Port reusable Rust synth tooling
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9 changed files with 882 additions and 15 deletions
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@ -19,6 +19,11 @@ there.
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- Built-in script catalog for classic SFXR, classic 808, FM bell, and wobble
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bass primitive golf scripts.
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- Abstract SFXR golf script using defaults and templates.
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- SFXR parameter presets, mutation, shorthand atoms, and SFXR-to-patch mapping.
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- Aquarium preset patches: pluck, heartbeat, voice, and SFXR named bridge.
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- Patch script scoring: terse, readability, and balanced metrics.
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- Audio analysis and comparison: envelope, log-mel spectrogram, spectral
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features, distance metrics, and score.
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- Faust source emitter and installed-compiler wrapper for C, C++, C#, and Rust
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target code generation.
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- Tests that parse/export all built-in primitive scripts and validate Faust
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@ -26,15 +31,13 @@ there.
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## Still Deliberate
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- The C# repo does not yet include an audio renderer, analysis metric suite, or
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exhaustive Rust-vs-Faust audio parity harness. Faust is the renderer target,
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so C# should own authoring and validation first.
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- SFXR preset atoms such as `sfxr preset=laser mutate_seed=...` are not carried
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over yet. The current migration preserves the primitive patch construction
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path, which is the part we want in the engine.
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- Random mutation, parameter-space search, and readability/code-golf scoring are
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still Rust-reference features until we decide which ones belong in C# tools
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versus offline authoring utilities.
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- The Rust sample renderer, patch player, and realtime audio-unit bridge stay in
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Rust unless we decide to write a real C#/Faust runtime wrapper.
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- The experimental Rust-side DSL compiler branch can stay behind as reference
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machinery. The C# repo owns the script surface needed to drive Faust.
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- Exhaustive Rust-renderer-vs-Faust audio parity stays with the Rust renderer.
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C# can compare buffers it is handed, but it should not recreate the old
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renderer just to prove the old renderer existed. That road has a sign on it.
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## Next Pull
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