// Standalone tests for reasampler::vst::envelope_overlay — no VST3, no REAPER, no framework. // Same fast assert loop as the sibling pure tests. Assert the S-VIEW-3/FA2 amp-envelope -> // polyline FORWARD map: the Gate BOUNDED-SCHEMATIC AHDSR shape (attack ramp / hold plateau / // decay-to-sustain / fixed-width sustain plateau / in-bounds release) and the Trigger // fade/%-length shape at the waveform time base. // // Covers: timeToX / levelToY (linear maps, edge clamps, past-end CLAMPED to right-1 — the FA2 // bounds invariant, degenerate area/duration); gateTimedWidth; buildEnvelopePolyline Gate (node // order, levels, timed-region placement, fixed sustain-plateau reserve, release visible // in-bounds, overrun pile-up clamped at the right edge, every vertex in-bounds); // buildEnvelopePolyline Trigger (fade-in/unity/fade-out at fractions of the played span, overlap // clamp, full-length/zero-fade-out nodes in-bounds at right-1); degenerate flat baseline. #include "../src/vst/envelope_overlay.h" #include #include using namespace reasampler::vst; static int g_fail = 0; #define CHECK(cond) do { if(!(cond)) { \ std::printf("FAIL line %d: %s\n", __LINE__, #cond); ++g_fail; } } while(0) // A comfortable overlay area: 1000px wide, 100px tall, offset so left/top != 0 (catches origin // bugs). Under levelToY the level span is height-1 = 99 rows. static Rect wideArea() { return Rect{20, 10, 1020, 110}; } // width 1000, height 100 // Find the first vertex with a given node in a polyline; asserts presence via the returned bool. static bool findNode(const std::vector& poly, EnvNode node, EnvVertex& out) { for (const EnvVertex& v : poly) { if (v.node == node) { out = v; return true; } } return false; } // --- timeToX / levelToY ------------------------------------------------------- static void testTimeToXEndpoints() { const Rect a = wideArea(); CHECK(timeToX(a, 2.0, 0.0) == a.left); // t=0 -> left CHECK(timeToX(a, 2.0, 2.0) == a.right - 1); // t=total -> last in-bounds column CHECK(timeToX(a, 2.0, 1.0) == a.left + 500); // midpoint } static void testTimeToXNegativePinsLeft() { const Rect a = wideArea(); CHECK(timeToX(a, 2.0, -0.5) == a.left); // t<0 pins left } static void testTimeToXPastEndClamps() { // FA2 bounds invariant: t past total pins to the last in-bounds column, never past right. const Rect a = wideArea(); CHECK(timeToX(a, 2.0, 3.0) == a.right - 1); CHECK(timeToX(a, 2.0, 1000.0) == a.right - 1); } static void testGateTimedWidth() { // 15% of the 1000px canvas is reserved for the sustain plateau -> 850px timed region. CHECK(gateTimedWidth(wideArea()) == 850); // Zero-width area -> 0; a tiny area still yields >= 1 so the px<->s scale never degenerates. CHECK(gateTimedWidth(Rect{5, 5, 5, 45}) == 0); CHECK(gateTimedWidth(Rect{0, 0, 1, 10}) == 1); } static void testTimeToXDegenerate() { const Rect a = wideArea(); CHECK(timeToX(a, 0.0, 1.0) == a.left); // no duration -> left const Rect z = Rect{5, 5, 5, 45}; // zero width CHECK(timeToX(z, 2.0, 1.0) == z.left); } static void testLevelToYEndpoints() { const Rect a = wideArea(); CHECK(levelToY(a, 1.0) == a.top); // level 1 -> top row CHECK(levelToY(a, 0.0) == a.bottom - 1); // level 0 -> bottom row CHECK(levelToY(a, 0.5) == a.top + 50); // mid: round((1-0.5)*99)=round(49.5)=50 } static void testLevelToYClamps() { const Rect a = wideArea(); CHECK(levelToY(a, 2.0) == a.top); // >1 clamps to top CHECK(levelToY(a, -1.0) == a.bottom - 1); // <0 clamps to bottom const Rect z = Rect{5, 5, 45, 5}; // zero height CHECK(levelToY(z, 0.5) == z.top); } // --- Gate polyline ------------------------------------------------------------ static void testGateNodeOrderAndLevels() { AmpEnvelope env; env.mode = EnvMode::Gate; env.attackSeconds = 0.2; env.holdSeconds = 0.1; env.decaySeconds = 0.3; env.sustainLevel = 0.5; env.releaseSeconds = 0.4; const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); // Six vertices, in draw order. CHECK(poly.size() == 6); CHECK(poly[0].node == EnvNode::Origin); CHECK(poly[1].node == EnvNode::AttackEnd); CHECK(poly[2].node == EnvNode::HoldEnd); CHECK(poly[3].node == EnvNode::DecayEnd); CHECK(poly[4].node == EnvNode::ReleaseStart); CHECK(poly[5].node == EnvNode::ReleaseEnd); // Levels: origin 0, attack/hold peak 