entangled-worlds-orbiters-shared 1.0.9 → 1.2.0

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/LICENSE ADDED
@@ -0,0 +1,21 @@
1
+ MIT License
2
+
3
+ Copyright (c) 2025-2026 Plantasia Space
4
+
5
+ Permission is hereby granted, free of charge, to any person obtaining a copy
6
+ of this software and associated documentation files (the "Software"), to deal
7
+ in the Software without restriction, including without limitation the rights
8
+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9
+ copies of the Software, and to permit persons to whom the Software is
10
+ furnished to do so, subject to the following conditions:
11
+
12
+ The above copyright notice and this permission notice shall be included in all
13
+ copies or substantial portions of the Software.
14
+
15
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21
+ SOFTWARE.
package/README.md CHANGED
@@ -16,15 +16,20 @@ A shared library containing core components for 3D world rendering, moons system
16
16
  ```bash
17
17
  npm install entangled-worlds-orbiters-shared
18
18
  ```
19
- ## Test locally
19
+ ## Test locally
20
20
 
21
- In /entangled-worlds-orbiters-shared:
22
- npm install
21
+ In `entangled-worlds-orbiters-shared/`:
22
+
23
+ ```bash
24
+ npm install
23
25
  npm link
26
+ ```
24
27
 
25
- In /entangled-worlds-preview or /orbiters:
28
+ In the consuming app (`entangled-worlds/` or `orbiters/`):
26
29
 
30
+ ```bash
27
31
  npm link entangled-worlds-orbiters-shared
32
+ ```
28
33
 
29
34
 
30
35
  ## Usage
@@ -124,4 +129,6 @@ npm install three three-stdlib
124
129
 
125
130
  ## License
126
131
 
127
- MIT
132
+ [MIT](LICENSE) © Plantasia Space.
133
+
134
+ `src/arrow-ui/` is derived from [lil-gui](https://github.com/georgealways/lil-gui) (MIT) — see [THIRD-PARTY-NOTICES.md](THIRD-PARTY-NOTICES.md).
@@ -0,0 +1,5 @@
1
+ # Third-party notices
2
+
3
+ ## Arrow UI (`src/arrow-ui/`)
4
+
5
+ Derived from [lil-gui](https://github.com/georgealways/lil-gui) by George Michael Brower, licensed under the [MIT License](https://github.com/georgealways/lil-gui/blob/master/LICENSE). The controllers and GUI core have been adapted for the Entangled Worlds / Orbiters apps (external stylesheet loading, custom controllers and behavior); the original license applies to the derived portions alongside this project's MIT license.
@@ -0,0 +1,44 @@
1
+ /** A cancel handle from `armAt`; returns true iff it cancelled an armed-but-unoccurred event. */
2
+ export type CancelHandle = () => boolean;
3
+ /**
4
+ * The neutral backend contract the Transport depends on. No Tone/AudioContext type leaks through the
5
+ * transport's public surface (design doc §0 D1).
6
+ */
7
+ export interface ClockBackend {
8
+ /** Current audio time in seconds. */
9
+ nowSec(): number;
10
+ /** Arm an audio event at a precise future audio time. Returns a cancel handle. */
11
+ armAt(audioTimeSec: number, payload: unknown): CancelHandle;
12
+ }
13
+ interface ArmedRecord {
14
+ audioTimeSec: number;
15
+ payload: unknown;
16
+ armedAtNowSec: number;
17
+ cancelled: boolean;
18
+ occurred: boolean;
19
+ }
20
+ /**
21
+ * Headless, fully deterministic backend. Time only moves when the test advances it (no wall-clock
22
+ * flakiness). Records arms + occurrences for assertions, and actually OCCURS armed events when virtual
23
+ * time passes their target — so tests can prove cancellation, not just callback invocation.
