mirror of
https://github.com/got-feedBack/feedBack-desktop.git
synced 2026-07-23 21:35:07 +00:00
feat/create-default-library-dir
30 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
b57746f2fb |
fix(library): create the default library folder on first run
The Python server only seeds bundled starter content (and scans) when DLC_DIR.is_dir() is true, and it can't bootstrap the folder itself — the seed's mkdir runs only after _get_dlc_dir() already resolves a directory. On a fresh install the default library path didn't exist, so the scan bailed with "DLC folder not configured" and starter content never seeded. Create the resolved DLC dir in startPython() before spawning the server so the first scan seeds the bundled songs. Also modernize the default library path to ~/.local/share/feedback/library, keeping the legacy slopsmith paths as fallbacks so existing installs that relied on the default keep their populated library. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
b5dce9af4d
|
fix(audio): read-ahead the backing track off the RT audio thread (#60)
* fix(audio): read-ahead the backing track off the RT audio thread The backing AudioTransportSource was set up with no read-ahead buffer and no reader thread — setSource(src, 0, nullptr, rate) — so the realtime audio callback decoded the backing file synchronously inside getNextAudioBlock on every block while a song plays. Any disk seek or codec spike (worst on compressed formats) then blew the block's realtime budget, producing underruns heard as glitches / brief mutes. Interpose a juce::TimeSliceThread with 32768 source frames (~0.68 s @ 48 kHz) of look-ahead so decode happens off the audio thread. The thread is declared before backingTransport (so it is destroyed after it — the transport's BufferingAudioSource holds a pointer to it) and started once in the ctor. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * docs(audio): document the bounded BufferingAudioSource lock residual Codex review: readBufferSection() holds callbackLock across a refill chunk decode and the RT callback takes the same lock. Accepted — the window is bounded (2048-frame chunks) and only hit mid-refill, vs. the old guaranteed synchronous decode every block; note it in the comment so nobody mistakes the transport stack for fully RT-safe. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Jafz2001 <ignacio.fritis@mundotelecomunicaciones.cl> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
||
|
|
f785fb9ab1
|
fix(renderer): keep Rig Builder's tone out of the user's manual VST chain (#73)
* fix(renderer): keep Rig Builder's tone out of the user's manual VST chain Rig Builder's chain preloader is always on, so it loads its whole tone (amp / pedals / racks / master pre-post / RB Final Leveler) into the SHARED engine chain. The Audio menu's 'Save Current Chain' and auto-persist captured the LIVE engine via getChainState()/savePreset(), baking those stages into the user's manual chain — so a user who built their own VST chain saw it sprout a full Rig Builder rig they never added. Add aeIsRigBuilderStage() (path under /rig_builder/, 'RB Final Leveler', rs_gear __rb*, or slot master_pre/post) + aeStripRigBuilderFromNativePreset(), and apply them at save (items + native blob), the app-init restore loop, the preset-load path (with an empty-guard), and refreshChain (display filter) so the manual chain only ever holds the user's own processors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(renderer): skip Rig Builder stages in the tone-switch preload paths too Codex review: legacy polluted presets were only sanitized in replaceChainWithPresetBlob(), but the tone-switch preloads load directly from raw preset.items + nativePreset.chain (loadPresetItemsWithState in IIFE 1 and the deliberately-inline copy in IIFE 2). Skip Rig Builder stages by index in both loops — index-skips keep the items/nativeChain alignment for the remaining pairs — and expose the detector as window._aeIsRigBuilderStage for IIFE 2. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(renderer): load fully-polluted presets as empty instead of falling back Codex review round 2: the never-empty guard restored the ORIGINAL polluted blob whenever stripping emptied the chain — but a preset that empties completely was 100% Rig Builder's tone, exactly the case the sanitizer exists for. Load the stripped (empty) chain and warn; empty- chain presets are a supported shape. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Jafz2001 <ignacio.fritis@mundotelecomunicaciones.cl> Co-authored-by: Claude Fable 5 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
||
|
|
e22981405c
|
fix(audio): stop signal-chain duplication on renderer re-evaluation (#71)
Testers on 0.3.0-alpha.1 reported the signal chain duplicating (every VST/NAM/IR exactly twice) with blown-out gain after leaving the Audio menu, plus VST edit windows closing and the Edit button going dead. Root cause: the native JUCE chain lives in the Electron main process and survives renderer reloads and screen.js re-evaluations (host re-hydration after a backend restart), but init() unconditionally restored the localStorage-saved chain by APPENDING — aeRestoreSavedChain never clears. The #50 review added a clear-before-restore in the amp-sims toggle handler only; the identical hazard at init() remained. Since the saved chain mirrors the live chain, every init re-run produced an exact 2x duplicate (two amp stages in series = the blown-out gain). Fixes: - init(): probe getChainState() first and skip ALL auto-load (default preset and saved-chain restore) when the engine already has a live chain. Also covers splitscreen pop-out windows re-running init. - saveChainStateFromChain(): never persist a Rig-Builder-owned chain (identified by its _rb_unit_impulse / RB Final Leveler plumbing stages). Rig Builder reloads its default tone off-screen on its own schedule, so it is routinely the ambient live chain; snapshotting it made the saved chain resurrect Rig Builder's tone on restore — the exact processor set in the tester screenshot. - aeRestoreSavedChain(): drop Rig Builder plumbing stages from legacy polluted saves and rewrite the cleaned list (self-healing). - _aeOpenEditor(): a false return means the baked-in slot id went stale (chain rebuilt while the list was on screen); refresh the chain list instead of silently doing nothing. - Install-once guard (hookState) on the arrangement:changed/song:ready reapply listeners — they stacked one pair per re-evaluation, running N racing clear+load sequences per song load after a re-eval. Co-authored-by: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
dcfa6be19d
|
fix(menu): make View → Zoom In accept the unshifted Ctrl+= key (#55)
The app relied on Electron's default application menu, whose View → Zoom In binds only `CommandOrControl+Plus`. On US / most keyboard layouts "+" is the shifted form of `=`, so pressing Ctrl with the unshifted +/= key sends Ctrl+= and nothing happened — while Zoom Out (`Ctrl+-`, no Shift) worked, making zoom feel half-broken. Install an explicit application menu that mirrors Electron's default via role-based submenus and hand-builds only View, where Zoom In also accepts `Ctrl+=` and numpad `+` (hidden sibling items keep `Ctrl+Shift+=` and numpad working). Strictly additive — no other menu behaviour changes. Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF Co-authored-by: ChrisBeWithYou <chris@rifflarr.local> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
c8415113c8
|
audio: per-slot postGain for parallel-branch loudness leveling (#58)
Adds an optional per-slot output gain (ProcessorSlot.postGain, default 1.0 = no-op) applied in SignalChain::runSlot after processBlock + pan, plumbed through setPostGain / IPC / preload / loadPreset / getChainState (mirroring setPan). Gives each parallel branch its own loudness trim. Review hardening (multi-angle + Codex): savePreset() now serializes postGain (it was read back but never written → save/load dropped it); setPostGain() rejects non-finite input (NaN would poison the buffer); new signalchain_postgain_test.cpp asserts gain scaling, NaN rejection, and serialization. Verified locally: build:audio clean; signalchain_postgain_test 5/5 pass. (Org CI runners failed to start — infra/billing, unrelated to the change; changes are platform-neutral C++.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
