Dawdlehorn - Current State
Current Task: Custom Gamepad Mapping Implementation
Implemented a comprehensive gamepad mapping solution to address vanilla Gamepad API shortcomings including stick drift, button debouncing, and controller mapping inconsistencies.
Current Task Checklist
Project Status
- Phase: Custom gamepad mapping implementation completed
- Repository: Advanced gamepad-controlled synthesizer with comprehensive input handling
- Next Priority: Testing with different controller types and potential UI enhancements
- Achievement: Successfully replaced vanilla Gamepad API with custom solution
Key Decisions Needed
- Audio synthesis approach (Web Audio API patterns)
- Gamepad input handling strategy
- UI framework selection
- State management approach
- Audio worklet vs main thread processing
Current Understanding
- Target: Gamepad-controlled groovebox/DAW
- Core APIs: Web Gamepad, Web Audio, Web MIDI
- Environment: Browser-based, no server required
- Focus: Real-time performance and low latency
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
Immediate Next Steps
- Test implementation with different physical controllers (Xbox, PlayStation, Nintendo)
- Fine-tune deadzone and debounce settings based on real-world usage
- Consider adding more advanced features like:
- Custom controller mapping configuration
- Input recording/playback for testing
- Advanced vibration patterns
- Potential future enhancements:
- Pattern sequencer functionality
- Multiple instrument tracks
- Effects chain controls
- Preset saving/loading system