.render(ctx, depth)` — condensed 360px panel
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vs expanded 80vw×80vh modal):
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- **learn** — feedback mode (explore-and-place / geometric-dislike) + solo mode + per-output arm.
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At `expanded` depth ONLY it also renders `TrainingHealth.tsx`: the real per-iteration loss
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curve (`EngineApi.lossHistory()` ← `nisps_ml_loss_history` ← `MLPCore::loss_history`) plus
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the per-layer weight-health table (`getLayerStats`). **`depth === 'expanded'` is Manifold's
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advanced-surface flag** — there is no separate feature-flag mechanism, so put advanced
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surface there rather than inventing one. The panel renders "no training run yet" when the
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core has no history; it never synthesises a curve.
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- **inputs** — enable/configure input sources (XY pad / MIDI / gamepad).
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- **route** (label "Outputs") — per-output control matrix + per-backend config.
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- **settings** — icon style (monochrome/colour), input-map shape (xy/joystick/rect/circular), corner radius.
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- **help** — keymap pills + loop explanation.
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- `src/dock/` holds the output-routing internals used by the `route` drawer:
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- `output-state.ts` — the per-output control model: `OutputControl` (state/muted/armed/min/max/
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curve/fixedValue + backend specs `MidiCcSpec`/`OscSpec`/`VcvSpec`), `toOutputControl()`,
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`buildArmMask()` (solo focus).
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- `OutputControlRow.tsx` — one output row: name · M(mute) · S(solo/arm) · off|fixed|live · dual-range
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· curve pad · live value. **Writes eagerly to the shared `MFParam` store via `onChange`.**
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- `OutputsBackendConfig.tsx` — preset bar (save/restore/rename/delete) + per-backend config (MIDI
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CC#/channel, OSC path/range, VCV polarity).
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### Primitives — `src/primitives/` (barrel: `index.ts`)
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Seven: `Button`, `Slider`, `PillToggle`, `Badge`, `Switch`, `XYPad`, `VirtualJoystick`. Dumb,
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reusable, no engine knowledge. Side-effect import of `styles/primitives.css` styles the range
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inputs. `Panel`/`StatusLine`/`ControlAxis`/`CurvePlot`/`Sparkline` were **deleted** in the 2026-07
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sweep (L22, zero consumers) — don't cite them.
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### Other shared UI files
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- `shared-ui.tsx` — `MiniMeters` (read-only output bars). `AltitudeNav`/`CompactAxis` were deleted with the focus system.
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- `icons.tsx` — monochrome inline-SVG icons (mode icons + drawer icons + `GLYPH_FALLBACK` for when monochrome is off).
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- `VerdictCluster.tsx` — floating bottom-centre feedback UI (perturb ▽ / undo ↺ / commit △ + A/B); labels adapt to feedback mode.
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- `CurvePad.tsx` — square canvas curve editor (vertical drag reshapes [0,1]; ~0.43 ≈ linear). Used in OutputEditor + OutputControlRow.
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- `OutputEditor.tsx` — inline min/max/curve popup for a single output (hover/click on a bar).
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### Styling — `src/styles/`
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CSS-variable design tokens, no CSS-in-JS. `tokens.css` `@import`s `tokens/{base,colors,fonts,
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typography,spacing,effects}.css`. All vars on `:root`, consumed via `var(--name)`. Dark theme: deep
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black bg, warm-orange `--accent` (#ff6a00), cyan `--accent-2` (#00ccff). Corner radius is driven by
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a setting → `--r-*` tokens.
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---
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## 5. Engine / inputs / feedback / backends (touch when behaviour, not chrome, changes)
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### Engine — `src/engine/` (no React except the two binding files)
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- `spine.ts` — **the reactive store.** `setInput(x,y)`/`setInputs(arr)` drive raw input synchronously
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through `WasmIML.processInput` (WASM input chain) → `processInto()` → `WasmIML.processOutput` (WASM
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output chain) → backend, all off the render cycle, reusing buffers. Bumps a monotonic `version`.
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`reprocess()` re-ticks the last input after a weight change (stores the full N-D vector so extra axes
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survive). Pipeline config lives in `inputConfig_`/`outputConfig_` and is pushed C-side via
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`setInputConfig`/`setOutputConfig` (state itself lives in the WASM pipeline handle since P4).
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- `engine-api.ts` — **`EngineApi`, the framework-neutral facade** everything in the UI talks to:
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`setInput/setInputs`, `getOutputs/routedOutput`, training (`addExample/train/trainAsync/evalLoss`),
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weights (`getWeights/setWeights/process/randomise`), telemetry
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(`lossHistory/getLayerStats`), `subscribe/version/on`, plus nested `.feedback` and `.audio`
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facades. **`lossHistory()` reads SPINE STATE, not the MLP handle** — an async train runs on the
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worker's mirror net, so the main handle's own history is empty for those runs; both paths
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publish to the spine.
