From 633197b81ac6ac52441f7d34a43ce84ebd3487cc Mon Sep 17 00:00:00 2001
From: b1rdmania <102524336+b1rdmania@users.noreply.github.com>
Date: Sat, 20 Dec 2025 12:21:39 +0000
Subject: [PATCH] Isolate /models synth variants and revert main.
---
index.html | 11 +-
src/core/MotifEngine.ts | 12 +-
src/models.ts | 33 +-
src/synthesis/SynthesisEngine.ts | 307 ++++-----------
src/synthesis/TestModelSynthesisEngine.ts | 431 ++++++++++++++++++++++
src/types/index.ts | 3 -
6 files changed, 530 insertions(+), 267 deletions(-)
create mode 100644 src/synthesis/TestModelSynthesisEngine.ts
diff --git a/index.html b/index.html
index 96cde02..163d714 100644
--- a/index.html
+++ b/index.html
@@ -84,12 +84,6 @@
.topbar h1 {
margin: 0;
}
- .topbar-actions {
- margin-left: auto;
- display: inline-flex;
- align-items: center;
- gap: 8px;
- }
.faq-link {
background: transparent;
border: 1px solid rgba(255,255,255,0.14);
@@ -825,10 +819,7 @@
Procedural Music Synthesis from MIDI Structure
diff --git a/src/core/MotifEngine.ts b/src/core/MotifEngine.ts
index 63366f1..357f1e2 100644
--- a/src/core/MotifEngine.ts
+++ b/src/core/MotifEngine.ts
@@ -1,4 +1,4 @@
-import type { NoteEvent, MotifConfig, SynthModel } from '../types';
+import type { NoteEvent, MotifConfig } from '../types';
import { MIDIProcessor } from '../midi/MIDIProcessor';
import { MIDIParser } from '../midi/MIDIParser';
import { MIDIService } from '../services/MIDIService';
@@ -27,17 +27,13 @@ export class MotifEngine {
this.roleMapper = new RoleMapper();
}
- async generateFromMIDI(
- events: NoteEvent[],
- transformMode: 'passthrough' | 'procedural' = 'passthrough',
- model: SynthModel = 'nes_gb'
- ): Promise
{
+ async generateFromMIDI(events: NoteEvent[], transformMode: 'passthrough' | 'procedural' = 'passthrough'): Promise {
// Initialize audio context using shared unlock (iOS compatibility)
if (!this.audioContext) {
this.audioContext = await unlockAudio();
}
- this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config, model);
+ this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config);
if (transformMode === 'passthrough') {
// Direct playback mode - play MIDI as-is without transformations
@@ -111,7 +107,7 @@ export class MotifEngine {
this.audioContext = await unlockAudio();
}
- this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config, 'nes_gb');
+ this.synthesisEngine = new SynthesisEngine(this.audioContext, this.config);
this.synthesisEngine.setupLayers(roleAssignments);
}
diff --git a/src/models.ts b/src/models.ts
index a624680..c6ba628 100644
--- a/src/models.ts
+++ b/src/models.ts
@@ -1,13 +1,19 @@
-import { MotifEngine } from './core/MotifEngine';
import { MIDIService } from './services/MIDIService';
import { MIDIParser } from './midi/MIDIParser';
import { SoundfontMIDIPlayer } from './synthesis/SoundfontMIDIPlayer';
import { getAudioContext, isAudioReady, unlockAudio } from './utils/audioUnlock';
-import type { NoteEvent, SynthModel } from './types';
+import { MIDIProcessor } from './midi/MIDIProcessor';
+import { RoleMapper } from './core/RoleMapper';
+import { TestModelSynthesisEngine } from './synthesis/TestModelSynthesisEngine';
+import type { NoteEvent } from './types';
+
+type SynthModel = 'pre8bit' | 'nes_gb' | 'snes_ish';
class ModelsApp {
- private motifEngine: MotifEngine;
private midiService: MIDIService;
+ private midiProcessor: MIDIProcessor;
+ private roleMapper: RoleMapper;
+ private testEngine: TestModelSynthesisEngine | null = null;
private soundfontPlayer: SoundfontMIDIPlayer | null = null;
@@ -44,8 +50,9 @@ class ModelsApp {
private currentMIDI: { events: NoteEvent[]; metadata: any } | null = null;
constructor() {
- this.motifEngine = new MotifEngine();
this.midiService = new MIDIService();
+ this.midiProcessor = new MIDIProcessor();
+ this.roleMapper = new RoleMapper();
this.initializeUI();
this.setupEventListeners();
this.syncModelHint();
@@ -106,7 +113,7 @@ class ModelsApp {
this.motifStopBtn.addEventListener('click', () => this.handleMotifStop());
this.motifVolumeSlider.addEventListener('input', (e) => {
const volume = parseFloat((e.target as HTMLInputElement).value);
- this.motifEngine.setVolume(volume);
+ this.testEngine?.setVolume(volume);
});
this.modelSelect.addEventListener('change', () => this.syncModelHint());
@@ -350,8 +357,17 @@ class ModelsApp {
this.updateStatus(`Generating Motif (${model})...`);
this.motifBtn.disabled = true;
- await this.motifEngine.generateFromMIDI(this.currentMIDI.events, 'procedural', model);
- await this.motifEngine.play();
+ // Ensure the previous model engine is stopped/cleared so each run is isolated.
