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Merge pull request #3 from oslavdev/fix-wording
fix: fix wording
2 parents fe5c3f0 + 46465ed commit c052b9b

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.github/workflows/main.yml

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contents: write
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issues: write
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pull-requests: write
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statuses: write
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steps:
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- name: Checkout

Dangerfile.js

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@@ -97,9 +97,9 @@ if (!CONVENTIONAL_PATTERN.test(danger.github.pr.title)) {
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fail(
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`PR title \`${danger.github.pr.title}\` does not follow ` +
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'[Conventional Commits](https://www.conventionalcommits.org/) format.\n\n' +
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'Expected: `type(scope): description` — e.g. `feat: add reverb section` ' +
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'or `fix(tooltip): clamp position on narrow screens`.\n\n' +
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'This is required because the PR title becomes the squash-merge commit ' +
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'message that **semantic-release** uses to determine the version bump.',
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'Expected: `type(scope): description`\n' +
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'e.g. `feat: add reverb section` or `fix(tooltip): clamp on narrow screens`\n\n' +
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'The PR title becomes the squash-merge commit message that\n' +
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'**semantic-release** uses to determine the version bump.',
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)
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}

index.html

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@@ -146,7 +146,7 @@ <h3>Snare Drum</h3>
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<div class="freq-card boost">
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<p class="freq-hz">100–200 Hz</p>
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<p class="freq-action">BOOST — body</p>
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<p class="freq-desc">Adds <span class="tt" data-tip="The low-mid fullness and weight of a drum (100–300Hz). More body = rounder, fatter tone. Less body = thin and snappy. This is the resonance of the wooden shell.">body ?</span> and fatness to the shell. Makes the snare sound like a real wooden drum, not a tin can.</p>
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<p class="freq-desc">Adds <span class="tt" data-tip="The low-mid fullness and weight of a drum (100–300Hz). More body = rounder, fatter tone. Less body = thin and snappy. This is the resonance of the wooden shell.">body ?</span> and fatness to the shell. Makes the snare sound like an actual wooden drum rather than a tin can.</p>
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</div>
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<div class="freq-card cut">
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<p class="freq-hz">300–500 Hz</p>
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<div class="setting-row"><span>Threshold</span><span>−6 to −8 dB</span></div>
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<div class="setting-row"><span>Attack</span><span>30–50 ms</span></div>
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<div class="setting-row"><span>Release</span><span>100–250 ms</span></div>
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<p class="setting-note">Glues all drums together. Should feel like one kit, not separate pieces.</p>
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<p class="setting-note">Glues all drums together. Should feel like one cohesive kit hitting the same room.</p>
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</div>
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</div>
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</div>
@@ -712,7 +712,7 @@ <h1 class="hero-title">Mastering</h1>
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<h2 id="master-eq-heading">EQ for Mastering</h2>
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<span class="section-pill">Gentle overall shaping</span>
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</div>
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<p class="section-intro">Mastering EQ should be subtle. If you need more than 3–4 dB of any boost or cut here, the mix has a problem that should be fixed at mix stage — not masked in mastering. Think of it as fine-tuning, not surgery.</p>
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<p class="section-intro">Mastering EQ should be subtle. If you need more than 3–4 dB of any boost or cut here, the mix has a problem that should be fixed at mix stage — mastering can't paper over it. Think of it as fine-tuning. Targeted adjustments, kept small.</p>
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<div class="knob-explainer">
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<div class="knob-item"><p class="knob-name">Sub cleaning<br><small>&lt; 30 Hz</small></p><p class="knob-val">High-pass: always</p><p class="knob-desc">Even a well-mixed track has subsonic content from room noise or headphone bleed. A steep high-pass at 20–30 Hz protects <span class="tt" data-tip="The physical back-and-forth movement of a speaker cone. Excessive low frequency energy pushes woofers past their mechanical limit, causing distortion or physical damage.">woofer excursion ?</span> and reclaims loudness headroom.</p></div>
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<section class="section" aria-labelledby="master-comp-heading">
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<div class="section-header">
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<h2 id="master-comp-heading">Compression for Mastering</h2>
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<span class="section-pill">Glue, not control</span>
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<span class="section-pill">Cohesion over control</span>
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</div>
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<p class="section-intro">Mastering compression is used for <span class="tt" data-tip="The perceptual quality of a mix sounding cohesive — like all elements belong together in the same space and were recorded at the same time. Glue compression subtly reduces dynamic range of the full mix.">glue ?</span> and <span class="tt" data-tip="The sense that a mix has consistent energy throughout. No section dramatically louder or quieter than another. Density makes a mix feel full and controlled from start to finish.">density ?</span>, not loudness. The settings are extremely gentle compared to mix compression.</p>
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<p class="section-intro">Mastering compression is used for <span class="tt" data-tip="The perceptual quality of a mix sounding cohesive — like all elements belong together in the same space and were recorded at the same time. Glue compression subtly reduces dynamic range of the full mix.">glue ?</span> and <span class="tt" data-tip="The sense that a mix has consistent energy throughout. No section dramatically louder or quieter than another. Density makes a mix feel full and controlled from start to finish.">density ?</span> loudness comes later, at the limiter.</p>
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<div class="knob-explainer">
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<div class="knob-item"><p class="knob-name">Ratio</p><p class="knob-val">1.5:1 – 2.5:1</p><p class="knob-desc">Extremely gentle. At this stage you are barely touching the signal. 2:1 is considered aggressive for mastering. Above 3:1 and you're mixing, not mastering.</p></div>
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<div class="knob-item"><p class="knob-name">Ratio</p><p class="knob-val">1.5:1 – 2.5:1</p><p class="knob-desc">Extremely gentle. At this stage you are barely touching the signal. 2:1 is considered aggressive for mastering. Push past 3:1 and you've crossed back into mix territory.</p></div>
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<div class="knob-item"><p class="knob-name">Threshold</p><p class="knob-val">−6 to −12 dB</p><p class="knob-desc">Set to get 1–3 dB of <span class="tt" data-tip="The amount by which the compressor is reducing the signal, measured in dB. Shown on the GR meter. 2–3dB is typical for mastering compression. More than 6dB = overcompressing.">gain reduction ?</span> on the loudest parts. If you're seeing 6 dB+, you're overcompressing and will kill the life of the mix.</p></div>
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<div class="knob-item"><p class="knob-name">Attack</p><p class="knob-val">30–100 ms (slow)</p><p class="knob-desc">Slow attack preserves transients. You never want to kill the punch of a kick or snare in mastering. Very slow attack = transparent glue that doesn't touch the impact.</p></div>
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<div class="knob-item"><p class="knob-name">Release</p><p class="knob-val">Auto or 200–400 ms</p><p class="knob-desc">Slow release tracks the <span class="tt" data-tip="The overall energy level of a section of music, typically measured over 3–5 seconds. Mastering compressors with slow release react to the overall energy of the program rather than individual drum hits.">program dynamics ?</span>. Most mastering engineers use auto release. Listen for pumping on loud-to-quiet transitions.</p></div>
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<script type="module" src="src/js/main.js"></script>
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</body>
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</html>
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</html>

package.json

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"commitlint": {
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"extends": [
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"@commitlint/config-conventional"
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]
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],
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"rules": {
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"body-max-line-length": [0]
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}
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},
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"lint-staged": {
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"src/js/**/*.js": [

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