@kenkaiiii/ggcoder 5.65.0 → 5.66.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (690) hide show
  1. package/README.md +3 -3
  2. package/assets/motion/BRAG-LICENSE +21 -0
  3. package/assets/motion/HYPERFRAMES-LICENSE +190 -0
  4. package/assets/motion/THIRD-PARTY.md +52 -0
  5. package/assets/motion/assets/music/README.md +20 -0
  6. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.json +3846 -0
  7. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-1-by-ende-dot-app.music-cues.md +35 -0
  8. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.json +1826 -0
  9. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-10-by-ende-dot-app.music-cues.md +35 -0
  10. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.json +2266 -0
  11. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-11-by-ende-dot-app.music-cues.md +35 -0
  12. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.json +2806 -0
  13. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-12-by-ende-dot-app.music-cues.md +35 -0
  14. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.json +2796 -0
  15. package/assets/motion/assets/music/cues/happy-beats-business-moves-vol-9-by-ende-dot-app.music-cues.md +35 -0
  16. package/assets/motion/assets/music/happy-beats-business-moves-vol-1-by-ende-dot-app.mp3 +0 -0
  17. package/assets/motion/assets/music/happy-beats-business-moves-vol-10-by-ende-dot-app.mp3 +0 -0
  18. package/assets/motion/assets/music/happy-beats-business-moves-vol-11-by-ende-dot-app.mp3 +0 -0
  19. package/assets/motion/assets/music/happy-beats-business-moves-vol-12-by-ende-dot-app.mp3 +0 -0
  20. package/assets/motion/assets/music/happy-beats-business-moves-vol-9-by-ende-dot-app.mp3 +0 -0
  21. package/assets/motion/assets/sfx/casino/card-fan-1.ogg +0 -0
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@@ -0,0 +1,486 @@
1
+ #!/usr/bin/env node
2
+ // GG Motion score synth: render a beat-locked music bed and sound effects from
3
+ // a small JSON score, fully offline and deterministic (same score + seed =>
4
+ // identical audio). No samples, no API keys, no licensing questions.
5
+ //
6
+ // Usage: node score-synth.mjs <score.json> <out-dir>
7
+ // Writes: <out>/music.wav, <out>/sfx.wav (48 kHz stereo PCM) and
8
+ // <out>/tempo-map.json (beat/bar/section/hit times in seconds) so the
9
+ // animation is timed from exactly the grid the audio was built on.
10
+ //
11
+ // Score shape (all times in seconds unless noted):
12
+ // {
13
+ // "bpm": 120, "duration": 20, "seed": 7,
14
+ // "key": "A", "scale": "minor", // used when chords are omitted
15
+ // "chords": ["Am", "F", "C", "G"], // one per bar, cycled
16
+ // "style": "pulse", // pulse | cinematic | minimal
17
+ // "sections": [{ "name": "intro", "from": 0, "energy": 0.3 }, ...],
18
+ // "hits": [{ "t": 1.5, "sfx": "whoosh" }, { "beat": 16, "sfx": "impact" }, { "bar": 8, "sfx": "riser" }],
19
+ // "beatTimes": [0.51, 1.02, ...], // optional: measured beats of a supplied song
20
+ // "music": true // false => sfx.wav only (e.g. over a supplied song)
21
+ // }
22
+ import { mkdir, readFile, writeFile } from "node:fs/promises";
23
+ import { join, resolve } from "node:path";
24
+
25
+ const SR = 48000;
26
+ const SFX_NAMES = [
27
+ "whoosh", "whoosh-short", "riser", "impact", "sub-drop", "pop", "click", "tick",
28
+ "glitch", "shimmer", "sting", "typing", "swell", "snap",
29
+ ];
30
+
31
+ function fail(message) {
32
+ process.stderr.write(`${message}\n`);
33
+ process.exit(1);
34
+ }
35
+
36
