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feat(editor): the drum kit — every chart piece plays its real sound - #282

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byrongamatos merged 2 commits into
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feat/editor-drum-kit
Jul 15, 2026
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byrongamatos merged 2 commits into
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feat/editor-drum-kit

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@ChrisBeWithYou

@ChrisBeWithYou ChrisBeWithYou commented Jul 15, 2026

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⚠ STACKED on #281 (instruments by default), which stacks on #280. Base feat/editor-instruments-default; merge order #280#281 → this, with the rebase-retarget-ancestry ritual after each squash.

What

Drums stop being a click. Every drum piece the editor can chart now plays its real sound — kick, snare and cross-stick, open/closed/pedal hi-hats, all four toms, both crashes, splash, china, ride and ride bell, cowbell — sourced from the same FluidR3 (MIT) family as the melodic instruments. It works in both places drums are heard:

Details that matter: two hits on the same instant (kick + snare) both sound (piece-scoped dedupe), hit velocity carries into the one-shot volume, and a piece whose sample is still streaming ticks for a moment instead of going silent (the guide's never-silent contract, per piece).

How

  • DRUM_PIECE_GM_NOTE — the explicit inverse of the pad strip's GM_DRUM_MAP, so the chart, the pads, and the sound can never disagree about what a piece is. The one borrow (stack → china's 52 — GM has no stack) is documented and pinned.
  • Percussion rides the existing melodic loader through a disjoint drum:<note> keyspace — same three-rung source chain (plugin → org → CDN), same adjustPreset, no new machinery.
  • The 17 one-shots are vendored (~900 KB) — the /wafont whitelist's 128NN_N form was reserved for exactly this since the README was written; the FluidR3-only provenance contract is kept and every file is listed.
  • _drumKitVoicesInWindow is one shared scheduler used by both call sites (band-mode per-part gain target vs guide bus + drum-strip volume).

Testing

tests/drum_kit.test.mjs (3 cases, fails on main): the webaudiofontdata naming contract (the 128 prefix drops from the variable name — easy to get wrong), full piece coverage with the GM_DRUM_MAP round-trip, and every voiced one-shot genuinely on disk. Full gates green: 161 files / 0 fail, lint at baseline, test_wafont_route.py 4/4 (the whitelist already admits the drum form).

🤖 Generated with Claude Code

https://claude.ai/code/session_01EBQCHCNA81E9tHmSDHSe2Q

Summary by CodeRabbit

  • New Features
    • Drums now play as a full drum kit across band playback and the drum grid, including simultaneous hits and varied percussion sounds.
    • Guitar Pro and MIDI imports now play chart-only sessions immediately with guide voice enabled and appropriate instruments assigned.
    • Removed the clap placeholder from imported playback.
  • Documentation
    • Added notes describing bundled drum sounds and their storage impact.

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ℹ️ Recent review info
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Configuration used: defaults

Review profile: CHILL

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Run ID: d8ad02a0-49e0-418d-98ba-e2b8fd77722a

📥 Commits

Reviewing files that changed from the base of the PR and between a345fbb and cda1786.

📒 Files selected for processing (22)
  • CHANGELOG.md
  • assets/wafonts/12836_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12837_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12838_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12841_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12842_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12844_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12845_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12846_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12847_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12849_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12850_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12851_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12852_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12853_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12855_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12856_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/12857_0_FluidR3_GM_sf2_file.js
  • assets/wafonts/README.md
  • src/audio.js
  • src/gm-guide.js
  • tests/drum_kit.test.mjs

📝 Walkthrough

Walkthrough

Adds GM drum-kit sample assets, drum-specific loading and playback helpers, and scheduler integration for band and drum-grid guide events. Drum mappings, velocity behavior, vendored assets, and release notes are covered by tests and documentation.

Changes

Drum playback

Layer / File(s) Summary
GM drum mapping and playback API
src/gm-guide.js
Adds chart-piece-to-GM-note mappings, drum asset naming helpers, velocity gain calculation, lazy preset loading, and cancellable one-shot playback.
Guide scheduler integration
src/audio.js
Routes drum band and drum-edit guide hits through GM kit voices, retains clap fallbacks while presets load, and deduplicates simultaneous hits.
Bundled samples and validation
assets/wafonts/*, assets/wafonts/README.md, tests/drum_kit.test.mjs, CHANGELOG.md
Adds vendored percussion samples, documents their bundle usage, tests mappings and assets, and records the playback changes.

