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hatya-mouse

@hatya-mouse

Joined May 31st, 2026

  • 20Devlogs
  • 7Projects
  • 2Ships
  • 30Votes
16yo Japanese Kosen student fascinated with Rust.
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12h 5m 5s logged

Quantum Learning JP

I started translating the IBM Quantum Learning resource into Japanese. Because the resources are licensed under CC BY-SA 4.0, I can translate them and publish as long as I license the translation under CC BY-SA 4.0.

Some Improvements

Not only I translated the documents, but also I added some interactive Python exercises so that they can learn without friction.

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1h 59m 2s logged

Ability to adjust project range

I’ve implemented a feature that the user can adjust the project’s export range just by dragging the handle in the ruler.

Also the actual number is shown in the status bar while the handle is being dragged so the user can know the exact beat where is going to be exported.

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23h 33m 49s logged

Refactored the audio engine

I’ve streamlined the note processing logic in the audio engine. So far, the audio engine handled sequenced notes (notes that you can see in the editor) and the realtime MIDI notes that you can play using some MIDI controllers differently. It also lacked maintainability.

That’s why I’ve completely rebuilt the logic to unify the process. It also contributed to reduce the amount of code, and I’m happy with that.

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2h 59m 46s logged

Added Status Bar

I’ve added a new status bar, which shows some informations such as sample rate, buffer size and the selected content, at the bottom of the window.

Fixed Node Graph Rendering Bug

The node graph used to be rendered on the front of the header, but I finally fixed this by using Panel to limit the area where painter can draw the graph.

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7h 7m 55s logged

Improved menu design

I’ve improved the design of the menu by adjusting the button style. It took quite a long time because of egui’s a little bit confusing styling API.

Refactor and optimize the audio engine

I’ve refactored the audio engine by using integer ticks to manage time instead of f32 beats. By using integer ticks, it can be calculated even faster and more accurately.

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1h 11m 26s logged

Nested dropdown menu for device selection

I’ve improved a device selection feature by nesting the menu. Thanks to this, users can click a single headphones button to change the MIDI ports and output devices.
Also I added some icons for these.

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1h 12m 4s logged

Selectable audio output

I’ve added a feature to select audio output! It may seem simple but it actually needed refactoring the audio engine and it took a lot of time.

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2h 24m logged

Replacing audio stream when switching devices

I’ve implemented a logic in the audio engine, that allows the Kadent DAW to switch the output device.
It was challenging because Mixer and MPSC consumers cannot be cloned. Finally I used Arc and Mutex in order to share the context with multiple threads.

let callback_ctx = Arc::new(Mutex::new(OutputCallbackContext {
        mixer,
        command_cons,
        midi_cons,
        vu_prod,
        pending_project: pending_arc,
    }));

I used try_lock instead of normal lock, which may block the thread, as you can see in the screenshot.

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Ship Pending review

# HydroPad
HydroPad is a macropad with some holes for the water to go through, designed for people with palmar hyperhidrosis.

## Why I created this
I have palmar hyperhidrosis and that makes it hard to clean up keyboards, because sweat goes into the keyboard's frame. So I designed a hackpad that has a hole that allows me to get the water out of it.

Video of Project → See source code →
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5h 39m 19s logged

KASL module system improvement

So far, KASL compiler didn’t allow us to import external programs with the same name, because the name of the namespace conflicts. Today I have added new alias feature, which can be used like this:

import foo as bar

With this syntax, you can import a program named foo.kasl and refer to it with bar.
This can also improve readability when importing a file with a long name!

Streamline compilation

I wanted to try compiling Kadent to application that can be installed using an installer, instead of a simple executable binary. I found Taskfile, which is a build tool similar to make but uses a yaml file to define workflows. I found it very useful so I adopted it and it worked very well! Currently I only have workflow for macOS compilation but I want to add Windows and Linux support soon!

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2h 40m 56s logged

Project creation dialog

I’ve implemented new project creation dialog. You can specify the name of the project and select the folder using a picker from the system.

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2h 19m 25s logged

Implemented splash screen

I’ve finally finished implementing the splash screen for Kadent. On the left side, there are two buttons for creating or opening a project. The right panel shows the recent projects.

Challenge

The biggest challenge in implementing the splash screen was to layout UI components. It was quite hard to center the logo and the buttons. I spent around 1hrs dealing with that problem.

Here’s how I solved it:

const BUTTON_WIDTH: f32 = 300.0;
const BUTTON_HEIGHT: f32 = 42.0;
const CONTENT_HEIGHT: f32 = 60.0 + 12.0 + 16.0 + 24.0 + 12.0 + BUTTON_HEIGHT * 2.0;

impl SplashUi {
    pub(super) fn splash_controls(&mut self, ui: &mut egui::Ui) -> Option<EditorTransition> {
        ui.vertical_centered(|ui| {
            // Add space to vertically center the UI parts
            ui.add_space(full_height / 2.0 - CONTENT_HEIGHT / 2.0);
            // UI Components
        })
        .inner
    }
}

Since centering both horizontally and vertically while calculating the height of the inner content is painful, I eventually hardcoded the height of the UI components in order to center the UI vertically.

Logo

I’ve also designed a logo for Kadent in the meantime. I tweaked the font called “Inter”, which is available on Google Fonts, for the logo.

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7h 17m 45s logged

Kadent — A DAW with custom language to create synths and effects

Refactored project strucure

As my codebase became bigger, it started to be a bit complicated, so I’ve refactored the codebase. New folder structure is consist of four directories in src/ directory: commands, core, storage, and ui.
commands directory contains the audio engine communication logic. It has some functions like add_note that adds a new note to the specified track and sends the updated project to the audio thread.
core directory contains KASLNode implementation and some metadata. KASLNode is a specific node that can literally execute KASL programs. Metadata is a data that are not necessarily tied to audio engine. It includes track colors, track names, region names, etc.
storage directory contains some implementation for storing and loading files. It has a logic to save and load the Kadent project file.
ui directory contains the UI implementation. Inside the ui directory, there are components, theme, and workspaces directories. components directory has some common UI parts used in various parts of the DAW. theme defines colors and size used in the UI. workspaces contains the UI implementation for the editor and the splash screen.

Splash screen

I’m currently implementing a splash screen for Kadent. It used to have just two buttons to create or open a project. I’ve just finished implementing “Recent Projects” list. (shown on the right side)

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1h 21m 55s logged

Implemented multithread track processing for the audio engine using Rayon!
I used to think implementing multithreading would be a nightmare, but I utilized Rayon which was actually very intuitive and easy to use.

The screenshot shows the exact code where the tracks are being processed in parallel.

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Ship

I made a device to provide 3V plugin power to microphones using CR2032 coin battery.

# Why I built this?
I built this because I wanted to make use of my microphone which required 2-5V plugin power. I had nothing that can provide some power to the microphone, and there weren't any products at affordable prices.

# How can I try it?
This is a hardware project, so if you really wish to try it yourself, please make one yourself!

  • 3 devlogs
  • 1h build
  • 3.17x multiplier
  • 4 Stardust
Video of Project → See source code →
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