27e8f56ad8
|
fix(audio): promote in-process VST3 to sandbox on editor-open (Windows crash) (#54)
Windows-only crash fix: opening an in-process VST3 editor faults via WndProc on the background message thread. OpenPluginEditor now promotes the slot to the out-of-process sandbox (state transferred via get/setStateInformation) via the new SignalChain::replaceProcessor, and opens the editor there. Review hardening (multi-angle + Codex): state capture runs under the audio lock + SEH guard (SignalChain::captureVstStateForPromotion) so it can't race processBlock or fault the app; the transient sandbox pin is undone on promotion failure (isCrashedPlugin/removeCrashedPlugin) so a healthy plugin isn't stranded; replaceProcessor stages type/name/path for correct blocklist attribution; shared prepareForPlayback helper. CI green incl. addon (windows-latest). Editor-open crash repro on a real Windows host still recommended as follow-up. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
850d0926c7
|
fix(audio): close plugin editor windows before freeing their processors (pause UAF #56) (#57)
* fix(audio): close in-process plugin editor windows before freeing their processors (#56) A `PluginEditorWindow` owns an `AudioProcessorEditor` bound to its slot's processor, but nothing tore those windows down when the chain was freed. On pause the renderer clears/reloads the chain (`clearChain` / `loadPreset`), which destroys every slot processor — leaving any open editor pointing at freed memory. Its next timer/paint callback then jumps through a dangling pointer: the reported ACCESS_VIOLATION / DEP-execute at an unmapped address, seconds after pausing (thread stack thick with `RB Final Leveler.vst3` editor-window frames calling back into slopsmith_audio.node). Fix: destroy the in-process editor windows BEFORE the processors they reference, in all three teardown paths: - ClearChain (JS thread) — close editors, then clear(). - LoadPresetWorker::Execute (libuv worker) — close editors, then clear() before rebuilding the chain. - doShutdown — destroy editors first inside the existing message-thread lambda, before engine.reset(). editorWindows holds JUCE GUI objects, so teardown must happen on the message thread. `closeAllPluginEditorWindows()` marshals via `dispatchOnMessageThread` (post-and-wait) so the caller blocks until every editor is gone — guaranteeing editors die before their processors. Callers already on the message thread (doShutdown) use the inline `destroyAllPluginEditorWindowsOnMessageThread()` to avoid a post-and-wait-on-self deadlock. On Linux/Windows the JUCE message thread is a dedicated std::thread, so ClearChain (Node) and the worker never deadlock; on macOS dispatch runs inline and in-process editors don't exist (sandboxed). Native addon builds clean (Release). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * review: fix macOS worker-thread editor teardown; assert precondition; report post/timeout Codex [P2]: closeAllPluginEditorWindows() delegated to dispatchOnMessageThread(), which runs inline under JUCE_MAC — so LoadPresetWorker::Execute() (libuv worker) could destroy JUCE DocumentWindow/AudioProcessorEditor objects off the message thread on macOS. Now branch on the caller's actual thread: run inline only when already on the message thread (else deadlock), otherwise post via MessageManager::callAsync (drained by the JUCE thread on Linux/Windows and the Node-main libuv timer on macOS) and wait. Correct on all platforms. Copilot: report a refused post / 15s wait timeout via stderr instead of silently assuming teardown completed (the previous "guarantee" wording overstated it); add JUCE_ASSERT_MESSAGE_THREAD to the inline variant as a debug tripwire. Native addon builds clean (Release). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * review(codex): don't callAsync+wait on an unpumped macOS MessageManager Codex round 2 [P2]: my round-1 fix routed the off-message-thread teardown through MessageManager::callAsync + WaitableEvent::wait on ALL platforms. On macOS there is no separate message-thread pump (startJuceMessageThread's JUCE_MAC branch only creates the manager; there is no dispatch loop), so a callAsync+wait from LoadPresetWorker's libuv worker would stall the full 15s timeout and then proceed with the editor still alive — the very UAF this targets. Platform-split the off-thread path, matching loadVstSandboxAware()'s existing JUCE_MAC handling: - Already on the message thread → inline (doShutdown; ClearChain on macOS). - Linux/Windows off-thread → post to the dedicated JUCE message thread + wait (with refused-post / timeout reporting). - macOS off-thread → clear inline (the pre-existing macOS worker-thread limitation). editorWindows is empty on macOS in practice (in-process editors route to the sandbox child), and the editor/processor UAF this targets is Windows-specific, so no message-thread hop is needed there. Native addon builds clean (Release). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * review(codex): tear down editors from LoadPreset (main thread), not the worker Codex flagged a genuine dilemma in the previous approach: closing editor windows from LoadPresetWorker::Execute (a libuv worker) is unsafe either way on macOS — callAsync+wait stalls (no message-thread pump; the "libuv timer" the comment promises was never implemented) AND clearing inline destroys JUCE GUI objects off the message thread. Resolve it by not tearing down from the worker at all: LoadPreset() (the N-API entry, on the Node/main thread) now closes editors before queuing the AsyncWorker. That is safe on every platform — macOS: main thread IS the message thread (inline); Linux/Windows: post to the dedicated JUCE message thread and wait — and still guarantees editors die before Execute() frees the chain's processors. closeAllPluginEditorWindows() is consequently never called off a worker thread, so its macOS special-case is gone and it reduces to the uniform on-message-thread / post-and-wait form. Native addon builds clean (Release). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
3eefa3646a
|
Force high-performance GPU on Windows to stabilize 3D Highway resolution (#53)
On hybrid-GPU Windows laptops (Intel iGPU + NVIDIA/AMD dGPU), Chromium's GPU-process adapter selection is non-deterministic across launches. When it binds the iGPU, the 3D Highway's per-frame WebGL cost blows the draw budget and the load-adaptive resolution scaler (feedBack#654) silently drops the canvas to as low as quarter-res — so the highway renders pixelated even with Quality pinned at HD, varying launch to launch. The renderer's `powerPreference: 'high-performance'` WebGL hint is only advisory and doesn't reliably override the OS/Chromium adapter choice. Append the Chromium `force_high_performance_gpu` switch on win32 (before app.whenReady, so it's read during Chromium init) so the discrete adapter is selected consistently and the scaler rarely engages. Single-GPU machines are unaffected; on dual-GPU desktops it likewise picks discrete. Fixes #52 Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
92a78b4c9a
|
perf(audio): gate ML note-detection pipeline (default OFF, arm on demand) (#51)
* fix(audio-input): stable name-based input identity + fail-loud open + bound read-back
Replace the positional-index logicalSourceKey with a name-encoded one so a
named device survives reorder/hotplug; resolve by name and fail loud instead of
silently opening the default mic; read back and return the actually-bound device.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* perf(audio): gate the ML note-detection pipeline behind a master enable
The Basic-Pitch ONNX detector is the most expensive thing in the engine
(~30 ms inference every hop) and on the default desktop path nothing reads
it: note detection is scored by the harmonic-comb NoteVerifier, and the
always-on home tuner runs its own YIN over raw frames. Yet the pipeline ran
unconditionally from construction, pinning a core on an idle home screen.