+ // ---------- validation ----------
37
+ function validate(raw) {
38
+ if (!raw || typeof raw !== "object") fail("score must be a JSON object");
39
+ const bpm = Number(raw.bpm ?? 120);
40
+ const duration = Number(raw.duration);
41
+ if (!(bpm >= 40 && bpm <= 220)) fail("bpm must be between 40 and 220");
42
+ if (!(duration > 0 && duration <= 900)) fail("duration must be between 0 and 900 seconds");
43
+ const style = raw.style ?? "pulse";
44
+ if (!["pulse", "cinematic", "minimal"].includes(style)) fail(`unknown style: ${style}`);
45
+ const sections = Array.isArray(raw.sections) && raw.sections.length
46
+ ? raw.sections.map((s, i) => {
47
+ const from = Number(s.from);
48
+ const energy = Number(s.energy);
49
+ if (!(from >= 0) || !(energy >= 0 && energy <= 1)) fail(`section ${i}: needs from >= 0 and energy 0..1`);
50
+ return { name: String(s.name ?? `section-${i + 1}`), from, energy };
51
+ }).sort((a, b) => a.from - b.from)
52
+ : [{ name: "main", from: 0, energy: 0.7 }];
53
+ const hits = (Array.isArray(raw.hits) ? raw.hits : []).map((h, i) => {
54
+ if (!SFX_NAMES.includes(h.sfx)) fail(`hit ${i}: unknown sfx "${h.sfx}". Use one of: ${SFX_NAMES.join(", ")}`);
55
+ if (h.t === undefined && h.beat === undefined && h.bar === undefined) fail(`hit ${i}: needs t, beat or bar`);
56
+ const gain = h.gain === undefined ? 1 : Number(h.gain);
57
+ if (!(gain >= 0 && gain <= 2)) fail(`hit ${i}: gain must be 0..2`);
58
+ return { ...h, gain };
59
+ });
60
+ const beatTimes = Array.isArray(raw.beatTimes) ? raw.beatTimes.map(Number).filter((n) => n >= 0).sort((a, b) => a - b) : null;
61
+ return {
62
+ bpm, duration, style, sections, hits, beatTimes,
63
+ seed: Number.isInteger(raw.seed) ? raw.seed : 1,
64
+ key: String(raw.key ?? "A"),
65
+ scale: raw.scale === "major" ? "major" : "minor",
66
+ chords: Array.isArray(raw.chords) && raw.chords.length ? raw.chords.map(String) : null,
67
+ music: raw.music !== false,
68
+ };
69
+ }
70
+
71
+ // ---------- music theory ----------
72
+ const NOTE = { C: 0, D: 2, E: 4, F: 5, G: 7, A: 9, B: 11 };
73
+ function parseRoot(name) {
74
+ const m = /^([A-G])([#b]?)/.exec(name);
75
+ if (!m) fail(`bad chord or key: ${name}`);
76
+ return (NOTE[m[1]] + (m[2] === "#" ? 1 : m[2] === "b" ? -1 : 0) + 12) % 12;
77
+ }
78
+ function chordNotes(name) {
79
+ const root = parseRoot(name);
80
+ const rest = name.replace(/^[A-G][#b]?/, "");
81
+ const minor = /^m(?!aj)/.test(rest);
82
+ const tones = [0, minor ? 3 : 4, 7];
83
+ if (/7/.test(rest)) tones.push(/maj7/.test(rest) ? 11 : 10);
84
+ return { root, tones };
85
+ }
86
+ function defaultChords(key, scale) {
87
+ const r = parseRoot(key);
88
+ const name = (semi, minor) => `${Object.keys(NOTE).find((k) => NOTE[k] === (r + semi) % 12) ?? "C"}${minor ? "m" : ""}`;
89
+ // i-VI-III-VII (minor) or I-V-vi-IV (major); fall back to the root when a degree is sharp.
90
+ return scale === "minor"
91
+ ? [name(0, true), name(8, false), name(3, false), name(10, false)]
92
+ : [name(0, false), name(7, false), name(9, true), name(5, false)];
93
+ }
94
+ const hz = (midi) => 440 * 2 ** ((midi - 69) / 12);
95
+
96
+ // ---------- deterministic noise ----------
97
+ function rng(seed) {
98
+ let a = seed >>> 0;
99
+ return () => {
100
+ a = (a + 0x6d2b79f5) >>> 0;
101
+ let t = a;
102
+ t = Math.imul(t ^ (t >>> 15), t | 1);
103
+ t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
104
+ return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
105
+ };
106
+ }
107
+
108
