Same solver, different figures via e.fluidMode: 'fire' bottom jets with
buoyancy — implemented as relaxation toward a target updraft (an additive
force integrates to the velocity clamp and turns flames into a wall) plus
height-scaled dye dissipation so flames die as they rise; 'ring' emitters
on a spinning circle with radial beat shockwaves; 'vortex' two counter-
rotating stirrers; 'wave' a travelling sine curtain. Stationary emitters
inject a fraction of the stir force (repeated adds at one spot saturate).
408 new presets.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stable-fluids solver (fluid.js) on ping-pong half-float framebuffers:
semi-Lagrangian advection, vorticity confinement (clamped — unbounded
confinement overflows half-float and kills the field), 22 Jacobi pressure
iterations, audio-driven dye/force splats. Three wandering emitters inject
palette-coloured dye (brightness-normalized so dark palette entries stay
vivid); bass drives injection and stirring, beats fire directional bursts,
treble adds swirl. Universal modifiers map onto the sim: warp = vorticity,
speed = sim speed (brightness is speed-normalized), sym = kaleidoscope with
a wedge that rotates via rotSpeed, contrast/invert on display.
The Visualizer delegates to FluidSim when the preset has isFluid (flag is
always present so Object.assign merges can't leave it stale). 102 new
presets (17 palettes x 6 variants).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The packaged app doesn't bundle ffmpeg, so on Macs without a system ffmpeg the
waveform stayed blank. Compute peaks by reading the file bytes (new file:read
IPC) and decoding with Web Audio's decodeAudioData in a low-rate AudioContext;
ffmpeg in main remains only as a fallback.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Pointer on the waveform now seeks: scrub the playhead on the playing track
(new 'seek' output message setting currentTime) or start a stopped track from
the clicked point (playIndex(i, fromTime)). Grabbing within ~10px of the green/
red handles still adjusts the trim in/out instead of seeking.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Per-track start/end points (mm:ss inputs, 'set to current' buttons, draggable
handles on the waveform). Trim applied via audio.setTrim (seek to start, stop
at end) and pushed live to the playing track.
- Wider cards showing elapsed / total / remaining for the trimmed range.
- Waveform rendered per track: peaks computed in main via ffmpeg (mono 8kHz PCM
-> 400 normalized buckets, cached), drawn on a canvas with trim region +
playhead. New audio:peaks IPC + djv.peaks preload binding.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Add interlude playlist entries with no audio that run their own scene for a set
duration, then auto-advance. Shares a unified timed-segment runner with the
inter-track gap (pause/resume via the Play button). New 'playSilence' output
message + audio.silence() to stop audio while keeping meters/recording alive.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- When a playlist video has an active scene effect, auto-apply 'screen' blend so
the effect shows through (only if the user left blend at default 'normal';
manual choices are respected). Restores on effect-off / next track.
- Per-track 'Pausa dopo' (seconds): after a track ends, keep its scene timeline
running for N seconds as an intermission (scene elements placed past the song
length appear during the pause), then advance. Countdown + badge in the row.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
On restart, lastScene was reset to null and a channel with nothing active at
t=0 also evaluated to null, so the diff saw 'no change' and never sent the hide
command — leftover scene text stayed on screen. Use an undefined sentinel so
advanceCues applies (and thus clears) every channel once at scene start.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Each scene element (effect, text, image) now has its own appearance time and
optional duration, with all styling options inline (no more capture-from-panel).
Live preview applies edits immediately on the playing track. Moved the playlist
and its video-render controls into a new Playlist tab.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The visuals received the audio correctly but modulated only small terms, so the
reaction was subtle versus the clearly-moving meters. Strengthen the universal
audio response in the shader without touching meter calibration.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Blend mode, opacity and fit for videos played from the playlist (mix with visuals).
- Save/Load buttons to export/import a playlist (with scenes/cues) to a JSON file
via native dialogs; the playlist already auto-persists between sessions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Audio and video files can both be added to the playlist; video tracks play
full-screen with their audio routed through the analyser (visuals/waveform
react), have duration/progress, and are included in recordings. Persisted.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Loads a muted looping video as a layer above the WebGL canvas with opacity,
blend mode and fit controls; included in MP4 recordings and droppable.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Each playlist track holds a timeline of cues (@time → effect/text/image);
cues fire automatically as the track plays, driven by progress reports.
- Playlist (tracks, hotkeys, cues) is saved to userData and restored on startup,
like the pad bank.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Each playlist track gets an optional scene (🎬) bound to it: pick the current
effect, a ticker text and an overlay image. When the track plays, the scene is
applied automatically — a cue/queue per song. Scene image is a dedicated output
layer (also captured in recordings).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the fast instantaneous oscilloscope with a mirrored filled waveform
that scrolls over time like DJ-software waveforms; scroll rate follows the
visual speed control.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Scrolling text: font, size, weight, colour and movement effects (up/down, wave,
zoom, flash, rotate) rendered per-letter (and captured in recordings).
- Larger multiline text input.
- Pad bank: crossfade between pads (per-source gain ramps in the audio engine).
- Duration + remaining-time and progress bars for the playlist and the active pad,
via metadata probing and live progress reports from the output window.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Electron app with audio-reactive fractal/abstract visuals on an external
display. Dual-window setup (control panel + fullscreen output), 8 WebGL
scenes, audio from file/live input/system audio, image and scrolling-text
overlays.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>