# Dawdlehorn - Current State ## Current Task: DPAD Axis Mapping and Dead Zone Immunity (COMPLETED) Implemented proper DPAD axis handling for Nintendo controllers, making the DPAD axis immune to dead zone filtering and mapping raw values to degrees for better usability. ## Current Task Checklist - [x] Read current project state from memory bank - [x] Analyze DPAD axis implementation and dead zone filtering - [x] Implement DPAD axis immunity to dead zone filtering - [x] Map DPAD values according to specification - [x] Test the implementation - [x] Update DPAD mapping with correct raw values and degrees - [x] Update display to show DPAD directions in user-friendly format - [x] Update memory bank with changes ## Previous Task: Custom Gamepad Mapping Implementation (COMPLETED) - [x] Research gamepad API limitations and solutions - [x] Design GamepadMapper class architecture - [x] Implement controller type detection (Xbox/PlayStation/Nintendo) - [x] Add configurable deadzone compensation for stick drift - [x] Implement button debouncing with timeout-based approach - [x] Create event-driven API to replace polling - [x] Add analog trigger handling for different controller types - [x] Integrate vibration/haptic feedback support - [x] Replace vanilla gamepad handling in main app - [x] Test integration with synthesizer controls - [x] Verify event-driven architecture works correctly - [x] Complete implementation and documentation ## Project Status - **Phase**: Gamepad debug interface improvements - **Repository**: Advanced gamepad-controlled synthesizer with comprehensive input handling - **Current Controller**: Hori third-party Nintendo Controller ("0f0d-00f6 Lic Pro Controller") - **Next Priority**: Testing trigger display fix and continued button mapping accuracy - **Recent Achievement**: Fixed triggers display to show proper Nintendo controller button names (ZL/ZR) ## Key Decisions Needed 1. Audio synthesis approach (Web Audio API patterns) 2. Gamepad input handling strategy 3. UI framework selection 4. State management approach 5. Audio worklet vs main thread processing ## Current Understanding - Target: Gamepad-controlled groovebox/DAW - Core APIs: Web Gamepad, Web Audio, Web MIDI - Environment: Browser-based with Vite dev server - Focus: Real-time performance and low latency ## Development Server Requirements **CRITICAL: Always use `npm run dev` to start the development server** - **NEVER use `open index.html`** - this will fail due to CORS and module resolution issues - Vite dev server is required for ES6 modules, hot reloading, and proper web API access - Development URL: typically `http://localhost:5173` - Audio context requires user interaction, which the dev server handles properly ## Technical Plan Summary **Selected Stack:** - **Audio**: Tone.js + Audio Worklets for synthesis and effects - **Input**: Web Gamepad API + custom input manager - **UI**: Vanilla JavaScript + Web Components + Canvas - **State**: Custom lightweight state manager with audio/UI separation **Architecture**: Event-driven, audio-first design with separate processing threads ## Current Implementation Status **GamepadMapper Features Implemented:** - Multi-controller support (Xbox, PlayStation, Nintendo Switch Pro) - Configurable deadzone compensation (default 0.15) - Button debouncing (30ms default) to prevent multiple rapid presses - Event-driven architecture replacing inefficient polling - Analog trigger detection and proper axis mapping - Vibration feedback support - Standardized button/axis naming across controller types **Application Integration:** - Event-driven gamepad handling with buttondown/buttonup/axischange events - Real-time synthesizer control via gamepad input - Vibration feedback on button presses - Debug interface showing processed input values - Proper audio parameter updates with deadzone-compensated values **Technical Achievements:** - Eliminated stick drift through configurable deadzones with scaling - Solved button bounce issues with timeout-based debouncing - Unified controller mapping across different brands - Improved performance with event-driven vs polling approach ## Controller Information - **Current Controller**: Hori third-party Nintendo Controller - **Controller ID**: "0f0d-00f6 Lic Pro Controller" - **Controller Type**: Nintendo (detected by GamepadMapper) - **Status**: Currently in the process of mapping all buttons accurately - **Trigger Names**: ZL (left trigger), ZR (right trigger), L (left bumper), R (right bumper) ## Recent Changes - **DPAD Axis Mapping Implementation**: Made DPAD axis immune to dead zone filtering - **Raw Value Mapping**: Mapped Nintendo controller DPAD raw values to degrees: - 1.29 = neutral (not pressed) → null - 0.14 = down → 270° - -0.14 = down right → 315° - -0.43 = right → 0° - -0.71 = up right → 45° - -1 = up → 90° - 1 = up left → 135° - 0.71 = left → 180° - 0.43 = down left → 225° - **User-Friendly Display**: Updated DPAD display to show directional names (e.g., "Up-Right (45°)") - **Dead Zone Immunity**: DPAD axis now bypasses dead zone filtering for precise directional input - Fixed triggers display in gamepad debug interface - Now shows proper button names based on controller type: - Nintendo: ZL/ZR (triggers), L/R (bumpers) - PlayStation: L2/R2 (triggers), L1/R1 (bumpers) - Xbox/Standard: LT/RT (triggers), LB/RB (bumpers) ## Immediate Next Steps 1. Test the fixed triggers display with the Hori Nintendo controller 2. Continue mapping accuracy verification for all buttons 3. Fine-tune deadzone and debounce settings based on real-world usage 4. Consider adding more advanced features like: - Custom controller mapping configuration - Input recording/playback for testing - Advanced vibration patterns 5. Potential future enhancements: - Pattern sequencer functionality - Multiple instrument tracks - Effects chain controls - Preset saving/loading system