Add a master gate so ML only runs when a consumer actually needs it:
- MlNoteDetector: std::atomic<bool> enabled{false}. pushSamples() early-
returns on the audio thread (lock-free relaxed load, no feed) and
runInferenceIfDue() early-returns on the inference thread (no Run()), so
the whole pipeline is dormant until armed. setEnabled(false) clears the
rolling window + published snapshot (clearAudioState resets hasPublished),
so a re-arm starts cold and serves the YIN fallback until the first fresh
inference. The inference thread stays alive but idle — toggling needs no
thread restart. isEnabled() for symmetry; no-op stubs in the ONNX-off build.
- AudioEngine::setMlNoteDetectionEnabled(bool) fans to every source's detector
(whole pool, so a later-activated source inherits the arm state).
- NodeAddon setNoteDetectionEnabled + audio-bridge ipc + preload, all typeof/
try-guarded so a downlevel addon ignores it (fail-safe to current behaviour).
The renderer (note_detect) arms this true only while it will read ML notes
(native-frame detection / non-verifier fallback) and false otherwise — a
follow-up renderer change. Default OFF means the shipped verifier path and
the home tuner pay nothing for ML.
Verified: native addon builds clean (ONNX path); the standalone mlnd_test
detects the full C-major triad when armed (3/3); ml-note-detection +
multi-source JS suites pass (16/16). mlnotedetector/test.cpp arms the
detector after prepare() to match the new default.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* fix(audio): make the ML gate reset race-free (thread-owned cold start)
The first cut cleared the rolling window/FIFO from setEnabled() on the N-API
thread while the inference thread was still alive — a data race on the buffers.
Move the reset onto the thread that owns them, and fix two follow-on issues
Codex flagged:
- fifo.reset() TOCTOU: resetting the FIFO on the inference thread can still race
an in-flight pushSamples() that passed the resetPending gate just before it was
set (the >=8 ms callback gap is not a guarantee). Fix: the thread-side cold
start DRAINS the FIFO (fifo.finishedRead(getNumReady()) — advances only the
consumer's read index, safe SPSC) instead of fifo.reset(). clearAudioState()
(with the real reset) is kept for the prepare()/stop() paths where the thread
is already joined. resetPending stays set through the drain so pushSamples()
is gated off the FIFO the whole time, then is released.
- stale readiness on re-arm: setEnabled(true) exposed enabled=true immediately
while hasPublished stayed true from the previous arm, so isReady() briefly
served the old snapshot. Fix: drop hasPublished synchronously BEFORE storing
enabled=true (release/acquire ordering: isReady() loads enabled before
hasPublished, so seeing enabled=true guarantees seeing hasPublished=false).
Other gate mechanics: the enabled-gate is at the top of the inference callback
(disabled ⇒ no ingest, no inference), pushSamples() no-ops when !enabled or
resetPending, and isReady() gates on enabled so a suspended detector serves the
YIN fallback rather than a stale snapshot.
mlnotedetector/test.cpp asserts both directions: fed the chord region while
DISABLED, the detector publishes nothing and never becomes ready; armed, it
still detects the full C-major triad (3/3). Addon rebuilds clean; tsc clean;
ml-note-detection + multi-source JS suites pass (16/16).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
06c68262a9
|
Streamer mix outputs (PR1): one stream bus → a 2nd output device (#49)
* feat(audio): streamer mix outputs — one stream bus to a 2nd output device (PR1) Built-in routing so a streamer can send a separate mix (game ± their guitar tone) to a second output device for OBS/Discord capture, while still monitoring locally — no VoiceMeeter/Reaper. PR1 of the design in docs/streamer-mix-outputs.md. Architecture: this inverts the engine's proven Phase-2 multi-INPUT-device pattern to the output side. A new StreamSink = its own AudioDeviceManager + drain callback + packed drop-oldest SPSC ring (a mirror of InputDeviceSlot). The PRODUCER is the main output path (both the duplex callback and the split audioOutputCallback): it snapshots the guitar monitor mix BEFORE backing is added, then composes the stream submix (includeGuitar ? guitar : 0) + (includeBacking ? backing : 0) × gain and packs it into the sink ring. The CONSUMER (streamSinkCallback) drains the ring to the second device. Backing is rendered once on the master clock and fanned to the stream ring (never re-advances the transport / touches backingLock). Default off → zero behaviour change; the sink reopens across restarts (reopenDesiredStreamSink, mirroring reopenDesiredExtraInputs). Surface: NodeAddon setStreamOutputDevice/clearStreamOutput/setStreamBus/ setStreamBusGain/getStreamSinkLevel/isStreamOutputActive/getStreamUnderflowCount → audio:* IPC → preload → a new "Streaming & Extra Outputs" section on the Audio page (device picker, game/guitar toggles, gain, a meter mirroring what OBS/Discord receives; persisted to localStorage). v1 rejects a sample-rate-mismatched sink with a clear error (async SRC is PR3). Scope (PR1): ONE stream bus = game ± the guitar monitor mix. Per-source A/B mixes (re-amped DI vs wet as separate OBS tracks) and per-bus mute that lets a local monitor-kill (#47) NOT silence the stream are PR2 (see the doc). No virtual driver shipped — route to a spare output / virtual cable / Go-Live capture. NOT compiled or run on the author's box — this is native C++ (AudioEngine / NodeAddon) that needs a desktop build. Renderer JS verified with node --check; TS bridge/preload are additive (AudioModule is an index type so the calls typecheck). Draft pending a build + a tester pass (see the PR checklist). Refs got-feedback/feedBack-desktop#48 (tracking), #46/#47 (audio-engine family). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(audio): harden streamer-mix sink lifecycle/RT-safety (review on PR #49) Addresses the P0/P1/P2/P3 findings from the Codex + manual review. P0 — shutdown UAF: ~AudioEngine() never tore down the stream sink, and StreamSink declared `manager` before `callback`/`ring`, so the manager could be destroyed after the callback/ring it drives. stopAudio() now closes the sink (and the dtor calls stopAudio()), and `manager` is declared LAST so it destructs first even if a teardown path is missed. P1 — stopAudio() ignored the sink: the 2nd output device kept running and underflowing while "stopped". It now closes via closeStreamSinkDevice() (intent preserved → startAudio() reopens, like extra inputs). P1 — split-path producer buffers could realloc under a live callback: streamGuitarScratch/streamMixScratch are now sized to a fixed capacity (>= the ring) so a same/smaller-block device restart on either clock never reallocates them mid-use. P1 — split path read backingBuffer OUTSIDE backingLock (duplex held it): composeAndPushStreamMix in audioOutputCallback now runs inside the lock scope, so backingBuffer is read under the lock that guards its resize. P1 — live setStreamOutputDevice() broke the SPSC