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- `EngineProvider.tsx` / `useEngine.ts` — the **only** React coupling. `useEngine()` returns the API
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(null until WASM ready); `useEngineVersion()` = `useSyncExternalStore(subscribe, version)`.
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- `engine-host.ts` — main-thread audio wiring: AudioContext (user-gesture gated), fetch `nisps.wasm`,
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register + feed the worklet.
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- `wasm-iml.ts` (**~750 lines**) — the ML interface to `nisps.wasm`: one MLP handle, dataset, heap
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buffers, feedback C-ABI bindings (`nisps_ml_feedback_*`), lazy training worker.
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- `wasm-worker.ts` — off-thread training worker; returns weights, final loss, and the real
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per-iteration loss curve read off its own mirror handle. `worklet/nisps-processor.ts` — the AudioWorklet's
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separate WASM instance (raw `WebAssembly.instantiate`, no Emscripten glue; 128-sample blocks).
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- **Input/output pipelines + curves live in the C++/WASM core (one-core-engine P4).** The input chain
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(invert → deadzone → circular clamp → momentum-modulated zoom → centred power → EMA → momentum) and
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output chain (global curve → per-output EMA → slew → freeze/mask) are `nisps/pipeline/*`, exposed via
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`nisps_input_*` / `nisps_output_*` and driven by thin `WasmIML` wrappers (`processInput`,
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`processOutput`, `setInputConfig`, `setOutputConfig`, `setOutputFreezeMask`, `reset*`). State lives
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C++-side per pipeline handle. First 2 axes get the full pad pipeline; axes 2+ feed raw to the spine.
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The old TS `input-pipeline.ts` / `output-pipeline.ts` / `curves.ts` are **deleted**; config TYPES are
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`pipeline-types.ts`, the curve NAME↔id contract is `curve-catalog.ts`, and the curve MATHS is sampled
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from the core via `EngineApi.curveApply` / `curveApplyBatch`.
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- `dataset.ts` — JS-side example store + sample-weight modes (uniform/recency/spatial/combined).
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`sink.ts` — `EngineSink` framework boundary. `types.ts` — C-ABI surface types.
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- `exploration.ts` — `ExplorationController` adapter for the Jolt press + OU explore gestures
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(Learning drawer). **As of one-core-engine P3 the maths lives in the shared C++/WASM core** — this
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class is a thin driver that owns only the control-rate timers and calls `engine.explore.*`
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(`joltPress`/`joltStep`/`joltRelease`/`joltActive` → `nisps_ml_jolt_*`; `setExploreIntensity`/
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`exploreApply` → `nisps_ml_explore_*`). The held ~200 Hz driver calls `joltStep()` + `process()`;
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the OU walk is the spine's inert-by-default `setOutputMorph` hook, now `exploreApply(routed)` (copy
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into the WASM heap → advance+add in the core → copy back). The interim `jolt.ts` / `ou-explore.ts`
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TS ports were deleted with the swap.
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### Inputs — `src/inputs/`
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- `input-layer.ts` — composition hub. One rAF loop polls sources, pulls all axes into a vector,
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forwards N→engine. **`MAX_AXES = 32`** (WASM net over-provisioned to 32 inputs). **Dedicated
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dimensions, NO mean-blending** — each active axis drives its own engine slot 1:1; unused slots
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zero-padded (inert). Changing axis count requires a **net reset** (UI confirm modal).
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- `base-source.ts` + sources: `xy-pad-source.ts` (push, 2 axes), `gamepad-source.ts` (single=2 /
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double=4 axes, deadzone 0.08), `midi-input-source.ts` (Web MIDI, batch CC-learn, multi-port).
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- `useInputLayer.ts` — React binding; manages exclusive input mode + gamepad stick mode + MIDI
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device/learn map; exposes `pushPad`, `sources`, `channelLayout`, etc.
