feat(mix-visualizer): Phase 10 tuning — smooth waveform, bouncy collision, 8 knobs
Smooth the loudness contour (~50 ms envelope at preprocessing + decode-time, plus smootherstep render reconstruction); retune wax↔waveform collision to bouncy/sub-unity (no explosion/stuck/jitter); split the bubbles knob into fluid-amount + fluid-viscosity (cohesion via uniform-only smin/wobble); retune scroll/gravity/heat/width ranges; make the colour rotation visible and boost OKLab chroma; the controls bar now holds its layout and hides only its knobs via a Visible parameter.
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@@ -36,9 +36,13 @@ public class RmsLoudnessAlgorithmTests
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var silentAverage = profile.Take(8).Average();
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var loudAverage = profile.Skip(8).Average();
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Assert.That(silentAverage, Is.LessThan(0.01), "silent region should read near zero");
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// The ~50 ms envelope smoothing intentionally bleeds a little loud energy across the
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// silence/loud boundary, so the silent-half average is no longer ~0 — it sits low but
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// non-zero (the boundary bucket lifts). The contract that matters is preserved: the silent
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// region reads LOW, the loud region reads near peak, and loud dwarfs silent by a wide margin.
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Assert.That(silentAverage, Is.LessThan(0.1), "silent region should still read low (smoothing lifts only the boundary)");
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Assert.That(loudAverage, Is.GreaterThan(0.9), "loud region should read near peak after normalization");
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Assert.That(loudAverage, Is.GreaterThan(silentAverage * 10),
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Assert.That(loudAverage, Is.GreaterThan(silentAverage * 5),
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"loud region must be significantly higher than the silent region");
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}
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@@ -90,6 +94,56 @@ public class RmsLoudnessAlgorithmTests
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Assert.That(profile.Max(), Is.GreaterThan(0.0), "mixed-channel signal must not read as silence");
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}
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[Test]
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public void Compute_AlternatingLoudSilentFrames_SmoothsTheSpikeyContour()
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{
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// A signal that alternates full-scale and silent across many short buckets would, without
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// smoothing, produce a sawtooth (high, ~0, high, ~0). The ~50 ms envelope smoothing must round
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// that into a contour whose neighbouring buckets differ far less than the raw alternation would.
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const int frames = 44100; // 1 second
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var pcm = new byte[frames * 2];
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for (var i = 0; i < frames; i++)
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{
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// 100 Hz square: ~441 frames per half-cycle — alternating loud/silent blocks well above
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// the per-bucket duration so an unsmoothed profile would alternate sharply bucket-to-bucket.
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var loud = (i / 441) % 2 == 0;
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WriteInt16(pcm, i * 2, loud ? short.MaxValue : (short)0);
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}
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// 256 buckets over 1 s = ~3.9 ms/bucket, far finer than the 50 ms time constant → heavy smoothing.
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var profile = _algorithm.Compute(pcm, Channels, SampleRate, BitsPerSample, bucketCount: 256);
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// Max bucket-to-bucket step in the interior should be small relative to the full [0,1] range —
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// an unsmoothed alternation would show steps near 1.0 between adjacent buckets.
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var maxStep = 0.0;
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for (var i = 1; i < profile.Length; i++)
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{
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maxStep = Math.Max(maxStep, Math.Abs(profile[i] - profile[i - 1]));
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}
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Assert.That(maxStep, Is.LessThan(0.5),
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"the ~50 ms envelope smoothing must round the loud/silent alternation into a smooth contour");
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}
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[Test]
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public void Compute_Smoothing_PreservesPeakNormalization()
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{
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// Smoothing runs before peak-normalization, so the loudest bucket must still land at exactly 1.
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const int frames = 8192;
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var pcm = new byte[frames * 2];
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for (var i = 0; i < frames; i++)
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{
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var amplitude = (short)(short.MaxValue * ((double)i / frames));
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WriteInt16(pcm, i * 2, amplitude);
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}
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var profile = _algorithm.Compute(pcm, Channels, SampleRate, BitsPerSample, bucketCount: 64);
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Assert.That(profile, Is.All.InRange(0.0, 1.0));
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Assert.That(profile.Max(), Is.EqualTo(1.0).Within(1e-9),
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"peak normalization must still put the loudest smoothed bucket at 1");
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}
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private static void WriteInt16(byte[] buffer, int offset, short value)
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{
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buffer[offset] = (byte)(value & 0xFF);
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