+ // ---------- DSP helpers ----------
109
+ function biquad(type, freq, q) {
110
+ let b0, b1, b2, a1, a2, x1 = 0, x2 = 0, y1 = 0, y2 = 0;
111
+ const set = (f) => {
112
+ const w = (2 * Math.PI * Math.min(Math.max(f, 20), SR * 0.45)) / SR;
113
+ const alpha = Math.sin(w) / (2 * q);
114
+ const c = Math.cos(w);
115
+ const a0 = 1 + alpha;
116
+ if (type === "lp") { b0 = (1 - c) / 2; b1 = 1 - c; b2 = (1 - c) / 2; }
117
+ else if (type === "hp") { b0 = (1 + c) / 2; b1 = -(1 + c); b2 = (1 + c) / 2; }
118
+ else { b0 = alpha; b1 = 0; b2 = -alpha; }
119
+ b0 /= a0; b1 /= a0; b2 /= a0; a1 = (-2 * c) / a0; a2 = (1 - alpha) / a0;
120
+ };
121
+ set(freq);
122
+ const run = (x) => {
123
+ const y = b0 * x + b1 * x1 + b2 * x2 - a1 * y1 - a2 * y2;
124
+ x2 = x1; x1 = x; y2 = y1; y1 = y;
125
+ return y;
126
+ };
127
+ run.set = set;
128
+ return run;
129
+ }
130
+
131
+ class Bus {
132
+ constructor(seconds) {
133
+ this.n = Math.ceil(seconds * SR);
134
+ this.l = new Float32Array(this.n);
135
+ this.r = new Float32Array(this.n);
136
+ }
137
+ add(start, samples, gain = 1, pan = 0) {
138
+ const s0 = Math.round(start * SR);
139
+ const gl = gain * Math.cos(((pan + 1) * Math.PI) / 4);
140
+ const gr = gain * Math.sin(((pan + 1) * Math.PI) / 4);
141
+ for (let i = 0; i < samples.length; i++) {
142
+ const j = s0 + i;
143
+ if (j < 0 || j >= this.n) continue;
144
+ const v = samples[i];
145
+ this.l[j] += v * gl * Math.SQRT2;
146
+ this.r[j] += v * gr * Math.SQRT2;
147
+ }
148
+ }
149
+ addStereo(start, left, right, gain = 1) {
150
+ const s0 = Math.round(start * SR);
151
+ for (let i = 0; i < left.length; i++) {
152
+ const j = s0 + i;
153
+ if (j < 0 || j >= this.n) continue;
154
+ this.l[j] += left[i] * gain;
155
+ this.r[j] += right[i] * gain;
156
+ }
157
+ }
158
+ }
159
+
160
+ const buf = (sec) => new Float32Array(Math.max(1, Math.round(sec * SR)));
161
+ const env = (t, attack, decay) => (t < attack ? t / attack : Math.exp(-(t - attack) / decay));
162
+
163
+ // ---------- instruments (each returns mono samples) ----------
164
+ function kick(punch = 1) {
165
+ const out = buf(0.45);
166
+ let phase = 0;
167
+ for (let i = 0; i < out.length; i++) {
168
+ const t = i / SR;
169
+ const f = 45 + 110 * Math.exp(-t / 0.035);
170
+ phase += (2 * Math.PI * f) / SR;
171
+ out[i] = Math.tanh(Math.sin(phase) * 1.6 * punch) * Math.exp(-t / 0.22) + (t < 0.004 ? (1 - t / 0.004) * 0.3 : 0);
172
+ }
173
+ return out;
174
+ }
175
+ function clap(rand) {
176
+ const out = buf(0.3);
177
+ const bp = biquad("bp", 1300, 1.2);
178
+ for (let i = 0; i < out.length; i++) {
179
+ const t = i / SR;
180
+ const burst = t < 0.03 ? Math.exp(-((t % 0.01) / 0.003)) : Math.exp(-(t - 0.03) / 0.09);
181
+ out[i] = bp(rand() * 2 - 1) * burst * 2.2;
182
+ }
183
+ return out;
184
+ }
185
+ function hat(rand, open = false) {
186
+ const out = buf(open ? 0.25 : 0.06);
187
+ const hp = biquad("hp", 7500, 0.8);
188
+ for (let i = 0; i < out.length; i++) out[i] = hp(rand() * 2 - 1) * Math.exp(-(i / SR) / (open ? 0.09 : 0.018));
189
+ return out;
190
+ }
191
+ function saw(freq, seconds, cutoff, attack, decay, detune = 0) {
192
+ const out = buf(seconds);
193
+ const lp = biquad("lp", cutoff, 0.9);
194
+ let p1 = 0, p2 = 0.37;
195
+ for (let i = 0; i < out.length; i++) {
196
+ const t = i / SR;
197
+ p1 = (p1 + (freq * (1 + detune)) / SR) % 1;
198
+ p2 = (p2 + (freq * (1 - detune)) / SR) % 1;
199
+ out[i] = lp((p1 * 2 - 1 + (p2 * 2 - 1)) * 0.5) * env(t, attack, decay);
200
+ }
201
+ return out;
202
+ }
