memlnaut-nisps/CLAUDE.md
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CLAUDE.md

This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.

Overview

MEMLNaut-NISPS — Neural Interactive Shaping of Parameter Spaces. A research platform for interactive ML control of audio. One C++20 codebase (nisps/) compiles to two targets:

  1. RP2350 firmware for the MEMLNaut hardware platform (firmware/).
  2. WASM in a SolidJS browser playground (playground/) — same engines + ML, run through an AudioWorklet.

Browser audio engines are a superset of firmware engines (C15 is browser-only). Parameter contracts are JSON schemas (schemas/) with codegen producing both C++ headers and TypeScript types.

Project documentation: https://musicallyembodiedml.github.io/memlnaut/approaches/nisps

For the codebase index, see MAP.md. For strategic gaps and open mission questions, see ALIGNMENT.md.

The nisps/ core

nisps/
├── core/      types, perf attrs, concepts (AudioEngine, MLEngine, Mode), fixed/ring buffers, deterministic RNG, math
├── ml/        MLP class template (4-layer, 3 hidden); SGD, gradient clipping, spread-aware Xavier init,
│              RL move_weights with output pin mask + per-layer scaling + weight decay
├── dsp/       biquad, delay, reverb, filter, env, osc, pitch_shift, dc_blocker
├── engines/   8 audio engines (paf_synth, channel_strip, xiasri, verb_fx, memlcelium, breakor,
│              elysiamorf, analysis) + NoOpEngine. Each satisfies the AudioEngine concept.
├── modes/     8 platform-agnostic modes binding {ML, engine, voice space, abstract I/O channels}.
│              CRTP base eliminates the duplication that plagued firmware modes.
└── wasm/      Emscripten C API bindings (compiled only for WASM target)

Build: cmake -S nisps -B nisps/build -G Ninja && cmake --build nisps/build && ctest --test-dir nisps/build.

Tests: 4 executables (nisps_core_tests, nisps_dsp_engine_tests, nisps_modes_tests, nisps_golden_tests). Run all: bash scripts/build-cpp-tests.sh. Parity vs WASM: bash scripts/parity-check.sh (asserts native and WASM produce identical outputs within 1e-5).

Performance contract (RP2350)

These rules apply to all code under nisps/. They are inert in WASM but kept globally for consistency.

  • No heap. No new, malloc, std::vector in hot paths. Use nisps::FixedBuffer<T, N> or std::array<T, N>.
  • Constants discipline. Float literals >255 used in hot paths must be static const float val = X.f; not inline.
  • .f suffix on all float literals. No double promotion in audio/inference paths.
  • Memory section attributes. Apply NISPS_AUDIO_MEM / NISPS_AUDIO_FUNC / NISPS_APP_SRAM / NISPS_HOT / NISPS_FORCE_INLINE (from nisps/core/perf.hpp).
  • No virtual dispatch in audio path. AudioEngine and Mode are C++20 concepts, not interfaces.
  • Deterministic RNG. All RNG state is per-instance; constructors take a seed; cross-platform parity tests rely on this.

Lint: bash scripts/lint-cpp.sh warns on missing .f and fails on heap/Arduino.h use under nisps/.

The firmware/ target

firmware/MEMLNaut-NISPS/
├── MEMLNaut-NISPS.ino     # Entry point; mode selected via #define MEMLNAUT_MODE_TYPE
├── glue/
│   ├── audio_driver.hpp   # memllib AudioDriver block callback → Mode::process per-sample
│   ├── peripherals.hpp    # joystick / pots / buttons → Mode::set_input + ML primitives
│   ├── midi_io.hpp        # MIDI in → mode handlers; drain ControlEvent ring → MIDI UART
│   ├── mode_select.hpp    # type aliases firmware mode name → nisps::modes::*Mode
│   ├── input_router.hpp   # wire_inputs() entry point
│   ├── output_router.hpp  # drain_outputs() entry point
│   └── settings_view.hpp  # wire_settings(): TFT/rotary menu (Joystick Dual/Single for 4-in modes)
└── src/{memllib,daisysp,nisps}    # symlinks (Arduino-CLI sketch tree convention)

Build: scripts/build-firmware.sh [VARIANT]. Verified compiling for PAFSynth, ChannelStrip, BreakOr on rp2040:rp2040:solderparty_rp2350_stamp_xl:opt=Optimize3 with -std=gnu++20. Flash: scripts/flash-firmware.sh. One-shot: scripts/build-and-flash-firmware.sh.

