current.md 5.1 KB

Dawdlehorn - Current State

Current Task: Fix Gamepad Debug Triggers Display

Fixed the triggers section of the Gamepad Debug interface to show proper button names (ZR, R, ZL, L for Nintendo controllers) instead of generic "L" and "R" labels.

Current Task Checklist

  • Read current project state from memory bank
  • Examine gamepad debug code to understand triggers issue
  • Update triggers section to show ZR, R, ZL, L instead of generic "triggers"
  • Update memory bank with new controller information
  • Test the fix with browser

Previous Task: Custom Gamepad Mapping Implementation (COMPLETED)

  • 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: 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

  • 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