203
+ function sine(f0, f1, seconds, decay, attack = 0.002) {
204
+ const out = buf(seconds);
205
+ let phase = 0;
206
+ for (let i = 0; i < out.length; i++) {
207
+ const t = i / SR;
208
+ const f = f1 + (f0 - f1) * Math.exp(-t / (seconds / 4));
209
+ phase += (2 * Math.PI * f) / SR;
210
+ out[i] = Math.sin(phase) * env(t, attack, decay);
211
+ }
212
+ return out;
213
+ }
214
+ function noiseSweep(rand, seconds, fFrom, fTo, shape) {
215
+ const out = buf(seconds);
216
+ const bp = biquad("bp", fFrom, 1.4);
217
+ for (let i = 0; i < out.length; i++) {
218
+ const k = i / out.length;
219
+ if (i % 64 === 0) bp.set(fFrom * (fTo / fFrom) ** k);
220
+ out[i] = bp(rand() * 2 - 1) * shape(k) * 2.4;
221
+ }
222
+ return out;
223
+ }
224
+
225
+ // ---------- sound effects ----------
226
+ function sfx(name, rand, beatSec, chord) {
227
+ switch (name) {
228
+ case "whoosh":
229
+ return noiseSweep(rand, 0.7, 300, 5000, (k) => Math.sin(Math.PI * k) ** 2);
230
+ case "whoosh-short":
231
+ return noiseSweep(rand, 0.32, 600, 6000, (k) => Math.sin(Math.PI * k) ** 1.5);
232
+ case "riser": {
233
+ const len = beatSec * 4;
234
+ const n = noiseSweep(rand, len, 200, 9000, (k) => k ** 2.2);
235
+ const tone = sine(110, 440, len, 99, len * 0.9);
236
+ for (let i = 0; i < n.length; i++) n[i] = n[i] * 0.8 + tone[i] * 0.25 * (i / n.length) ** 2;
237
+ return n;
238
+ }
239
+ case "impact": {
240
+ const body = sine(90, 42, 1.4, 0.45);
241
+ const hit = noiseSweep(rand, 0.25, 4000, 300, (k) => Math.exp(-k * 6));
242
+ for (let i = 0; i < hit.length; i++) body[i] += hit[i] * 0.6;
243
+ return body.map((v) => Math.tanh(v * 1.4));
244
+ }
245
+ case "sub-drop":
246
+ return sine(95, 28, 1.2, 0.5);
247
+ case "pop":
248
+ return sine(900, 320, 0.09, 0.03);
249
+ case "click": {
250
+ const out = buf(0.025);
251
+ const hp = biquad("hp", 2500, 0.7);
252
+ for (let i = 0; i < out.length; i++) out[i] = hp(rand() * 2 - 1) * Math.exp(-(i / SR) / 0.004);
253
+ return out;
254
+ }
255
+ case "tick":
256
+ return sine(2400, 2200, 0.04, 0.008);
257
+ case "snap": {
258
+ const out = buf(0.08);
259
+ const bp = biquad("bp", 2200, 3);
260
+ for (let i = 0; i < out.length; i++) out[i] = bp(rand() * 2 - 1) * Math.exp(-(i / SR) / 0.012) * 3;
261
+ return out;
262
+ }
263
+ case "glitch": {
264
+ const out = buf(0.3);
265
+ let hold = 0, v = 0;
266
+ for (let i = 0; i < out.length; i++) {
267
+ if (hold-- <= 0) { hold = Math.floor(rand() * 900) + 60; v = (rand() * 2 - 1) * (rand() < 0.3 ? 0 : 1); }
268
+ out[i] = Math.round(v * 6) / 6 * 0.7;
269
+ }
270
+ return out;
271
+ }
272
+ case "shimmer": {
273
+ const out = buf(1.4);
274
+ chord.tones.forEach((tone, idx) => {
275
+ const note = sine(hz(chord.root + tone + 84), hz(chord.root + tone + 84), 1.4 - idx * 0.08, 0.5);
276
+ const off = Math.round(idx * 0.08 * SR);
277
+ for (let i = 0; i < note.length && i + off < out.length; i++) out[i + off] += note[i] * 0.3;
278
+ });
279
+ return out;
280
+ }
281
+ case "sting": {
282
+ const len = 2.2;
283
+ const out = buf(len);
284
+ for (const tone of chord.tones) {
285
+ const s = saw(hz(chord.root + tone + 48), len, 2600, 0.005, 0.7, 0.004);
286
+ for (let i = 0; i < s.length; i++) out[i] += s[i] * 0.35;
287
+ }
288
+ const body = sfx("impact", rand, beatSec, chord);
289
+ for (let i = 0; i < body.length; i++) out[i] += body[i] * 0.8;
290
+ return out;
291
+ }
292
+ case "swell": {
293
+ const len = beatSec * 2;
294
+ const out = buf(len);
295
+ for (const tone of chord.tones) {
296