+ this.handleMotifStop();
+
+ const audioContext = getAudioContext();
+ const features = this.midiProcessor.extractFeatures(this.currentMIDI.events);
+ const assignments = this.roleMapper.assignRoles(features, this.currentMIDI.events);
+
+ this.testEngine = new TestModelSynthesisEngine(audioContext, model);
+ this.testEngine.setupLayers(assignments);
+ this.testEngine.setVolume(parseFloat(this.motifVolumeSlider.value));
+ this.testEngine.start();
this.motifStopBtn.disabled = false;
this.updateStatus(`Playing Motif (${model})...`);
@@ -362,7 +378,8 @@ class ModelsApp {
}
private handleMotifStop(): void {
- this.motifEngine.stop();
+ this.testEngine?.stop();
+ this.testEngine = null;
this.motifBtn.disabled = false;
this.motifStopBtn.disabled = true;
}
diff --git a/src/synthesis/SynthesisEngine.ts b/src/synthesis/SynthesisEngine.ts
index 1fe4d4c..2c27fbe 100644
--- a/src/synthesis/SynthesisEngine.ts
+++ b/src/synthesis/SynthesisEngine.ts
@@ -1,52 +1,31 @@
-import type { RoleAssignment, MotifConfig, SynthLayer, Role, NoteEvent, ChordEvent, SynthModel } from '../types';
+import type { RoleAssignment, MotifConfig, SynthLayer, Role, NoteEvent, ChordEvent } from '../types';
export class SynthesisEngine {
private audioContext: AudioContext;
private config: MotifConfig;
private masterGain: GainNode;
- private postGain: GainNode;
- private model: SynthModel;
private layers: Map = new Map();
private roleAssignments: Map = new Map();
private isPlaying = false;
private schedulerIntervalId: number | null = null;
private startTime = 0;
private nextEventIndex = new Map();
- private activeVoiceCount = 0;
- private maxVoices: number;
- private effectCleanup: (() => void) | null = null;
- constructor(audioContext: AudioContext, config: MotifConfig, model: SynthModel = 'nes_gb') {
+ constructor(audioContext: AudioContext, config: MotifConfig) {
this.audioContext = audioContext;
this.config = config;
this.masterGain = audioContext.createGain();
- this.postGain = audioContext.createGain();
- this.postGain.connect(audioContext.destination);
-
- this.model = model;
- this.maxVoices = this.getMaxVoicesForModel(model, config.maxOscillators);
-
- // Default overall level
+ this.masterGain.connect(audioContext.destination);
this.masterGain.gain.value = 0.3;
- this.postGain.gain.value = 1.0;
-
- // Route + optional effects
- this.effectCleanup = this.configureMasterChain(model);
}
setupLayers(assignments: RoleAssignment[]): void {
// Clean up existing layers
this.cleanupLayers();
- // Reset voice budgeting per setup (important when switching models)
- this.activeVoiceCount = 0;
-
- // Apply model role filtering
- const filteredAssignments = this.filterAssignmentsForModel(assignments);
-
// Find the earliest event time across all assignments
let earliestTime = Infinity;
- for (const assignment of filteredAssignments) {
+ for (const assignment of assignments) {
if (assignment.events.length > 0) {
earliestTime = Math.min(earliestTime, assignment.events[0].time);
}
@@ -58,7 +37,7 @@ export class SynthesisEngine {
// If we found events, normalize times to start at 0
if (earliestTime !== Infinity && earliestTime > 0) {
console.log('Normalizing event times, earliest was:', earliestTime);
- for (const assignment of filteredAssignments) {
+ for (const assignment of assignments) {
// Normalize note events
for (const event of assignment.events) {
event.time -= earliestTime;
@@ -71,7 +50,7 @@ export class SynthesisEngine {
}
// Store role assignments and create layers
- for (const assignment of filteredAssignments) {
+ for (const assignment of assignments) {
const layer = this.createSynthLayer(assignment.role);
this.layers.set(assignment.role, layer);
this.roleAssignments.set(assignment.role, assignment);
@@ -196,62 +175,37 @@ export class SynthesisEngine {
}
private configureLayerForRole(gain: GainNode, filter: BiquadFilterNode, role: Role): void {
- // Default per-model filter shaping (keeps presets recognizable)
- if (this.model === 'pre8bit') {
- // Very bright, very simple
- filter.type = 'lowpass';
- filter.frequency.value = 6000;
- filter.Q.value = 0.8;
- } else if (this.model === 'snes_ish') {
- // Warmer, a little more body
- filter.type = 'lowpass';
- filter.frequency.value = 2400;
- filter.Q.value = 0.9;
- }
-
switch (role) {
case 'bass':
- gain.gain.value = this.model === 'pre8bit' ? 0.5 : 0.4;
- if (this.model !== 'pre8bit') {
- filter.type = 'lowpass';
- filter.frequency.value = this.model === 'snes_ish' ? 260 : 200;
- } else {
- filter.frequency.value = 350;