single-writer invariant: streamSinkAboutToStart() resets the ring while the producer might still be writing. It now clears `active` before reconfiguring so the producer stops, and only re-arms after a clean open. P1 — failed open left stale state: a shared `fail()` path now closes the device and drops the desired intent, so a deterministic failure (e.g. SR mismatch) isn't retried every start and never reports active with no device. The renderer keeps its own persisted choice. P2 — streamSinkStopped() was empty: now marks the sink inactive (and clears the meter) on an unplanned device loss, preserving intent. P2 — no ring-capacity guard on the duplex path: composeAndPushStreamMix skips (and counts) a block larger than the ring instead of wrapping. P2 — gain NaN/Inf + bridge bool coercion: native sanitizeStreamGain() (finite, clamped 0..8); the TS bridge requires real booleans (no Boolean("false")===true) and a finite gain. P3 — drop-oldest now counted via streamSink.overflowCount, exposed as getStreamOverflowCount() through the addon/bridge/preload (mirrors underflow) for drift diagnosis. Still NOT compiled here (needs a desktop build). TS typechecks clean (tsc --noEmit); renderer node --check clean. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(audio): make stream scratch fixed-capacity; document reconfig tail Follow-up to the review-fix commit, closing the two residual edge cases from the Codex re-review: - Producer scratch (streamGuitarScratch/streamMixScratch) is now sized to a FIXED capacity == the ring and never grown with the block size. Oversized blocks are already skipped by the capacity guard, so a fixed cap is sufficient and means the buffers allocate exactly once — they can never realloc under a live split-mode producer for ANY later/hotplug block size (previously a larger restart block could still realloc). - Reworded the setStreamOutputDevice() comment to stop overstating the active=false barrier: it prevents NEW producer pushes, but a block already in flight can finish one push before the (much slower) device reopen drives streamSinkAboutToStart's ring reset. Net worst case is one imperfect block on the stream bus (never the local monitor) during a manual device switch — atomic, no data race, no UAF. Documented as a known PR1 limitation. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(audio): count oversized stream blocks (capacity guard before scratch guard) Codex re-review nit: with the fixed-size scratch (== ring), an oversized block tripped the undersized-scratch guard first and was dropped without being counted. Check the ring-capacity guard FIRST so oversized duplex blocks are always counted as stream overflows; keep the scratch guard after it as cold-start/reconfig defense. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: ChrisBeWithYou <chris@rifflarr.local> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
||
|
|
0eabbceb73
|
feat(audio): own-rig opt-in — gate saved tone-chain restore on use_amp_sims (#46) (#50)
* feat(audio): own-rig opt-in — gate saved tone-chain restore on use_amp_sims Second half of #46 (desktop side), paired with the core onboarding PR. The amp-sim/tone chain auto-restores from localStorage on every launch, so once a user has loaded a tone they get a processed monitor forever — an idle high-gain amp is a constant distorted buzz, and the dry-only monitor mute can't kill it (the full monitor kill from #47 can, but only on demand). This makes monitoring "own-rig first": at app init, read the core `use_amp_sims` preference (set during onboarding / the new toggle) and only auto-restore the saved signal chain when the user opted IN. Default OFF — a missing key or any read failure is treated as opt-out, so a flaky/late backend can never resurrect the buzz. With no chain loaded, the existing default-on dry mute keeps the monitor silent. - screen.js: aeUseAmpSims() reads /api/settings; init gates loadDefaultPreset + saved-chain restore behind it. Extracted the restore loop into aeRestoreSavedChain() (shared by init and the live opt-in toggle). - screen.html/js: new "Use in-app amp sims" checkbox in Audio settings, persisted to /api/settings (shared with onboarding). Reflects the saved value on load; turning it ON loads the saved chain immediately (no restart). Stacked on #47 (monitor kill). node --check clean. NOT built/run here — the renderer change needs a desktop build + a tester check: with a saved tone and amp sims OFF, launch is silent (no buzz); toggling ON loads the tone live; the onboarding choice carries through. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(audio): make the amp-sim toggle apply live (Codex review on #50) Addresses Codex findings on the "Use in-app amp sims" checkbox: - P2: turning it OFF now clears the live engine chain so monitoring actually goes silent this session (with no processors, the default-on dry mute silences the bus) — previously OFF persisted the pref but left the amp running, so the checkbox lied and the buzz persisted until restart. The saved chain in localStorage is left intact (we don't call saveChainState) so re-enabling restores the same tone. - P2: ON no longer stacks a duplicate chain — when there's no default preset (so loadDefaultPreset returns without clearing) we clearChain() before aeRestoreSavedChain() instead of appending onto the current chain. - P3: the /api/settings POST now warns on a non-ok HTTP status. node --check clean. Still needs a desktop build + tester pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * fix(audio): render empty chain directly on amp-sim OFF (avoid getChainState-after-clearChain JUCE crash) Codex re-review P2: the OFF path called refreshChain() right after clearChain(), which getChainStates the native engine — a sequence the codebase documents can crash some JUCE bridges (clearChainForNewSong). Render the empty-chain placeholder directly instead, mirroring that safe pattern. localStorage is still preserved so re-enabling restores the tone. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
9facf78c98
|
Add "Disable input monitoring" (full monitor kill) for own-rig players (#47)
