- DB: paths table (contract #3) + helpers; patch_anchor (label/color) - API: GET /api/beats, POST /api/director (valid-empty degradation), /api/paths CRUD (validated POST -> 422), PATCH /api/anchors/{id}; manifest gains capsule:false (test_api.py key-set lock updated consciously) - CLI: features | direct | capsule subcommands -> lane stubs (exit-2 degradation) - Backend stubs with frozen contracts in docstrings: audio_features, director, capsule - Frontend: six lane stub modules imported from main.js; all phase-5 buttons pre-wired hidden in index.html; write-ui/body.capsule read-only mode; __F4D_API_BASE__ runtime override in state.js - Hooks (contract #6): transport.captureAudioStream/releaseAudioStream, scene3d.focusOn, scene3d.setHelpersVisible (+registerHelper; camPath gizmos) - Suite 121 -> 127 passed; npm build clean; live-browser verified (status file) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
19 lines
1016 B
JavaScript
19 lines
1016 B
JavaScript
// Cinematic export (spec M12, lane E). STUB — lane E fills THIS FILE ONLY.
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//
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// Pre-wired by foundation2: the hidden ⏺ button (#btn-export in index.html), this module's
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// import + init() call in main.js, and the transport hooks
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// `transport.captureAudioStream()` -> MediaStream tapping the live WebAudio mix (post-gain,
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// spatial included) and `transport.releaseAudioStream()` when done.
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//
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// When implementing: unhide the button, set `ready = true`; on click seek to the first
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// camPath keyframe, play the path, mux scene3d canvas `captureStream(30)` + the audio stream
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// with MediaRecorder (video/webm;codecs=vp9,opus), stop at the last keyframe, download
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// `festival4d-cut.webm`, then RESTORE all prior UI/transport state. The canvas is
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// `scene3d.renderer.domElement`. MediaRecorder needs a *focused* tab to capture real frames
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// (pitfall #2) — say so in your evidence if you couldn't.
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export const exportVideo = {
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ready: false,
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init() {}, // ponytail: stub — lane E replaces the body
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};
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