- }
+ gain.gain.value = 0.4;
+ filter.type = 'lowpass';
+ filter.frequency.value = 200;
break;
case 'drone':
- gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.2;
- if (this.model !== 'pre8bit') {
- filter.type = 'bandpass';
- filter.frequency.value = this.model === 'snes_ish' ? 520 : 400;
- }
+ gain.gain.value = 0.2;
+ filter.type = 'bandpass';
+ filter.frequency.value = 400;
break;
case 'ostinato':
- gain.gain.value = this.model === 'pre8bit' ? 0.25 : 0.3;
- if (this.model !== 'pre8bit') {
- filter.type = 'highpass';
- filter.frequency.value = this.model === 'snes_ish' ? 220 : 300;
- }
+ gain.gain.value = 0.3;
+ filter.type = 'highpass';
+ filter.frequency.value = 300;
break;
case 'texture':
- gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.1;
- if (this.model !== 'pre8bit') {
- filter.type = 'bandpass';
- filter.frequency.value = this.model === 'snes_ish' ? 900 : 800;
- }
+ gain.gain.value = 0.1;
+ filter.type = 'bandpass';
+ filter.frequency.value = 800;
break;
case 'accents':
- gain.gain.value = this.model === 'pre8bit' ? 0.35 : 0.5;
- if (this.model !== 'pre8bit') {
- filter.type = 'peaking';
- filter.frequency.value = this.model === 'snes_ish' ? 1200 : 1000;
- }
+ gain.gain.value = 0.5;
+ filter.type = 'peaking';
+ filter.frequency.value = 1000;
break;
case 'melody':
// Passthrough mode - balanced sound for all notes
- gain.gain.value = this.model === 'pre8bit' ? 0.4 : 0.35;
+ gain.gain.value = 0.35;
filter.type = 'lowpass';
- filter.frequency.value = this.model === 'snes_ish' ? 3200 : 4000; // Brighter for chip, warmer for SNES-ish
+ filter.frequency.value = 4000; // Brighter sound for full range
break;
}
}
@@ -263,13 +217,6 @@ export class SynthesisEngine {
private scheduleNote(role: Role, pitch: number, duration: number, velocity: number, when: number): void {
const layer = this.layers.get(role);
if (!layer) return;
-
- // Model gating: pre8bit runs intentionally sparse
- if (this.model === 'pre8bit') {
- if (role !== 'bass' && role !== 'melody') return;
- }
-
- if (this.activeVoiceCount >= this.maxVoices) return;
const osc = this.audioContext.createOscillator();
const envelope = this.audioContext.createGain();
@@ -278,50 +225,33 @@ export class SynthesisEngine {
const frequency = this.midiToFrequency(pitch);
osc.frequency.value = frequency;
- // Choose oscillator type based on model + role
- if (this.model === 'pre8bit') {
- osc.type = role === 'bass' ? 'triangle' : 'square';
- } else if (this.model === 'snes_ish') {
- // Warmer “sample-ish” feel: richer waveforms + filtering + echo on master
- if (role === 'bass') osc.type = 'triangle';
- else if (role === 'drone') osc.type = 'sawtooth';
- else if (role === 'ostinato') osc.type = 'triangle';
- else if (role === 'melody') osc.type = 'sawtooth';
- else osc.type = 'sine';
-
- // Subtle detune (feels less “pure chip”)
- osc.detune.value = (Math.random() - 0.5) * 8; // ±4 cents
- } else {
- // nes_gb (current default)
- switch (role) {
- case 'bass':
- osc.type = 'square';
- break;
- case 'drone':
- osc.type = 'sawtooth';
- break;
- case 'ostinato':
- osc.type = 'triangle';
- break;
- case 'melody':
- osc.type = 'triangle';
- break;
- case 'texture':
- case 'accents':
- osc.type = 'sine';
- break;
- }
+ // Choose oscillator type based on role
+ switch (role) {
+ case 'bass':
+ osc.type = 'square';
+ break;
+ case 'drone':
+ osc.type = 'sawtooth';
+ break;
+ case 'ostinato':
+ osc.type = 'triangle';
+ break;
+ case 'melody':
+ osc.type = 'triangle';
+ break;
+ case 'texture':
+ case 'accents':
+ osc.type = 'sine';
+ break;
}
osc.connect(envelope);
envelope.connect(layer.filterNode);
- // Envelope tuned per model (still with minimum times to prevent clicks)
+ // Envelope based on velocity and duration with minimum times to prevent clicks
const gainValue = velocity * 0.5; // Scale velocity
- const attackBase = this.model === 'pre8bit' ? 0.003 : this.model === 'snes_ish' ? 0.01 : 0.005;
- const releaseBase = this.model === 'pre8bit' ? 0.008 : this.model === 'snes_ish' ? 0.14 : 0.01;
- const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
- const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.22 : 0.12, duration * 0.3));
+ const attackTime = Math.max(0.005, Math.min(0.05, duration * 0.1)); // Min 5ms attack
+ const releaseTime = Math.max(0.01, Math.min(0.1, duration * 0.3)); // Min 10ms release
envelope.gain.setValueAtTime(0, when);
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
@@ -330,8 +260,6 @@ export class SynthesisEngine {
osc.start(when);
