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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

  • Research gamepad API limitations and solutions
  • Design GamepadMapper class architecture
  • Implement controller type detection (Xbox/PlayStation/Nintendo)
  • Add configurable deadzone compensation for stick drift
  • Implement button debouncing with timeout-based approach
  • Create event-driven API to replace polling
  • Add analog trigger handling for different controller types
  • Integrate vibration/haptic feedback support
  • Replace vanilla gamepad handling in main app
  • Test integration with synthesizer controls
  • Verify event-driven architecture works correctly
  • Complete implementation and documentation

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

  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

Immediate Next Steps

  1. Test implementation with different physical controllers (Xbox, PlayStation, Nintendo)
  2. Fine-tune deadzone and debounce settings based on real-world usage
  3. Consider adding more advanced features like:
    • Custom controller mapping configuration
    • Input recording/playback for testing
    • Advanced vibration patterns
  4. Potential future enhancements:
    • Pattern sequencer functionality
    • Multiple instrument tracks
    • Effects chain controls
    • Preset saving/loading system