* audio: add "Disable input monitoring" (full monitor kill) for own-rig players The "Mute direct monitoring" control only mutes the DRY pass-through: by design it's bypassed when the signal chain has processors (SourceChain.cpp — `monitorMuted && !hasProcessors`). So with an amp sim loaded (the opt-out default), the processed signal still reaches the output and the mute is a no-op — you can't silence in-app monitoring, and an idle input through a high-gain amp sim is a constant distorted buzz. Add an additive, default-OFF "monitor kill" that silences the guitar bus unconditionally (dry AND processed), independent of the dry-mute and not subject to the song-load suppression guard. It runs after the chain so the pitch detector / metering still see real signal, and before the backing- track mix so playback is unaffected. Wired end to end: SourceChain (flag + processBlock gate) -> AudioEngine facade -> NodeAddon setMonitorKill (IsBoolean-guarded) -> audio:setMonitorKill -> preload setMonitorKill -> Audio settings "Disable input monitoring" checkbox (persisted/restored like monitorMute). Default off means existing amp-sim monitoring is byte-for-byte unchanged; fail-soft at every layer (IsBoolean guard / typeof guard / optional call) so a downlevel addon or renderer is a clean no-op. Addresses got-feedback/feedBack-desktop#46 (the monitor-kill half). The amp-sim/NAM opt-in onboarding remains a follow-up tracked there. NOTE: not compiled/run on the author's box — the native addon needs a desktop build. Logic mirrors the existing setMonitorMute path; verified by inspection + `node --check` on the renderer. Needs a build + tester check. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * audio: fix monitor-kill persistence + make it global; clarify mute copy Addresses review findings on the "Disable input monitoring" PR. P1 (blocker): monitorKill never persisted across restart. Both normalizeDeviceSettings whitelists (renderer screen.js + main audio-bridge.ts) and the AudioDeviceSettings type only carried monitorMute, so the saved flag was stripped on every load before the restore block could read it. Carry monitorKill through both normalizers and the TS interface, mirroring monitorMute. P2: the kill is a global "play through my own rig" preference but AudioEngine::setMonitorKill only touched source0(), so additional active sources (multi-input) stayed audible while the UI claimed it silences "all in-app monitoring". Apply it to every pooled source; addSource never resets the flag, so later-activated sources inherit it. Pool pointers are fixed and these are atomic stores, so the control-thread iteration is race-free. P3: clarify the existing "Mute direct monitoring" helper text so the two controls aren't confused — it mutes the dry passthrough only and a loaded amp sim is still heard; point users to "Disable input monitoring". Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: ChrisBeWithYou <chris@rifflarr.local> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
||
|
|
e7b7a08f44
|
audio: tag input device labels with driver type (ASIO/WASAPI) on Windows (#44)
The setup wizard's audio-input picker showed one entry per device with no way to tell ASIO from WASAPI/DirectSound — testers asked to see the driver type "to really figure out their setup." The renderer registers one source per (driver type x device) but put the type only in the logicalSourceKey, not the label, so every variant shared an identical name. Core's input_setup then de-dupes by label and collapsed them to one — silently pinning whichever variant sorted first (often not the low-latency ASIO one). Append the driver type to the source label (and the redaction pseudonyms) so the variants read "Focusrite (ASIO)" vs "Focusrite (Windows Audio)" and the label de-dupe stops collapsing them. Gated on more than one driver type actually exposing inputs, so macOS (Core Audio only) shows no redundant suffix. Renderer-only; verified by syntax check. The node test suite covers src/main config logic, not this path; ASIO/WASAPI enumeration is verified on a Windows desktop build with a real interface. Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF Co-authored-by: ChrisBeWithYou <chris@rifflarr.local> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> |
||
|
|
43809fc19c
|
audio: raise backingVolume default 0.7 -> 0.8 (#42)
Bring the backing track up ~1.2 dB so the player tone (leveled to -15.5 LUFS by RBFinalLeveler) sits with the music instead of dominating it. Part of the tone-vs-backing balance pass. Co-authored-by: Jafz2001 <ignacio.fritis@mundotelecomunicaciones.cl> Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
59e1c1cb0e
|
fix(preload): expose desktop bridge as window.feedBackDesktop (#40)
* fix(preload): expose desktop bridge as window.feedBackDesktop The core feedback app reads window.feedBackDesktop, but the desktop preload exposed the bridge as window.slopsmithDesktop. On the desktop build window.feedBackDesktop was therefore undefined: the DLC-folder Browse button stayed hidden in both the first-run wizard (#v3-ob-songdir-browse) and Settings (#btn-pick-dlc), and the rest of the bridge silently fell back to browser mode. Finish the rebrand: rename the exposed global slopsmithDesktop -> feedBackDesktop, plus the internal api object, the renderer + plugin-manager consumers, the private __feedBackDesktopAudioHooks scratch namespace, and the comments/migration doc. No compatibility alias — the ecosystem moves to the new name (TARGET-CURRENT). Plugins that still read window.slopsmithDesktop are renamed in their own PRs; nothing ships until the next desktop build bundles them together, so there is no broken shipped artifact. Fixes the "Select DLC Songs Folder — No Browse" report (wizard + Settings, Mac + Windows). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF * fix(preload): also expose bridge under legacy slopsmithDesktop name Keep plugins/community code built against the pre-rename bridge working after the rename. Same isMainFrame gating. See got-feedback/feedBack-desktop#41. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: ChrisBeWithYou <chris@rifflarr.local> Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com> Co-authored-by: byrongamatos <xasiklas@gmail.com> |
||
|
|
5188aab938
|
feat(config): real config reset/repair + migration framework (drop manual-delete) (#38)
Eliminates the fragile "delete the config folder before upgrading" tester
instruction, which was wrong-by-OS because the userData folder name was
derived inconsistently per platform (fee[dB]ack on macOS, slopsmith-desktop
on Linux/Windows).
A. Deterministic paths + migration framework
- Pin the userData name on every OS via app.setName('feedback-desktop') +
build.extraMetadata.name; brand (productName 'fee[dB]ack') unchanged.
- One-time userData migration copies a legacy folder into the new one so
upgraded users don't start fresh (atomic copy-then-rename, fail-soft).
Runs before the single-instance lock / crashReporter, which would otherwise
create userData and defeat the "new dir doesn't exist" gate.
- config-migrations.ts: versioned, ordered, idempotent, fail-soft migration
runner stamped in CONFIG_DIR/config_version.json; logs the active CONFIG_DIR
at startup (closes the Linux ~/.local/share/slopsmith shared-config gap).
B. In-app "Reset / repair configuration" (Settings panel)
- Granular options: reset app settings & caches, clear plugin state & cached
Python deps, and full reset with default-OFF opt-ins for installed plugins /
song library / ML caches.
- config-paths.ts is the single source of truth for per-OS path enumeration;
the song library, installed plugins and ML caches are structurally confined
to optInExtras and never wiped by the safe/full categories.
- Reset stops the backend, deletes immediate paths, includes SQLite WAL/SHM
sidecars + the migration stamp on full reset, and defers Chromium/Crashpad
state to next launch (consumed before any window reopens it). ML caches honor
TORCH_HOME/HF_HOME. Empty selection is a no-op (backend left running).