24
+ */
25
+ export declare class VirtualClockBackend implements ClockBackend {
26
+ private _now;
27
+ readonly armed: ArmedRecord[];
28
+ readonly occurrences: Array<{
29
+ audioTimeSec: number;
30
+ payload: unknown;
31
+ }>;
32
+ constructor(startSec?: number);
33
+ nowSec(): number;
34
+ /** Arm an audio event at a precise future audio time. Returns a cancel handle (true if it cancelled). */
35
+ armAt(audioTimeSec: number, payload: unknown): CancelHandle;
36
+ /** Advance virtual audio time. Marks armed events occurred (for cancellation assertions only — the
37
+ * Transport, not the backend, fires them). A cancelled event never occurs. */
38
+ advance(dtSec: number, jitterSec?: number): number;
39
+ /** Events armed at least `leadSec` before their target (proof of look-ahead). */
40
+ armedAheadBy(leadSec: number): ArmedRecord[];
41
+ /** Count of events that actually occurred (not cancelled) — the audible truth. */
42
+ get occurredCount(): number;
43
+ }
44
+ export {};
@@ -0,0 +1,70 @@
1
+ // ClockBackend — the neutral audio-anchored time source the transport depends on.
2
+ //
3
+ // The shared package depends ONLY on this interface. Production injects an AudioContext/Tone-backed
4
+ // implementation; headless tests inject a VirtualClockBackend. No Tone/AudioContext type ever leaks
5
+ // through the transport's public surface (design doc §0 D1).
6
+ //
7
+ // The contract distinguishes ARMING from OCCURRENCE:
8
+ // - `armAt(audioTimeSec, payload)` schedules an audio event AHEAD and returns a CANCEL handle. This
9
+ // is the ONLY thing a real backend must do — wire `node.start(audioTimeSec)` here. The backend is
10
+ // pure audio I/O; it does NOT drive the transport's event lifecycle.
11
+ // - the TRANSPORT self-detects occurrence in its tick (when its audio clock passes `armedTarget`)
12
+ // and runs the per-event fire/reset itself — so a real backend never needs a JS timer to call back.
13
+ // - cancelling before occurrence prevents the sound (pause/seek/rate/loop change cancels armed-but-
14
+ // unplayed audio). Cancelling after occurrence is a no-op.
15
+ /**
16
+ * Headless, fully deterministic backend. Time only moves when the test advances it (no wall-clock
17
+ * flakiness). Records arms + occurrences for assertions, and actually OCCURS armed events when virtual
18
+ * time passes their target — so tests can prove cancellation, not just callback invocation.
19
+ */
20
+ export class VirtualClockBackend {
21
+ _now;
22
+ armed;
23
+ occurrences;
24
+ constructor(startSec = 0) {
25
+ this._now = startSec;
26
+ this.armed = [];
27
+ this.occurrences = [];
28
+ }
29
+ nowSec() {
30
+ return this._now;
31
+ }
32
+ /** Arm an audio event at a precise future audio time. Returns a cancel handle (true if it cancelled). */
33
+ armAt(audioTimeSec, payload) {
34
+ const rec = {
35
+ audioTimeSec,
36
+ payload,
37
+ armedAtNowSec: this._now,
38
+ cancelled: false,
39
+ occurred: false,
40
+ };
41
+ this.armed.push(rec);
42
+ return () => {
43
+ if (rec.occurred || rec.cancelled)
44
+ return false;
45
+ rec.cancelled = true;
46
+ return true;
47
+ };
48
+ }
49
+ /** Advance virtual audio time. Marks armed events occurred (for cancellation assertions only — the
50
+ * Transport, not the backend, fires them). A cancelled event never occurs. */
51
+ advance(dtSec, jitterSec = 0) {
52
+ const step = Math.max(0, dtSec + jitterSec);
53
+ this._now += step;
54
+ for (const r of this.armed) {
55
+ if (!r.cancelled && !r.occurred && r.audioTimeSec <= this._now + 1e-12) {
56
+ r.occurred = true;
57
+ this.occurrences.push(r);
58
+ }
59
+ }
60
+ return this._now;
61
+ }
62