osc.stop(when + duration + releaseTime + 0.01); // Stop after envelope completes
-
- this.activeVoiceCount++;
// Clean up after note ends
setTimeout(() => {
@@ -341,7 +269,6 @@ export class SynthesisEngine {
} catch (e) {
// Already disconnected
}
- this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
}, (duration + releaseTime + 0.1) * 1000);
}
@@ -362,12 +289,6 @@ export class SynthesisEngine {
const chords = assignment.chords;
if (!events.length && !chords.length) return;
-
- // pre8bit is intentionally simple: no chord scheduling
- if (this.model === 'pre8bit') {
- this.scheduleSingleEvents(role, events, scheduleUntil);
- return;
- }
// For roles that support polyphony (drone, texture), prefer chords
if ((role === 'drone' || role === 'texture') && chords.length > 0) {
@@ -471,13 +392,9 @@ export class SynthesisEngine {
private scheduleChord(role: Role, pitches: number[], duration: number, velocity: number, when: number): void {
const layer = this.layers.get(role);
if (!layer) return;
-
- if (this.activeVoiceCount >= this.maxVoices) return;
- // Create oscillator for each pitch in the chord (unless constrained)
- const chordPitches = this.model === 'snes_ish' ? pitches.slice(0, 4) : pitches.slice(0, 3);
- for (const pitch of chordPitches) {
- if (this.activeVoiceCount >= this.maxVoices) break;
+ // Create oscillator for each pitch in the chord
+ for (const pitch of pitches) {
const osc = this.audioContext.createOscillator();
const envelope = this.audioContext.createGain();
@@ -485,46 +402,35 @@ export class SynthesisEngine {
const frequency = this.midiToFrequency(pitch);
osc.frequency.value = frequency;
- // Choose oscillator type based on model + role (same as note path)
- if (this.model === 'snes_ish') {
- if (role === 'bass') osc.type = 'triangle';
- else if (role === 'drone') osc.type = 'sawtooth';
- else if (role === 'ostinato') osc.type = 'triangle';
- else if (role === 'melody') osc.type = 'sawtooth';
- else osc.type = 'sine';
- osc.detune.value = (Math.random() - 0.5) * 8;
- } else {
- switch (role) {
- case 'bass':
- osc.type = 'square';
- break;
- case 'drone':
- osc.type = 'sawtooth';
- break;
- case 'ostinato':
- osc.type = 'triangle';
- break;
- case 'texture':
- osc.type = 'sine';
- break;
- case 'melody':
- osc.type = 'triangle';
- break;
- case 'accents':
- osc.type = 'sine';
- break;
- }
+ // Choose oscillator type based on role
+ switch (role) {
+ case 'bass':
+ osc.type = 'square';
+ break;
+ case 'drone':
+ osc.type = 'sawtooth';
+ break;
+ case 'ostinato':
+ osc.type = 'triangle';
+ break;
+ case 'texture':
+ osc.type = 'sine';
+ break;
+ case 'melody':
+ osc.type = 'triangle';
+ break;
+ case 'accents':
+ osc.type = 'sine';
+ break;
}
osc.connect(envelope);
envelope.connect(layer.filterNode);
// Envelope based on velocity and duration, scaled for chords with minimum times to prevent clicks
- const gainValue = (velocity * 0.3) / Math.max(chordPitches.length * 0.5, 1); // Scale down for chords
- const attackBase = this.model === 'snes_ish' ? 0.01 : 0.005;
- const releaseBase = this.model === 'snes_ish' ? 0.16 : 0.01;
- const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
- const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.24 : 0.12, duration * 0.3));
+ const gainValue = (velocity * 0.3) / Math.max(pitches.length * 0.5, 1); // Scale down for chords
+ const attackTime = Math.max(0.005, Math.min(0.05, duration * 0.1)); // Min 5ms attack
+ const releaseTime = Math.max(0.01, Math.min(0.1, duration * 0.3)); // Min 10ms release
envelope.gain.setValueAtTime(0, when);
envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
@@ -534,8 +440,6 @@ export class SynthesisEngine {
osc.start(when);
osc.stop(when + duration + releaseTime + 0.01); // Stop after envelope completes
- this.activeVoiceCount++;
-
// Clean up after note ends
setTimeout(() => {
try {
@@ -544,7 +448,6 @@ export class SynthesisEngine {
} catch (e) {
// Already disconnected
}
- this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
}, (duration + releaseTime + 0.1) * 1000);
}
}
@@ -564,76 +467,4 @@ export class SynthesisEngine {
}
this.layers.clear();
}
-
- private getMaxVoicesForModel(model: SynthModel, defaultMax: number): number {
- if (model === 'pre8bit') return Math.min(2, defaultMax);
- if (model === 'snes_ish') return Math.max(12, defaultMax);
- return defaultMax;
- }
-
- private filterAssignmentsForModel(assignments: RoleAssignment[]): RoleAssignment[] {
- if (this.model === 'pre8bit') {
- // Keep it intentionally simple and sparse.