1, decay settles to sustain, plateau holds sustain, // release ends at 0. CHECK(poly[0].level == 0.0); CHECK(poly[1].level == 1.0); CHECK(poly[2].level == 1.0); CHECK(poly[3].level == 0.5); // sustain CHECK(poly[4].level == 0.5); // plateau end holds sustain CHECK(poly[5].level == 0.0); } static void testGateSchematicPlacement() { // FA2 bounded schematic: timed region = 850px (150px reserved plateau), total 2.0s => // 425 px/s in the timed region. attack .2 -> x@85, hold end .3 -> x@round(127.5)=128, decay // end .6 -> x@255. Plateau is the FIXED 150px reserve -> ReleaseStart x@405. Release .4 -> // 170px ramp -> ReleaseEnd x@575, well inside the canvas. AmpEnvelope env; env.mode = EnvMode::Gate; env.attackSeconds = 0.2; env.holdSeconds = 0.1; // hold end at 0.3s env.decaySeconds = 0.3; // decay end at 0.6s env.sustainLevel = 0.5; env.releaseSeconds = 0.4; const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); EnvVertex v; CHECK(findNode(poly, EnvNode::AttackEnd, v) && v.x == a.left + 85); CHECK(findNode(poly, EnvNode::HoldEnd, v) && v.x == a.left + 128); CHECK(findNode(poly, EnvNode::DecayEnd, v) && v.x == a.left + 255); CHECK(findNode(poly, EnvNode::ReleaseStart, v) && v.x == a.left + 405); CHECK(findNode(poly, EnvNode::ReleaseEnd, v) && v.x == a.left + 575); } static void testGateSustainPlateauFixedWidth() { // The sustain plateau is ALWAYS the reserved width (canvas - timed region), independent of // the AHDSR times — the bounded region that replaces the old plateau-to-sample-end. AmpEnvelope env; env.mode = EnvMode::Gate; env.attackSeconds = 0.1; env.holdSeconds = 0.0; env.decaySeconds = 0.2; env.sustainLevel = 0.6; env.releaseSeconds = 0.3; const Rect a = wideArea(); const int plateauPx = a.width() - gateTimedWidth(a); // 150 const std::vector poly = buildEnvelopePolyline(env, a, 2.0); EnvVertex decay, plateauEnd; CHECK(findNode(poly, EnvNode::DecayEnd, decay)); CHECK(findNode(poly, EnvNode::ReleaseStart, plateauEnd)); CHECK(plateauEnd.x - decay.x == plateauPx); CHECK(plateauEnd.level == 0.6); // plateau holds the sustain level } static void testGateReleaseVisibleInBounds() { // The FA2 fix: Release is a VISIBLE, in-bounds segment — ReleaseEnd sits strictly right of // the plateau end and strictly inside the canvas (pre-FA2 it mapped past area.right and the // shell clipped its handle away). AmpEnvelope env; env.mode = EnvMode::Gate; env.attackSeconds = 0.2; env.holdSeconds = 0.1; env.decaySeconds = 0.3; env.sustainLevel = 0.5; env.releaseSeconds = 0.4; const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); EnvVertex plateauEnd, rel; CHECK(findNode(poly, EnvNode::ReleaseStart, plateauEnd)); CHECK(findNode(poly, EnvNode::ReleaseEnd, rel)); CHECK(rel.x > plateauEnd.x); // a visible ramp, not a collapsed point CHECK(rel.x < a.right); // strictly in-bounds CHECK(rel.level == 0.0); } static void testGateOverrunClampsToCanvas() { // A/H/D/R overrun the visible span (sum 3.5s > 2.0s total): the trailing nodes pile up at // the last in-bounds column — monotonic, in-bounds, still individually draggable back left. // NOTHING maps past area.right (the pre-FA2 release tail is gone). AmpEnvelope env; env.mode = EnvMode::Gate; env.attackSeconds = 1.0; env.holdSeconds = 1.0; env.decaySeconds = 1.0; // decay end at 3.0s -> already past the timed span env.sustainLevel = 0.7; env.releaseSeconds = 0.5; const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); EnvVertex decay, plateauEnd, rel; CHECK(findNode(poly, EnvNode::DecayEnd, decay)); CHECK(findNode(poly, EnvNode::ReleaseStart, plateauEnd)); CHECK(findNode(poly, EnvNode::ReleaseEnd, rel)); CHECK(decay.x == a.right - 1); // pinned to the last in-bounds column CHECK(plateauEnd.x == a.right - 1); CHECK(rel.x == a.right - 1); CHECK(plateauEnd.level == 0.7); // still at sustain } static void testGateAllVerticesInBounds() { // The FA2 bounds invariant, swept over representative param sets (including extremes): every // vertex of every polyline stays inside the canvas rect. const Rect a = wideArea(); const AmpEnvelope base; // defaults AmpEnvelope big = base; big.mode = EnvMode::Gate; big.attackSeconds = 4.0; big.holdSeconds = 4.0; big.decaySeconds = 4.0; big.sustainLevel = 1.0; big.releaseSeconds = 4.0; AmpEnvelope