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- **Reshape (P2.3, live):** the net is now **runtime-shaped**. It boots at the default
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over-provisioned 32-input head (zero-padding preserved), and `EngineApi.reshape({ inputSize, … })`
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→ `WasmIML.reshape` swaps in a new net at the requested arity, **warm-started** from the overlapping
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weights (`nisps_ml_reshape`; C-side dataset + feedback state RESET). When the active axis layout
|
||
CHANGES to a count ≠ the net's arity, `ConsoleApp` offers the swap behind `ReshapeModal.tsx`
|
||
(reset-on-reshape confirm; declining keeps the zero-padded head). Never offered on load. The
|
||
spine tolerates the arity change (buffers resize, version bumps); the training worker
|
||
(`wasm-worker.ts`) carries the current dims in its train message and re-creates its mirror net to
|
||
match. Debug: `window.__nisps.reshape(nIn)` / `.describe()`. See the `manifold-mixed-inputs` memory
|
||
for the locked design (adaptive slider viz when >2 dims is still pending).
|
||
- **Per-mode net dims (P5.3):** switching INSTRUMENT mode reshapes the net to that mode's schema
|
||
`ml` config (`MFMode.ml` — input/hidden/output + spread) via a `ConsoleApp` effect keyed on
|
||
`[engine, modeId]`. No confirm modal (switching instrument is deliberate); the axis-count
|
||
`ReshapeModal` above is for input-LAYOUT changes only. The effect depends on `engine`, so on boot
|
||
it fires once WASM is ready and lands the boot mode's dims (**paf_synth → 4→[10,10,14]→33**, weights
|
||
809 — NOT the 32→126 default). The reshape-offer effect reads the engine's CURRENT `inputSize`
|
||
live, so a mode switch that changes arity doesn't spuriously prompt (its baseline tracks axis
|
||
COUNT, unchanged by a pure dim change). Non-schema modes restore `DEFAULT_MODE_ML` (32→126).
|
||
Debug seam for tests: under `?debug=1` ConsoleApp installs `window.__mf`
|
||
(`setMode`/`getModeId`/`paramCount`/`modeIds`) — the UI-level analogue of `__nisps`, since no
|
||
in-UI instrument picker exists yet (`ctx.modes`/`setModeId` are plumbed but unrendered).
|
||
|
||
### Feedback — `src/feedback/`
|
||
- `controller.ts` — `FeedbackController`, framework-neutral, owned by ConsoleApp. **As of one-core-
|
||
engine P3 it holds NO algorithm approximation** — a thin driver over the shared C++ core. Two modes:
|
||
**geometric-dislike** (default, Mode 1, "Push away") — `dislike()` calls `engine.feedback.
|
||
dislikeGeometric(heardVec)` (the k-NN centroid push-away in `nisps/ml/geo_push.hpp`; returns
|
||
FeedbackAction 14=push / 15=cold-start) then `process()`; `like()` runs the core's `thumbsUp`
|
||
(auto-stores the positive centroid in Avoid+Geometric) + `addExample` + `train`. **explore-and-
|
||
place** (Mode 2, positive-only) drives the core's snapshot/scratchpad/undo lifecycle; caller
|
||
accumulates anchors and trains on finalise with warm-start. Solo/arm via per-output mask.
|
||
- **The heard-vector rule:** the geometric dislike trains AWAY from the HEARD (post-pipeline, routed)
|
||
output — pass `engine.routedOutput()`, never the raw MLP output, or the cold-start MSE derivative is
|
||
zero (inert). The `EngineApi.feedback.thumbsDown` facade + the Mode-1 `dislike()` call site honour this.
|
||
- **Cold-start prompt:** a dislike with zero positives returns action 15 → ConsoleApp shows a one-time
|
||
"Like a few sounds first…" banner (dismissed on the next like or the dismiss button; rl-feedback §7).
|
||
- The interim `rng.ts` (`SeededRng`) and the `C++ GAP` approximation markers are **gone** — the seeded
|
||
RNG, geometric push, jolt, and OU all run in the core now.
|
||
|
||
### Backends — `src/backends/`
|
||
- `manager.ts` — `BackendManager`, the **single consumer of the engine spine** for output: subscribes,
|
||
reads `routedOutput()` each version bump, calls `active.send(routed)`. Gates audio (mutes synth when
|
||
a non-synth backend is active).
|
||
- Registered: `midi` (`midi-backend.ts`, CC out, ~20Hz throttle), `osc` (`osc-client.ts` → WebSocket
|
||
to the Deno bridge in `osc-bridge/bridge.ts`), `synth`/`cvgate` (`passthrough-backend.ts`),
|
||
`particles` (`particle-backend.ts`, no-op — the visualiser is a separate `flow-field.ts` consumer),
|
||
`vcv` (`vcv-backend.ts`, bidirectional). `mapping.ts`, `presets.ts`, `useBackendManager.ts` support
|
||
config. `backend.ts` defines the `OutputBackend` interface + `OutputMapping`.
