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feat(core,studio): the character presets pitch shift unlocks
Chipmunk, Giant, and Monster ship as presets on the pitchshift worklet P1 added: Chipmunk pitches up and adds sparkle, Giant pitches down with weight and a compressor to hold the extra low end together, Monster pitches down further with saturation growl and a close, tight reverb. Every param verified against the live effect registry rather than sketched — the compressor/reverb/saturate/shelf keys all match exactly. Each gets its own title treatment (font, size, tracking, hue) so the FX rack's per-preset styling coverage and hue-distance/background-uniqueness tests extend cleanly to the three new entries, and complaint-line copy in the non-voice vocabulary the audit test enforces (no speech words — "Giant" over CapCut's "Deep Voice", as the design doc records). Updates plans/audio-fx-presets.md's two limits paragraphs to record that pitch shift landed and this half of the character list now ships; Robot and Alien stay out of scope (ring modulation, still unbuilt). Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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co-authored by
Claude Sonnet 5
parent
fa05d3a7c6
commit
ee6486c7f2
@@ -339,6 +339,9 @@ export const PRESET_PROBLEM: Record<string, string> = {
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"pa-system": "Make it sound like a station announcement",
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intercom: "Make it sound like a door intercom",
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"doofus-worble": "Make it wobble like it is seasick",
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chipmunk: "Make it small and squeaky",
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giant: "Make it huge and deep",
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monster: "Make it a monster",
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"room-tight": "It sounds dry and stuck to the speaker",
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"room-natural": "It should sound like a real place",
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hall: "It should sound far away and big",
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@@ -333,6 +333,28 @@ export const HF_AUDIO_FX_PRESETS: readonly HfAudioFxPreset[] = [
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},
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],
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),
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preset("chipmunk", "character", "Chipmunk", "Small, fast and squeaky.", [
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{ type: "pitchshift", label: "Up High", params: { semitones: 7, mix: 1 } },
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{ type: "highshelf", label: "Extra Sparkle", params: { frequency: 4000, gain: 3 } },
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]),
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preset("giant", "character", "Giant", "Huge, slow and deep.", [
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{ type: "pitchshift", label: "Down Low", params: { semitones: -5, mix: 1 } },
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{ type: "lowshelf", label: "Add Weight", params: { frequency: 150, gain: 4 } },
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{
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type: "compressor",
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label: "Hold It Together",
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params: { threshold: -18, ratio: 3, attack: 10, release: 120, knee: 6, makeup: 2, mix: 1 },
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},
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]),
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preset("monster", "character", "Monster", "Deep, rough and too close.", [
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{ type: "pitchshift", label: "Down Low", params: { semitones: -8, mix: 1 } },
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{ type: "saturate", label: "Growl", params: { type: "tanh", threshold: -12, output: -1 } },
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{
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type: "reverb",
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label: "Right Behind You",
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params: { size: 0.3, damping: 0.5, wet: 0.22, dry: 0.85 },
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},
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]),
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// ---------------------------------------------------------------- space --
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preset("room-tight", "space", "Tight Room", "A small hard room — presence without wash.", [
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@@ -150,6 +150,24 @@ export const FX_PRESET_STYLE: Record<string, FxPresetStyle> = {
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color: "hsl(288, 85%, 72%)",
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family: FACE.theatrical,
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},
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// Small, fast and squeaky — tight and bright, nothing about it sits still.
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chipmunk: {
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type: "text-[12px] font-black uppercase tracking-tighter",
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color: "hsl(54, 88%, 66%)",
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family: FACE.geometric,
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},
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// Huge and slow — the biggest size here, set on a face bolted to a monument.
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giant: {
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type: "text-[18px] font-black tracking-[0.02em]",
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color: "hsl(250, 72%, 68%)",
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family: FACE.engraved,
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},
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// Rough and too close — heavy industrial caps, growled rather than shouted.
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monster: {
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type: "text-[15px] font-black uppercase tracking-[0.05em]",
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color: "hsl(350, 78%, 64%)",
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family: FACE.condensed,
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},
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// --- space: rooms. Light and wide, because that is what space looks like ---
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"room-tight": {
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