Dual-core orchestration (firmware)

  • Core 0: UI loop, ML inference (Mode::tick_control), peripheral polling (5ms period).
  • Core 1: Real-time audio processing (Mode::process), MIDI polling.
  • Sync: nisps::core::ring_buffer (templated SPSC lock-free, replaces pico/util/queue) + memory barriers (nisps::core::memory_barrier, write_volatile/read_volatile).

The playground/ target

playground/                  # Vite + SolidJS + TypeScript
├── src/
│   ├── primitives/          # 16 UI building blocks (Slider, JoyMap, Heatmap, …) + .demo.tsx for /dev/primitives
│   ├── modes/               # one TSX per firmware mode + C15Mode (browser-only); ModeShell + ModeSwitcher + mode-runtime
│   ├── stores/              # Solid stores (ml, input, output, mode, control, session, exploration, bus + persistence)
│   ├── audio/               # engine-host + AudioWorklet processor (loads nisps.wasm separately on each thread)
│   ├── ml/                  # WasmIML class + disposable async-training Worker + dataset
│   ├── input/, output/      # pure-fn pipelines (deadzone→zoom→curve→smoothing→momentum, then global curve→smoothing→slew→freeze)
│   ├── features/            # heatmap, snapshots, A/B compare, region/param pin, trail, weight health, gradient flow
│   └── debug/probe.ts       # synchronous window.__nisps for Playwright
├── public/                  # nisps.{wasm,js}, c15.{wasm,glue}
└── tests/e2e/               # Playwright specs + helpers

Dev: cd playground && bun install && bun run dev. Build: bun run build. Typecheck: bun run typecheck. E2E: bunx playwright test.

Stores + reactivity

All stores use SolidJS createStore for objects, createSignal for primitives. ML outputs are stored in a separate Float32Array signal (per the migration plan's perf guidance). Persistence (debounced 200ms localStorage round-trip) wired in playground/src/stores/persistence.ts. The signal bus (bus.ts) handles cross-store events (ml.*, mode.*, pin.*, ui.*).

Control surface

Three compound axes (Boldness / Memory / Precision) interpolate per-axis tables to drive ~6 underlying parameters each, with offset overrides ("trim-pot" model). State is in control-store. Six built-in control presets (Default, First Touch, Jazz Hands, Sculptor, Improviser, Microscope) available via the ModeShell control bar.

Debug probe (Playwright)

window.__nisps is exposed synchronously and bypasses Solid reactivity (uses untrack/batch). API matches the .local/recon/04-playground.md spec — setInputs, getOutputs, getLoss, train, thumbsUp/thumbsDown, randomise, clearExamples, inferBatch, getLayerStats, saveState, etc.

The schemas/ + codegen/ contract

Each mode has a schemas/modes/<mode>.json describing its parameters (name, label, range, default, curve, group), ML config (input/output sizes, hidden layers), voice spaces (names — bodies are inline lambdas in the C++ engine), and UI config. The meta-schema at schemas/schema.json validates these.

Codegen (bun run codegen/generate.ts) emits:

  • nisps/modes/generated/<mode>_schema.hppconstexpr C++ data, namespace nisps::modes::generated, re-exports nisps::Curve from nisps/core/math.hpp.
  • playground/src/modes/generated/<mode>_schema.ts — typed const objects + per-mode params interface.

Codegen is idempotent. Golden test ensures regenerating produces byte-identical output.