|
||
|
||
### Misc
|
||
- `src/serial/memlnaut-serial.ts` — **STUB** Web Serial scaffold for the MEMLNaut Editor mode (protocol TODO). `EditorPanel.tsx` is its UI.
|
||
- `src/settings/settings-store.ts` — localStorage settings (`mf-settings`): icon style, input-map shape, corner radius.
|
||
- `src/midi-devices/` — codegen'd external-synth device templates.
|
||
- `src/debug/probe.ts` — `window.__nisps` synchronous probe (engine/audio/bus). Some playground
|
||
feature-store methods are present-but-inert (not ported yet) to keep the surface stable.
|
||
|
||
---
|
||
|
||
## 6. Gotchas & non-obvious rules
|
||
|
||
1. **Outputs are read imperatively, not via React state.** Subscribe to `version`, then call
|
||
`getOutputs()`/`routedOutput()`. Buffers are reused — copy if you need to retain.
|
||
2. **Asset URLs must resolve against `document.baseURI`, not `location.origin`.** `base: './'` +
|
||
the `/next/` subpath mean a hardcoded `/nisps.wasm` 404s. The `assetUrl()` helper (in
|
||
`engine-host.ts`, `wasm-iml.ts`, `wasm-worker.ts`) handles this — use it.
|
||
3. **`nisps.js` is non-module Emscripten glue (no ES exports).** Workers/worklet fetch + indirect-eval
|
||
to install the global `createNispsModule`; the worklet uses raw `WebAssembly.instantiate`.
|
||
4. **WASM MLP is runtime-shaped (since one-core-engine P2).** `nisps_ml_create(in, out, hidden[])`
|
||
honours its dims (non-positive/null → the default `32→[10,14,18]→126` head, so pre-P2 callers are
|
||
bit-identical), and `nisps_ml_reshape` swaps in a warm-started net at new dims. Weights = 3148 at
|
||
the default shape; reshaping only the input arity shifts the first layer (e.g. →4 inputs = 2868).
|
||
The firmware MLP stays compile-time templated — only the WASM/browser build is dynamic.
|
||
5. **Curves + input/output pipelines are C++/WASM only (one-core-engine P4).** No TS curve/pipeline
|
||
maths remains; the browser samples `nisps/core/math.hpp` + `nisps/pipeline/*` via the WASM. The
|
||
golden test (`tests/pipeline-golden.test.ts`) drives the WASM chains against the frozen fixtures.
|
||
NOTE: `exp/log/sigmoid/cubic` deliberately changed to the firmware-exact maths at P4 (see
|
||
`tests/fixtures/README.md`); `linear/square/sqrt/centered_power` are unchanged. The 3 momentum input
|
||
configs carry a wide (`1e-2`) tolerance — proven-inherent f32 drift, documented in the test header.
|
||
6. **COOP/COEP headers are mandatory** for the WASM/worklet path — set in `vite.config.ts` for
|
||
dev+preview, and at nginx server scope in prod (inherited by `/next/`).
|
||
7. **Never emit "C15"** in code or bundle — the smoke test fails on it. Synth is "Powerful Synth
|
||
Engine"/"Built-in Synth".
|
||
8. **Two `MFParam` writers** (stage controls AND dock rows) share one store — edits in either re-render both.
|
||
|
||
---
|
||
|
||
## 7. Deeper references (only when this doc isn't enough)
|
||
|
||
All in `docs/specs/` (at the repo root, not under `manifold/`), with subdirectories:
|
||
- `plans/BUILD-PLAN.md` — locked decisions + the 12-step build sequence + spec pointers (the resume anchor).
|
||
- `engine-architecture.md` — full engine/spine/WASM design.
|
||
- `dock-spec.md` — dock + drawers spec. `inputs-spec.md` — mixed-input design. `backends-spec.md` — backends.
|
||
- `docs/adr/rl-feedback-design.md` + `plans/feedback-modes-port-spec.md` (executed) + `recon/findings-feedback-behaviour.md` — feedback modes (Mode 1/Mode 2).
|
||
- `_archive/aimmersive-clone-spec.md` / `recon/playground-2026.md` — the a-immersive feature parity target (archived reference).
|
||
- `src/backends/README.md` — backend wiring notes.
|
||
|
||
**Memories** (auto-loaded): `manifold-build` (status + locked decisions), `manifold-mixed-inputs`
|
||
(N-D input design), `manifold-deploy-pipeline` (the auto-deploy chain), `single-double-joystick-toggle`.
|
||
|
||
---
|
||
|
||
*Keep this in sync with the code — update it in the same commit as any change to UI structure, the
|
||
engine spine, the dock/drawers, or the build/deploy commands.*
|