fix: close review findings on spline EGs — engine, codec, and popup/overlay UI grammar
Live pitch depth, Gate/Spline enable-rule agreement, inert kTrigLength, NaN wire guards, hard-flag-tail corruption no longer wipes the record, RT/cold spline tie-break, retired alt-click, marker-shadow fix, plus new test coverage.
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@@ -178,10 +178,20 @@ private:
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// the voice.
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double tickAmplitude() {
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double amp;
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if (ampSplineCur_.active()) {
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// playMode_ is Trigger whenever a spline is genuinely reachable (resolvePlay forces it —
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// splineActive, play_params.h); the guard is a pure-core defense against a hand-built
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// SampleData pairing Gate with an amp spline, which would otherwise bypass env_
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// entirely — release() then has no envelope to end, and an active sustain loop rings
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// forever.
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if (ampSplineCur_.active() && playMode_ == PlayMode::Trigger) {
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// A contour covers the sample end to end, so the head leaving the span IS the end of
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// the note — the exhaustion path in advanceFrame is what frees the voice.
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// the note — the exhaustion path in advanceFrame is what frees the voice. A contour
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// that flatlines at 0 across its FINAL segment is a permanent terminus (no later
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// segment to rise out of), so that case frees early too, the spline analogue of a
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// staged AHD's finished() — mid-contour dips do not, since the spline is deliberately
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// not globally monotone.
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amp = ampSplineCur_.eval(splinePhase());
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if (amp == 0.0 && ampSplineCur_.onFinalSegment()) amplitudeDone_ = true;
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} else if (playMode_ == PlayMode::Gate) {
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amp = env_.tick();
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if (env_.finished()) amplitudeDone_ = true;
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