@nexart/codemode-sdk 1.1.1 → 1.4.0
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.
- package/README.md +121 -238
- package/dist/engine.d.ts +1 -1
- package/dist/engine.js +1 -1
- package/dist/index.d.ts +19 -27
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +19 -34
- package/dist/loop-engine.d.ts +1 -4
- package/dist/loop-engine.d.ts.map +1 -1
- package/dist/loop-engine.js +12 -17
- package/dist/p5-runtime.d.ts +4 -56
- package/dist/p5-runtime.d.ts.map +1 -1
- package/dist/p5-runtime.js +22 -348
- package/dist/static-engine.d.ts +1 -4
- package/dist/static-engine.d.ts.map +1 -1
- package/dist/static-engine.js +10 -14
- package/dist/types.d.ts +7 -7
- package/dist/types.d.ts.map +1 -1
- package/dist/types.js +3 -3
- package/package.json +17 -23
- package/CHANGELOG.md +0 -109
- package/CODE_MODE_PROTOCOL.md +0 -312
- package/dist/core-index.d.ts +0 -21
- package/dist/core-index.d.ts.map +0 -1
- package/dist/core-index.js +0 -26
- package/dist/execute.d.ts +0 -46
- package/dist/execute.d.ts.map +0 -1
- package/dist/execute.js +0 -268
- package/dist/noise-bridge.d.ts +0 -44
- package/dist/noise-bridge.d.ts.map +0 -1
- package/dist/noise-bridge.js +0 -68
- package/dist/noise-engine.d.ts +0 -74
- package/dist/noise-engine.d.ts.map +0 -1
- package/dist/noise-engine.js +0 -132
- package/dist/noise-sketches/fractalNoise.d.ts +0 -11
- package/dist/noise-sketches/fractalNoise.d.ts.map +0 -1
- package/dist/noise-sketches/fractalNoise.js +0 -121
- package/dist/noise-sketches/index.d.ts +0 -21
- package/dist/noise-sketches/index.d.ts.map +0 -1
- package/dist/noise-sketches/index.js +0 -28
- package/dist/sound-bridge.d.ts +0 -89
- package/dist/sound-bridge.d.ts.map +0 -1
- package/dist/sound-bridge.js +0 -128
- package/dist/soundart-engine.d.ts +0 -87
- package/dist/soundart-engine.d.ts.map +0 -1
- package/dist/soundart-engine.js +0 -173
- package/dist/soundart-sketches/chladniBloom.d.ts +0 -3
- package/dist/soundart-sketches/chladniBloom.d.ts.map +0 -1
- package/dist/soundart-sketches/chladniBloom.js +0 -53
- package/dist/soundart-sketches/dualVortex.d.ts +0 -3
- package/dist/soundart-sketches/dualVortex.d.ts.map +0 -1
- package/dist/soundart-sketches/dualVortex.js +0 -67
- package/dist/soundart-sketches/geometryIllusion.d.ts +0 -3
- package/dist/soundart-sketches/geometryIllusion.d.ts.map +0 -1
- package/dist/soundart-sketches/geometryIllusion.js +0 -89
- package/dist/soundart-sketches/index.d.ts +0 -39
- package/dist/soundart-sketches/index.d.ts.map +0 -1
- package/dist/soundart-sketches/index.js +0 -72
- package/dist/soundart-sketches/isoflow.d.ts +0 -3
- package/dist/soundart-sketches/isoflow.d.ts.map +0 -1
- package/dist/soundart-sketches/isoflow.js +0 -60
- package/dist/soundart-sketches/loomWeave.d.ts +0 -3
- package/dist/soundart-sketches/loomWeave.d.ts.map +0 -1
- package/dist/soundart-sketches/loomWeave.js +0 -59
- package/dist/soundart-sketches/noiseTerraces.d.ts +0 -3
- package/dist/soundart-sketches/noiseTerraces.d.ts.map +0 -1
- package/dist/soundart-sketches/noiseTerraces.js +0 -53
- package/dist/soundart-sketches/orb.d.ts +0 -3
- package/dist/soundart-sketches/orb.d.ts.map +0 -1
- package/dist/soundart-sketches/orb.js +0 -50
- package/dist/soundart-sketches/pixelGlyphs.d.ts +0 -3
- package/dist/soundart-sketches/pixelGlyphs.d.ts.map +0 -1
- package/dist/soundart-sketches/pixelGlyphs.js +0 -72
- package/dist/soundart-sketches/prismFlowFields.d.ts +0 -3
- package/dist/soundart-sketches/prismFlowFields.d.ts.map +0 -1
- package/dist/soundart-sketches/prismFlowFields.js +0 -51
- package/dist/soundart-sketches/radialBurst.d.ts +0 -3
- package/dist/soundart-sketches/radialBurst.d.ts.map +0 -1
- package/dist/soundart-sketches/radialBurst.js +0 -60
- package/dist/soundart-sketches/resonantSoundBodies.d.ts +0 -3
- package/dist/soundart-sketches/resonantSoundBodies.d.ts.map +0 -1
- package/dist/soundart-sketches/resonantSoundBodies.js +0 -89
- package/dist/soundart-sketches/rings.d.ts +0 -11
- package/dist/soundart-sketches/rings.d.ts.map +0 -1
- package/dist/soundart-sketches/rings.js +0 -89
- package/dist/soundart-sketches/squares.d.ts +0 -3
- package/dist/soundart-sketches/squares.d.ts.map +0 -1
- package/dist/soundart-sketches/squares.js +0 -52
- package/dist/soundart-sketches/waveStripes.d.ts +0 -3
- package/dist/soundart-sketches/waveStripes.d.ts.map +0 -1
- package/dist/soundart-sketches/waveStripes.js +0 -44
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/**
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* Fractal Noise - Code Mode Sketch
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*
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* This sketch implements Perlin FBM and Cellular noise rendering
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* through the Code Mode p5-runtime. Uses N.* globals for all parameters.