+ /** Events armed at least `leadSec` before their target (proof of look-ahead). */
63
+ armedAheadBy(leadSec) {
64
+ return this.armed.filter((a) => a.audioTimeSec - a.armedAtNowSec >= leadSec - 1e-9);
65
+ }
66
+ /** Count of events that actually occurred (not cancelled) — the audible truth. */
67
+ get occurredCount() {
68
+ return this.occurrences.length;
69
+ }
70
+ }
@@ -0,0 +1,85 @@
1
+ import type { ClockBackend } from './ClockBackend.js';
2
+ export interface LoopSec {
3
+ startSec: number;
4
+ endSec: number;
5
+ }
6
+ export type PlayState = 'playing' | 'paused';
7
+ /** The event handed to `schedule`. `fire` runs at occurrence with (audioTimeSec, atSec). */
8
+ export interface EventSpec {
9
+ atSec: number;
10
+ fire: (audioTimeSec: number, atSec: number) => void;
11
+ payload?: unknown;
12
+ }
13
+ export interface TransportSnapshot {
14
+ playState: PlayState;
15
+ positionSec: number;
16
+ rate: number;
17
+ loop: LoopSec | null;
18
+ }
19
+ export interface AnchoredState {
20
+ playState: PlayState;
21
+ positionSec: number;
22
+ rate?: number;
23
+ anchorAudioSec?: number;
24
+ loop?: LoopSec | null;
25
+ }
26
+ export interface ScheduleStateMeta {
27
+ term?: number;
28
+ seq?: number;
29
+ onApply?: (() => void) | null;
30
+ }
31
+ /** Structural shape of a musical projection — typed here so `./clock` never imports `./clock/musical`. */
32
+ export interface MusicalProjectionLike {
33
+ musicalAt(positionSec: number): unknown;
34
+ }
35
+ export interface TransportOptions {
36
+ lookaheadSec?: number;
37
+ }
38
+ export declare class Transport {
39
+ backend: ClockBackend;
40
+ lookaheadSec: number;
41
+ private _playing;
42
+ private _rate;
43
+ private _anchorBackend;
44
+ private _anchorPos;
45
+ private _events;
46
+ private _nextId;
47
+ private _frameReaders;
48
+ private _loop;
49
+ private _projection;
50
+ private _pending;
51
+ constructor(backend: ClockBackend, opts?: TransportOptions);
52
+ positionSec(): number;
53
+ private _reanchor;
54
+ play(): void;
55
+ pause(): void;
56
+ seekSec(sec: number): void;
57
+ setRate(rate: number): void;
58
+ get rate(): number;
59
+ get playing(): boolean;
60
+ setLoopSec(loop: LoopSec | null): void;
61
+ get loopEnabled(): boolean;
62
+ schedule(spec: EventSpec): number;
63
+ unschedule(id: number): void;
64
+ onTick(cb: (positionSec: number) => void): () => void;
65
+ /** Cancel armed-but-unoccurred audio and clear arm state (does NOT replay already-fired events). */
66
+ private _cancelArmed;
67
+ /** Re-open fired events so they can occur again — only after a POSITION/topology change (seek/loop). */
68
+ private _reopenEvents;
69
+ private _eventLoops;
70
+ /** Transport-seconds distance to an event's NEXT occurrence from `pos` (null = won't occur). */
71
+ private _nextDist;
72
+ setProjection(projection: MusicalProjectionLike | null): void;
73
+ musicalPosition(): unknown;
74
+ applyAnchoredState(s: AnchoredState): void;
75
+ /** Arm an anchored state (with optional control) to apply when audio time reaches `atAudioSec`. */
76
+ scheduleStateChange(atAudioSec: number, state: AnchoredState, meta?: ScheduleStateMeta): void;
77
+ /** Drop pending changes older than a freshly-applied (term,seq) — supersession (Codex fix #4). */
78
+ dropPendingOlderThan(term: number, seq: number): void;
79
+ private _drainPending;
80
+ tick(): void;
81
+ /** Fire armed events whose audio time has arrived, and reset them for re-arm (loop) / mark done. */
82
+ private _detectOccurrences;
83
+ private _maybeWrapLoop;
84
+ snapshot(): TransportSnapshot;
85
+ }
@@ -0,0 +1,268 @@
1
+ // Transport — the seconds-first clock + look-ahead scheduler (design doc §0 D1/D3, §2).
