refactor(source): move every implementation into its module directory
- 36 files move into the module whose AGENTS.md already claimed them: Engine/, Synth/, Modulation/, Params/, Plugin/, GUI/, EffectUnits/, Resources/ - Source/engine, modulation, params, plugin and synth become Engine, Modulation, Params, Plugin and Synth, matching the directories that already hold code - ExactCompare.h stays at the Source/ root as the one shared header - SERUMALT_INCLUDE_DIRS adds one include directory per module, so the 31 parent-relative includes become plain names with no path prefix - the module AGENTS.md files list owned files instead of describing a move that had not happened, and README.md and AGENTS.md describe the real tree Verified: the harness passes CTest, the Linux VST3 and Standalone link, the Windows cross-build passes its module checks, each configure exposes only its own targets, no first-party warning line appears, and the generated Windows manifest is unchanged.
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# synth module
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## Owned files
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- Wavetable.h, Wavetable.cpp
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- Oscillator.h, Oscillator.cpp
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- SubOscillator.h, SubOscillator.cpp
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- NoiseOscillator.h, NoiseOscillator.cpp
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- Envelope.h, Envelope.cpp
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- LFO.h, LFO.cpp
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- Filter.h, Filter.cpp
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- FilterBank.h, FilterBank.cpp
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- SynthVoice.h, SynthVoice.cpp
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## Rules
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- Use `noexcept` on every per-sample DSP path and cheap getter.
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- Use `std::array` for fixed-size state and `std::vector<float>` for delay lines and table buffers.
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- Size every buffer and delay line in `prepare()`, never in `process` or `render`.
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- Clamp filter and envelope state so extreme settings cannot produce NaN or inf.
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- Use `juce::MathConstants<T>::pi` and `twoPi` instead of raw pi literals.
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- Use `(size_t)` casts when indexing containers with int loop variables.
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- Pass global per-block state into voices as a `const RenderContext&`.
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- Never allocate memory in the audio path.
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- Keep oscillator phase when changing held-note parameters. LFO phase offsets are separate from the running phase.
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## IF-THEN
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- Wavetables are prebuilt during Engine construction. Audio and GUI code read them without triggering generation.
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- IF a parameter is read every block THEN snapshot it into a struct (`OscParams`, `RenderContext`) instead of reading the APVTS per sample.
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## Examples
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```cpp
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// BAD: lazy table build reached from the render path allocates on the audio thread
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const Wavetable& wt = library.getTable (wave);
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```
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```cpp
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// GOOD: build once in the Engine constructor, then only read const references
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library.prebuild(); // in the Engine constructor
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const Wavetable& wt = library.getTable (wave); // lookup, no allocation
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```
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```cpp
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// BAD: raw pi literal duplicated across files
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const double step = 6.28318530717958647692 * freq / sr;
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```
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```cpp
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// GOOD: single source
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const double step = juce::MathConstants<double>::twoPi * freq / sr;
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```
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This file overrides /AGENTS.md where they conflict.
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