- const keep: Role[] = ['melody', 'bass'];
- const kept = assignments.filter(a => keep.includes(a.role));
- // If role mapper didn’t produce those roles, fall back to first available assignment.
- if (kept.length > 0) return kept.slice(0, 2);
- return assignments.slice(0, 1);
- }
- return assignments;
- }
-
- private configureMasterChain(model: SynthModel): () => void {
- // Disconnect any previous chain
- try { this.masterGain.disconnect(); } catch {}
- if (this.effectCleanup) {
- try { this.effectCleanup(); } catch {}
- }
-
- // Default: dry only
- if (model !== 'snes_ish') {
- this.masterGain.connect(this.postGain);
- return () => {
- try { this.masterGain.disconnect(); } catch {}
- };
- }
-
- // SNES-ish: add a simple echo/reverb-like feedback delay with filtering.
- const dry = this.audioContext.createGain();
- const wet = this.audioContext.createGain();
- const delay = this.audioContext.createDelay(1.0);
- const feedback = this.audioContext.createGain();
- const fbFilter = this.audioContext.createBiquadFilter();
-
- dry.gain.value = 0.85;
- wet.gain.value = 0.28;
- delay.delayTime.value = 0.165; // ~165ms echo
- feedback.gain.value = 0.32;
- fbFilter.type = 'lowpass';
- fbFilter.frequency.value = 1800;
- fbFilter.Q.value = 0.7;
-
- // master -> dry -> post
- this.masterGain.connect(dry);
- dry.connect(this.postGain);
-
- // master -> delay -> wet -> post
- this.masterGain.connect(delay);
- delay.connect(wet);
- wet.connect(this.postGain);
-
- // feedback loop: delay -> filter -> feedback -> delay
- delay.connect(fbFilter);
- fbFilter.connect(feedback);
- feedback.connect(delay);
-
- return () => {
- try { this.masterGain.disconnect(); } catch {}
- try { dry.disconnect(); } catch {}
- try { wet.disconnect(); } catch {}
- try { delay.disconnect(); } catch {}
- try { feedback.disconnect(); } catch {}
- try { fbFilter.disconnect(); } catch {}
- };
- }
}
\ No newline at end of file
diff --git a/src/synthesis/TestModelSynthesisEngine.ts b/src/synthesis/TestModelSynthesisEngine.ts
new file mode 100644
index 0000000..a7fea7c
--- /dev/null
+++ b/src/synthesis/TestModelSynthesisEngine.ts
@@ -0,0 +1,431 @@
+import type { RoleAssignment, Role, SynthLayer, NoteEvent, ChordEvent } from '../types';
+
+export type SynthModel = 'pre8bit' | 'nes_gb' | 'snes_ish';
+
+/**
+ * TestModelSynthesisEngine
+ * -----------------------
+ * Used ONLY by /models to compare different synthesis “models”.
+ * This is intentionally isolated from the main `SynthesisEngine` so the main app stays stable.
+ */
+export class TestModelSynthesisEngine {
+ private audioContext: AudioContext;
+ private model: SynthModel;
+
+ private masterGain: GainNode;
+ private postGain: GainNode;
+
+ private layers: Map = new Map();
+ private roleAssignments: Map = new Map();
+
+ private isPlaying = false;
+ private schedulerIntervalId: number | null = null;
+ private startTime = 0;
+ private nextEventIndex = new Map();
+
+ private activeVoiceCount = 0;
+ private maxVoices: number;
+
+ // scheduling config (kept simple for /models)
+ private lookaheadTime = 0.12;
+ private scheduleInterval = 25;
+ private fadeTime = 0.05;
+
+ constructor(audioContext: AudioContext, model: SynthModel) {
+ this.audioContext = audioContext;
+ this.model = model;
+
+ this.masterGain = audioContext.createGain();
+ this.postGain = audioContext.createGain();
+ this.postGain.connect(audioContext.destination);
+
+ this.masterGain.gain.value = 0.3;
+ this.postGain.gain.value = 1.0;
+
+ this.maxVoices = this.model === 'pre8bit' ? 2 : this.model === 'snes_ish' ? 14 : 8;
+
+ this.configureMasterChain();
+ }
+
+ setVolume(volume: number): void {
+ this.masterGain.gain.value = Math.max(0, Math.min(1, volume));
+ }
+
+ setupLayers(assignments: RoleAssignment[]): void {
+ this.cleanupLayers();
+ this.activeVoiceCount = 0;
+
+ const filtered = this.filterAssignments(assignments);
+
+ let earliestTime = Infinity;
+ for (const assignment of filtered) {
+ if (assignment.events.length > 0) earliestTime = Math.min(earliestTime, assignment.events[0].time);
+ if (assignment.chords.length > 0) earliestTime = Math.min(earliestTime, assignment.chords[0].time);