+ const s = saw(hz(chord.root + tone + 60), len, 1800, len * 0.95, 0.05, 0.006);
297
+ for (let i = 0; i < s.length; i++) out[i] += s[i] * 0.3;
298
+ }
299
+ return out;
300
+ }
301
+ case "typing": {
302
+ const out = buf(1.2);
303
+ let t = 0;
304
+ while (t < 1.1) {
305
+ const c = sfx("click", rand, beatSec, chord);
306
+ const off = Math.round(t * SR);
307
+ for (let i = 0; i < c.length && off + i < out.length; i++) out[off + i] += c[i] * (0.5 + rand() * 0.5);
308
+ t += 0.06 + rand() * 0.07;
309
+ }
310
+ return out;
311
+ }
312
+ default:
313
+ return fail(`unknown sfx ${name}`);
314
+ }
315
+ }
316
+
317
+ // ---------- arrangement ----------
318
+ function render(score) {
319
+ const rand = rng(score.seed);
320
+ const beatSec = 60 / score.bpm;
321
+ const barSec = beatSec * 4;
322
+ const beats = score.beatTimes ?? Array.from({ length: Math.ceil(score.duration / beatSec) + 1 }, (_, i) => i * beatSec);
323
+ const within = (t) => t >= 0 && t < score.duration;
324
+ const beatsIn = beats.filter(within);
325
+ const bars = beatsIn.filter((_, i) => i % 4 === 0);
326
+ const chordNames = score.chords ?? defaultChords(score.key, score.scale);
327
+ const chords = chordNames.map(chordNotes);
328
+ const chordAt = (t) => chords[Math.max(0, bars.filter((b) => b <= t + 1e-6).length - 1) % chords.length];
329
+ const sectionAt = (t) => score.sections.filter((s) => s.from <= t + 1e-6).at(-1) ?? score.sections[0];
330
+ const beatTime = (b) => (b < beats.length ? beats[b] : beats.at(-1) + (b - beats.length + 1) * beatSec);
331
+
332
+ const music = new Bus(score.duration + 2.5);
333
+ const effects = new Bus(score.duration + 2.5);
334
+ const pumpCurve = new Float32Array(music.n).fill(1);
335
+
336
+ if (score.music) {
337
+ const kickSamples = kick();
338
+ const cinematic = score.style === "cinematic";
339
+ const minimal = score.style === "minimal";
340
+ beatsIn.forEach((t, i) => {
341
+ const e = sectionAt(t).energy;
342
+ const onBar = i % 4 === 0;
343
+ const kickOn = cinematic ? onBar && e >= 0.3 : e >= 0.5 || (e >= 0.2 && i % 2 === 0);
344
+ if (kickOn && !minimal) {
345
+ music.add(t, kickSamples, cinematic ? 0.9 : 0.75);
346
+ const s0 = Math.round(t * SR);
347
+ for (let k = 0; k < 0.25 * SR && s0 + k < pumpCurve.length; k++) {
348
+ pumpCurve[s0 + k] = Math.min(pumpCurve[s0 + k], 0.45 + 0.55 * (k / (0.25 * SR)) ** 0.6);
349
+ }
350
+ }
351
+ if (!cinematic && !minimal && e >= 0.6 && i % 2 === 1) music.add(t, clap(rand), 0.32, 0.05);
352
+ if (!cinematic && e >= 0.4) {
353
+ music.add(t + beatSec / 2, hat(rand), 0.12, 0.3);
354
+ if (e >= 0.85) {
355
+ music.add(t + beatSec / 4, hat(rand), 0.06, -0.3);
356
+ music.add(t + (3 * beatSec) / 4, hat(rand), 0.06, -0.3);
357
+ }
358
+ }
359
+ if (minimal && e > 0) music.add(t, sfx("tick", rand, beatSec, chordAt(t)), 0.05 + 0.08 * e, i % 2 ? 0.4 : -0.4);
360
+ });
361
+
362
+ // Bass on eighths (pulse) or held roots (cinematic), following the bar's chord.
363
+ const bassBus = new Bus(score.duration + 2.5);
364
+ for (const t of beatsIn) {
365
+ const e = sectionAt(t).energy;
366
+ if (e < 0.35 || minimal) continue;
367
+ const c = chordAt(t);
368
+ const f = hz(c.root + 36);
369
+ if (cinematic) {
370
+ if (bars.includes(t)) bassBus.add(t, saw(f, barSec, 380, 0.02, barSec * 0.6), 0.5);
371
+ } else {
372
+ for (const off of [0, beatSec / 2]) bassBus.add(t + off, saw(f, beatSec / 2, 300 + 900 * e, 0.004, 0.12), 0.42);
373
+ }
374
+ }
375
+ // Pads: one chord per bar, slow attack; brighter with energy.