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*
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* Original: client/src/components/noise-canvas-simple.tsx
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*/
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export const FRACTAL_NOISE_SKETCH = `
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// Fractal Noise - Code Mode Sketch
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// Uses N.* noise globals and standard p5-like functions
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function setup() {
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// Set seeded random for reproducibility
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randomSeed(N.seed);
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noiseSeed(N.seed);
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// Set background color
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background(N.bgR, N.bgG, N.bgB);
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// Noise rendering parameters
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const adjustedScale = N.scale * (1 / N.zoom) * 0.05;
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const cellSize = 4; // Fixed for quality
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// Generate cellular points if needed
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const numPoints = Math.floor(20 + N.cellDensity * 180);
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const cellPoints = [];
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for (let i = 0; i < numPoints; i++) {
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cellPoints.push([random(0, width), random(0, height)]);
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}
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// Helper: Perlin FBM (Fractional Brownian Motion)
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function perlinFBM(x, y, scale) {
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let value = 0;
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let amplitude = 1;
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let frequency = 1;
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let maxValue = 0;
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const oct = Math.min(N.octaves, 6); // Cap for performance
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for (let i = 0; i < oct; i++) {
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value += noise(x * scale * frequency, y * scale * frequency) * amplitude;
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maxValue += amplitude;
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amplitude *= N.persistence;
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frequency *= N.lacunarity;
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}
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return value / maxValue;
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}
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// Helper: Cellular noise (Worley)
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function cellularNoise(x, y, points) {
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let sampleX = x;
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let sampleY = y;
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// Warp distortion if using warp mode
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if (N.isWarp && N.cellDistortion > 0) {
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const distortionAmount = N.cellDistortion * 100;
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sampleX += noise(x * 0.01, y * 0.01) * distortionAmount;
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sampleY += noise(y * 0.01, x * 0.01) * distortionAmount;
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}
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// Find distances to closest points
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let minDist = 999999;
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let secondMinDist = 999999;
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for (let i = 0; i < points.length; i++) {
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const px = points[i][0];
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const py = points[i][1];
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const dx = sampleX - px;
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const dy = sampleY - py;
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const dist = Math.sqrt(dx * dx + dy * dy);
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if (dist < minDist) {
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secondMinDist = minDist;
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minDist = dist;
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} else if (dist < secondMinDist) {
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secondMinDist = dist;
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}
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}
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// Normalize distance
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return Math.min(1.0, (secondMinDist - minDist) / 50);
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}
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// Render the noise grid
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noStroke();
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for (let y = 0; y < height; y += cellSize) {
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for (let x = 0; x < width; x += cellSize) {
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// Calculate Perlin value
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const perlinValue = perlinFBM(x, y, adjustedScale);
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// Calculate final value based on blend mode
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let finalValue = perlinValue;
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if (!N.isPerlinOnly) {
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const cellValue = cellularNoise(x, y, cellPoints);
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if (N.isBlend) {
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finalValue = perlinValue * cellValue;
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} else if (N.isWarp) {
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finalValue = (perlinValue + cellValue) / 2;
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} else if (N.isInterleave) {
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finalValue = (Math.floor(x / 20) + Math.floor(y / 20)) % 2 === 0
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? perlinValue
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: cellValue;
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}
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}
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// Set opacity based on noise value
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const alpha = map(finalValue, 0, 1, 0, 255);
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// Fill with noise color and calculated alpha
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fill(N.noiseR, N.noiseG, N.noiseB, alpha);
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rect(x, y, cellSize, cellSize);
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}
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}
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}
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`;
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export default FRACTAL_NOISE_SKETCH;
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/**
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* Noise Sketches Index
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*
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* Exports all available noise sketch generators for the Code Mode runtime.
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*/
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import FRACTAL_NOISE_SKETCH from './fractalNoise';
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export type NoiseSketchName = 'fractalNoise';
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/**
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* Get a noise sketch by name
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*/
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export declare function getNoiseSketch(name: NoiseSketchName): string;
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/**
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* Check if a sketch name is valid
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*/
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export declare function isValidNoiseSketch(name: string): name is NoiseSketchName;
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/**
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* Get list of all available noise sketch names
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*/
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export declare function getAvailableNoiseSketchNames(): NoiseSketchName[];
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export { FRACTAL_NOISE_SKETCH };
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//# sourceMappingURL=index.d.ts.map
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{"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../noise-sketches/index.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,oBAAoB,MAAM,gBAAgB,CAAC;AAElD,MAAM,MAAM,eAAe,GAAG,cAAc,CAAC;AAM7C;;GAEG;AACH,wBAAgB,cAAc,CAAC,IAAI,EAAE,eAAe,GAAG,MAAM,CAE5D;AAED;;GAEG;AACH,wBAAgB,kBAAkB,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI,IAAI,eAAe,CAExE;AAED;;GAEG;AACH,wBAAgB,4BAA4B,IAAI,eAAe,EAAE,CAEhE;AAED,OAAO,EAAE,oBAAoB,EAAE,CAAC"}
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/**
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* Noise Sketches Index
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*
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* Exports all available noise sketch generators for the Code Mode runtime.