2
+ //
3
+ // Canonical position is SECONDS, derived from the injected ClockBackend's audio time. The musical
4
+ // grid is an OPTIONAL projection (setProjection); with none, the transport is a pure time machine.
5
+ //
6
+ // Scheduling discipline (rewritten after Codex review):
7
+ // - Events are ARMED ahead of their deadline via backend.armAt -> they OCCUR at the precise audio
8
+ // time. An armed event is cancelable; any disruption (pause/seek/rate/loop change) cancels armed-
9
+ // but-unoccurred events so stale audio never plays, then re-arms from the new position.
10
+ // - The look-ahead window is scaled by rate (audio-time, not transport-time).
11
+ // - Looping is handled by computing each event's NEXT occurrence distance (wrapping across the loop
12
+ // boundary), so events just after loopStart are armed during the pre-wrap look-ahead.
13
+ const EPS = 1e-9;
14
+ export class Transport {
15
+ backend;
16
+ lookaheadSec;
17
+ _playing;
18
+ _rate;
19
+ _anchorBackend;
20
+ _anchorPos;
21
+ _events;
22
+ _nextId;
23
+ _frameReaders;
24
+ _loop;
25
+ _projection;
26
+ _pending;
27
+ constructor(backend, opts = {}) {
28
+ this.backend = backend;
29
+ this.lookaheadSec = opts.lookaheadSec ?? 0.1;
30
+ this._playing = false;
31
+ this._rate = 1;
32
+ this._anchorBackend = backend.nowSec();
33
+ this._anchorPos = 0;
34
+ this._events = new Map();
35
+ this._nextId = 1;
36
+ this._frameReaders = new Set();
37
+ this._loop = null;
38
+ this._projection = null;
39
+ this._pending = [];
40
+ }
41
+ // ---- position (seconds is canonical) ------------------------------------------------
42
+ positionSec() {
43
+ if (!this._playing)
44
+ return this._anchorPos;
45
+ return this._anchorPos + (this.backend.nowSec() - this._anchorBackend) * this._rate;
46
+ }
47
+ _reanchor(atPos = this.positionSec()) {
48
+ this._anchorPos = atPos;
49
+ this._anchorBackend = this.backend.nowSec();
50
+ }
51
+ // ---- transport ops ------------------------------------------------------------------
52
+ play() {
53
+ if (this._playing)
54
+ return;
55
+ this._reanchor(this._anchorPos);
56
+ this._playing = true;
57
+ }
58
+ pause() {
59
+ if (!this._playing)
60
+ return;
61
+ this._anchorPos = this.positionSec();
62
+ this._playing = false;
63
+ this._cancelArmed(); // armed future audio must not sound during pause; re-armed on resume
64
+ }
65
+ seekSec(sec) {
66
+ this._reanchor(Math.max(0, sec));
67
+ this._cancelArmed();
68
+ this._reopenEvents(); // a seek MOVES position -> fired events may replay
69
+ }
70
+ setRate(rate) {
71
+ if (rate <= 0)
72
+ throw new Error('rate must be > 0');
73
+ this._reanchor();
74
+ this._rate = rate;
75
+ this._cancelArmed(); // window/audio-time changed -> re-arm pending events (NOT replay fired ones)
76
+ }
77
+ get rate() {
78
+ return this._rate;
79
+ }
80
+ get playing() {
81
+ return this._playing;
82
+ }
83
+ setLoopSec(loop) {
84
+ this._loop = loop ? { startSec: loop.startSec, endSec: loop.endSec } : null;
85
+ this._cancelArmed();
86
+ this._reopenEvents(); // loop topology changed -> events may re-enter/leave the loop window
87
+ }
88
+ get loopEnabled() {
89
+ return this._loop != null;
90
+ }
91
+ // ---- scheduling ---------------------------------------------------------------------
92
+ schedule(spec) {
93
+ const id = this._nextId++;
94
+ this._events.set(id, {
95
+ atSec: spec.atSec,
96
+ fire: spec.fire,
97
+ payload: spec.payload ?? null,
98
+ armedTarget: null,
99
+ handle: null,
100
+ done: false,
101
+ lastOccurredTarget: null,
102
+ });
103
+ return id;
104
+ }
105
+ unschedule(id) {
106
+ const ev = this._events.get(id);
107
+ if (ev && ev.handle)
108
+ ev.handle();
109
+ this._events.delete(id);
110
+ }
111
+ onTick(cb) {
112
+ this._frameReaders.add(cb);
113
+ return () => this._frameReaders.delete(cb);
114
+ }
115
+ /** Cancel armed-but-unoccurred audio and clear arm state (does NOT replay already-fired events). */
116
+ _cancelArmed() {
117
+ // An event whose audio time has ALREADY passed has sounded (osc.start fired) — settle its fire()
118
+ // before we cancel, else a pause/seek/rate/loop change right after the beat would drop the visual
119
+ // flash / lifecycle for a sound the listener already heard (Codex review).
