v2: Fix playback engine with progressive scheduling and gain tuning

- Add progressive note scheduling (2 seconds ahead) to prevent browser overwhelm
- Tune channel gains: pulse 0.12, wave 0.15, noise 0.02
- Reduce per-note noise gains for cleaner drums
- Re-enable arpeggiation for harmony tracks
- Limit to 8 channels max
- Add scheduler cleanup on stop
This commit is contained in:
b1rdmania
2026-01-26 00:10:48 +00:00
parent f095f9a2a7
commit f829e992c7
4 changed files with 99 additions and 21 deletions
+7 -7
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@@ -112,32 +112,32 @@ export class GameBoyAPU {
* The limiter will catch peaks, but we want to minimize its work
*/
private initializeChannels(): void {
// Create pulse channels (4 × 0.08 = 0.32 max)
// Create pulse channels (4 × 0.12 = 0.48 max)
for (const config of CHANNEL_CONFIG.pulse) {
const gain = this.createChannelGain(config.id, 0.08);
const gain = this.createChannelGain(config.id, 0.12);
const channel = new PulseChannel(this.audioContext, gain, config.hasSweep);
channel.setDutyCycle(config.defaultDuty);
this.pulseChannels.set(config.id, channel);
this.initChannelState(config.id);
}
// Create wave channels - slightly higher for bass presence (2 × 0.12 = 0.24 max)
// Create wave channels for bass (2 × 0.15 = 0.30 max)
for (const config of CHANNEL_CONFIG.wave) {
const gain = this.createChannelGain(config.id, 0.12);
const gain = this.createChannelGain(config.id, 0.15);
const channel = new WaveChannel(this.audioContext, gain, config.preset);
this.waveChannels.set(config.id, channel);
this.initChannelState(config.id);
}
// Create noise channels (2 × 0.05 = 0.10 max)
// Create noise channels - very quiet (2 × 0.02 = 0.04 max)
for (const config of CHANNEL_CONFIG.noise) {
const gain = this.createChannelGain(config.id, 0.05);
const gain = this.createChannelGain(config.id, 0.02);
const channel = new NoiseChannel(this.audioContext, gain, config.mode);
this.noiseChannels.set(config.id, channel);
this.initChannelState(config.id);
}
}
// Total max: 0.32 + 0.24 + 0.10 = 0.66 (headroom for note overlap)
// Total max: 0.48 + 0.30 + 0.08 = 0.86 (limiter handles peaks)
/**
* Create a gain node for a channel and connect to master.
+5 -5
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@@ -125,8 +125,8 @@ export class NoiseChannel {
// Create gain for envelope
const gain = this.audioContext.createGain();
// Calculate gain from velocity
const maxGain = (velocity / 127) * 0.7; // Noise is loud, keep headroom
// Calculate gain from velocity - keep very quiet
const maxGain = (velocity / 127) * 0.3;
// Noise envelope: instant attack, decay to sustain, release
const attackTime = 0.001; // Nearly instant
@@ -201,7 +201,7 @@ export class NoiseChannel {
source.buffer = buffer;
const gain = this.audioContext.createGain();
const maxGain = (velocity / 127) * 0.9;
const maxGain = (velocity / 127) * 0.4;
// Kick envelope: instant attack, fast decay
gain.gain.setValueAtTime(maxGain, now);
@@ -237,7 +237,7 @@ export class NoiseChannel {
source.buffer = buffer;
const gain = this.audioContext.createGain();
const maxGain = (velocity / 127) * 0.8;
const maxGain = (velocity / 127) * 0.3;
// Snare envelope: fast attack, medium decay
gain.gain.setValueAtTime(0, now);
@@ -279,7 +279,7 @@ export class NoiseChannel {
source.buffer = buffer;
const gain = this.audioContext.createGain();
const maxGain = (velocity / 127) * 0.5; // Hihats are quieter