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*/
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import FRACTAL_NOISE_SKETCH from './fractalNoise';
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const NOISE_SKETCHES = {
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fractalNoise: FRACTAL_NOISE_SKETCH,
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};
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/**
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* Get a noise sketch by name
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*/
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export function getNoiseSketch(name) {
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return NOISE_SKETCHES[name];
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}
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/**
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* Check if a sketch name is valid
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*/
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export function isValidNoiseSketch(name) {
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return name in NOISE_SKETCHES;
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}
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/**
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* Get list of all available noise sketch names
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*/
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export function getAvailableNoiseSketchNames() {
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return Object.keys(NOISE_SKETCHES);
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}
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export { FRACTAL_NOISE_SKETCH };
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package/dist/sound-bridge.d.ts
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/**
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* SoundArt → Code Mode Bridge
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*
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* This module injects sound-derived parameters into the Code Mode runtime
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* as read-only `S.*` globals. It is the integration layer between sound
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* analysis and generative art rendering.
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*
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* Usage in Code Mode sketches:
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* S.volume // 0-100: Overall loudness
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* S.bass // 0-100: Bass frequency energy
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* S.treble // 0-100: Treble frequency energy
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* S.aggression // 0-100: Intensity/harshness
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* S.t // 0-1: Normalized time position
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* etc.
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*/
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import type { SoundSnapshot } from '../../shared/soundSnapshot';
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/**
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* The injected sound globals interface
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* This is what sketches see as `S`
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*/
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export interface SoundGlobals extends Readonly<SoundSnapshot> {
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}
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/**
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* Create a frozen, read-only sound globals object from a snapshot
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*/
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export declare function createSoundGlobals(snapshot: SoundSnapshot): SoundGlobals;
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/**
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* Create empty/default sound globals for testing or fallback
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*/
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export declare function createEmptySoundGlobals(): SoundGlobals;
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/**
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* Inject sound globals into the p5 runtime context
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*
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* This adds the `S` global object to the runtime so sketches can access
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* sound-derived parameters like S.volume, S.bass, etc.
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*
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* @returns The runtime with S globals added
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*/
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export declare function injectSoundGlobals<T extends Record<string, any>>(runtime: T, snapshot: SoundSnapshot): T & {
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S: SoundGlobals;
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};
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* Helper function to map S.* values to useful ranges
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*
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* Usage in sketches:
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* const density = mapSound(S.volume, 100, 2000) // Map 0-100 to 100-2000
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*/
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export declare function createSoundHelpers(): {
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/**
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* Map a sound value (0-100) to a custom range
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*/
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mapSound: (value: number, outMin: number, outMax: number) => number;
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/**
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* Map a sound value (0-100) with easing
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*/
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mapSoundEased: (value: number, outMin: number, outMax: number, easing?: number) => number;
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/**
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* Get a value that oscillates based on sound
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soundOscillate: (base: number, amplitude: number, soundValue: number) => number;
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};
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/**
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* Convert SoundSnapshot hue (0-100) to degrees (0-360)
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*/
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export declare function hueToDegrees(hue: number): number;
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/**
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* Generate a color palette from sound parameters
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*
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* @param snapshot - The sound snapshot
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*/