120
+ this._detectOccurrences(this.backend.nowSec());
121
+ for (const ev of this._events.values()) {
122
+ if (ev.handle)
123
+ ev.handle();
124
+ ev.handle = null;
125
+ ev.armedTarget = null;
126
+ }
127
+ }
128
+ /** Re-open fired events so they can occur again — only after a POSITION/topology change (seek/loop). */
129
+ _reopenEvents() {
130
+ for (const ev of this._events.values()) {
131
+ ev.done = false;
132
+ ev.lastOccurredTarget = null;
133
+ }
134
+ }
135
+ _eventLoops(ev) {
136
+ if (!this._loop)
137
+ return false;
138
+ const { startSec, endSec } = this._loop;
139
+ return ev.atSec >= startSec - EPS && ev.atSec < endSec - EPS;
140
+ }
141
+ /** Transport-seconds distance to an event's NEXT occurrence from `pos` (null = won't occur). */
142
+ _nextDist(ev, pos) {
143
+ if (this._loop) {
144
+ const { startSec, endSec } = this._loop;
145
+ const len = endSec - startSec;
146
+ if (len > 0 && ev.atSec >= startSec - EPS && ev.atSec < endSec - EPS) {
147
+ let d = ev.atSec - pos;
148
+ if (d < -EPS)
149
+ d += len; // wrapped into the next pass
150
+ return d;
151
+ }
152
+ }
153
+ const d = ev.atSec - pos;
154
+ return d >= -EPS ? d : null; // non-loop: a passed event won't fire again until a seek
155
+ }
156
+ // ---- optional musical overlay -------------------------------------------------------
157
+ setProjection(projection) {
158
+ this._projection = projection;
159
+ }
160
+ musicalPosition() {
161
+ return this._projection ? this._projection.musicalAt(this.positionSec()) : null;
162
+ }
163
+ // ---- sync apply (Inc 3) -------------------------------------------------------------
164
+ applyAnchoredState(s) {
165
+ this._playing = s.playState === 'playing';
166
+ if (s.rate != null)
167
+ this._rate = s.rate;
168
+ this._anchorPos = s.positionSec;
169
+ this._anchorBackend = s.anchorAudioSec ?? this.backend.nowSec();
170
+ if (s.loop !== undefined)
171
+ this._loop = s.loop ? { ...s.loop } : null;
172
+ this._cancelArmed();
173
+ this._reopenEvents(); // anchored apply repositions the timeline -> events re-evaluate
174
+ }
175
+ /** Arm an anchored state (with optional control) to apply when audio time reaches `atAudioSec`. */
176
+ scheduleStateChange(atAudioSec, state, meta = {}) {
177
+ this._pending.push({
178
+ atAudioSec,
179
+ state,
180
+ term: meta.term ?? 0,
181
+ seq: meta.seq ?? 0,
182
+ onApply: meta.onApply ?? null,
183
+ });
184
+ this._pending.sort((a, b) => a.atAudioSec - b.atAudioSec);
185
+ }
186
+ /** Drop pending changes older than a freshly-applied (term,seq) — supersession (Codex fix #4). */
187
+ dropPendingOlderThan(term, seq) {
188
+ this._pending = this._pending.filter((p) => !(p.term < term || (p.term === term && p.seq < seq)));
189
+ }
190
+ _drainPending() {
191
+ const now = this.backend.nowSec();
192
+ while (this._pending.length && this._pending[0].atAudioSec <= now + EPS) {
193
+ const p = this._pending.shift();
194
+ this.applyAnchoredState({ ...p.state, anchorAudioSec: p.state.anchorAudioSec ?? now });
195
+ if (p.onApply)
196
+ p.onApply(); // control rides WITH the state, applied atomically here (fix #5)
197
+ }
198
+ }
199
+ // ---- the pump -----------------------------------------------------------------------
200
+ tick() {
201
+ this._drainPending();
202
+ if (this._playing) {
203
+ const now = this.backend.nowSec();