- SECURITY: destructive resets require a native main-process confirmation
dialog — the renderer bridge is reachable by plugin scripts, so a
renderer-only confirm is not a sufficient gate.
Tests: node:test suites for path enumeration (per-OS + library/plugins
preserved), migration idempotency/fail-soft, reset delete pipeline guarantees,
userData migration, and deferred-deletion schedule/consume. `npm test` green
(adds a test script). codex review --base origin/main clean.
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
cc0aceb365
|
feat(sandbox): native last-chance crash attribution for in-process VST3 faults (#36)
* feat(sandbox): native last-chance crash attribution for in-process VST3 faults (#35) The vst-crash-guard sentinel only covers the windows it arms around an in-process load or editor-open. A plugin that creates a top-level window keeps it for its whole loaded lifetime, and the OS can dispatch to its WndProc at any time (e.g. WM_ACTIVATEAPP on an alt-tab). A fault there arrives via USER32→ WndProc with no host frame on the stack — outside every armed sentinel window and uncatchable by the SignalChain guard — so it's never attributed and the app crash-loops (diagnosed from dmp a06f48e1 / McRocklin Suite; see #35). Add a process-wide last-chance attributor (Windows): a SetUnhandledException filter, chained to the previously installed filter (Crashpad), that on a fatal fault whose faulting instruction lies inside a loaded .vst3 module stamps the existing crash sentinel with { plugin, op: "native-crash" } and then defers to the prior filter so the dump is still produced and the process dies normally. initVstCrashGuard() already promotes a leftover sentinel into the persistent blocklist, so the next launch routes the offender to the out-of-process sandbox. This makes the dead-man's-pedal cover ANY fatal in-process VST3 fault, not just the armed load/editor windows — generalizing beyond the per-vendor pre-seed. - src/audio/Sandbox/CrashAttribution.{h,cpp}: install/uninstall + the filter. SetUnhandledExceptionFilter (last-chance only) avoids first-chance false positives and per-exception I/O; the write is allocation-free (stack buffers + raw Win32). No-op on non-Windows (POSIX SignalChain guard covers the armed path; sandbox is Windows-only today). - NodeAddon: setVstCrashSentinelPath(path) binding arms it; uninstall on shutdown (the addon/filter code may be unloaded). - vst-crash-guard.ts: export getSentinelPath(); audio-bridge wires it after initVstCrashGuard(). Addon builds clean; tsc --noEmit clean; sandbox tests + e2e unaffected. The Windows filter path needs hands-on validation (confirm the sentinel is written and Crashpad still dumps under the target Electron/Crashpad version). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * review: fix bundle-path attribution + one-shot gate in crash attributor Local review of #36 found two correctness bugs: - Inert on bundle VST3s: GetModuleFileNameW returns the INNER DLL of a Windows VST3 bundle (Foo.vst3\Contents\x86_64-win\Foo.vst3), but the blocklist keys on the bundle dir (desc.fileOrIdentifier = …\Foo.vst3). The two never matched, so a native-written sentinel never routed the offender to the sandbox — defeating the fix for bundle plugins. Add truncateToVst3Bundle(): resolve the module path to its enclosing .vst3 component in place before writing (single-file .vst3 is unchanged). Replaces endsWithVst3IgnoreCase. - One-shot latch burned by the wrong exception: the g_writing.exchange gate wrapped the whole filter evaluation, so the FIRST unhandled exception to reach the filter — even a non-VST3 or concurrent benign one — permanently disabled attribution for the real plugin fault. Move the latch to gate only the write, after a CONFIRMED .vst3 fatal fault; it still serialises concurrent plugin faults and guards write re-entrancy. Also: stop zeroing g_sentinelPathW in uninstall (the g_installed acquire-gate already disarms the write path; zeroing was the only non-atomic mutation that could race a faulting thread during teardown), and note the address-based attribution is a heuristic. Addon builds clean; tsc clean. Windows filter path still needs hands-on validation (sentinel written for a bundle + single-file VST3; Crashpad still dumps). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
7f8975641e
|
fix(sandbox): force PolyChrome DSP plugins out-of-process (in-process WndProc DEP crash) (#34)
* fix(sandbox): force PolyChrome DSP plugins out-of-process (in-process WndProc DEP crash) A tester crash dump (feedback.exe 0.3.0, Windows) showed an execute-DEP access violation (0xC0000005) killing the app while McRocklin Suite.vst3 (PolyChrome DSP) was loaded IN-PROCESS: Rax == Rip == McRocklin Suite.vst3 + 0x1D57050 (non-executable module data) caller [Rsp] = USER32.dll+0xEF5C WndProc(hwnd=0x51CCA, msg=0x1C WM_ACTIVATEAPP, wParam=1, lParam=0x1838) crash thread = the addon's background JUCE MessageManager thread (unnamed; start frame slopsmith_audio.node), NOT Electron's CrBrowserMain. PolyChrome creates a top-level window during in-process init on JUCE's *background* message thread. Its WndProc lands in non-executable memory there, so when Windows broadcasts WM_ACTIVATEAPP the OS message pump executes it → DEP AV. The plugin assumes a real host main UI thread (STA/main); the sandbox child provides exactly that, so routing it out-of-process both isolates the fault and gives the plugin the environment it needs. Crucially this crash cannot be caught by the SignalChain in-process fault guard: it arrives asynchronously via USER32→WndProc with NO host frame on the stack, so guarding prepareToPlay/processBlock (or even instantiation) never sees it. Under the current in-process-by-default policy (#24) the only fix is to not host these plugins in-process. Graphene (same vendor) was already pre-seeded; this extends the pre-seed to the whole PolyChrome vendor via a path-fragment match so McRocklin Suite and any other PolyChrome product route to the sandbox too. - Add kDefaultNeedsSandboxPathFragments (vendor/path match) + the loop in shouldSandbox; seed it with "PolyChrome". - Refresh the stale kDefaultNeedsSandboxFilenames comment (it still claimed sandbox-by-default; #24 made the list authoritative again). - e2e_test: add testShouldSandboxRouting() — pure shouldSandbox assertions (PolyChrome→sandbox, clean VST3→in-process, non-VST3→in-process). Verified: audio addon builds clean; sandbox_e2e_test green (16/16, routing assertions included). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> * review: tighten PolyChrome match + dedupe path + harden routing test Local high-effort review of the pre-seed fix surfaced four items; addressed: - False-positive risk (no in-process fallback exists here — loadVstSandboxAware hard-fails a force-sandboxed load that can't spawn the child): narrow the fragment from the bare brand word "PolyChrome" to the vendor install folder "PolyChrome DSP", so an unrelated path (e.g. a username "polychrome") no longer forces the sandbox. Still matches McRocklin Suite + Graphene, which ship under Common Files/VST3/PolyChrome DSP/. - Dedupe: getFullPathName() was computed twice (blocklist `canonical` + vendor `fullPath`); hoist one `fullPath` above the mutex block and reuse it. - Test isolation: assert McRocklin Suite (NOT in the filename pre-seed) on both Windows- and POSIX-style paths so the case can only pass via the new vendor match; drop the redundant Graphene-in-folder line (Graphene already routes via the filename list). - Test specificity + exit-code masking: add a negative proving a bare "polychrome" path is NOT sandboxed (guards the tightening), and surface routing CHECK failures on the no-args path (return 1, not the usage code 2) so a regression isn't masked on a manual/argless run. Addon builds clean; sandbox_e2e_test 17/17 green (routing included). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
b6515a0585
|
fix(audio): real device names are not labelSafe pseudonyms (#33)
Codex review of #32: the audio-session sanitizer (_safeInputLabel) returns `labelPseudonym` UN-redacted (it's assumed already safe), so putting a raw OS device name there leaks PII (e.g. "Byron's AirPods") to diagnostics/consumers regardless of labelSafe. Put the real name in `label` instead — the field the sanitizer can redact for suspicious/PII-looking names — and mark labelSafe only for the generic "Desktop input N" fallback. Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
f18b0a51fd
|
fix(audio): surface real audio input device names (not "Desktop input N") (#32)
registerAudioSessionInputSources() discarded the real device name (the
forEach arg was `_deviceName`) and labelled every audio-input source with a
generic `Desktop input ${index+1}` pseudonym — so the audio-input picker
showed "Desktop input 1/2/…" instead of the actual device names. The real
names are already available: AudioEngine reads JUCE getDeviceNames(true),
NodeAddon exposes them as typeInfo.inputs, and the renderer already uses
them for setDevice(). Use that name as the source label, falling back to the
generic form only when it's empty.