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export declare function generateSoundPalette(snapshot: SoundSnapshot, paletteSize?: number): string[];
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/**
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* Infer a genre profile from sound parameters
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* This helps sketches adapt their visual style to the audio content
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*/
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export type EnergyLevel = 'low' | 'mid' | 'high';
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export type StructureType = 'chaotic' | 'organic' | 'geometric';
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export type ClarityLevel = 'muddy' | 'clear' | 'sharp';
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export interface GenreProfile {
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energy: EnergyLevel;
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structure: StructureType;
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clarity: ClarityLevel;
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}
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export declare function inferGenreProfile(snapshot: SoundSnapshot): GenreProfile;
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//# sourceMappingURL=sound-bridge.d.ts.map
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{"version":3,"file":"sound-bridge.d.ts","sourceRoot":"","sources":["../sound-bridge.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAGhE;;;GAGG;AACH,MAAM,WAAW,YAAa,SAAQ,QAAQ,CAAC,aAAa,CAAC;CAE5D;AAED;;GAEG;AACH,wBAAgB,kBAAkB,CAAC,QAAQ,EAAE,aAAa,GAAG,YAAY,CAExE;AAED;;GAEG;AACH,wBAAgB,uBAAuB,IAAI,YAAY,CAEtD;AAED;;;;;;;;;GASG;AACH,wBAAgB,kBAAkB,CAAC,CAAC,SAAS,MAAM,CAAC,MAAM,EAAE,GAAG,CAAC,EAC9D,OAAO,EAAE,CAAC,EACV,QAAQ,EAAE,aAAa,GACtB,CAAC,GAAG;IAAE,CAAC,EAAE,YAAY,CAAA;CAAE,CAuBzB;AAED;;;;;GAKG;AACH,wBAAgB,kBAAkB;IAE9B;;OAEG;sBACe,MAAM,UAAU,MAAM,UAAU,MAAM,KAAG,MAAM;IAIjE;;OAEG;2BACoB,MAAM,UAAU,MAAM,UAAU,MAAM,WAAU,MAAM,KAAO,MAAM;IAK1F;;OAEG;2BACoB,MAAM,aAAa,MAAM,cAAc,MAAM,KAAG,MAAM;EAIhF;AAED;;GAEG;AACH,wBAAgB,YAAY,CAAC,GAAG,EAAE,MAAM,GAAG,MAAM,CAEhD;AAED;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAClC,QAAQ,EAAE,aAAa,EACvB,WAAW,GAAE,MAAU,GACtB,MAAM,EAAE,CAeV;AAED;;;GAGG;AACH,MAAM,MAAM,WAAW,GAAG,KAAK,GAAG,KAAK,GAAG,MAAM,CAAC;AACjD,MAAM,MAAM,aAAa,GAAG,SAAS,GAAG,SAAS,GAAG,WAAW,CAAC;AAChE,MAAM,MAAM,YAAY,GAAG,OAAO,GAAG,OAAO,GAAG,OAAO,CAAC;AAEvD,MAAM,WAAW,YAAY;IAC3B,MAAM,EAAE,WAAW,CAAC;IACpB,SAAS,EAAE,aAAa,CAAC;IACzB,OAAO,EAAE,YAAY,CAAC;CACvB;AAED,wBAAgB,iBAAiB,CAAC,QAAQ,EAAE,aAAa,GAAG,YAAY,CAiBvE"}
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package/dist/sound-bridge.js
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/**
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* SoundArt → Code Mode Bridge
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*
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* This module injects sound-derived parameters into the Code Mode runtime
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* as read-only `S.*` globals. It is the integration layer between sound
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* analysis and generative art rendering.
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*
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* Usage in Code Mode sketches:
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* S.volume // 0-100: Overall loudness
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* S.bass // 0-100: Bass frequency energy
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* S.treble // 0-100: Treble frequency energy
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* S.aggression // 0-100: Intensity/harshness
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* S.t // 0-1: Normalized time position
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* etc.
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*/
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import { createEmptySoundSnapshot, freezeSoundSnapshot } from '../../shared/soundSnapshot';
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/**
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* Create a frozen, read-only sound globals object from a snapshot
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*/
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export function createSoundGlobals(snapshot) {
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return freezeSoundSnapshot(snapshot);
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}
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/**
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* Create empty/default sound globals for testing or fallback
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*/
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export function createEmptySoundGlobals() {
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return freezeSoundSnapshot(createEmptySoundSnapshot());
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}
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/**
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* Inject sound globals into the p5 runtime context
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*
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* This adds the `S` global object to the runtime so sketches can access
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* sound-derived parameters like S.volume, S.bass, etc.
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*
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* @param runtime - The p5 runtime object
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* @param snapshot - The sound snapshot to inject
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* @returns The runtime with S globals added
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*/
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|
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export function injectSoundGlobals(runtime, snapshot) {
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const globals = createSoundGlobals(snapshot);
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// Create a proxy to make S immutable and prevent modification
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const immutableS = new Proxy(globals, {
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set() {
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console.warn('[SoundBridge] S.* globals are read-only');
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return false;
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},
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deleteProperty() {
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console.warn('[SoundBridge] Cannot delete S.* properties');
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return false;
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},
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defineProperty() {
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console.warn('[SoundBridge] Cannot define new S.* properties');
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return false;
|
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|
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}
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});
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return {
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...runtime,