const maxGain = (velocity / 127) * 0.2; // Hihats very quiet
// Hihat envelope: instant attack, quick decay
gain.gain.setValueAtTime(maxGain, now);
+2 -2
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@@ -38,8 +38,8 @@ export interface ChannelMapperConfig {
}
const DEFAULT_CONFIG: ChannelMapperConfig = {
maxTracks: 8,
arpeggiateHarmony: true,
maxTracks: 8, // Full 8 GB channels
arpeggiateHarmony: true, // Re-enabled for classic GB sound
leadDuty: 2, // 50% for full sound
harmonyDuty: 1, // 25% for thinner, less intrusive sound
};
+85 -7
View File
@@ -53,6 +53,13 @@ export class GameBoyPlayer {
private currentPlaybackInfo: PlaybackInfo | null = null;
private playbackStartTime: number = 0;
// Progressive scheduling state
private pendingNotes: ChannelNote[] = [];
private scheduleIndex: number = 0;
private schedulerInterval: ReturnType<typeof setInterval> | null = null;
private readonly SCHEDULE_AHEAD_TIME = 2.0; // Schedule 2 seconds ahead
private readonly SCHEDULER_INTERVAL_MS = 250; // Check every 250ms
constructor(config: Partial<GameBoyPlayerConfig> = {}) {
this.config = { ...DEFAULT_PLAYER_CONFIG, ...config };
this.apu = new GameBoyAPU(undefined, this.config);
@@ -115,13 +122,15 @@ export class GameBoyPlayer {
const startTime = this.apu.getCurrentTime() + 0.1; // Small lookahead
this.playbackStartTime = startTime;
// Schedule all notes
for (const note of gbNotes) {
this.apu.scheduleNote({
...note,
startTime: startTime + note.startTime,
});
}
// Store notes for progressive scheduling
this.pendingNotes = gbNotes;
this.scheduleIndex = 0;
// Schedule initial batch
this.scheduleNextBatch();
// Start the scheduler for progressive note scheduling
this.startScheduler();
this.isPlaying = true;
@@ -225,11 +234,80 @@ export class GameBoyPlayer {
}
}
/**
* Schedule notes progressively - only schedule notes within the lookahead window.
*/
private scheduleNextBatch(): void {
if (!this.isPlaying && this.scheduleIndex > 0) return;
const currentTime = this.apu.getCurrentTime();
const elapsedTime = currentTime - this.playbackStartTime;
const scheduleUntil = elapsedTime + this.SCHEDULE_AHEAD_TIME;
let scheduledCount = 0;
while (this.scheduleIndex < this.pendingNotes.length) {
const note = this.pendingNotes[this.scheduleIndex];
// If note is beyond our scheduling window, stop
if (note.startTime > scheduleUntil) {
break;
}
// Schedule the note
this.apu.scheduleNote({
...note,
startTime: this.playbackStartTime + note.startTime,
});
this.scheduleIndex++;
scheduledCount++;
}
if (scheduledCount > 0) {
console.log(`Scheduled ${scheduledCount} notes (${this.scheduleIndex}/${this.pendingNotes.length})`);
}
}
/**
* Start the progressive scheduler.
*/
private startScheduler(): void {
this.stopScheduler();
this.schedulerInterval = setInterval(() => {
if (!this.isPlaying) {
this.stopScheduler();
return;
}
this.scheduleNextBatch();
// Check if all notes have been scheduled
if (this.scheduleIndex >= this.pendingNotes.length) {
this.stopScheduler();
}
}, this.SCHEDULER_INTERVAL_MS);
}
/**
* Stop the progressive scheduler.
*/
private stopScheduler(): void {
if (this.schedulerInterval) {
clearInterval(this.schedulerInterval);
this.schedulerInterval = null;
}
}
/**
* Stop playback.
*/
stop(): void {
this.isPlaying = false;
this.stopScheduler();
this.pendingNotes = [];
this.scheduleIndex = 0;
this.apu.stopAll();
console.log('Playback stopped');
}