204
+ this._detectOccurrences(now); // fire events whose audio time has passed (Transport owns this)
205
+ this._maybeWrapLoop();
206
+ const pos = this.positionSec();
207
+ for (const ev of this._events.values()) {
208
+ if (ev.done || ev.armedTarget != null)
209
+ continue;
210
+ const d = this._nextDist(ev, pos);
211
+ if (d == null)
212
+ continue;
213
+ const audioDist = d / this._rate; // look-ahead is in AUDIO time (rate-scaled)
214
+ if (audioDist <= this.lookaheadSec + EPS) {
215
+ const audioTime = now + audioDist;
216
+ // a loop event at/near the boundary must not re-arm for the instant it just fired.
217
+ // The dedupe window must stay below half a loop period, else ultra-short loops starve.
218
+ const period = this._loop ? (this._loop.endSec - this._loop.startSec) / this._rate : Infinity;
219
+ const dedupeEps = Math.min(1e-6, 0.4 * period);
220
+ if (ev.lastOccurredTarget != null && audioTime <= ev.lastOccurredTarget + dedupeEps)
221
+ continue;
222
+ ev.armedTarget = audioTime;
223
+ // armed AHEAD: a real backend schedules node.start(audioTime) here, using `data` for the sound.
224
+ ev.handle = this.backend.armAt(audioTime, { atSec: ev.atSec, data: ev.payload });
225
+ }
226
+ }
227
+ }
228
+ const p = this.positionSec();
229
+ for (const r of this._frameReaders)
230
+ r(p);
231
+ }
232
+ /** Fire armed events whose audio time has arrived, and reset them for re-arm (loop) / mark done. */
233
+ _detectOccurrences(now) {
234
+ for (const ev of this._events.values()) {
235
+ if (ev.armedTarget == null || now < ev.armedTarget - EPS)
236
+ continue;
237
+ const at = ev.armedTarget;
238
+ ev.armedTarget = null;
239
+ ev.handle = null; // the scheduled audio already plays at `at`; nothing to cancel
240
+ ev.lastOccurredTarget = at;
241
+ if (!this._eventLoops(ev))
242
+ ev.done = true; // non-loop fires once; loop re-arms next pass
243
+ ev.fire(at, ev.atSec);
244
+ }
245
+ }
246
+ _maybeWrapLoop() {
247
+ if (!this._loop)
248
+ return;
249
+ const { startSec, endSec } = this._loop;
250
+ const len = endSec - startSec;
251
+ if (len <= 0)
252
+ return;
253
+ const pos = this.positionSec();
254
+ if (pos < endSec - EPS)
255
+ return;
256
+ const overshoot = (pos - startSec) % len;
257
+ this._reanchor(startSec + overshoot); // armed events keep their absolute audio times across the wrap
258
+ }
259
+ // ---- snapshot -----------------------------------------------------------------------
260
+ snapshot() {
261
+ return {
262
+ playState: this._playing ? 'playing' : 'paused',
263
+ positionSec: this.positionSec(),
264
+ rate: this._rate,
265
+ loop: this._loop ? { ...this._loop } : null,
266
+ };
267
+ }
268
+ }
@@ -0,0 +1,84 @@
1
+ /** Easing function: maps a normalized fraction in [0,1] to an eased fraction. */
2
+ export type EaseFn = (x: number) => number;
3
+ export declare const Ease: {
4
+ linear: EaseFn;
5
+ smooth: EaseFn;
6
+ };
7
+ /** A single curve keyframe: a time key `t` (seconds or beats) and its value. */
8
+ export interface Keyframe {
9
+ t: number;
10
+ value: number;
11
+ }
12
+ export type TimeMode = 'absolute-seconds' | 'beat-locked';
13
+ /**
14
+ * Structural shape of a musical projection — typed here so `./clock/curves` never imports
15
+ * `./clock/musical`. A beat-locked curve only needs seconds <-> beats conversion.