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S: immutableS
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};
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}
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/**
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* Helper function to map S.* values to useful ranges
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*
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* Usage in sketches:
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|
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* const density = mapSound(S.volume, 100, 2000) // Map 0-100 to 100-2000
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*/
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|
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|
-
export function createSoundHelpers() {
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|
-
return {
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/**
|
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|
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* Map a sound value (0-100) to a custom range
|
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71
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-
*/
|
|
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|
-
mapSound: (value, outMin, outMax) => {
|
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|
-
return outMin + (value / 100) * (outMax - outMin);
|
|
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|
-
},
|
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|
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/**
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|
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* Map a sound value (0-100) with easing
|
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|
-
*/
|
|
78
|
-
mapSoundEased: (value, outMin, outMax, easing = 2) => {
|
|
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|
-
const t = Math.pow(value / 100, easing);
|
|
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|
-
return outMin + t * (outMax - outMin);
|
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|
-
},
|
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|
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/**
|
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|
-
* Get a value that oscillates based on sound
|
|
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|
-
*/
|
|
85
|
-
soundOscillate: (base, amplitude, soundValue) => {
|
|
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|
-
return base + Math.sin(soundValue * Math.PI / 50) * amplitude;
|
|
87
|
-
}
|
|
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|
-
};
|
|
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|
-
}
|
|
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|
-
/**
|
|
91
|
-
* Convert SoundSnapshot hue (0-100) to degrees (0-360)
|
|
92
|
-
*/
|
|
93
|
-
export function hueToDegrees(hue) {
|
|
94
|
-
return (hue / 100) * 360;
|
|
95
|
-
}
|
|
96
|
-
/**
|
|
97
|
-
* Generate a color palette from sound parameters
|
|
98
|
-
*
|
|
99
|
-
* @param snapshot - The sound snapshot
|
|
100
|
-
* @param paletteSize - Number of colors to generate
|
|
101
|
-
* @returns Array of HSL color strings
|
|
102
|
-
*/
|
|
103
|
-
export function generateSoundPalette(snapshot, paletteSize = 6) {
|
|
104
|
-
const mainHue = hueToDegrees(snapshot.hue);
|
|
105
|
-
const hueShift = 20 + (snapshot.harmonicity / 100) * 40; // 20-60 degrees
|
|
106
|
-
const sat = 60 + (snapshot.treble / 100) * 30; // 60-90%
|
|
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|
-
const light = 70 + (snapshot.bass / 100) * 25; // 70-95%
|
|
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|
-
const palette = [];
|
|
109
|
-
for (let i = 0; i < paletteSize; i++) {
|
|
110
|
-
const hue = (mainHue + i * hueShift) % 360;
|
|
111
|
-
const satVar = sat - (i % 2) * 10;
|
|
112
|
-
const lightVar = light - (i % 3) * 5;
|
|
113
|
-
palette.push(`hsl(${hue}, ${satVar}%, ${lightVar}%)`);
|
|
114
|
-
}
|
|
115
|
-
return palette;
|
|
116
|
-
}
|
|
117
|
-
export function inferGenreProfile(snapshot) {
|
|
118
|
-
// Energy based on volume and aggression
|
|
119
|
-
const energy = (snapshot.volume > 60 || snapshot.aggression > 60) ? 'high' :
|
|
120
|
-
(snapshot.volume > 30) ? 'mid' : 'low';
|
|
121
|
-
// Structure based on rhythmicity and aggression
|
|
122
|
-
const structure = (snapshot.rhythmicity > 50 && snapshot.dynamicRange < 25) ? 'geometric' :
|
|
123
|
-
(snapshot.aggression > 60 && snapshot.dynamicRange > 50) ? 'chaotic' : 'organic';
|
|
124
|
-
// Clarity based on brightness
|
|
125
|
-
const clarity = (snapshot.brightness > 60) ? 'sharp' :
|
|
126
|
-
(snapshot.brightness > 40) ? 'clear' : 'muddy';
|
|
127
|
-
return { energy, structure, clarity };
|
|
128
|
-
}
|
|
@@ -1,87 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* SoundArt → Code Mode Engine
|
|
3
|
-
*
|
|
4
|
-
* This is the orchestrator that runs SoundArt styles through the Code Mode engine.
|
|
5
|
-
* It replaces the old Canvas2D-based SoundArt renderer with a Code Mode pipeline.
|
|
6
|
-
*
|
|
7
|
-
* Architecture:
|
|
8
|
-
* 1. Sound analysis produces SoundFeatures (unchanged)
|
|
9
|
-
* 2. SoundFeatures → SoundSnapshot conversion
|
|
10
|
-
* 3. SoundSnapshot injected as S.* globals into Code Mode
|
|
11
|
-
* 4. SoundArt sketch executed via Code Mode runtime
|
|
12
|
-
* 5. Result: PNG or MP4 output
|
|
13
|
-
*/
|
|
14
|
-
import type { SoundSnapshot, SoundFeatures } from '../../shared/soundSnapshot';
|
|
15
|
-
import { type SoundArtSketchName } from './soundart-sketches';
|
|
16
|
-
export interface TweakParams {
|
|
17
|
-
volumeRangeFactor?: number;
|
|
18
|
-
centroidBrightnessFactor?: number;
|
|
19
|
-
aggressionPaletteFactor?: number;
|
|
20
|
-
rhythmPatternFactor?: number;
|
|
21
|
-
harmonySmoothnessFactor?: number;
|
|
22
|
-
attackSharpnessFactor?: number;
|
|
23
|
-
dynamicRangeVariationFactor?: number;
|
|
24
|
-
bassThicknessFactor?: number;
|
|
25
|
-
trebleSharpnessFactor?: number;
|
|
26
|
-
}
|
|
27
|
-
export interface SoundArtEngineConfig {
|
|
28
|
-
width: number;
|
|
29
|
-
height: number;
|
|
30
|
-
seed?: number;
|
|
31
|
-
backgroundMode?: 'rgb' | 'black' | 'white';
|
|
32
|
-
tweakParams?: TweakParams;
|
|
33
|
-
}
|
|
34
|
-
export interface SoundArtRenderOptions {
|
|
35
|
-
style: SoundArtSketchName;
|
|
36
|
-
sound: SoundFeatures;
|
|
37
|
-
canvas: HTMLCanvasElement;
|
|
38
|
-
config: SoundArtEngineConfig;
|
|
39
|
-
onProgress?: (progress: number) => void;
|
|
40
|
-
}
|
|
41
|
-
export interface SoundArtRenderResult {
|
|
42
|
-
style: SoundArtSketchName;
|
|
43
|
-
mode: 'soundart';
|
|
44
|
-
snapshot: SoundSnapshot;
|
|
45
|
-
metadata: SoundArtMetadata;
|
|
46
|
-
}
|
|
47
|
-
export interface SoundArtMetadata {
|
|
48
|
-
mode: 'SoundArt';
|
|
49
|
-
style: SoundArtSketchName;
|
|
50
|
-
timestamp: string;
|
|
51
|
-
soundFeatures: {
|
|
52
|
-
duration: number;
|
|
53
|
-
amplitude: number;
|
|
54
|
-
frequency: number;
|
|
55
|
-
bass: number;
|
|
56
|
-
treble: number;
|
|
57
|
-
aggression: number;
|
|
58
|
-
};
|
|
59
|
-
effects: {
|
|
60
|
-
timeFilter: boolean;
|
|
61
|
-
backgroundMode: string;
|
|
62
|
-
};
|
|
63
|
-
generationParams: {
|
|
64
|
-
seed: number;
|
|
65
|
-
canvasSize: {
|
|
66
|
-
width: number;
|
|
67
|
-
height: number;
|
|
68
|
-
};
|
|
69
|
-
};
|
|
70
|
-
}
|
|
71
|
-
/**
|
|
72
|
-
* Render a SoundArt style using Code Mode
|
|
73
|
-
*
|
|
74
|
-
* This is the main entry point for the new SoundArt → Code Mode pipeline.