376
+ for (const t of bars) {
377
+ const e = sectionAt(t).energy;
378
+ if (e <= 0) continue;
379
+ const c = chordAt(t);
380
+ const len = barSec * 1.05;
381
+ const left = new Float32Array(Math.round(len * SR));
382
+ const right = new Float32Array(left.length);
383
+ c.tones.forEach((tone, idx) => {
384
+ const note = saw(hz(c.root + tone + 60), len, 700 + 2200 * e, barSec * 0.35, barSec * 0.9, 0.006 + idx * 0.002);
385
+ for (let i = 0; i < note.length && i < left.length; i++) {
386
+ left[i] += note[i] * (idx % 2 ? 0.7 : 1);
387
+ right[i] += note[i] * (idx % 2 ? 1 : 0.7);
388
+ }
389
+ });
390
+ music.addStereo(t, left, right, (minimal ? 0.16 : 0.11) * (0.5 + e));
391
+ }
392
+ // Sidechain pump on bass + pads gives the bed its "breathing" motion.
393
+ for (let i = 0; i < music.n; i++) {
394
+ const p = pumpCurve[i];
395
+ music.l[i] = music.l[i] * (0.35 + 0.65 * p) + bassBus.l[i] * p;
396
+ music.r[i] = music.r[i] * (0.35 + 0.65 * p) + bassBus.r[i] * p;
397
+ }
398
+
399
+ // Automatic transitions: a riser into, and an impact on, every big energy jump.
400
+ score.sections.forEach((s, i) => {
401
+ if (i === 0) return;
402
+ const prev = score.sections[i - 1];
403
+ if (s.energy - prev.energy >= 0.35 && s.from >= barSec) {
404
+ const riser = sfx("riser", rand, beatSec, chordAt(s.from));
405
+ effects.add(s.from - riser.length / SR, riser, 0.35);
406
+ effects.add(s.from, sfx("impact", rand, beatSec, chordAt(s.from)), 0.55);
407
+ }
408
+ });
409
+ }
410
+
411
+ // Explicit hits, resolved to seconds on the same grid.
412
+ const resolvedHits = score.hits.map((h, i) => {
413
+ const t = h.t !== undefined ? Number(h.t) : h.beat !== undefined ? beatTime(Number(h.beat)) : beatTime(Number(h.bar) * 4);
414
+ if (!(t >= 0)) fail(`hit ${i}: resolved to an invalid time`);
415
+ const samples = sfx(h.sfx, rand, beatSec, chordAt(t));
416
+ // A riser/swell placed at t should *arrive* at t.
417
+ const start = h.sfx === "riser" || h.sfx === "swell" ? t - samples.length / SR : t;
418
+ const pan = typeof h.pan === "number" ? Math.max(-1, Math.min(1, h.pan)) : h.sfx.startsWith("whoosh") ? (i % 2 ? 0.35 : -0.35) : 0;
419
+ const base = { impact: 0.6, sting: 0.6, "sub-drop": 0.6, riser: 0.4, whoosh: 0.4, "whoosh-short": 0.35, glitch: 0.3, shimmer: 0.3, swell: 0.35 }[h.sfx] ?? 0.4;
420
+ effects.add(start, samples, base * h.gain, pan);
421
+ return { t: Number(t.toFixed(4)), sfx: h.sfx };
422
+ });
423
+
424
+ return {
425
+ music, effects,
426
+ map: {
427
+ bpm: score.bpm,
428
+ beatSec: Number(beatSec.toFixed(5)),
429
+ barSec: Number(barSec.toFixed(5)),
430
+ duration: score.duration,
431
+ beats: beatsIn.map((t) => Number(t.toFixed(4))),
432
+ bars: bars.map((t) => Number(t.toFixed(4))),
433
+ sections: score.sections.map((s, i) => ({ ...s, to: score.sections[i + 1]?.from ?? score.duration })),
434
+ chords: chordNames,
435
+ hits: resolvedHits,
436
+ },
437
+ };
438
+ }
439
+
440
+ // ---------- mastering + WAV ----------
441
+ function master(bus, duration, targetPeak) {
442
+ const n = Math.round(duration * SR);
443
+ let peak = 0;
444
+ for (let i = 0; i < n; i++) {
445
+ bus.l[i] = Math.tanh(bus.l[i] * 1.1);
446
+ bus.r[i] = Math.tanh(bus.r[i] * 1.1);
447
+ peak = Math.max(peak, Math.abs(bus.l[i]), Math.abs(bus.r[i]));
448
+ }
449
+ const g = peak > 0 ? targetPeak / peak : 0;
450
+ const fade = Math.min(n, Math.round(0.03 * SR));
451
+ const out = Buffer.alloc(44 + n * 4);
452
+ out.write("RIFF", 0); out.writeUInt32LE(36 + n * 4, 4); out.write("WAVE", 8);
453
+ out.write("fmt ", 12); out.writeUInt32LE(16, 16); out.writeUInt16LE(1, 20); out.writeUInt16LE(2, 22);
454
+ out.writeUInt32LE(SR, 24); out.writeUInt32LE(SR * 4, 28); out.writeUInt16LE(4, 32); out.writeUInt16LE(16, 34);
455
+ out.write("data", 36); out.writeUInt32LE(n * 4, 40);
456
+ for (let i = 0; i < n; i++) {