WASM bridge

Two WASM instances at runtime:

  1. Main thread (playground/src/ml/wasm-iml.ts): ML inference + sync training + RL primitives. Update store after each call. Async training via disposable Web Worker (wasm-worker.ts).
  2. AudioWorklet (playground/src/audio/worklet/nisps-processor.ts): runs engine process_block per audio block. Loads nisps.wasm directly via WebAssembly.compile (no Emscripten glue in worklet). Bytes posted from main thread.

C API is in nisps/wasm/bindings.cpp. Build: bash scripts/build-wasm.sh (~94KB output to playground/public/).

The WASM target is fixed at MLP<2, 10, 14, 18, 126>. Modes with smaller output_size use the first N outputs only.

Known limitations

  • Loss history not yet plumbed through C API; lossHistory in the store is a single-element array per training run.
  • Engine MLP architecture is fixed at compile time — supporting per-mode hidden-layer shapes would need either multiple WASM modules or runtime variation.
  • Mic input through the worklet for XIASRI / SoundAnalysisMIDI is not wired; UI scaffolds render but feature is TODO.
  • C15 voice space integration in C15Mode is a placeholder.
  • The browser Jolt/OU controls (playground/src/ml/jolt.ts, playground/src/output/ou-explore.ts) reimplement the gesture math in TS rather than calling the C++ ml::Jolt/ml::OUNoise through WASM. They drive weights via the existing nisps_ml_get/set_weights bindings and use Math.random() (not the deterministic Rng) — fine for stochastic exploration aids, but firmware↔browser bit-parity of the noise itself is intentionally not guaranteed.

URL parameters (playground)

Param Range Default Effect
tame 01 1 Constrains synth output ranges toward safe limits.
spread 01 0.6 Master noise regime (init scale, RL noise cap, per-layer Xavier scaling, weight decay).
preset preset id (none) Auto-loads a synth preset on first visit.
debug 1 (off) Exposes window.__nisps debug probe.

spread — sigmoid saturation control

The MLP uses ReLU hidden layers with a sigmoid output. With uniform [-1,1] weights, the sum of many weighted inputs at each layer drives sigmoid pre-activations far from zero (std dev ≈ √fan_in), causing outputs to saturate. The spread parameter addresses this:

  • spread=0 (polarised): uniform [-1,1] weights, RL noise cap 0.3, no decay. Outputs cluster at extremes — good for radical exploration.
  • spread=1 (centered): Xavier-scaled weights, RL noise cap 0.05, 10% weight decay per move. Outputs spread across [0,1] — better for fine-grained shaping.
  • Intermediate values interpolate.

Verification chokepoints (user-confirmed)

  • A. Hardware: each firmware mode flashes and produces correct audio on RP2350.
  • B. RP2350 perf: no regression vs current main.
  • C. Browser parity: each firmware mode runs in browser via WASM, sounds equivalent.
  • D. a-immersive feature parity: control surface, snapshots, A/B compare, region/param pins, heatmap, weight health, gradient flow, output pipeline, session presets.
  • E. CI green: bash scripts/run-all-tests.sh (cmake build + ctest + WASM build + parity + lint + Playwright).

Build system summary

# Initialize submodules (required for memllib + daisysp)
git submodule update --init --recursive

# Codegen (run after editing any schemas/modes/*.json)
cd codegen && bun install && bun run generate.ts

# C++ host tests
bash scripts/build-cpp-tests.sh

# WASM
bash scripts/build-wasm.sh

# Cross-platform parity
bash scripts/parity-check.sh

# Lint
bash scripts/lint-cpp.sh

# Firmware
scripts/build-firmware.sh PAFSynth        # or any other variant
scripts/flash-firmware.sh
scripts/build-and-flash-firmware.sh

# Playground
cd playground && bun install
bun run dev          # Vite dev (COOP/COEP enabled)
bun run typecheck
bun run build
bunx playwright test

# All tests
bash scripts/run-all-tests.sh

Issue tracking

Coding-work tasks go in ergo (ergo ready | show | claim | done | block), over the Holon EAV core — see the ergo skill. bd (beads) is RETIRED (migrated 2026-06-15; frozen read-only). Do NOT use bd, TodoWrite, or markdown TODO lists.