## What
Normalize both padded and trimmed render audio on the decoded sample timeline, encode the result as AAC in M4A, and keep the no-op path on stream copy. Final video muxing remains stream-copy only.
## Why
AAC packet-copy operations cannot guarantee the requested presentation duration. Trimming could retain a packet-boundary tail, while padding by concatenating a separately encoded raw-ADTS silence segment could create a timestamp/bitrate discontinuity that surfaced as roughly 606 ms of apparent audio drift in the production-style regression.
## How
- Trim with `atrim` plus `asetpts`, then AAC-encode into M4A.
- Pad with `apad=whole_dur`, cap the output at the target duration, and AAC-encode the continuous sample timeline into M4A.
- Preserve the M4A encoder-delay edit list when the normalized audio is copied into the final MP4.
- Use the normalized M4A path in both local and distributed assembly; leave already-correct audio unchanged.
- Remove the obsolete raw-ADTS concat helpers and the disproven final-mux duration workaround.
## Test plan
- [x] 18 focused pad/trim unit tests
- [x] Real-media integration regression covering the packet-timeline boundary
- [x] Producer typecheck and repository commit hooks
- [x] Faithful Docker `style-3-prod` regression: video/audio approximately 16.07 s, 1 ms drift, zero visual failures
- [x] Exact-head required CI was green before the review-cleanup commit; fresh exact-head CI is running
- [ ] Documentation updated (not applicable)
The regression was reproduced before the fix with 0.563416 s of reported audio/video drift. The sample-timeline normalization removes the malformed tail while preserving stream-copy final muxing and preview behavior.
* feat(lint): dense motion re-sampling for content_overlap
Transient text-on-text collisions during continuous motion (e.g. an
orbiting label card crossing the center card) overlap for a fraction of
a second that the sparse 9-point layout grid seeks straight past. The
content_overlap detector is correct; it just never gets a sample at the
crossing moment. Rerun ONLY content_overlap on an 8fps grid (text-only,
cheap) when the composition animates; findings feed the existing
persistence tiering unchanged.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(lint): unconditional dense content_overlap pass + honor 500ms floor
Round-1 blocker: the dense motion-overlap re-pass was gated on sparse-grid
geometry fingerprints changing, so an animation aliased to the sparse grid
(identical fingerprints, yet colliding between samples) bypassed the pass —
exactly the transient false-negative it was built to catch. Remove the gate:
the dense pass now runs unconditionally (bounded, text-only), driven by the
composition timeline rather than a fingerprint heuristic.
Round-2 follow-ups:
- Persistence-tier drift: at 8fps, occurrences>=2 spans only ~125ms, not the
~500ms the design intends, and it short-circuited before the ms floor.
content_overlap promotion now requires BOTH occurrences>=2 AND a literal
firstSeen..lastSeen span >= 500ms, so the wall-clock floor is honored at any
sampling density. Comment block updated to match.
- Sample cap scales to hold a true 8fps grid up to ~75s (raised 120 -> 600)
with an explicit note that longer comps degrade below 8fps to stay bounded.
Tests:
- Replaced the trivial "warning at every sample" test with a real between-grid
regression: a collision living only inside (3.5,4.5) — a gap the sparse grid
seeks past — is detected and, held ~750ms, promoted to error.
- Replaced the now-invalid "skips when static" test with one asserting the
dense pass runs even when sparse fingerprints are identical (aliased motion).
- Added a tiering regression: two dense occurrences spanning ~125ms stay a
warning (not error). Both new guards verified red before the fix.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* perf(lint): settle-free geometry seek for dense content_overlap pass
The dense overlap re-pass did up to OVERLAP_MAX_SAMPLES full-settle seeks
(120ms paint settle each, ~72s of pure sleep at the ceiling) even though
collectOverlap only reads getBoundingClientRect geometry, valid
synchronously after the timeline setTime. Add a settle-free
DENSE_GEOMETRY_SEEK_OPTIONS + driver.seekGeometry used only by the dense
loop; the base grid keeps full-settle driver.seek.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* test(lint): document + cover content_overlap 500ms boundary for sparse callers
The occurrences>=2 AND heldMs>=500 promotion rule is a semantics change for
sparse callers (--samples 20, --at, short comps) whose two samples can land
<500ms apart. Document the change in the tiering comment and add boundary
tests: 499ms span stays warning, 500ms span promotes to error.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* fix(lint): make dense content_overlap seek genuinely geometry-only
Per review: DENSE_GEOMETRY_SEEK_OPTIONS only overrode settleMs, still
inheriting animationFrameSettle:double + waitForFontsMs:500 → ~3 frame
waits + font wait per seek → ~30s at the 600-sample cap. Geometry
(getBoundingClientRect) is valid synchronously post-setTime, so drop all
post-seek waits (animationFrameSettle:none, waitForFontsMs:0, settleMs:0).
