// Apply the gnarly center turntable scratch to a WHOLE stereo mix // (jas: "i still want the scratch to effect everything"). Decode via // ffmpeg → f32le stereo, scratch the centre, re-encode. Same gesture // as the engine: 9 beat-snapped deep accelerating RIP + fast TEAR // strokes, transformer chop, raised-cosine edges (endpoints stay // sample-aligned so length/continuity around the window is intact). import { spawnSync } from "node:child_process"; import { readFileSync, writeFileSync, unlinkSync, existsSync } from "node:fs"; const [inWav, outWav, stampWav, structPath] = process.argv.slice(2); // Super-sampled read: 4-point Catmull-Rom interpolation (much less // aliasing than linear when pitch-shifting — jas: "with super // sampling"). a = mono Float32, i = integer index, f = 0..1 frac. function c4(a, i, f) { const N = a.length; const x0 = a[i > 0 ? i - 1 : 0]; const x1 = a[i]; const x2 = a[i + 1 < N ? i + 1 : N - 1]; const x3 = a[i + 2 < N ? i + 2 : N - 1]; const c0 = -0.5 * x0 + 1.5 * x1 - 1.5 * x2 + 0.5 * x3; const c1 = x0 - 2.5 * x1 + 2 * x2 - 0.5 * x3; const c2 = -0.5 * x0 + 0.5 * x2; return ((c0 * f + c1) * f + c2) * f + x1; } // SHRILL voice — a thin, HIGH, melodic FM shimmer (jas: "longer // melodic ... highpitched ... in background ... SHRILLL!"). Quiet, // slow vibrato, optional pitch GLIDE for melodicism. Additive into the // interleaved buffer `x`. (Was a low growl — now repurposed shrill.) // mono=true → a strictly ONE-WAY voice (jas, opening bark: "should only // be dropping down and out ... no secondary energy ... not pitch back // up"): pitch glides down only, the filter tracks DOWN with it (no LFO // re-brighten), the FM index DECAYS (no shimmer swell), no vibrato, and // a single long fade tail so it dissolves into the bed instead of // cutting. The default (mono=false) path is unchanged — the back-glitch // growls still get their wobble character. function skrillGrowl(x, frames, sr, a0, nF, midi, gain, glideSemis = 0, fcScale = 1, mono = false, panHz = 0) { const f0 = 440 * Math.pow(2, (midi - 69) / 12); const vib = 4.5 + Math.random() * 3; // gentle vibrato (Hz) const ratio = Math.random() < 0.5 ? 2 : 3; const fcLo = 1400 * fcScale, fcHi = 6200 * fcScale, fLfo = 0.35 + Math.random() * 0.6; let pc = 0, pm = 0, lp = 0, bp = 0; const atk = Math.floor((mono ? 0.012 : 0.05) * sr), rel = Math.floor(0.18 * sr); for (let k = 0; k < nF; k++) { if (a0 + k >= frames) break; const t = k / sr, fr = k / nF; const gl = Math.pow(2, (glideSemis * fr) / 12); // melodic glide (down) const fk = mono ? f0 * gl // pure downward glide, no vibrato : f0 * gl * (1 + 0.006 * Math.sin(2 * Math.PI * vib * t)); const idx = mono ? 1.3 * Math.pow(1 - fr, 1.3) // FM brightness only ever falls : 1.3 + 1.1 * (0.5 + 0.5 * Math.sin(2 * Math.PI * 1.7 * t)); pc += (2 * Math.PI * fk) / sr; pm += (2 * Math.PI * fk * ratio) / sr; let s = Math.tanh(Math.sin(pc + idx * Math.sin(pm)) * 1.25); const fc = mono ? fcLo * Math.pow(fcHi / fcLo, 1 - fr) // cutoff tracks DOWN with the pitch : fcLo + (fcHi - fcLo) * (0.5 + 0.5 * Math.sin(2 * Math.PI * fLfo * t)); const fcoef = 2 * Math.sin((Math.PI * Math.min(0.45 * sr, fc)) / sr); const hp = s - lp - 1.0 * bp; bp += fcoef * hp; lp += fcoef * bp; let env; if (mono) { // attack ramp, then ONE long power-curve decay to silence — a // single gesture, no second swell, dissolving into the bed. env = k < atk ? k / atk : Math.pow(1 - fr, 1.7); } else { env = 1; if (k < atk) env = k / atk; else if (k > nF - rel) env = Math.max(0, (nF - k) / rel); } const v = (0.7 * bp + 0.3 * s) * env * gain; if (panHz > 0) { // fast stereo pan (jas: "whistling ... pan fast") const p = 0.5 + 0.5 * Math.sin(2 * Math.PI * panHz * (k / sr)); x[(a0 + k) * 2] += v * Math.sqrt(p); x[(a0 + k) * 2 + 1] += v * Math.sqrt(1 - p); } else { x[(a0 + k) * 2] += v; x[(a0 + k) * 2 + 1] += v; } } } const SR = 44100; const rawIn = "/tmp/.scr-in.f32", rawOut = "/tmp/.scr-out.f32"; spawnSync("ffmpeg", ["-hide_banner", "-y", "-loglevel", "error", "-i", inWav, "-f", "f32le", "-ar", String(SR), "-ac", "2", rawIn]); const buf = readFileSync(rawIn); const x = new Float32Array(buf.buffer, buf.byteOffset, buf.byteLength / 4); const frames = Math.floor(x.length / 2); // OPENING BARK — a WAY DEEPER voice across the first ~2 s (jas: "the // initial zip should ONLY be dropping down and out ... no secondary // energy ... not pitch back up"): one mono gesture — deep fundamental, // dark formant tracking down with the pitch, FM brightness decaying, // no vibrato/LFO re-swell, one long fade tail dissolving into the bed. // ~2.0 s body (0.30 → ~2.30 s) so the whole zip is one downward exhale. skrillGrowl(x, frames, SR, Math.floor(0.30 * SR), Math.floor(2.0 * SR), 33, 0.26, -22, 0.15, true); const winN = Math.min(Math.floor(3.0 * SR), frames - 2); const w0 = Math.max(0, Math.floor(frames / 2) - Math.floor(winN / 2)); const guard = Math.floor(1.0 * SR); const g0 = Math.max(0, w0 - guard); const g1 = Math.min(frames, w0 + winN + guard); const N = g1 - g0; const sl = new Float32Array(N), sr = new Float32Array(N); for (let k = 0; k < N; k++) { sl[k] = x[(g0 + k) * 2]; sr[k] = x[(g0 + k) * 2 + 1]; } const STROKES = 9, strokeLen = winN / STROKES, A = 0.62 * SR, baseOff = w0 - g0; for (let k = 0; k < winN; k++) { const tau = k / winN; const env = 0.5 - 0.5 * Math.cos(2 * Math.PI * tau); const s = Math.floor(k / strokeLen); const u = (k - s * strokeLen) / strokeLen; let exc; if (u < 0.7) exc = Math.pow(u / 0.7, 1.8); else { const tu = (u - 0.7) / 0.3; exc = (1 - tu) * (1 - tu); } const deepen = 0.45 + 0.55 * env; const dir = s % 2 === 0 ? 1 : 0.62; const drift = 0.18 * SR * Math.sin(Math.PI * tau); let srcF = baseOff + k + drift + A * exc * deepen * dir * env; if (srcF < 0) srcF = 0; else if (srcF > N - 2) srcF = N - 2; const i0 = Math.floor(srcF), frc = srcF - i0; const L = sl[i0] * (1 - frc) + sl[i0 + 1] * frc; const R = sr[i0] * (1 - frc) + sr[i0 + 1] * frc; let chop; if (u < 0.7) { const tr = Math.sin(2 * Math.PI * (k / SR) * 41) > -0.25 ? 