457
+ const f = i >= n - fade ? (n - i) / fade : 1;
458
+ out.writeInt16LE(Math.round(Math.max(-1, Math.min(1, bus.l[i] * g * f)) * 32767), 44 + i * 4);
459
+ out.writeInt16LE(Math.round(Math.max(-1, Math.min(1, bus.r[i] * g * f)) * 32767), 46 + i * 4);
460
+ }
461
+ return { wav: out, peakDb: peak > 0 ? 20 * Math.log10(targetPeak) : null };
462
+ }
463
+
464
+ const [scoreArg, outArg] = process.argv.slice(2);
465
+ if (!scoreArg || !outArg) fail("usage: score-synth.mjs <score.json> <out-dir>");
466
+ let raw;
467
+ try {
468
+ raw = JSON.parse(await readFile(resolve(scoreArg), "utf8"));
469
+ } catch (error) {
470
+ fail(`Could not read score ${scoreArg}: ${error instanceof Error ? error.message : String(error)}`);
471
+ }
472
+ const score = validate(raw);
473
+ const outDir = resolve(outArg);
474
+ await mkdir(outDir, { recursive: true });
475
+ const { music, effects, map } = render(score);
476
+ const written = [];
477
+ if (score.music) {
478
+ await writeFile(join(outDir, "music.wav"), master(music, score.duration, 0.79).wav); // ≈ -2 dBFS peak
479
+ written.push("music.wav");
480
+ }
481
+ if (map.hits.length || score.music) {
482
+ await writeFile(join(outDir, "sfx.wav"), master(effects, score.duration, 0.71).wav); // ≈ -3 dBFS peak
483
+ written.push("sfx.wav");
484
+ }
485
+ await writeFile(join(outDir, "tempo-map.json"), `${JSON.stringify(map, null, 2)}\n`);
486
+ process.stdout.write(`${JSON.stringify({ ok: true, outDir, files: [...written, "tempo-map.json"], bpm: map.bpm, beats: map.beats.length, hits: map.hits.length })}\n`);
@@ -0,0 +1,55 @@
1
+ #!/usr/bin/env node
2
+ // GG Motion 3D: install the bundled, pinned Three.js build and addons into a
3
+ // video project so 3D scenes render offline and identically every time.
4
+ //
5
+ // Usage: node three.mjs add <project-dir>
6
+ //
7
+ // Copies the library to <project>/assets/vendor/three/ and prints the
8
+ // importmap to put in the composition <head>, before any module script.
9
+ // Prints one JSON line: {"ok":true,...} or {"ok":false,"error":...}.
10
+ import { cp, readFile, stat } from "node:fs/promises";
11
+ import { dirname, join, resolve } from "node:path";
12
+ import { fileURLToPath } from "node:url";
13
+
14
+ const LIBRARY = join(dirname(fileURLToPath(import.meta.url)), "..", "vendor", "three");
15
+
16
+ function done(result, code = 0) {
17
+ process.stdout.write(`${JSON.stringify(result)}\n`);
18
+ process.exit(code);
19
+ }
20
+ const fail = (error) => done({ ok: false, error }, 1);
21
+
22
+ const [command, projectArg, ...extra] = process.argv.slice(2);
23
+ if (command !== "add" || !projectArg || extra.length > 0) {
24
+ fail("usage: three.mjs add <project-dir>");
25
+ }
26
+
27
+ const manifest = await readFile(join(LIBRARY, "three.json"), "utf8")
28
+ .then((text) => JSON.parse(text))
29
+ .catch(() => fail(`Three.js library missing at ${LIBRARY}`));
30
+
31
+ const project = resolve(projectArg);
32
+ const info = await stat(project).catch(() => undefined);
33
+ if (!info?.isDirectory()) fail(`Project folder not found: ${project}`);
34
+
35
+ const target = join(project, "assets", "vendor", "three");
36
+ await cp(LIBRARY, target, { recursive: true, force: true });
37
+
38
+ const importmap = [
39
+ '<script type="importmap">',
40
+ " {",
41
+ ' "imports": {',
42
+ ' "three": "./assets/vendor/three/build/three.module.min.js",',
43
+ ' "three/addons/": "./assets/vendor/three/addons/"',
44
+ " }",
45
+ " }",
46
+ "</script>",
47
+ ].join("\n");
48
+
49
+ done({
50
+ ok: true,
51
+ version: manifest.version,
52
+ installed: target,
53
+ addons: manifest.addons,
54
+ importmap,
55
+ });
@@ -0,0 +1,93 @@
1
+ Copyright 2020 The Anybody Project Authors (https://github.com/Etcetera-Type-Co/Anybody)
2
+
3
+ This Font Software is licensed under the SIL Open Font License, Version 1.1.