(Re-applies a fix that previously lived on the dead byrongamatos/slopsmith-
desktop branch and never reached got-feedback/main.)
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
7671385ba8
|
Audio: song loudness normalization, in-process VSTs (perf), and stereo routing (#24)
* audio: flush denormals in the RT path + normalize the backing track
Two realtime-audio fixes (engine only — no change to amp/effect DSP):
1. Denormal flush (FTZ/DAZ). The signal path is full of IIR state (NAM, cab
IRs, VST amp/EQ/comp chains); after each note that state decays toward zero
and lands in the denormal range, where each float op is 10-100x slower. That
produced sporadic CPU spikes -> buffer underruns heard as random "scratches"
plus frame stutter (worse with larger buffers, independent of song/tone).
Add a scoped juce::ScopedNoDenormals at the three RT entry points:
- AudioEngine::audioDeviceIOCallbackWithContext (whole callback)
- SignalChain::process (the plugin chain)
- the sandbox worker's plugin processBlock in src/vst-host/main.cpp
(VST3s run OUT-OF-PROCESS, so the host-side FTZ doesn't reach them)
Denormals are sub -300 dBFS, so this is inaudible — CPU only, no tone change.
2. Backing-track loudness normalizer (BackingLeveler.h). Brings each song's
backing to a consistent -12 LUFS so songs don't jump in level, applied in
renderBackingBlockLocked BEFORE the mixer's backing-volume fader (so the
fader still attenuates). Short-term BS.1770 K-weighted AGC (slow, no pumping)
+ a -1 dBFS brickwall limiter. RT-safe (no allocation in process()).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* audio: extend denormal flush to the split-output path + reuse chain MidiBuffer
Opt-1 low-risk RT tidy-ups (no DSP/tone change):
- ScopedNoDenormals in audioOutputCallback (the split-mode output clock that
renders the backing track + phase-vocoder + leveler) — the primary callback's
scope doesn't reach this separate output thread, leaving an IIR/decay path
unprotected (a remaining source of the periodic "scratches").
- SignalChain::process reuses one juce::MidiBuffer across slots instead of
copy-constructing it per slot per block (avoids RT-thread allocation).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* audio: per-slot pan + parallel branch routing (St-1 stereo, engine side)
Adds pan-only stereo to the signal chain so the node editor can place one amp
left and another right, pan effects, and let stereo plugins pass true L/R.
ProcessorSlot gains two fields:
- pan : -1..+1 constant-power, applied to that slot's output (0 = no-op)
- branch : 0 = trunk (serial), >=1 = a parallel branch id
SignalChain::process keeps a bit-identical serial fast path when no slot has a
branch. When branches exist it runs the trunk-pre slots in place, snapshots that
as the split source, processes each branch on its own pre-allocated scratch
buffer, pans it, sums the branches into a merge bus, then runs any trunk-post
slots on the merged signal. Scratch is sized in prepare() (never on the RT
thread); falls back to serial for a non-stereo / oversized block.
The dual-mono amp output + post-amp pan is what yields "amp A left, amp B right"
without touching NAM or amp DSP. Preset schema emits pan/branch only when
non-default (mono presets unchanged); N-API gains setPan/setBranch and
getChainState/loadPreset round-trip them.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* audio: per-branch source channel (St-2) — feed a split L/R into separate branches
Extends the parallel-branch model so a stereo-out gear (e.g. a stereo delay) can
send its L output to one branch and its R to another. ProcessorSlot gains
branchSrc (0 = both, 1 = L, 2 = R); when seeding a branch from the split source,
L-only / R-only mono-izes that channel into the branch. Read from any slot in the
branch. N-API setBranchSrc + getChainState/preset round-trip it. Default 0 keeps
existing routing identical.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* audio-bridge: expose setPan/setBranch/setBranchSrc to the renderer
The engine N-API gained the stereo routing setters (setPan/setBranch/
setBranchSrc) but the main-process IPC handlers + the preload bridge didn't
forward them, so window.slopsmithDesktop.audio.setPan was undefined and the
node editor's stereo controls no-op'd. Wire all three through audio:setPan /
setBranch / setBranchSrc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* audio: run scanned VSTs in-process + forward params + cut RT stalls
Big CPU/latency win for chains with VST plugins, plus the missing parameter
path. The out-of-process sandbox exists to crash-isolate the SCAN of unknown
plugins; a plugin only reaches a chain after it scanned cleanly, so paying the
per-block IPC cost (N serial round-trips, memcpy, poll waits) for every block
of playback was pure overhead.
- shouldSandbox(): default VST3 playback to IN-PROCESS. The runtime crash
blocklist + launch sentinel still route a faulting plugin back through the
sandbox on its next load, so it self-heals; only genuinely crash-prone gear
keeps paying for isolation. Eliminates the IPC round-trips + the per-load
subprocess spawn that caused the load-time "scratches".
- SignalChain::clear(): detach slots under a brief lock, destroy them OFF the
lock. Sandbox teardown is slow; doing it under `lock` starved the RT
ScopedTryLock and dropped audio blocks on every chain reload.