1 : 0.35; chop = 0.58 + 0.42 * tr; } else chop = 0.16; const gmix = (1 - env) + env * chop; x[(w0 + k) * 2] = L * gmix; x[(w0 + k) * 2 + 1] = R * gmix; } // CLEAN "aesthetic dot computer" ID — overlaid dead-centre ON TOP of // the just-scratched mix (jas: "should not be scratched ... overlay // over the scratch", and confirmed inaudible when buried in the // low-passed fold). Full-range, loud enough to clearly hear over the // dominant sine. Mixed here (post-scratch) so it is NOT scratched; the // final master then normalises it together with the program. if (stampWav) { const rawSt = "/tmp/.scr-stamp.f32"; spawnSync("ffmpeg", ["-hide_banner", "-y", "-loglevel", "error", "-i", stampWav, "-f", "f32le", "-ar", String(SR), "-ac", "1", rawSt]); const sb = readFileSync(rawSt); const st = new Float32Array(sb.buffer, sb.byteOffset, sb.byteLength / 4); let pk = 0; for (let i = 0; i < st.length; i++) { const a = Math.abs(st[i]); if (a > pk) pk = a; } const norm = pk > 0 ? 0.92 / pk : 1; const PITCH = 0.95, GAIN = 1.0; // louder so the whole phrase reads const outLen = Math.floor(st.length / PITCH); const fz = Math.floor(0.03 * SR); // Place the FULL ID, then a re-stamped "dot computer" tail right // after it (jas: "restamp dot and restamp computer so its visible"). // Each placement DUCKS the bed underneath (broadcast-style pocket) // so the VO is clearly intelligible, not masked. const tailFrom = Math.floor(0.42 * st.length); // ≈ "dot computer" const place = (srcOff, srcEnd, atFrame, g) => { const n = Math.floor((srcEnd - srcOff) / PITCH); for (let i = 0; i < n; i++) { const j = atFrame + i; if (j < 0 || j >= frames) continue; let f = 1; if (i < fz) f = i / fz; else if (i > n - fz) f = Math.max(0, (n - i) / fz); // duck the bed under the voice (~6 dB), recover at the edges const duck = 1 - 0.55 * f; x[j * 2] *= duck; x[j * 2 + 1] *= duck; const v = (st[srcOff + Math.floor(i * PITCH)] || 0) * norm * g * f; x[j * 2] += v; x[j * 2 + 1] += v; } return n; }; const start = Math.floor(frames / 2) - Math.floor(outLen / 2); const n1 = place(0, st.length, start, GAIN); // full "aesthetic dot computer" // BETWEEN the two stamps (jas: "between 'aesthetic' and the added // 'dot' 'computer' ... a real cool horse neigh arpeggiated with a // grenade going off"). Widen the gap to fit it. const gap = Math.floor(2.0 * SR); const gapAt = start + n1 + Math.floor(0.05 * SR); const decodeMono = (p) => { if (!existsSync(p)) return null; const tmp = `/tmp/.scr-${p.replace(/[^a-z0-9]/gi, "")}.f32`; const r = spawnSync("ffmpeg", ["-hide_banner", "-y", "-loglevel", "error", "-i", p, "-f", "f32le", "-ar", String(SR), "-ac", "1", tmp]); if (r.status !== 0 || !existsSync(tmp)) return null; const b = readFileSync(tmp); const a = Float32Array.from(new Float32Array(b.buffer, b.byteOffset, b.byteLength / 4)); try { unlinkSync(tmp); } catch {} return a; }; const REPO = "/Users/jas/aesthetic-computer"; const neigh = decodeMono(`${REPO}/pop/dance/out/.neigh.wav`); const gren = decodeMono(`${REPO}/pop/dance/out/.grenade.wav`); if (neigh) { // ARPEGGIATED real neigh — G-dorian rising const arp = [0, 3, 7, 10, 12]; // semitone arp (G minor-ish dorian) arp.forEach((semi, ai) => { const r = Math.pow(2, semi / 12); const at = gapAt + Math.floor(ai * 0.13 * SR); const n = Math.floor(neigh.length / r); for (let k = 0; k < n; k++) { const j = at + k; if (j < 0 || j >= frames) break; const sf = k * r, si = Math.floor(sf); if (si + 1 >= neigh.length) break; const fr = sf - si; const fzn = Math.min(900, n >> 3); let e = 1; if (k < fzn) e = k / fzn; else if (k > n - fzn) e = Math.max(0, (n - k) / fzn); const v = (neigh[si] * (1 - fr) + neigh[si + 