|
|
75
|
-
*/
|
|
76
|
-
export declare function renderSoundArtViaCodeMode(options: SoundArtRenderOptions): Promise<SoundArtRenderResult>;
|
|
77
|
-
/**
|
|
78
|
-
* Check if a SoundArt style can be rendered via Code Mode
|
|
79
|
-
*/
|
|
80
|
-
export declare function canRenderViaCodeMode(style: SoundArtSketchName): boolean;
|
|
81
|
-
/**
|
|
82
|
-
* Get the list of SoundArt styles available via Code Mode
|
|
83
|
-
*/
|
|
84
|
-
export declare function getCodeModeAvailableStyles(): SoundArtSketchName[];
|
|
85
|
-
export type { SoundSnapshot, SoundFeatures } from '../../shared/soundSnapshot';
|
|
86
|
-
export type { SoundArtSketchName } from './soundart-sketches';
|
|
87
|
-
//# sourceMappingURL=soundart-engine.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
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{"version":3,"file":"soundart-engine.d.ts","sourceRoot":"","sources":["../soundart-engine.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAK,EAAE,aAAa,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAI/E,OAAO,EAAqB,KAAK,kBAAkB,EAAE,MAAM,qBAAqB,CAAC;AAEjF,MAAM,WAAW,WAAW;IAC1B,iBAAiB,CAAC,EAAE,MAAM,CAAC;IAC3B,wBAAwB,CAAC,EAAE,MAAM,CAAC;IAClC,uBAAuB,CAAC,EAAE,MAAM,CAAC;IACjC,mBAAmB,CAAC,EAAE,MAAM,CAAC;IAC7B,uBAAuB,CAAC,EAAE,MAAM,CAAC;IACjC,qBAAqB,CAAC,EAAE,MAAM,CAAC;IAC/B,2BAA2B,CAAC,EAAE,MAAM,CAAC;IACrC,mBAAmB,CAAC,EAAE,MAAM,CAAC;IAC7B,qBAAqB,CAAC,EAAE,MAAM,CAAC;CAChC;AAED,MAAM,WAAW,oBAAoB;IACnC,KAAK,EAAE,MAAM,CAAC;IACd,MAAM,EAAE,MAAM,CAAC;IACf,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,cAAc,CAAC,EAAE,KAAK,GAAG,OAAO,GAAG,OAAO,CAAC;IAC3C,WAAW,CAAC,EAAE,WAAW,CAAC;CAC3B;AAED,MAAM,WAAW,qBAAqB;IACpC,KAAK,EAAE,kBAAkB,CAAC;IAC1B,KAAK,EAAE,aAAa,CAAC;IACrB,MAAM,EAAE,iBAAiB,CAAC;IAC1B,MAAM,EAAE,oBAAoB,CAAC;IAC7B,UAAU,CAAC,EAAE,CAAC,QAAQ,EAAE,MAAM,KAAK,IAAI,CAAC;CACzC;AAED,MAAM,WAAW,oBAAoB;IACnC,KAAK,EAAE,kBAAkB,CAAC;IAC1B,IAAI,EAAE,UAAU,CAAC;IACjB,QAAQ,EAAE,aAAa,CAAC;IACxB,QAAQ,EAAE,gBAAgB,CAAC;CAC5B;AAED,MAAM,WAAW,gBAAgB;IAC/B,IAAI,EAAE,UAAU,CAAC;IACjB,KAAK,EAAE,kBAAkB,CAAC;IAC1B,SAAS,EAAE,MAAM,CAAC;IAClB,aAAa,EAAE;QACb,QAAQ,EAAE,MAAM,CAAC;QACjB,SAAS,EAAE,MAAM,CAAC;QAClB,SAAS,EAAE,MAAM,CAAC;QAClB,IAAI,EAAE,MAAM,CAAC;QACb,MAAM,EAAE,MAAM,CAAC;QACf,UAAU,EAAE,MAAM,CAAC;KACpB,CAAC;IACF,OAAO,EAAE;QACP,UAAU,EAAE,OAAO,CAAC;QACpB,cAAc,EAAE,MAAM,CAAC;KACxB,CAAC;IACF,gBAAgB,EAAE;QAChB,IAAI,EAAE,MAAM,CAAC;QACb,UAAU,EAAE;YAAE,KAAK,EAAE,MAAM,CAAC;YAAC,MAAM,EAAE,MAAM,CAAA;SAAE,CAAC;KAC/C,CAAC;CACH;AAqCD;;;;GAIG;AACH,wBAAsB,yBAAyB,CAC7C,OAAO,EAAE,qBAAqB,GAC7B,OAAO,CAAC,oBAAoB,CAAC,CAoG/B;AA4BD;;GAEG;AACH,wBAAgB,oBAAoB,CAAC,KAAK,EAAE,kBAAkB,GAAG,OAAO,CAEvE;AAED;;GAEG;AACH,wBAAgB,0BAA0B,IAAI,kBAAkB,EAAE,CAGjE;AAGD,YAAY,EAAE,aAAa,EAAE,aAAa,EAAE,MAAM,4BAA4B,CAAC;AAC/E,YAAY,EAAE,kBAAkB,EAAE,MAAM,qBAAqB,CAAC"}
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package/dist/soundart-engine.js
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/**
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* SoundArt → Code Mode Engine
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*
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* This is the orchestrator that runs SoundArt styles through the Code Mode engine.