+ }
+
+ if (earliestTime !== Infinity && earliestTime > 0) {
+ for (const assignment of filtered) {
+ for (const e of assignment.events) e.time -= earliestTime;
+ for (const c of assignment.chords) c.time -= earliestTime;
+ }
+ }
+
+ for (const assignment of filtered) {
+ const layer = this.createSynthLayer(assignment.role);
+ this.layers.set(assignment.role, layer);
+ this.roleAssignments.set(assignment.role, assignment);
+ this.nextEventIndex.set(assignment.role, 0);
+ }
+ }
+
+ start(): void {
+ if (this.isPlaying) return;
+ this.isPlaying = true;
+ this.startTime = this.audioContext.currentTime;
+
+ for (const role of this.roleAssignments.keys()) {
+ this.nextEventIndex.set(role, 0);
+ }
+
+ this.schedulerIntervalId = window.setInterval(() => this.scheduleEvents(), this.scheduleInterval);
+ }
+
+ stop(): void {
+ if (!this.isPlaying) return;
+ this.isPlaying = false;
+
+ if (this.schedulerIntervalId) {
+ clearInterval(this.schedulerIntervalId);
+ this.schedulerIntervalId = null;
+ }
+
+ this.fadeOutAllLayers();
+ }
+
+ private configureMasterChain(): void {
+ try { this.masterGain.disconnect(); } catch {}
+
+ // dry always
+ const dry = this.audioContext.createGain();
+ dry.gain.value = 1.0;
+ this.masterGain.connect(dry);
+ dry.connect(this.postGain);
+
+ if (this.model !== 'snes_ish') return;
+
+ // SNES-ish echo: feedback delay with a lowpass in the loop.
+ const wet = this.audioContext.createGain();
+ const delay = this.audioContext.createDelay(1.0);
+ const feedback = this.audioContext.createGain();
+ const fbFilter = this.audioContext.createBiquadFilter();
+
+ wet.gain.value = 0.26;
+ delay.delayTime.value = 0.165;
+ feedback.gain.value = 0.32;
+ fbFilter.type = 'lowpass';
+ fbFilter.frequency.value = 1800;
+ fbFilter.Q.value = 0.7;
+
+ this.masterGain.connect(delay);
+ delay.connect(wet);
+ wet.connect(this.postGain);
+
+ delay.connect(fbFilter);
+ fbFilter.connect(feedback);
+ feedback.connect(delay);
+ }
+
+ private filterAssignments(assignments: RoleAssignment[]): RoleAssignment[] {
+ if (this.model !== 'pre8bit') return assignments;
+ const keep: Role[] = ['melody', 'bass'];
+ const kept = assignments.filter(a => keep.includes(a.role));
+ if (kept.length > 0) return kept.slice(0, 2);
+ return assignments.slice(0, 1);
+ }
+
+ private createSynthLayer(role: Role): SynthLayer {
+ const gainNode = this.audioContext.createGain();
+ const filterNode = this.audioContext.createBiquadFilter();
+
+ filterNode.connect(gainNode);
+ gainNode.connect(this.masterGain);
+
+ this.configureLayerForRole(gainNode, filterNode, role);
+
+ return { role, oscillators: [], gainNode, filterNode };
+ }
+
+ private configureLayerForRole(gain: GainNode, filter: BiquadFilterNode, role: Role): void {
+ // Base curve per model
+ if (this.model === 'pre8bit') {
+ filter.type = 'lowpass';
+ filter.frequency.value = 6500;
+ filter.Q.value = 0.8;
+ } else if (this.model === 'snes_ish') {
+ filter.type = 'lowpass';
+ filter.frequency.value = 2600;
+ filter.Q.value = 0.9;
+ }
+
+ switch (role) {
+ case 'bass':
+ gain.gain.value = this.model === 'pre8bit' ? 0.55 : 0.4;
+ if (this.model !== 'pre8bit') {
+ filter.type = 'lowpass';
+ filter.frequency.value = this.model === 'snes_ish' ? 260 : 200;
+ } else {
+ filter.frequency.value = 420;
+ }
+ break;
+ case 'drone':
+ gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.2;
+ if (this.model !== 'pre8bit') {
+ filter.type = 'bandpass';
+ filter.frequency.value = this.model === 'snes_ish' ? 520 : 400;
+ }
+ break;
+ case 'ostinato':
+ gain.gain.value = this.model === 'pre8bit' ? 0.25 : 0.3;
+ if (this.model !== 'pre8bit') {
+ filter.type = 'highpass';
+ filter.frequency.value = this.model === 'snes_ish' ? 220 : 300;
+ }
+ break;
+ case 'texture':
+ gain.gain.value = this.model === 'pre8bit' ? 0.0 : 0.1;
+ if (this.model !== 'pre8bit') {
+ filter.type = 'bandpass';
+ filter.frequency.value = this.model === 'snes_ish' ? 900 : 800;
+ }
+ break;
+ case 'accents':
+ gain.gain.value = this.model === 'pre8bit' ? 0.35 : 0.5;
+ if (this.model !== 'pre8bit') {
+ filter.type = 'peaking';
+ filter.frequency.value = this.model === 'snes_ish' ? 1200 : 1000;