1] * fr) * e * (0.34 - ai * 0.03); x[j * 2] += v; x[j * 2 + 1] += v; } }); } if (gren) { // grenade going off, just after the neigh starts const at = gapAt + Math.floor(0.45 * SR); for (let k = 0; k < gren.length; k++) { const j = at + k; if (j < 0 || j >= frames) break; const e = k < 200 ? k / 200 : 1; const v = gren[k] * 0.55 * e; x[j * 2] += v; x[j * 2 + 1] += v; } } place(tailFrom, st.length, start + n1 + gap, GAIN * 1.12); // re-stamped "dot computer", louder try { unlinkSync(rawSt); } catch {} console.log(`clean ID + restamped "dot computer" @ ~${(frames / 2 / SR).toFixed(1)}s (ducked pocket, GAIN ${GAIN})`); } // CHAOTIC PITCH-SLIDES — ~4 short gestures that "pick a tone and run // after it before snapping back" (jas), 0.25–1 s, STOCHASTIC on every // generation (Math.random, not seeded). Raised-cosine endpoints → no // length change / clicks; avoids the centre-scratch window. { const NSL = 2; // fewer — sparing (jas) const scratchLo = w0 - SR, scratchHi = w0 + winN + SR; // Keep slides OUT of these windows (jas: "remove the scratch around // 35"; "the 1:19 / 1:35 scratch can go away") + away from centre. const exWins = [[10, 46], [50, 62], [70, 110]].map(([a, b]) => [a * SR, b * SR]); // intro stays smooth (no ~22/35 scratch) (jas) const inEx = (s, e) => exWins.some(([lo, hi]) => e > lo && s < hi); for (let n = 0; n < NSL; n++) { const durF = Math.floor((0.25 + Math.random() * 0.75) * SR); let a0 = Math.floor((10 + Math.random() * (frames / SR - 24)) * SR); if (a0 + durF > scratchLo && a0 < scratchHi) a0 = (scratchHi + Math.floor(Math.random() * 6 * SR)) % Math.max(1, frames - durF - SR); let tries = 0; while (inEx(a0, a0 + durF) && tries++ < 8) a0 = Math.floor((10 + Math.random() * (frames / SR - 24)) * SR); a0 = Math.max(SR, Math.min(frames - durF - SR, a0)); if (inEx(a0, a0 + durF)) continue; // still inside → skip this one const dep = (0.05 + Math.random() * 0.30) * SR * (Math.random() < 0.5 ? -1 : 1); const gd = Math.ceil(Math.abs(dep)) + 4; const lo = Math.max(0, a0 - gd), hi = Math.min(frames, a0 + durF + gd), M = hi - lo; const cl = new Float32Array(M), cr = new Float32Array(M); for (let k = 0; k < M; k++) { cl[k] = x[(lo + k) * 2]; cr[k] = x[(lo + k) * 2 + 1]; } for (let k = 0; k < durF; k++) { const tau = k / durF; let sh; // run out, then a fast snap back to real-time if (tau < 0.78) sh = Math.pow(tau / 0.78, 1.6); else { const s = (tau - 0.78) / 0.22; sh = Math.pow(1 - s, 2); } const edge = Math.min(1, Math.min(k, durF - 1 - k) / 200); let srcF = (a0 - lo) + k + dep * sh; if (srcF < 0) srcF = 0; else if (srcF > M - 2) srcF = M - 2; const i0 = Math.floor(srcF), fr = srcF - i0; const L = cl[i0] * (1 - fr) + cl[i0 + 1] * fr; const R = cr[i0] * (1 - fr) + cr[i0 + 1] * fr; const mix = edge; x[(a0 + k) * 2] = x[(a0 + k) * 2] * (1 - mix) + L * mix; x[(a0 + k) * 2 + 1] = x[(a0 + k) * 2 + 1] * (1 - mix) + R * mix; } } } // BEAT-LOCKED BREAKBEAT — musical chop&screw (jas: "not musical ... // persists soooo long ... sprinkled in ... on beats fr half bars ... // crescendo then dissipate before the last 20 s ... hip hop style ... // it slides ... pop n pop n ... break beats with it"). Anchors come // from struct.json's real kick/snare onsets (the actual beat grid): // at