- AudioChannel::popBlock(): bounded busy-spin on the write index before the
blocking poll() — a fast plugin's output lands within microseconds, so we
skip the syscall + doorbell wakeup latency; a slow plugin falls through to the
efficient wait (correctness + heavy-chain cost unchanged).
- SandboxedProcessor::setSandboxedParameter() + SignalChain::setParameter()
route param changes to a sandboxed plugin over the control pipe (kSetParameter)
— the JUCE getParameters() proxy layer isn't wired, so without this a
sandboxed plugin's knobs/preset never reached it and it played at defaults.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* audio: PR #24 review follow-ups — POSIX fault guard + routing/spin/leveler fixes
Follow-up fixes from review of PR #24.
== POSIX in-process plugin fault guard (the main one) ==
PR #24 makes scanned VSTs run in-process by default. invokePlugin()'s catch(...)
only catches a plugin fault on Windows (where /EHa maps the SEH access violation
to a C++ exception); on macOS/Linux a plugin SIGSEGV during playback took down
the whole app, breaking the fail-soft-audio + cross-platform guarantees.
Add a POSIX fault guard in SignalChain.cpp: install chained SIGSEGV/SIGBUS/
SIGFPE/SIGILL handlers; while a guarded plugin call is live on the current
thread (thread-local, initial-exec TLS so the handler stays async-signal-safe),
siglongjmp() back into invokePlugin() and take the SAME blocklist+leak+survive
path as Windows. Faults outside a guarded call chain to the previously-installed
handler (V8/ASan/default), so real crashes and sanitizers are never masked. The
guard's armed flag is restored on EVERY exit from the guarded region — normal
return, signal-fault longjmp, and a normal C++ exception from the plugin — so a
thread is never left armed with a stale landing pad. Known limit: stack-overflow
faults aren't reliably caught (no sigaltstack on JUCE audio threads).
Comments in SandboxFactory_shared.cpp updated to match the kept in-process
default (the stale 'every VST3 sandboxes' / 'diagnostic tagging only' notes).
== Smaller correctness/quality fixes ==
- SignalChain parallel path: a branch==0 (trunk) slot interleaved inside the
branch region was run by none of the loops -> silently dropped. Detect the
region first and fall back to a serial chain (jassertfalse in debug) so no
slot is lost if the node-editor contiguity invariant breaks.
- AudioChannel pop busy-spin: add a cpuRelax() (_mm_pause / arm yield) hint.
- BackingLeveler: reset AGC/limiter state on loadBackingTrack so a new song
doesn't inherit the previous track's gain follower and briefly mis-level.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
* test: integration test for the in-process plugin fault guard
Drives deliberately-faulting in-process AudioProcessors through a real
SignalChain::process() and asserts the host survives, the processor is released,
and it's added to the crash blocklist (shouldSandbox() then routes it
out-of-process). Covers BOTH fault kinds: a hardware SIGSEGV (POSIX guard /
Windows SEH) and a normal C++ exception (the path that must leave the guard
disarmed). End-to-end counterpart to the standalone mechanism check — exercises
the actual invokePlugin() guard.
Lives in the POSIX-only sandbox e2e harness (already links juce_audio_processors
+ the full sandbox set). Leak detection is disabled for the target because the
guard leaks the faulting processor by design.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: Jafz2001 <ignacio.fritis@mundotelecomunicaciones.cl>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
|
||
|
|
facac93659
|
feat(brand): finish desktop chrome rebrand → fee[dB]ack (#23)
main/main split #21 already rebranded splash.html + the splash status message. This finishes the remaining user-visible chrome: - Window titles (both BrowserWindows): Slopsmith → fee[dB]ack - Error dialogs: "failed to start" / "Please restart" (×4) + the Velopack updater-error dialog - macOS mic-permission warning string - crashReporter productName/companyName label - package.json: productName → "fee[dB]ack" (+ safe executableName "feedback" and artifactName slug so the AppImage/deb filename and inner binary avoid the "[dB]" glob metacharacters), description, and NSMicrophoneUsageDescription Deliberately unchanged for continuity: - package.json "name" (config dir stays ~/.config/slopsmith-desktop — testers keep settings/cache) and "appId" (Velopack update identity) - code comments + the [main] dev console.log Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
9d424ece9d |
Rebrand splash/loading dialog Slopsmith -> fee[dB]ack
The startup splash window and its initial status message still showed the old "Slopsmith" name. Update the brand label, the static status line, and the JS fallback in splash.html, plus the main-process startup status snapshot that overrides it, to the new "fee[dB]ack" branding. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Signed-off-by: topkoa <topkoa@gmail.com> |
||
|
|
b5784c20bb |
Repoint dead slopsmith URLs -> got-feedback
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
e59d68d3f2 |
ci: host soundfonts on the public feedback-soundfonts repo
feedback-desktop is private, so its release assets aren't fetchable by the unauthenticated build curl or by end users at runtime. Move the GeneralUser-GS + FluidR3_GM downloads to the public got-feedback/ feedback-soundfonts repo (freely-redistributable GM soundfonts, no third-party content). Checksums unchanged. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
28d9a7f30f |
ci: repoint desktop build off the deleted slopsmith org
The slopsmith org was deleted in the DMCA relaunch; core + plugins now live under the private got-feedback org. Repoint the whole build: - core clone (nightly.yml, build-common.sh) -> got-feedback/feedback, authenticated via GH_CLONE_TOKEN (a PAT with read on the private org; threaded through build.yml/nightly.yml/release.yml). Local builds without it fall back to the git credential helper. - bundled-plugin list -> got-feedback/feedback-plugin-*, pruned to the set that exists in the org: drops the removed extraction plugins (profileimport, tones, sloppak-converter) and not-yet-rehomed ones (nam-rig-builder, tabimport); 34 plugins bundled. - dirname derivation strips the new feedback-plugin- prefix. - ghcr image -> ghcr.io/got-feedback/feedback; VERSION-sync dispatch -> got-feedback/feedback; soundfont + update FEED_URL + docs -> got-feedback/feedback-desktop. Two prerequisites remain (owner-only): set the GH_CLONE_TOKEN secret, and re-upload the soundfonts-v1 release assets to feedback-desktop. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
4238b70cf4 |
Restore .psarc in log-redaction extension list
The terminology rename swapped '.psarc' for '.archive' in the log/telemetry filename-redaction regex. '.archive' is not a real extension; real '.psarc' filenames on users' disks would stop being scrubbed and could leak into logs/telemetry. This is a redaction allow-list, not brand text. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
eadc2e0a32 |
Remove external game/format terminology from code and docs
Reword references in comments, docs and UI strings; no behaviour change. |
||
|
|
bd603184d5 | Clean release snapshot |