Round 1 findings and fixes, all previously uncommitted: - FXProcessor per-slot DSP history repair (HEAD does not compile without it) - SynthVoice::getModulationValue, editor control-lock guard - ExactCompare.h naming the deliberate exact float comparisons - KnobLookAndFeel replacing the never-installed SerumLookAndFeel - 55 first-party compiler warnings to 0 - AGENT.md renamed to AGENTS.md across Source/ - graft repository context graph and its hooks - JANITOR_TASKS.md and UI_UX_AUDIT.md records
1.7 KiB
1.7 KiB
engine module
Related source files
This directory contains guidance; the implementation remains in ../Engine.h
and ../Engine.cpp.
Rules
- Own the voice pool, LFOs, wavetable library, FX rack, matrix and macros by value.
- Bind APVTS pointers in
prepare();v()reads captured values without constructing parameter-name strings. - Build the
RenderContextonce per host block and refresh its modulation inputs for each render segment. - Render up to 64 samples at a time, splitting at MIDI event offsets and respecting prepared buffer capacity.
- Size
mixBufferonce inprepare(); use non-owning views for shorter segments. - Prebuild wavetables in the Engine constructor, before either GUI painting or audio rendering can read them.
- Clamp the final output with the soft limiter.
- Never call
setSizeon any buffer insideprocessBlock.
IF-THEN
- IF a per-block buffer is needed THEN allocate it in
prepare()and clear it per block. - IF a module needs the matrix, macros or wavetables THEN go through Engine accessors rather than reaching into another module.
Examples
// BAD: per-callback buffer reconfiguration on the audio thread
void processBlock (...)
{
mixBuffer.setSize (2, n, false, false, true);
...
}
// GOOD: size once, then wrap a non-owning view per segment
void prepare (double sr, int blockSize)
{
mixBuffer.setSize (2, blockSize, false, false, true);
}
void processBlock (...)
{
// No allocation; the view only borrows mixBuffer's channels.
juce::AudioBuffer<float> block (mixBuffer.getArrayOfWritePointers(), 2, segmentLength);
block.clear();
...
}
This file overrides /AGENTS.md where they conflict.