sprinkled anchors a SHORT (1 beat / half-bar) burst either tiles // a beat-subdivision grain ("pop n pop n") or screw-slides the beat // (pitch glide). Probability CRESCENDOS through the back, then is // fully gone before the last 20 s so the fade stays clean. Clean // audio between bursts = sprinkled, never a wall. if (structPath) { let anchors = []; try { const sj = JSON.parse(readFileSync(structPath, "utf8")); const seen = new Set(); for (const e of sj.events?.kick ?? []) { const q = Math.round(e.t * 200) / 200; // ~5 ms dedupe if (!seen.has(q)) { seen.add(q); anchors.push(e.t); } } anchors.sort((a, b) => a - b); } catch {} const tEnd = frames / SR; // Wider scratch window — start earlier so the FX bites drop1 + break2 // ("get fucked by the scratch more"), then DISSIPATE by ~2:25 so the // final drop2 climax + tail stay clean (@jeffrey: "get rid of any // scratch at 2:29"). const chopFrom = Math.max(0, tEnd - 160); // ~30 s onward (was tEnd-80 = ~110 s) const chopTo = tEnd - 45; // ~2:25 (was tEnd-20 = ~2:50) const xf = Math.max(4, Math.floor(0.0025 * SR)); for (let ai = 0; ai < anchors.length - 1; ai++) { const tA = anchors[ai]; if (tA < chopFrom || tA >= chopTo) continue; // Quiet zone around the drop1→break2 transition (84-88 s). Scratch // bursts here collided with the swing peak + section change and // read as glitchy per @jeffrey. if (tA >= 84 && tA <= 88) continue; const prog = (tA - chopFrom) / (chopTo - chopFrom); // SPARING crescendo in, taper out over the section's last 5 s // basic, gradual ramp UP into the glitches (jas: "more basic ramp // up to the glitches" — fixes the hard ~2:02 transition) const p = (0.02 + 0.26 * Math.pow(prog, 1.5)) * Math.min(1, (chopTo - tA) / 5); if (Math.random() > p) continue; // sprinkled — rarely let unit = anchors[ai + 1] - tA; // local beat if (!(unit > 0.12 && unit < 0.95)) unit = 0.34; const span = unit * (Math.random() < 0.6 ? 0.5 : 1); // SHORT: ½ beat / 1 beat const a0 = Math.floor(tA * SR); const wN = Math.min(Math.floor(span * SR), frames - 1 - a0); if (wN < 256) continue; // capture enough for the burst + a pitch/echo-out tail const tailN = Math.floor((0.18 + Math.random() * 0.30) * SR); const cap = Math.min(wN + 8, frames - a0); const sL = new Float32Array(cap), sR = new Float32Array(cap); for (let k = 0; k < cap; k++) { sL[k] = x[(a0 + k) * 2]; sR[k] = x[(a0 + k) * 2 + 1]; } const slide = Math.random() < 0.4; const flangeOut = Math.random() < 0.4; // jas: "flange out at times" const fEdge = Math.min(Math.floor(0.003 * SR), wN >> 2); if (slide) { // hip-hop screw-slide: read the captured beat at a ramping rate const rEnd = Math.random() < 0.7 ? 0.78 + Math.random() * 0.14 // gentler down : 1.14 + Math.random() * 0.16; // up let rp = 0; for (let k = 0; k < wN; k++) { const r = 1 + (rEnd - 1) * (k / wN); const i0 = Math.floor(rp), fr = rp - i0; const L = c4(sL, i0, fr); const Rr = c4(sR, i0, fr); // Cap the scratch crossfade so the underlying bed STAYS at // ≥40% — eliminates the perceived "gap" the full replacement // was creating when the grain happened quieter than the bed. const eRaw = Math.min(1, Math.min(k, wN - 1 - k) / Math.max(1, fEdge)); const e = eRaw * 0.60; x[(a0 + k) * 2] = x[(a0 + k) * 2] * (1 - e) + L * e; x[(a0 + k) * 2 + 1] = x[(a0 + k) * 2 + 1] * (1 - e) + Rr * e; rp += r; if (rp > cap - 2) rp = cap - 2; } } else { // pop n pop n: retrigger a grain — sometimes down to ~32nds const sub = Math.random() < 0.3 ? 