Add options-level regression locking the geometry-only contract. Also fix
a stale comment name (detectMotionTextOverlap → collectMotionOverlapSamples).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
* style: collapse multi-line comments to single lines
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
---------
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
## What it catches
A gauge needle / clock hand / dial pointer / radar sweep that rotates about the **wrong pivot** — the recovered center-of-rotation sits far from the dial hub (e.g. `transform-origin` at the needle base or SVG element edge instead of the dial center). Visually the needle "wobbles" or orbits off-axis instead of sweeping cleanly about the hub.
This is a genuine gap in the current checks: `rotation_pivot_drift` (#2741) provably **cannot** catch it — a correct sweeping needle's bbox-center orbits identically to a broken one, so only a **dial-hub reference** distinguishes them. This is the separate hub-referenced check that analysis called for.
## How it works
- Sampler maps 2 material endpoints per frame via `getScreenCTM` (honors the actual rendered transform, independent of `svgOrigin`).
- Resolves the dial hub = shared center of the modal set of static concentric circles, or the arc-center of the largest static near-circular path (Kasa circle fit).
- Fits a circle to the endpoint trajectory to recover the true center-of-rotation; flags drift `> 0.35 * pointer_length`. One warning per hub.
- Never fires without a resolvable hub. Walks the rotation reference to the composition root (not the `<svg>`) so a pointer rotated by a `div` ancestor is measured correctly.
- Multi-body guard: `>= 2` bodies at distinct angular positions on one hub = orbit/atom system, not a dial → suppressed.
## Corpus evidence (autonomous geometry-fuzz run, 81 fuzzed diagrams)
- **7 / 7 true positives, 0 false positives across all 81 samples.**
- Assigned TPs: fuzz005, fuzz017, fuzz032. Bonus TPs: fuzz044, fuzz056, fuzz068, fuzz080.
- **The Gemini-3.6 video-judge itself MISSED all 4 bonus TPs** (`vlm_has_defects: false`) — the deterministic hub-reference check beats the VLM on this defect class.
- FPs driven to 0 by the two principled guards above: fuzz016 (planet arc rotated by a `div` ancestor) cleared by root-walk; fuzz055 (atom) cleared by the multi-body guard.
- fuzz080 reads as a false positive to the connector check but is a true positive here — confirms the architectural boundary between the two checks is drawn correctly.
## Validation
- Autonomous Gemini-3.6 **video**-judge fuzz run to surface candidate defects, then a **deterministic FP sweep** across all 81 rendered compositions (not VLM-gated — code inspection is the arbiter, since the VLM both over- and under-calls this class).
- 9 unit tests (`checkPipeline.offPivotRotation.test.ts`) + full check suite pass; `bun run build` green.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
The media_in_subcomposition rule blanket-errored every <video>/<audio>
inside a sub-composition, claiming nested media is "never seeked/decoded
and renders blank/black". This is false: the runtime discovers media with
a flat document.querySelectorAll("video, audio"), resolves each element's
host composition via closest("[data-composition-id]"), and rebases its
local data-start by the accumulated absolute start of every ancestor
composition (packages/core/src/runtime/{media,startResolver}.ts). Media
seeks and decodes at any nesting depth, verified end to end through the
producer render path.
- Remove the rule and flip its test to assert nested media is NOT flagged.
- Drop the now-dead media_in_subcomposition clause from the registry
components test.
- Drop the equivalent pre-render guard from the faceless-explainer and
pr-to-video assemble scripts.
- Correct the reference docs (hyperframes-core SKILL, data-attributes,
variables-and-media, composition-patterns; hyperframes-cli
lint-validate-inspect): media works at any depth. Preserve the one real
constraint, that a sub-comp timeline cannot reach host-root elements, so
host-root media motion is authored on the main timeline.