Estimated code review effort: 3 (Moderate) | ~25 minutes

Sequence Diagram(s)

sequenceDiagram
  participant GuideScheduler
  participant DrumPlayback
  participant DrumAsset
  GuideScheduler->>DrumPlayback: scan drum hits
  DrumPlayback->>DrumAsset: lazy-load note sample
  DrumAsset-->>DrumPlayback: expose WebAudioFont preset
  DrumPlayback-->>GuideScheduler: schedule drum one-shot or clap fallback
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  • Create PR with unit tests
  • Commit unit tests in branch feat/editor-drum-kit

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byrongamatos added a commit that referenced this pull request Jul 15, 2026
…edupe set

Two bugs in the GM drum kit (#282), both on the stateful guide path:

1. Velocity was flattened. `_drumKitVoicesInWindow` voiced every hit at a
   constant 0.75*scale, ignoring the authored per-hit velocity (drumTab
   `.v`). This contradicts the changelog's "hit velocity carries" and made
   ghost notes (v=35) play as loud as accents — in both band mode and the
   drum-edit guide. Root cause: fixed gain literal. Fix: new pure
   `_drumHitGainPure(v, scale)` normalizes v/127 (default 100 → 0.79, ~the
   old level) and scales; gmDrumVoiceAt still clamps the 0.05 floor.

2. Unbounded dedupe scratch. The new drum-edit guide path routes through
   `_bandFiredKeys` but the size>4096 guard lived only inside the band-mode
   branch, so a long drum-edit playback grew the set one key per hit. Moved
   the guard to end-of-tick so it bounds every voiced path.

Regression test (tests/drum_kit.test.mjs): ghost < accent, default = 100/127,
scale multiplies — fails against the old 0.75 constant.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@byrongamatos
byrongamatos changed the base branch from feat/editor-instruments-default to main July 15, 2026 20:28
ChrisBeWithYou and others added 2 commits July 15, 2026 22:39
…GM percussion)

Drums stop being a click. Every chartable piece voices its FluidR3
percussion one-shot — kick, snare + cross-stick, the three hats, four
toms, both crashes, splash, china, ride + bell, cowbell — in band-mode
playback AND inside the drum grid's own guide.

- gm-guide.js: percussion naming pures (file 128<note>_0_..., global
  _drum_<note>_0_... — the '128' prefix drops from the variable name,
  pinned), DRUM_PIECE_GM_NOTE (the explicit inverse of the pad strip's
  GM_DRUM_MAP; 'stack' borrows the china — no GM home), and the drum
  loader/voice riding the melodic machinery through a disjoint
  'drum:<note>' keyspace (same source chain, same adjustPreset).
- audio.js: _drumKitVoicesInWindow — shared by the band branch's drums
  part (per-part gain target) and the drum-edit guide (guide bus +
  strip volume). Piece-scoped dedupe (kick + snare on one millisecond
  both sound); a not-yet-loaded piece ticks (never silent) while
  ensureGmDrum streams it.
- Vendored the 17 one-shots behind the piece table (~900 KB) into
  assets/wafonts — the kit needs zero network; README provenance
  updated (FluidR3-only kept; the whitelist's 128NN_N form was already
  reserved for exactly this).

tests/drum_kit.test.mjs (3 cases, fails on main): the naming contract,
full piece coverage + GM_DRUM_MAP round-trip (stack exception pinned),
and every voiced one-shot genuinely on disk.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EBQCHCNA81E9tHmSDHSe2Q
…edupe set

Two bugs in the GM drum kit (#282), both on the stateful guide path:

1. Velocity was flattened. `_drumKitVoicesInWindow` voiced every hit at a
   constant 0.75*scale, ignoring the authored per-hit velocity (drumTab
   `.v`). This contradicts the changelog's "hit velocity carries" and made
   ghost notes (v=35) play as loud as accents — in both band mode and the
   drum-edit guide. Root cause: fixed gain literal. Fix: new pure
   `_drumHitGainPure(v, scale)` normalizes v/127 (default 100 → 0.79, ~the
   old level) and scales; gmDrumVoiceAt still clamps the 0.05 floor.

2. Unbounded dedupe scratch. The new drum-edit guide path routes through
   `_bandFiredKeys` but the size>4096 guard lived only inside the band-mode
   branch, so a long drum-edit playback grew the set one key per hit. Moved
   the guard to end-of-tick so it bounds every voiced path.

Regression test (tests/drum_kit.test.mjs): ghost < accent, default = 100/127,
scale multiplies — fails against the old 0.75 constant.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@byrongamatos
byrongamatos force-pushed the feat/editor-drum-kit branch from d6487e7 to cda1786 Compare July 15, 2026 20:39
@byrongamatos
byrongamatos merged commit a3fdcc3 into main Jul 15, 2026
3 of 4 checks passed
@byrongamatos
byrongamatos deleted the feat/editor-drum-kit branch July 15, 2026 20:39
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