+ }
+ break;
+ case 'melody':
+ gain.gain.value = this.model === 'pre8bit' ? 0.42 : 0.35;
+ filter.type = 'lowpass';
+ filter.frequency.value = this.model === 'snes_ish' ? 3200 : 4200;
+ break;
+ }
+ }
+
+ private midiToFrequency(midiNote: number): number {
+ return 440 * Math.pow(2, (midiNote - 69) / 12);
+ }
+
+ private scheduleEvents(): void {
+ if (!this.isPlaying) return;
+ const currentTime = this.audioContext.currentTime;
+ const scheduleUntil = currentTime + this.lookaheadTime;
+
+ for (const [role, assignment] of this.roleAssignments) {
+ this.scheduleRoleEvents(role, assignment, scheduleUntil);
+ }
+ }
+
+ private scheduleRoleEvents(role: Role, assignment: RoleAssignment, scheduleUntil: number): void {
+ const events = assignment.events;
+ const chords = assignment.chords;
+ if (!events.length && !chords.length) return;
+
+ if (this.model === 'pre8bit') {
+ this.scheduleSingleEvents(role, events, scheduleUntil);
+ return;
+ }
+
+ if ((role === 'drone' || role === 'texture') && chords.length > 0) {
+ this.scheduleChordEvents(role, chords, scheduleUntil);
+ } else {
+ this.scheduleSingleEvents(role, events, scheduleUntil);
+ }
+ }
+
+ private scheduleChordEvents(role: Role, chords: ChordEvent[], scheduleUntil: number): void {
+ let chordIndex = this.nextEventIndex.get(role) || 0;
+
+ while (chordIndex < chords.length) {
+ const chord = chords[chordIndex];
+ const eventTime = this.startTime + chord.time;
+ if (eventTime > scheduleUntil) break;
+
+ if (eventTime >= this.audioContext.currentTime) {
+ this.scheduleChord(role, chord.pitches, Math.max(0.05, chord.duration), chord.velocity, eventTime);
+ }
+ chordIndex++;
+ }
+
+ this.nextEventIndex.set(role, chordIndex);
+ if (chordIndex >= chords.length) this.loopIfEnded(chords.length);
+ }
+
+ private scheduleSingleEvents(role: Role, events: NoteEvent[], scheduleUntil: number): void {
+ let eventIndex = this.nextEventIndex.get(role) || 0;
+
+ while (eventIndex < events.length) {
+ const event = events[eventIndex];
+ const eventTime = this.startTime + event.time;
+ if (eventTime > scheduleUntil) break;
+
+ if (eventTime >= this.audioContext.currentTime) {
+ this.scheduleNote(role, event.pitch, Math.max(0.05, event.duration), event.velocity, eventTime);
+ }
+ eventIndex++;
+ }
+
+ this.nextEventIndex.set(role, eventIndex);
+ if (eventIndex >= events.length) this.loopIfEnded(events.length);
+ }
+
+ private loopIfEnded(length: number): void {
+ if (length <= 0) return;
+ // If all roles looped, reset startTime.
+ if (Array.from(this.nextEventIndex.values()).every(idx => idx === 0 || idx >= length)) {
+ for (const role of this.nextEventIndex.keys()) this.nextEventIndex.set(role, 0);
+ this.startTime = this.audioContext.currentTime;
+ }
+ }
+
+ private scheduleNote(role: Role, pitch: number, duration: number, velocity: number, when: number): void {
+ const layer = this.layers.get(role);
+ if (!layer) return;
+
+ if (this.model === 'pre8bit') {
+ if (role !== 'bass' && role !== 'melody') return;
+ }
+
+ if (this.activeVoiceCount >= this.maxVoices) return;
+
+ const osc = this.audioContext.createOscillator();
+ const envelope = this.audioContext.createGain();
+ osc.frequency.value = this.midiToFrequency(pitch);
+
+ // Model-specific voice
+ if (this.model === 'pre8bit') {
+ osc.type = role === 'bass' ? 'triangle' : 'square';
+ } else if (this.model === 'snes_ish') {
+ if (role === 'bass') osc.type = 'triangle';
+ else if (role === 'melody') osc.type = 'sawtooth';
+ else if (role === 'drone') osc.type = 'sawtooth';
+ else if (role === 'ostinato') osc.type = 'triangle';
+ else osc.type = 'sine';
+ osc.detune.value = (Math.random() - 0.5) * 8;
+ } else {
+ // nes_gb
+ if (role === 'bass') osc.type = 'square';
+ else if (role === 'drone') osc.type = 'sawtooth';
+ else if (role === 'ostinato') osc.type = 'triangle';
+ else if (role === 'melody') osc.type = 'triangle';
+ else osc.type = 'sine';
+ }
+
+ osc.connect(envelope);
+ envelope.connect(layer.filterNode);
+
+ const gainValue = velocity * 0.5;
+ const attackBase = this.model === 'pre8bit' ? 0.003 : this.model === 'snes_ish' ? 0.01 : 0.005;