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* It replaces the old Canvas2D-based SoundArt renderer with a Code Mode pipeline.
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*
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* Architecture:
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* 1. Sound analysis produces SoundFeatures (unchanged)
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* 2. SoundFeatures → SoundSnapshot conversion
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* 3. SoundSnapshot injected as S.* globals into Code Mode
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* 4. SoundArt sketch executed via Code Mode runtime
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* 5. Result: PNG or MP4 output
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*/
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import { createSoundSnapshot } from '../../shared/soundSnapshot';
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import { createP5Runtime } from './p5-runtime';
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import { injectSoundGlobals, generateSoundPalette, inferGenreProfile } from './sound-bridge';
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import { getSoundArtSketch } from './soundart-sketches';
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/**
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* Apply tweak multipliers to a SoundSnapshot
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*/
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function applyTweaksToSnapshot(snapshot, tweaks) {
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if (!tweaks)
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return snapshot;
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const clamp = (v, min, max) => Math.max(min, Math.min(max, v));
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const tweaked = {
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...snapshot,
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volume: snapshot.volume * (tweaks.volumeRangeFactor ?? 1),
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brightness: snapshot.brightness * (tweaks.centroidBrightnessFactor ?? 1),
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aggression: snapshot.aggression * (tweaks.aggressionPaletteFactor ?? 1),
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rhythmicity: snapshot.rhythmicity * (tweaks.rhythmPatternFactor ?? 1),
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harmonicity: snapshot.harmonicity * (tweaks.harmonySmoothnessFactor ?? 1),
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attack: snapshot.attack * (tweaks.attackSharpnessFactor ?? 1),
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dynamicRange: snapshot.dynamicRange * (tweaks.dynamicRangeVariationFactor ?? 1),
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bass: snapshot.bass * (tweaks.bassThicknessFactor ?? 1),
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treble: snapshot.treble * (tweaks.trebleSharpnessFactor ?? 1),
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};
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// Clamp all numeric values to reasonable range
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tweaked.volume = clamp(tweaked.volume, 0, 250);
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tweaked.brightness = clamp(tweaked.brightness, 0, 250);
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tweaked.aggression = clamp(tweaked.aggression, 0, 250);
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tweaked.rhythmicity = clamp(tweaked.rhythmicity, 0, 250);
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tweaked.harmonicity = clamp(tweaked.harmonicity, 0, 250);
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tweaked.attack = clamp(tweaked.attack, 0, 250);
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tweaked.dynamicRange = clamp(tweaked.dynamicRange, 0, 250);
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tweaked.bass = clamp(tweaked.bass, 0, 250);
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tweaked.treble = clamp(tweaked.treble, 0, 250);
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return tweaked;
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}
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/**
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* Render a SoundArt style using Code Mode
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*
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* This is the main entry point for the new SoundArt → Code Mode pipeline.
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*/
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export async function renderSoundArtViaCodeMode(options) {
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const { style, sound, canvas, config, onProgress } = options;
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onProgress?.(0.1);
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// 1. Get the sketch code
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const sketchCode = getSoundArtSketch(style);
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if (!sketchCode) {
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throw new Error(`SoundArt style "${style}" has not been converted to Code Mode yet`);
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}
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onProgress?.(0.2);
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// 2. Create SoundSnapshot from SoundFeatures
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const baseSnapshot = createSoundSnapshot(sound, sound.frames);
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// 3. Apply tweak multipliers to the snapshot
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const snapshot = applyTweaksToSnapshot(baseSnapshot, config.tweakParams);
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onProgress?.(0.3);
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// 3. Create the p5 runtime with seeded randomness
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// Derive deterministic seed from sound features if not provided
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const deriveSeedFromSound = (sound) => {
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// Create a stable hash from sound parameters
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const hashInput = (sound.rms * 1000) +
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(sound.centroid * 100) +
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(sound.durationSec * 10000) +
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((sound.bands?.bass ?? 0) * 500) +
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((sound.bands?.treble ?? 0) * 700);
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// Simple hash to integer
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return Math.abs(Math.floor(hashInput * 2147483647) % 2147483647) || 123456;
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};
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const runtimeConfig = {
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seed: config.seed ?? deriveSeedFromSound(sound),
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};
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canvas.width = config.width;
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canvas.height = config.height;
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const baseRuntime = createP5Runtime(canvas, config.width, config.height, runtimeConfig);
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// 4. Inject sound globals (S.*)
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const runtime = injectSoundGlobals(baseRuntime, snapshot);
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onProgress?.(0.4);
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// 5. Add helper globals
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const globals = {
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...runtime,
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width: config.width,
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height: config.height,
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backgroundMode: config.backgroundMode ?? 'rgb',
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palette: generateSoundPalette(snapshot),