zero = base; zero.mode = EnvMode::Gate; zero.attackSeconds = 0.0; zero.holdSeconds = 0.0; zero.decaySeconds = 0.0; zero.sustainLevel = 0.0; zero.releaseSeconds = 0.0; AmpEnvelope trig = base; trig.mode = EnvMode::Trigger; trig.lengthFraction = 1.0; trig.fadeInFraction = 0.0; trig.fadeOutFraction = 0.0; for (const AmpEnvelope& env : {base, big, zero, trig}) { for (const EnvVertex& v : buildEnvelopePolyline(env, a, 2.0)) { CHECK(v.x >= a.left && v.x < a.right); CHECK(v.y >= a.top && v.y < a.bottom); } } } // --- Trigger polyline --------------------------------------------------------- static void testTriggerShape() { // played span = length * total = 0.5 * 2.0 = 1.0s -> 500px wide. fadeIn .2 of play -> 0.2s // (x@100), fade-out .3 of play -> begins at 0.7s (x@350), playEnd at 1.0s (x@500). AmpEnvelope env; env.mode = EnvMode::Trigger; env.lengthFraction = 0.5; env.fadeInFraction = 0.2; env.fadeOutFraction = 0.3; const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); CHECK(poly.size() == 4); CHECK(poly[0].node == EnvNode::Origin); CHECK(poly[1].node == EnvNode::FadeInEnd); CHECK(poly[2].node == EnvNode::FadeOutStart); CHECK(poly[3].node == EnvNode::LengthEnd); EnvVertex v; CHECK(findNode(poly, EnvNode::FadeInEnd, v) && v.x == a.left + 100 && v.level == 1.0); CHECK(findNode(poly, EnvNode::FadeOutStart, v) && v.x == a.left + 350 && v.level == 1.0); CHECK(findNode(poly, EnvNode::LengthEnd, v) && v.x == a.left + 500 && v.level == 0.0); } static void testTriggerFadeOverlapClamp() { // fadeIn + fadeOut > 1: the fade-out is trimmed so they meet exactly (no crossed nodes). AmpEnvelope env; env.mode = EnvMode::Trigger; env.lengthFraction = 1.0; // played span = full 2.0s -> 1000px env.fadeInFraction = 0.8; // fade-in end at 0.8*2.0 = 1.6s -> x@800 env.fadeOutFraction = 0.6; // would be 1.4s -> clamped to 1-0.8=0.2 -> begins at 0.8*2.0 too const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); EnvVertex fin, fout; CHECK(findNode(poly, EnvNode::FadeInEnd, fin)); CHECK(findNode(poly, EnvNode::FadeOutStart, fout)); CHECK(fin.x == fout.x); // fades meet exactly, never cross CHECK(fin.x == a.left + 800); } static void testTriggerFullLengthZeroFadeOutInBounds() { // The FA2 fix: at full length + zero fade-out, FadeOutStart and LengthEnd land AT the last // in-bounds column (right-1), NOT at the half-open right edge — so the shell draws their // handles and the fade-out node is grabbable even when fade-out == 0. AmpEnvelope env; env.mode = EnvMode::Trigger; env.lengthFraction = 1.0; env.fadeInFraction = 0.1; env.fadeOutFraction = 0.0; const Rect a = wideArea(); const std::vector poly = buildEnvelopePolyline(env, a, 2.0); EnvVertex fout, lend; CHECK(findNode(poly, EnvNode::FadeOutStart, fout)); CHECK(findNode(poly, EnvNode::LengthEnd, lend)); CHECK(fout.x == a.right - 1); // present + in-bounds at zero fade-out CHECK(lend.x == a.right - 1); CHECK(fout.level == 1.0 && lend.level == 0.0); } // --- Degenerate --------------------------------------------------------------- static void testDegenerateFlatBaseline() { AmpEnvelope env; // any params const Rect zeroW = Rect{0, 0, 0, 100}; const std::vector p1 = buildEnvelopePolyline(env, zeroW, 2.0); CHECK(p1.size() == 2); // always a drawable line CHECK(p1.front().level == 0.0 && p1.back().level == 0.0); const Rect ok = wideArea(); const std::vector p2 = buildEnvelopePolyline(env, ok, 0.0); // no duration CHECK(p2.size() == 2); CHECK(p2.front().level == 0.0 && p2.back().level == 0.0); CHECK(p2.front().x == ok.left && p2.back().x == ok.right - 1); // spans the area, in-bounds } int main() { testTimeToXEndpoints(); testTimeToXNegativePinsLeft(); testTimeToXPastEndClamps(); testTimeToXDegenerate(); testGateTimedWidth(); testLevelToYEndpoints(); testLevelToYClamps(); testGateNodeOrderAndLevels(); testGateSchematicPlacement(); testGateSustainPlateauFixedWidth(); testGateReleaseVisibleInBounds(); testGateOverrunClampsToCanvas(); testGateAllVerticesInBounds(); testTriggerShape(); testTriggerFadeOverlapClamp(); testTriggerFullLengthZeroFadeOutInBounds(); testDegenerateFlatBaseline(); if (g_fail == 0) std::printf("envelope_overlay: all tests passed\n"); else std::printf("envelope_overlay: %d FAILED\n", g_fail); return g_fail == 0 ? 0 : 1; }