FA1: unity-Preserve bypass kills preview onset latency; drain-slot reload keeps voices ringing through curve edits; velocity path proven end-to-end
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@@ -1419,6 +1419,50 @@ static void testVelocityCurveResolvesToZone() {
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CHECK(r.zones[0].velocityCurve.equals(vst::VelocityCurve::linear()));
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}
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// FA1 bug 3a — the COMPOSED end-to-end regression, mirroring the processor's reload composition
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// exactly: an authored curve survives the component-state round-trip (the save/load seam), then
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// resolvePerformance -> buildZonedKeymap -> VoiceEngine (constructed with a Preserve window, the
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// DAW configuration) -> render, and the rendered level tracks velocity through the curve. This
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// is the full pure slice of the click-to-sound path; only the bridge read + WAV decode (shell
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// I/O) are outside it. A y=x curve at velocity 1 must be near-silent — NOT max volume.
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static void testVelocityCurveEndToEndThroughReloadComposition() {
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// 1. The instrument's own state: one full-keyboard zone with a LINEAR curve (the exact edit
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// Daniel made), round-tripped through the v7 component-state wire (save -> load).
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ComponentState s;
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s.selectionId = "a";
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PerformanceZone z = zone("a", 0, 127);
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z.velocityCurve = vst::VelocityCurve::linear();
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s.map.zones.push_back(z);
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const ComponentState back = deserializeComponentState(serializeComponentState(s), 48000.0);
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CHECK(back.map.zones.size() == 1);
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if (back.map.zones.size() != 1) return;
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// 2. Resolve against a live bank blob (the shared bank_book parse, root 60 intrinsic).
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const std::string json = bookJson({makeSample("a", "Kick", "reasampler_bank/a.wav", 60)}, {});
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const ResolvedPerformance rp = resolvePerformance(json, back.map);
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CHECK(rp.zones.size() == 1);
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if (rp.zones.size() != 1) return;
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// The round-tripped zone still runs the PRESERVE product default (the DAW engine config).
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CHECK(rp.zones[0].play.pitchEngine == PitchEngine::Preserve);
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// 3. Build the zoned keymap from decoded DC-1 PCM and play it through an engine constructed
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// the way reloadFromBank constructs it (Preserve voices pre-sized to a real window).
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auto steadyLevelAt = [&](int vel) -> double {
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DecodedZonePcm pcm;
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pcm.monoFrames.assign(4000, 1.0f);
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pcm.sampleRate = 48000;
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const Keymap km = buildZonedKeymap(rp.zones, {pcm});
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VoiceEngine eng(16, km, /*preserveCap=*/8, /*window=*/256);
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eng.noteOn(62, vel); // transposed: the genuine OLA shifter path
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std::vector<AudioSample> out;
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eng.render(out, 1000);
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return static_cast<double>(out[900]); // steady state (ring fully DC past the window)
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};
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CHECK(approx(steadyLevelAt(127), 1.0));
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CHECK(approx(steadyLevelAt(64), 64.0 / 127.0));
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CHECK(steadyLevelAt(1) < 0.02); // velocity 1 through y=x: near-silent, never max volume
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}
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static void testVelocityCurveV6BackCompatLiftsToFlat() {
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// A v6 PAYLOAD blob (marker + version 6 + full play tail + keyTrack, but NO velocity-curve field)
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// lifts every zone to VelocityCurve::flat() (R10-F1 Option A — flat y=1). This is the DELIBERATE
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@@ -1822,6 +1866,7 @@ int main() {
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testVelocityCurveRoundTrip();
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testVelocityCurveThroughComponentEnvelope();
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testVelocityCurveResolvesToZone();
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testVelocityCurveEndToEndThroughReloadComposition();
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testVelocityCurveV6BackCompatLiftsToFlat();
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testPlayParamsV2BackCompatLiftsToDefaults();
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testPlayParamsThroughComponentEnvelope();
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