4
+ This license is copied below, and is also available with a FAQ at:
5
+ https://scripts.sil.org/OFL
6
+
7
+
8
+ -----------------------------------------------------------
9
+ SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
10
+ -----------------------------------------------------------
11
+
12
+ PREAMBLE
13
+ The goals of the Open Font License (OFL) are to stimulate worldwide
14
+ development of collaborative font projects, to support the font creation
15
+ efforts of academic and linguistic communities, and to provide a free and
16
+ open framework in which fonts may be shared and improved in partnership
17
+ with others.
18
+
19
+ The OFL allows the licensed fonts to be used, studied, modified and
20
+ redistributed freely as long as they are not sold by themselves. The
21
+ fonts, including any derivative works, can be bundled, embedded,
22
+ redistributed and/or sold with any software provided that any reserved
23
+ names are not used by derivative works. The fonts and derivatives,
24
+ however, cannot be released under any other type of license. The
25
+ requirement for fonts to remain under this license does not apply
26
+ to any document created using the fonts or their derivatives.
27
+
28
+ DEFINITIONS
29
+ "Font Software" refers to the set of files released by the Copyright
30
+ Holder(s) under this license and clearly marked as such. This may
31
+ include source files, build scripts and documentation.
32
+
33
+ "Reserved Font Name" refers to any names specified as such after the
34
+ copyright statement(s).
35
+
36
+ "Original Version" refers to the collection of Font Software components as
37
+ distributed by the Copyright Holder(s).
38
+
39
+ "Modified Version" refers to any derivative made by adding to, deleting,
40
+ or substituting -- in part or in whole -- any of the components of the
41
+ Original Version, by changing formats or by porting the Font Software to a
42
+ new environment.
43
+
44
+ "Author" refers to any designer, engineer, programmer, technical
45
+ writer or other person who contributed to the Font Software.
46
+
47
+ PERMISSION & CONDITIONS
48
+ Permission is hereby granted, free of charge, to any person obtaining
49
+ a copy of the Font Software, to use, study, copy, merge, embed, modify,
50
+ redistribute, and sell modified and unmodified copies of the Font
51
+ Software, subject to the following conditions:
52
+
53
+ 1) Neither the Font Software nor any of its individual components,
54
+ in Original or Modified Versions, may be sold by itself.
55
+
56
+ 2) Original or Modified Versions of the Font Software may be bundled,
57
+ redistributed and/or sold with any software, provided that each copy
58
+ contains the above copyright notice and this license. These can be
59
+ included either as stand-alone text files, human-readable headers or
60
+ in the appropriate machine-readable metadata fields within text or
61
+ binary files as long as those fields can be easily viewed by the user.
62
+
63
+ 3) No Modified Version of the Font Software may use the Reserved Font
64
+ Name(s) unless explicit written permission is granted by the corresponding
65
+ Copyright Holder. This restriction only applies to the primary font name as
66
+ presented to the users.
67
+
68
+ 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
69
+ Software shall not be used to promote, endorse or advertise any
70
+ Modified Version, except to acknowledge the contribution(s) of the
71
+ Copyright Holder(s) and the Author(s) or with their explicit written
72
+ permission.
73
+
74
+ 5) The Font Software, modified or unmodified, in part or in whole,
75
+ must be distributed entirely under this license, and must not be
76
+ distributed under any other license. The requirement for fonts to
77
+ remain under this license does not apply to any document created
78
+ using the Font Software.
79
+
80
+ TERMINATION
81
+ This license becomes null and void if any of the above conditions are
82
+ not met.
83
+
84
+ DISCLAIMER
85
+ THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
86
+ EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
87
+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
88
+ OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
89
+ COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
90
+ INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
91
+ DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
92
+ FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
93
+ OTHER DEALINGS IN THE FONT SOFTWARE.