fix(bridge): đồng đều âm lượng VSTi jbridge, GUI native lên top, modal instrument lọc FX
- calibrate: probe sandbox (jbridge) theo real-time pacing — child render qua SHM consumer-sync, probe µs-speed chỉ đo được silence/attack → makeup=1.0 mọi channel. Thêm virtual probeNeedsRealtime() (SandboxVst2Host → true), calibrate() Sleep ~1 block/5.8ms để child kịp nhận MIDI + render steady-state → makeup đo peak thật (3 channel Qin ≈ 2.6, trước đây = 1.0 → âm lượng đồng đều giữa các track/VSTi). - OPEN_GUI: SetWindowPos(HWND_TOPMOST) + SetForegroundWindow + BringWindowToTop → GUI VSTi hiển thị ở top window, tương tác ngay. - /api/v1/plugins/available: filter vst_instruments + extra theo is_fx của fx_vst_bridge --scan (trước merge entry) — modal Select Instrument chỉ còn soundfont + VSTi, không hiện VST FX (90 → 33).
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+15
-1
@@ -166,10 +166,24 @@ async def list_plugins(current_user: dict = Depends(get_current_user)):
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d = _effective_dirs()
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pm = PluginManager(vst_dir=d["vst_dir"], sf_dir=d["soundfont_dir"], upload_sf_dir=UPLOAD_SF_DIR, extra_vst_dirs=d["plugin_dirs"])
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avail = pm.list_available()
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# Modal chọn instrument (nút Synth TCP) chỉ hiện soundfont + VSTi — loại
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# VST FX (Ozone/Sonible/...) khỏi vst_instruments theo is_fx của bridge scan.
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# Filter TRƯỚC merge extra: nếu không, entry FX (path .vst3) chiếm id và
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# setdefault chặn entry instrument (path .dll) cùng tên → mất cả hai.
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fx_paths = set()
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try:
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from app.core.vst_engine import get_plugin_manager
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fx_paths = {f.get("path", "").lower() for f in get_plugin_manager().list_fx()}
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except Exception:
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pass
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if fx_paths:
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avail["vst_instruments"] = [v for v in avail["vst_instruments"]
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if (v.get("path") or "").lower() not in fx_paths]
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# Gộp VST từ plugin_dirs user đã scan — list_available() CHỈ quét vst_dir
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# env (mặc định /opt/daw_engine/vst3) → Synth dropdown không thấy VSTi mà
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# Plugin Manager đã scan trong thư mục user chọn (bug: nút Synth rỗng).
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extra = _scan_vst_in_dirs(d["plugin_dirs"])
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extra = [v for v in _scan_vst_in_dirs(d["plugin_dirs"])
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if (v.get("path") or "").lower() not in fx_paths]
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by_id = {v["id"]: v for v in avail["vst_instruments"]}
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for v in extra:
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by_id.setdefault(v["id"], v)
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@@ -464,7 +464,7 @@ class PluginManager:
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plugins = self._scan_plugins()
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return {
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"vst_instruments": [
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{"id": k, "name": k,
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{"id": k, "name": k, "path": p,
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"type": "VST3" if p.lower().endswith(".vst3") else "VST2",
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"has_native_support": True}
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for k, p in plugins.items()
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@@ -83,6 +83,13 @@ public:
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virtual uint32_t bankOf(uint32_t channel) const { return 0; }
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virtual uint32_t programOf(uint32_t channel) const { return 0; }
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// Engines whose render is paced by an external process (sandbox VST2
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// child): the auto-calibration probe must consume at ~real-time speed so
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// the child can wake, pick up the MIDI and render each block. Direct
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// engines (VST3/VST2-in-proc/SF2/SFZ) render synchronously in
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// processAudioBlock and probe at µs speed.
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virtual bool probeNeedsRealtime() const { return false; }
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// Real-time Audio PCM Float32 rendering loop
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virtual void processAudioBlock(float* outputL, float* outputR, uint32_t numSamples) = 0;
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};
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@@ -556,6 +556,11 @@ float InstrumentEngineManager::calibrate(INativeInstrument* inst, double sampleR
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const uint32_t bs = blockSize ? blockSize : 512;
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const uint32_t body = (uint32_t)(sampleRate * 0.6);
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const uint32_t tail = (uint32_t)(sampleRate * 0.25);
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// Sandbox hosts render through a child process at consumer pace: consume
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// one block per real-time block (~5.8ms @256/44.1k) so the child wakes
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// from its idle Sleep(15), picks up the probe notes and renders steady
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// state. Direct engines: no pacing (probe finishes in µs).
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const bool realtime = inst->probeNeedsRealtime();
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std::vector<float> L(bs + 64, 0.0f), R(bs + 64, 0.0f);
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const int pitches[3] = { 60, 64, 67 };
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float peak = 0.0f;
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@@ -578,6 +583,7 @@ float InstrumentEngineManager::calibrate(INativeInstrument* inst, double sampleR
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while (off < body) {
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uint32_t n = bs; if (off + n > body) n = body - off;
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if (!renderProbe(n)) { inst->noteOff(0, (uint32_t)p, 0); return 1.0f; }
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if (realtime) Sleep((DWORD)(n * 1000.0 / sampleRate + 0.5));
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off += n;
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}
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inst->noteOff(0, (uint32_t)p, 0);
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@@ -585,6 +591,7 @@ float InstrumentEngineManager::calibrate(INativeInstrument* inst, double sampleR
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while (off < tail) {
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uint32_t n = bs; if (off + n > tail) n = tail - off;
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if (!renderProbe(n)) return 1.0f;
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if (realtime) Sleep((DWORD)(n * 1000.0 / sampleRate + 0.5));
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off += n;
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}
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}
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@@ -37,6 +37,9 @@ public:
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bool openGUI(void* parentWindowHandle) override;
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bool canOpenGUI() const override { return true; }
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bool ownsGuiWindow() const override { return true; } // child owns its top-level window
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// The child renders at consumer pace and sleeps 15ms while idle - the
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// calibration probe must run in real-time or it only sees silence/attack.
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bool probeNeedsRealtime() const override { return true; }
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bool attachView(void* parentWindowHandle) override; // bridge OPEN_GUI job calls this
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bool hasAttachedView() const override { return guiOpen_.load(); }
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void closeGUI() override;
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@@ -255,6 +255,14 @@ int main(int argc, char* argv[]) {
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fflush(stdout);
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inst.openGUI(g_hostHwnd);
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ShowWindow(g_hostHwnd, SW_SHOW);
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// Đưa GUI lên top để tương tác ngay: TOPMOST tạm thời
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// (rồi hạ ngay) kéo window lên đỉnh z-order + focus.
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SetWindowPos(g_hostHwnd, HWND_TOPMOST, 0, 0, 0, 0,
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SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
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SetWindowPos(g_hostHwnd, HWND_NOTOPMOST, 0, 0, 0, 0,
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SWP_NOMOVE | SWP_NOSIZE);
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SetForegroundWindow(g_hostHwnd);
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BringWindowToTop(g_hostHwnd);
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}
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} else if (c.type == 5) {
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inst.closeGUI();
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