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reasampler/tests/test_envelope_overlay.cpp
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// 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 <cstdio>
#include <vector>
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<EnvVertex>& 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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<EnvVertex> 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;
}