16
+ */
17
+ export interface ProjectionLike {
18
+ secondsToBeats(positionSec: number): number;
19
+ }
20
+ export interface CurveTrackSpec {
21
+ keyframes: Keyframe[];
22
+ timeMode?: TimeMode;
23
+ projection?: ProjectionLike | null;
24
+ ease?: EaseFn;
25
+ outputIntent?: unknown;
26
+ }
27
+ export declare class CurveTrack {
28
+ keyframes: Keyframe[];
29
+ timeMode: TimeMode;
30
+ projection: ProjectionLike | null;
31
+ ease: EaseFn;
32
+ outputIntent: unknown;
33
+ constructor(spec: CurveTrackSpec);
34
+ /** The track's own time key for a given clock position. */
35
+ _key(positionSec: number): number;
36
+ sample(positionSec: number): number;
37
+ }
38
+ /**
39
+ * Structural shape of the transport a GestureRecorder/Orchestrator subscribes to — typed here so
40
+ * `./clock/curves` never imports `./clock/musical`. Mirrors the subset of `./Transport.js` used.
41
+ */
42
+ export interface TransportLike {
43
+ positionSec(): number;
44
+ onTick(cb: (positionSec: number) => void): () => void;
45
+ schedule(spec: {
46
+ atSec: number;
47
+ fire: (audioTimeSec: number, atSec: number) => void;
48
+ }): number;
49
+ }
50
+ export interface GestureRecorderOptions {
51
+ timeMode?: TimeMode;
52
+ projection?: ProjectionLike | null;
53
+ }
54
+ /**
55
+ * GestureRecorder — captures live input samples stamped with the transport position, producing a
56
+ * CurveTrack. Free gestures stamp seconds; musical gestures stamp beats (so they tempo-rebase).
57
+ * (design doc §4a: today gestures are applied live & never recorded against musical time.)
58
+ */
59
+ export declare class GestureRecorder {
60
+ transport: TransportLike;
61
+ timeMode: TimeMode;
62
+ projection: ProjectionLike | null;
63
+ keyframes: Keyframe[];
64
+ constructor(transport: TransportLike, { timeMode, projection }?: GestureRecorderOptions);
65
+ /** Stamp a value at the current transport position. */
66
+ capture(value: number): void;
67
+ toTrack(ease?: EaseFn): CurveTrack;
68
+ }
69
+ /**
70
+ * Orchestrator — the thin layer that subscribes every domain to ONE transport (design doc §5):
71
+ * - audio: schedule(atSec, fire) -> armed ahead with precise audio time
72
+ * - visuals: onTick -> sample curves at the current position each frame (one shared reader)
73
+ */
74
+ export declare class Orchestrator {
75
+ transport: TransportLike;
76
+ curves: Map<string, CurveTrack>;
77
+ lastValues: Map<string, number>;
78
+ private _off;
79
+ constructor(transport: TransportLike);
80
+ addCurve(id: string, track: CurveTrack): void;
81
+ scheduleAudio(atSec: number, fire: (audioTimeSec: number, atSec: number) => void): number;
82
+ _readFrame(positionSec: number): void;
83
+ dispose(): void;
84
+ }