5 + Math.floor(Math.random() * 4) // 5..8 (fine, ~32nd) : 2 + Math.floor(Math.random() * 3); // 2..4 const gN = Math.max(Math.floor(0.014 * SR), Math.floor(wN / sub)); for (let k = 0; k < wN; k++) { const gi = k % gN; let L = sL[Math.min(cap - 1, gi)], Rr = sR[Math.min(cap - 1, gi)]; if (gi < xf) { const f = gi / xf; L *= f; Rr *= f; } else if (gi > gN - xf) { const f = (gN - gi) / xf; L *= f; Rr *= f; } // Cap the scratch crossfade so the underlying bed STAYS at // ≥40% — eliminates the perceived "gap" the full replacement // was creating when the grain happened quieter than the bed. const eRaw = Math.min(1, Math.min(k, wN - 1 - k) / Math.max(1, fEdge)); const e = eRaw * 0.60; x[(a0 + k) * 2] = x[(a0 + k) * 2] * (1 - e) + L * e; x[(a0 + k) * 2 + 1] = x[(a0 + k) * 2 + 1] * (1 - e) + Rr * e; } } // SKRILL GROWL within the glitches — sprinkled, denser later, tuned // to G (track is G major). Layered under the burst. if (prog > 0.3 && Math.random() < 0.30) { // quiet HIGH melodic shrill in the background (G-major tops) const HI = [79, 83, 86, 88, 91]; const m = HI[Math.floor(Math.random() * HI.length)]; const dur = Math.floor((0.5 + Math.random() * 0.7) * SR); const gl = (Math.random() < 0.5 ? -1 : 1) * (2 + Math.floor(Math.random() * 4)); skrillGrowl(x, frames, SR, a0, dur, m, 0.055, gl, 1, false, 7 + Math.random() * 5); // fast pan (jas) } // PITCH-OUT / ECHO-OUT tail (jas: "they could even pitch out and // echo out") — re-read the captured beat slowing down (pitch // descends) with an exponential decay, mixed gently ON TOP of the // dry that resumes, so it dissolves instead of hard-cutting. { const t0 = a0 + wN; const tN = Math.min(tailN, frames - 1 - t0); let rp = 0; for (let k = 0; k < tN; k++) { const r = 1 - 0.45 * (k / tN); // 1.0 → 0.55 (pitch out) const i0 = Math.floor(rp), fr = rp - i0; const g = Math.pow(1 - k / tN, 1.8) * 0.6; // echo decay let L = c4(sL, i0, fr), Rr = c4(sR, i0, fr); if (flangeOut) { // swept comb — flanges out, deeper toward the tail end const dep = (0.0006 + 0.0022 * (k / tN)) * SR; // 0.6 → 2.8 ms const dl = dep * (0.5 + 0.5 * Math.sin(2 * Math.PI * 0.5 * k / SR)); const jp = rp - dl; if (jp > 1) { const j0 = Math.floor(jp), jf = jp - j0; L = 0.6 * L + 0.6 * c4(sL, j0, jf); Rr = 0.6 * Rr + 0.6 * c4(sR, j0, jf); } } x[(t0 + k) * 2] += L * g; x[(t0 + k) * 2 + 1] += Rr * g; rp += r; if (rp > cap - 2) rp = cap - 2; } } } } // LAST-30 s gnarly tail (bit-crush + dropped harmonies + noise wall) // DISABLED per @jeffrey 2026-05-20 — was reading as skippy percussion // in the 2:40-2:50 window. Outro now relies on the SECTION_TEMPLATE_5 // outro (perc off, just pad + bells) + the master 18s fade for a // clean tail. Wrapped in `if (false)` so the code stays inspectable. if (false) { const tEnd = frames / SR; const t0 = tEnd - 30; const d0 = Math.max(0, Math.floor(t0 * SR)); // 1 — gentle, capped bit-crush (gritty, still listenable) let hL = 0, hR = 0, hold = 0; for (let i = d0; i < frames; i++) { const p = Math.max(0, Math.min(1, (i / SR - t0) / 30)); const bits = Math.max(6, Math.round(9 - 3 * p)); // 9→6 bits (mild) const ds = Math.max(1, Math.round(1 + 1.5 * p)); // 1→~3× hold if (hold <= 0) { const lv = Math.pow(2, bits - 1); hL = Math.max(-1, Math.min(1, Math.round(x[i * 2] * lv) / lv)); hR = Math.max(-1, Math.min(1, Math.round(x[i * 2 + 1] * lv) / lv)); hold = ds; } hold--; const mix = Math.min(0.45, p * 0.6); // capped — never destroyed x[i * 2] = x[i * 2] * (1 - mix) + hL * mix; x[i * 2 + 1] = x[i * 2 + 1] * (1 - mix) + hR * mix; } // 2 — drop chunks to LOWER keys + a HARMONY + extra resamplings, // sprinkled across the last 30 s (gentle, additive). const dropEnd = tEnd - 6; let gt = t0 + 1.5; while (gt < dropEnd) { const gl = Math.floor((0.5 + Math.random() * 0.8) * SR); // 0.5–1.3 s chunk const src = Math.floor(gt * SR); if (src + gl + 4 >= frames) break; const sL = new Float32Array(gl), sR = new Float32Array(gl); for (let k = 0; k < gl; k++) { sL[k] = x[(src + k) * 2]; sR[k] = x[(src + k) * 2 + 1]; } // a low drop + a harmony interval (both well down) for (const [semi, g] of [[-12, 0.34], [-7, 0.22], [-19, 0.16]]) { const r = Math.pow(2, semi / 12); const at = src + Math.floor(Math.random() * 0.2 * SR); for (let k = 0; k < gl; k++) { const di = at + k; if (di < 0 || di >= frames) break; const sf = k * r, si = Math.floor(sf); if (si + 1 >= gl) break; const fr = sf - si; const fz = Math.min(600, gl >> 3); let e = 1; if (k < fz) e = k / fz; else if (k > gl - fz) e = Math.max(0, (gl - k) / fz); const L = sL[si] * (1 - fr) + sL[si + 1] * fr; const R = sR[si] * (1 - fr) + sR[si + 1] * fr; x[di * 2] += L * g * e; x[di * 2 + 1] += R * g * e; } } gt += 1.6 + Math.random() * 1.8; } // 3 — final ~6 s: a THICK, SMOOTH, WAVY digital noise WALL (jas: // "hitting a digital wall of noise ... wavy though smoooooth thick"). // Layered low-passed noise + a detuned sub drone, slow amplitude & // cutoff waves; rises in, the 18 s master fade carries it out. const w0n = Math.floor((tEnd - 6) * SR); let lp1 = 0, lp2 = 0, ph = 0; for (let i = w0n; i < frames; i++) { const u = (i - w0n) / (frames - w0n); // 0→1 const rise = Math.min(1, u * 1.4); const n1 = Math.random() * 2 - 1, n2 = Math.random() * 2 - 1; const cut = 0.04 + 0.03 * (0.5 + 0.5 * Math.sin(2 * Math.PI * 0.7 * (i / SR))); // wavy cutoff lp1 += cut * (n1 - lp1); lp2 += (cut * 0.6) * (n2 - lp2); ph += (2 * Math.PI * 47) / SR; // detuned sub drone const drone = (Math.sin(ph) + Math.sin(ph * 1.005)) * 0.5; const wave = 0.6 + 0.4 * Math.sin(2 * Math.PI * 0.5 * (i / SR)); // smooth amplitude wave const wall = (lp1 * 1.8 + drone * 0.5) * rise * wave * 0.5; const wallR = (lp2 * 1.8 + drone * 0.5) * rise * wave * 0.5; const blend = Math.min(1, u * 1.2); x[i * 2] = x[i * 2] * (1 - 0.5 * blend) + wall; x[i * 2 + 1] = x[i * 2 + 1] * (1 - 0.5 * blend) + wallR; } } writeFileSync(rawOut, Buffer.from(x.buffer, x.byteOffset, x.byteLength)); spawnSync("ffmpeg", ["-hide_banner", "-y", "-loglevel", "error", "-f", "f32le", "-ar", String(SR), "-ac", "2", "-i", rawOut, "-ar", String(SR), "-sample_fmt", "s16", outWav]); try { unlinkSync(rawIn); unlinkSync(rawOut); } catch {} console.log(`scratched whole mix @ ~${(frames / 2 / SR).toFixed(1)}s -> ${outWav}`);