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genre: inferGenreProfile(snapshot),
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};
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onProgress?.(0.5);
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// 6. Execute the sketch
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try {
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executeSketch(sketchCode, globals);
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onProgress?.(0.9);
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}
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catch (error) {
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console.error(`[SoundArtEngine] Error executing style "${style}":`, error);
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throw new Error(`Style "${style}" execution failed: ${error}`);
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}
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onProgress?.(1.0);
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// 7. Build metadata
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const metadata = {
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mode: 'SoundArt',
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style,
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timestamp: new Date().toISOString(),
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soundFeatures: {
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duration: sound.durationSec,
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amplitude: sound.rms,
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frequency: sound.centroid,
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bass: sound.bands?.bass ?? 0,
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treble: sound.bands?.treble ?? 0,
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aggression: snapshot.aggression,
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},
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effects: {
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timeFilter: false,
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backgroundMode: config.backgroundMode ?? 'rgb',
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},
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generationParams: {
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seed: runtimeConfig.seed,
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canvasSize: { width: config.width, height: config.height },
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},
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};
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return {
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style,
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mode: 'soundart',
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snapshot,
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metadata,
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};
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}
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/**
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* Execute a sketch string in the context of the runtime globals
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*/
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function executeSketch(code, globals) {
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// Build the function context with all globals
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const globalNames = Object.keys(globals);
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const globalValues = Object.values(globals);
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// Wrap the sketch code to call setup() and optionally draw()
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const wrappedCode = `
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${code}
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// Execute setup
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if (typeof setup === 'function') {
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setup();
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}
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// For static mode, we don't call draw()
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// Loop mode would call draw() in a frame loop
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`;
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// Create and execute the function
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const sketchFunction = new Function(...globalNames, wrappedCode);
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sketchFunction(...globalValues);
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}
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/**
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* Check if a SoundArt style can be rendered via Code Mode
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*/
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export function canRenderViaCodeMode(style) {
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return getSoundArtSketch(style) !== undefined;
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}
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/**
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* Get the list of SoundArt styles available via Code Mode
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*/
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export function getCodeModeAvailableStyles() {
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const { getAvailableSoundArtSketches } = require('./soundart-sketches');
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return getAvailableSoundArtSketches();
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}
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@@ -1,3 +0,0 @@
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export declare const CHLADNI_BLOOM_SKETCH = "\nfunction setup() {\n const bgMode = typeof backgroundMode !== 'undefined' ? backgroundMode : 'rgb';\n if (bgMode === 'white') background(245, 245, 245);\n else if (bgMode === 'black') background(10, 10, 10);\n else {\n const r = Math.floor((S.brightness / 100) * 255);\n const g = Math.floor((S.rhythmicity / 100) * 255);\n const b = Math.floor((S.harmonicity / 100) * 255);\n background(r, g, b);\n }\n\n translate(width / 2, height / 2);\n \n const layers = Math.floor(map(S.volume + S.rhythmicity, 0, 200, 20, 90));\n const minStrokeW = map(S.volume, 0, 100, 1.0, 3.0);\n const maxStrokeW = map(S.treble, 0, 100, 2.0, 5.0);\n\n noFill();\n\n for (let i = 0; i < layers; i++) {\n const freq1 = Math.floor(map(S.aggression + random() * 50, 0, 150, 3, 20));\n const freq2 = Math.floor(map(S.treble + random() * 50, 0, 150, 2, 8));\n const amp = map(S.dynamicRange + random() * 30, 0, 130, 60, 400);\n const rotation = map(S.harmonicity + random() * 50, 0, 150, 0, PI * 4);\n const radiusOffset = map(S.bass, 0, 100, 40, 80);\n const strokeW = map(S.treble + S.volume * 0.5, 0, 100, minStrokeW, maxStrokeW);\n \n const hBase = (330 + random() * 100) % 360;\n const finalH = (hBase + (random() * 40 - 60) + map(S.hue, 0, 100, -10, 10) + 360) % 360;\n const finalC = constrain(85 + map(S.brightness, 0, 100, -20, 20), 0, 100);\n const finalL = constrain(90 + map(S.brightness, 0, 100, -15, 15), 0, 100);\n const finalA = constrain(0.5 + map(S.attack, 0, 100, 0, 0.5), 0.3, 1);\n\n push();\n rotate(rotation);\n strokeWeight(strokeW);\n stroke('hsla(' + finalH + ',' + finalC + '%,' + finalL + '%,' + finalA + ')');\n \n const angleStep = map(S.treble, 0, 100, 0.07, 0.03);\n beginShape();\n for (let aa = 0; aa < PI * 2; aa += angleStep) {\n const rad = radiusOffset * i + amp * sin(freq1 * aa) * cos(freq2 * aa * map(S.rhythmicity, 0, 100, 0.3, 2));\n const x = rad * cos(aa);\n const y = rad * sin(aa);\n vertex(x, y);\n }\n endShape(CLOSE);\n pop();\n }\n}\n";
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export default CHLADNI_BLOOM_SKETCH;
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//# sourceMappingURL=chladniBloom.d.ts.map
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1
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{"version":3,"file":"chladniBloom.d.ts","sourceRoot":"","sources":["../../soundart-sketches/chladniBloom.ts"],"names":[],"mappings":"AAAA,eAAO,MAAM,oBAAoB,+hEAmDhC,CAAC;AAEF,eAAe,oBAAoB,CAAC"}
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