v1.13.0

facebookresearch/omnilingual-asrv1.13.0Jul 22, 2026by github-actions[bot]

AI Summary

Restructures documentation and adds 28 previously hidden audio features to the binding matrix.

Key Highlights

  • Documentation moved into `docs/` folder.
  • Effect catalogue corrected (24 to 38 effects).
  • 28 new audio features added to the binding matrix.
  • Reproducible media pipeline created in `scripts/capture/`.

New Features

  • 28 new bindable audio features
  • Reproducible media pipeline
  • Documentation restructure

Full Release Notes


### Changed
- **Documentation moved into `docs/`, README rewritten for players** — the four reference documents now live in `docs/`, joined by a new `docs/GALLERY.md` and `docs/CREDITS.md`. The README leads with a hero clip and a download link instead of an architecture table, and hands off depth to `docs/`.
- **Effect catalogue corrected: 24 → 38 browsable effects** — the docs had never listed Beam, Cleave, Frost, Polycephalum, Splat, Strata, Tide, Vessel or the eight Lattice rules. `docs/GALLERY.md` is now generated from the shipped `.pfx` files, with a check mode that fails if the docs and the effects disagree.
- **Stale docs fixed** — `SECURITY.md` listed 1.8.x as the supported release, `CONTRIBUTING.md` asked for Rust 1.85+ against a 1.97 toolchain, `TUTORIALS.md` pointed the **+ New** button at the wrong effects directory (it writes to `assets/effects/` beside the app), and `bridges/README.md` was still entirely pre-rename.
- **README and gallery media regenerated** — a new hero montage and a clip of every one of the 38 effects, replacing a five-month-old teaser and a UI screenshot that existed only as a remote URL, so it broke in the release tarball.
- **Release notes rewritten for v1.9.0–v1.12.0** — those four sections had grown into design documents, averaging 1,400 characters per entry against v1.8.0's 238, and the published GitHub release pages with them. They are now one to three sentences per entry covering what changed for you and what might break; implementation detail and internal issue numbers live in the commit history. `CLAUDE.md` records the rule.

- **README shows what the app does past the defaults** — a second row of clips under the effect grid: water parting around a silhouette, four blended layers, a photoscanned 3D capture shattering on the drop, custom bindings driving three parameters from the drums, the harmony and the drop, your own image scattered into particles and sprung back, and a scene cue dissolve. The presets behind them ship in `scripts/capture/demos/`, so you can load them and take them apart.
- **Obstacles, Volumetric and the binding matrix now have tutorials** — three features the README advertises had no documentation at all. Each has a section covering the controls, the OSC addresses, and the part that decides whether it looks right.

### Fixed
- **Both built-in presets had a dead layer** — Crucible and Spectral Eye each pointed a layer at "Swarm", an effect removed several releases ago, so that layer silently kept whatever effect the *previous* preset had left there and wore the new preset's opacity and blend. The same file rendered differently depending on what you loaded before it. Both now use Array, and a preset that names a missing effect disables that layer instead of showing the wrong one.
- **The "Audio Reactive" and "Beat Sync" templates mostly did nothing** — they targeted `warp_intensity`, `color_shift` and `rotation`, which exist on one effect each out of 38, so Audio Reactive created four bindings of which three were dead and Beat Sync created two that were both dead, on almost anything you applied them to. They now pick each effect's own equivalent parameter. Template bindings also survive changing the selected layer, which previously killed them.
- **Four of the seven transform curves were doing nothing** — `ease_in_quad`, `ease_out_quad`, `ease_in_cubic` and `ease_out_cubic` were offered in the curve picker but not implemented, so choosing one left the value unchanged. They now work, and `linear`, `log` and `exp` — implemented all along but never offered — are selectable.

### Added
- **28 more audio features are now bindable from the binding matrix** — build-up, drop, the harmonic/percussive split, pitch, key, downbeat and bar phase, stereo width and pan, the six spectral-contrast bands and more were being computed every frame but appeared in neither source picker, so reaching them meant hand-editing a JSON file. All 74 features are now in the matrix, grouped, with the long groups collapsed by default.
- **`scripts/capture/` — a reproducible media pipeline** so the gallery can be regenerated at each release instead of going stale: a synthesized rights-clear demo loop, a capture script that films the real app under isolated config and private audio routing (your default sink is never touched), and a build step that renders the WebP tiles, hero montage and contact sheet.

## Downloads

| Platform | File | Notes |
|----------|------|-------|
| **macOS** | `.dmg` | Universal binary (Apple Silicon + Intel) |
| **Linux x86_64** | `.tar.gz` | glibc 2.35+ (Ubuntu 22.04+, Debian 12+) |
| **Windows x64** | `.zip` | Windows 10+ |

## Getting started

**macOS**: Open the DMG, drag Fosfora.app to Applications (or run directly). Signed and notarized.

**Linux / Windows**: Extract, run `fosfora` from the extracted directory. The `assets/` folder must be next to the binary.

## Requirements

- **GPU**: Vulkan (Linux/Windows) or Metal (macOS)
- **Audio**: Built-in mic or line-in for audio-reactive visuals
- **NDI®** (optional): [NDI® SDK runtime](https://ndi.video) for network video output
- **Video playback** (optional): `ffmpeg` on PATH for media layers

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