New 'Zona Effetto': each zone runs its own preset on an independent
offscreen Visualizer (960x540, own WebGL context), stepped with the
shared clock and audio so every panel dances to the same music with a
different effect (fluid presets included; interactive/3D excluded).
Zone row gains family/preset selectors; engines are created/destroyed
as zones change and their canvases uploaded as zone textures each
frame. Guide updated with the performance note.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New Mappatura tab + mapping.js engine: each zone is a quad warped with a
projective homography (square->quad closed form, inverted per fragment)
on a dedicated WebGL2 canvas above the visual, black outside. Sources:
the live visual (with a source sub-rect for multi-panel LED walls) or an
image file (corner-pin onto physical surfaces). Edit mode draws handles
ON THE OUTPUT: corners (or whole quads) are dragged while looking at the
real projection, edits flow back to the panel which persists them. Zone
list with name, source portion, opacity and delete; included in
recordings; re-sent when the output restarts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- toFileURL and path-basename handling made Windows-safe (backslashes,
drive letters) so media/model loading works there
- Blender discovery scans Program Files\Blender Foundation; ffmpeg
candidates include common Windows paths
- build config: win/nsis target (x64, custom install dir), build/icon.ico
generated from the 1024 png, dist:win script
Cross-compiled from macOS: dist/DJ Visualizer Setup 1.6.0.exe (95MB) with
scripts unpacked and models/MediaPipe bundled. Untested on real Windows.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Dance clips are authored for the standard mannequin: on chunkier models
the same joint angles drive the arms through the torso (the ninja is
clean because its proportions match). New 'Apertura braccia' slider
(0-35deg, saved per model path): the upper arms get an extra outward
rotation about the world Z axis during clip playback (left +, right -),
solved back into each bone's local frame through the parent rotation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- models/dance_library.glb: skeleton-only GLB with the 13 Mixamo dances,
loaded at startup and bound BY BONE NAME to whatever rigged GLB the
user loads — new models dance immediately, no baking needed.
- Repertoire UI (Media tab): checkbox chips of the available clips, the
director only picks the ticked ones (none = all); persisted.
- 'Aggiungi animazioni': extra .glb clips load directly; .fbx are
converted on the fly by Blender via a new anim:convert IPC and the
bundled scripts/fbx2animglb.py (asarUnpacked for packaged builds).
- Manual BPM with TAP tempo: 0 = follow the detected beat, otherwise a
pure metronome drives the dance clock.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Sfondo Modello 3D' selector (Media tab): gradient or any of the
five fluid modes. The fluid sim paints the canvas first, then the model
renders on top clearing only the depth buffer (overlay mode skips its
own backdrop pass). Palette and speed are shared with the preset;
persisted and re-sent when the output restarts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sitting at a desk the hips are rarely visible, which made the avatar
never appear. The pelvis is now synthesized below the shoulders when
hidden (torso/head/arms as a bust; legs return when actually visible).
The output also reports diagnostics to the panel: pose tracker failed,
or avatar active with no body detected for 5s.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New model3d.js: minimal GLB loader (JSON+BIN chunks, accessors with
byteStride, node hierarchy baked into vertices, embedded PNG/JPEG base
colour textures) and a WebGL2 renderer on the shared canvas — palette
fill light, beat-pulsing fresnel rim, treble speculars, bass breathing
via normal displacement, orbiting camera auto-fitted to the bounding
box, gradient backdrop with a bass glow. A generated torus knot shows
before any GLB is loaded. 'Carica un modello .glb' button in the SVG
section; the path persists and is re-sent when the output restarts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rounded-square tunnel sections (circle/Chebyshev mix, fbm-wobbled like
molten chrome) flying toward a blinding core; ridged-fbm facets catch a
cool wash from the depth with sparse speculars on periodic section
frames. Molten veins in the palette's complementary colour (Neon: cyan
walls + red veins, like the reference) pump with bass/beat. Shader
family index 58; in the Auto VJ peak pool.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Area LED' controls in the Schermo tab: W x H @ X,Y. Everything
(canvas, videos, images, logos, ticker) lives in a #stage box whose
transform makes it the containing block for the fixed layers, so resizing
it confines the whole show at once, black outside. The canvas resizes to
the stage, so shaders render at the wall's native resolution. Persisted
in localStorage and re-pushed when the output window (re)starts; the
recorder follows the canvas position.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two bands of fine strands (iso-lines of the band coordinate) flow across
the screen, compressing into moire at the folds like a 3D wireframe
surface. Hue ramps across each band through magenta (warm crest, cool
belly). The centre curve mixes drifting sines with the live waveform;
bass swells the band, beat brightens. Shader family index 57; in the
Auto VJ quiet/groove pools. wamp() now interpolates between waveform
samples to avoid stair-step artifacts (also smooths Onda Luminosa).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The live waveform (uWave) drawn as a horizontal beam of light with a
white-hot crest, lens flare, vertical light pillars on loud columns,
twinkling cross sparkles, rays converging on the vanishing point and two
bokeh layers; Spettro Neon puts the 32-band spectrum on the same stage as
mirrored neon bars with hot tips. Shader family indices 55-56 (44-54 are
the interactive families, which never reach the shader). Both added to the
Auto VJ pools.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New 'Interattivo Palle' family (interactive.js): frame-differencing motion map
from the webcam, ball physics (push-away forces, collisions, beat kicks),
palette-tinted rendering with motion mist. Camera is requested lazily and
released when switching preset; mouse/touch fallback when unavailable.
Excluded from Auto VJ so the camera never turns on by itself.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
recStart now carries the format and an optional maxMs; the output stops
itself when the time is up (15/30/60/90s picker in the control UI), so a
reel doesn't depend on a manual stop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three modes for where the director draws presets from: 'smart' keeps the
curated per-mood pools, 'all' removes the family restriction, 'custom'
limits picks to a user checklist (mood still shapes the speed variant,
with a fallback when the checklist exhausts it). Config persists in
localStorage and is re-pushed live while the director runs.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The audio engine now tracks musical features: fast/slow energy EMAs, BPM
(median of beat intervals), a quiet/groove/peak mood with hysteresis, and
drop detection (fast energy diverging from slow right after a lull). An
output-side director, toggled from the control UI, switches presets every
16 beats (or ~14s without beats) and immediately on a drop, drawing from
mood-matched family pools (scenic for quiet, fluid/geometry for groove,
fractals/tunnels/fire for peak) while avoiding recent repeats. A manual
effect pick takes over and turns the director off.
Co-Authored-By: Claude Fable 5 <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>
- 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 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>