+ const releaseBase = this.model === 'pre8bit' ? 0.008 : this.model === 'snes_ish' ? 0.14 : 0.01;
+ const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
+ const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.22 : 0.12, duration * 0.3));
+
+ envelope.gain.setValueAtTime(0, when);
+ envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
+ envelope.gain.setValueAtTime(gainValue, when + Math.max(attackTime, duration - releaseTime));
+ envelope.gain.exponentialRampToValueAtTime(0.001, when + duration + releaseTime);
+
+ osc.start(when);
+ osc.stop(when + duration + releaseTime + 0.01);
+ this.activeVoiceCount++;
+
+ setTimeout(() => {
+ try {
+ osc.disconnect();
+ envelope.disconnect();
+ } catch {}
+ this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
+ }, (duration + releaseTime + 0.1) * 1000);
+ }
+
+ private scheduleChord(role: Role, pitches: number[], duration: number, velocity: number, when: number): void {
+ const layer = this.layers.get(role);
+ if (!layer) return;
+ if (this.activeVoiceCount >= this.maxVoices) return;
+
+ const chordPitches = this.model === 'snes_ish' ? pitches.slice(0, 4) : pitches.slice(0, 3);
+ for (const pitch of chordPitches) {
+ if (this.activeVoiceCount >= this.maxVoices) break;
+ const osc = this.audioContext.createOscillator();
+ const envelope = this.audioContext.createGain();
+ osc.frequency.value = this.midiToFrequency(pitch);
+
+ if (this.model === 'snes_ish') {
+ if (role === 'bass') osc.type = 'triangle';
+ else if (role === 'melody') osc.type = 'sawtooth';
+ else if (role === 'drone') osc.type = 'sawtooth';
+ else if (role === 'ostinato') osc.type = 'triangle';
+ else osc.type = 'sine';
+ osc.detune.value = (Math.random() - 0.5) * 8;
+ } else {
+ if (role === 'bass') osc.type = 'square';
+ else if (role === 'drone') osc.type = 'sawtooth';
+ else if (role === 'ostinato') osc.type = 'triangle';
+ else if (role === 'melody') osc.type = 'triangle';
+ else osc.type = 'sine';
+ }
+
+ osc.connect(envelope);
+ envelope.connect(layer.filterNode);
+
+ const gainValue = (velocity * 0.3) / Math.max(chordPitches.length * 0.5, 1);
+ const attackBase = this.model === 'snes_ish' ? 0.01 : 0.005;
+ const releaseBase = this.model === 'snes_ish' ? 0.16 : 0.01;
+ const attackTime = Math.max(attackBase, Math.min(0.06, duration * 0.1));
+ const releaseTime = Math.max(releaseBase, Math.min(this.model === 'snes_ish' ? 0.24 : 0.12, duration * 0.3));
+
+ envelope.gain.setValueAtTime(0, when);
+ envelope.gain.linearRampToValueAtTime(gainValue, when + attackTime);
+ envelope.gain.setValueAtTime(gainValue, when + Math.max(attackTime, duration - releaseTime));
+ envelope.gain.exponentialRampToValueAtTime(0.001, when + duration + releaseTime);
+
+ osc.start(when);
+ osc.stop(when + duration + releaseTime + 0.01);
+ this.activeVoiceCount++;
+
+ setTimeout(() => {
+ try {
+ osc.disconnect();
+ envelope.disconnect();
+ } catch {}
+ this.activeVoiceCount = Math.max(0, this.activeVoiceCount - 1);
+ }, (duration + releaseTime + 0.1) * 1000);
+ }
+ }
+
+ private fadeOutAllLayers(): void {
+ const when = this.audioContext.currentTime;
+ for (const layer of this.layers.values()) {
+ layer.gainNode.gain.linearRampToValueAtTime(0, when + this.fadeTime);
+ }
+ setTimeout(() => this.cleanupLayers(), this.fadeTime * 1000 + 100);
+ }
+
+ private cleanupLayers(): void {
+ for (const layer of this.layers.values()) {
+ for (const osc of layer.oscillators) {
+ try {
+ osc.stop();
+ osc.disconnect();
+ } catch {}
+ }
+ try { layer.gainNode.disconnect(); } catch {}
+ try { layer.filterNode.disconnect(); } catch {}
+ }
+ this.layers.clear();
+ this.roleAssignments.clear();
+ this.nextEventIndex.clear();
+ }
+}
+
diff --git a/src/types/index.ts b/src/types/index.ts
index 09acb86..42261df 100644
--- a/src/types/index.ts
+++ b/src/types/index.ts
@@ -38,9 +38,6 @@ export interface StructuralFeatures {
export type Role = 'bass' | 'drone' | 'ostinato' | 'texture' | 'accents' | 'melody';
-// Procedural synth model presets (test page uses these)
-export type SynthModel = 'pre8bit' | 'nes_gb' | 'snes_ish';
-
export interface RoleAssignment {
role: Role;
sourceTrack: number;