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Authentic DSP Drum Synthesis & Randomization#127

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feat/dsp-drum-party-refinement-6326423011696977954
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Authentic DSP Drum Synthesis & Randomization#127
Pitrat-wav wants to merge 1 commit into
mainfrom
feat/dsp-drum-party-refinement-6326423011696977954

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@Pitrat-wav

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I have implemented several key refinements to the drum synthesis engine based on the provided DSP research.

Key changes include:

  1. Authentic TR-909 Noise: Implemented a 15-bit LFSR (Linear Feedback Shift Register) noise generator in DrumUtils.ts and integrated it into the TR909Snare to provide its characteristic digital crunch.
  2. "Drum Party" Randomization: Added a randomizeDrums feature in instrumentStore.ts that generates musical Techno-focused Euclidean patterns.
  3. UI Integration: Added a "Dice" icon button in the DrumsView to trigger randomization, complete with Telegram Haptic Feedback.
  4. State Synchronization: Added syncInternalParams to the DrumMachine to ensure the audio engine's initial state and randomized updates perfectly match the application state.
  5. Memory Management: Refined the cleanup logic in TR808HiHat and TR808Cowbell using an onstop callback and a setTimeout safety net to ensure all Web Audio nodes are properly disposed of, preventing memory leaks.

All changes have been verified with a full production build and visual testing using Playwright.


PR created automatically by Jules for task 6326423011696977954 started by @Pitrat-wav

- Added 15-bit LFSR noise generator in DrumUtils for TR-909 digital crunch.
- Updated TR909Snare to use authentic LFSR noise.
- Implemented state synchronization between UI and Audio Engine.
- Added musical Euclidean pattern randomization for a "Drum Party" experience.
- Refined Web Audio node disposal in Hi-Hat and Cowbell to prevent memory leaks.
- Integrated randomization UI with Telegram Haptic Feedback.

Co-authored-by: Pitrat-wav <255843145+Pitrat-wav@users.noreply.github.com>
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💡 Codex Review

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Reviewed commit: aec375d52f

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Comment on lines +62 to +63
kick: { ...state.kick, pulses: 3 + Math.floor(Math.random() * 3), rotate: Math.floor(Math.random() * 4) },
snare: { ...state.snare, pulses: 2 + Math.floor(Math.random() * 4), rotate: 4 + Math.floor(Math.random() * 4) },

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P2 Badge Preserve randomized rotations in MIDI export

When the new dice action assigns nonzero rotate values here, playback and the drum visualizer use those rotations (SequencerLoop.tsx builds patterns with rotateArray(...)), but MIDI export in App.tsx still serializes each drum with plain bjorklund(...) and ignores rotate. After a user randomizes, especially when the kick rotation becomes 1–3, the exported MIDI drum hits no longer match what they heard in the app.

Useful? React with 👍 / 👎.

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