storebound/media/teaser/README.md

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# storebound teaser (v9, 42.5 s, 16:9)
The v8 story cut tight: the game is done, the stores pile up work, one line gets it rejected, so your AI does it, and
you press Submit. Editing rules: frame 0 already moves and shows the product (no black, no calm intro); nothing holds
still longer than 0.8 s; every shot does one thing in 2-4 s and cuts when that thing completes (a line lands, a number
lands, a check turns green); captions are at most six words and on screen for at least 2 s; the camera pushes toward
the thing that changes; the last 4 s are the end card with `npx storebound init` typed out big and storebound.dev.
Real product footage only. Every frame is a pure function of time, rendered from an HTML/CSS/JS timeline in headless
Chrome and encoded with ffmpeg; the music and sound design are synthesized in the same browser (Web Audio
`OfflineAudioContext`): no samples, nothing to license.
120 BPM: every cut is a hard cut on a beat (whole half seconds), with a sound accent on each. Before any final render, make the animatic
(`--animatic`: a 960x540 draft with sound, a one-frame-per-second contact sheet and the shot list) and get the owner's OK.
| s | shows | text | music |
|---|---|---|---|
| 0-3 | the demo game's own screens rush past, a push in | Your game is done. | drives from frame 0: kick, bass, arpeggio |
| 3-7 | real store work lands one card per beat: App Privacy answers and steps, the Data safety CSV (768 rows), screenshot sizes, price sheets | Then come the stores. | tension: B minor pulse, kicks, a thud per card |
| 7-11 | the common rejections storebound catches, as real scan finding cards landing one per beat (2.1(a) "No demo account", 5.1.1(v) account deletion, 5.1.2(i) ATT, ITMS-91064 privacy manifest), every card inside 6% safe margins; at 9.5 s our own REJECTED stamp hits the stack; the picture darkens into the cut | Rejected. Again. | a low boom, a thud per card, a hit on the stamp |
| 11-13.5 | one request typed to the AI agent, sent on the beat | So my AI did it. | a short drop: an impact, half-time beat, key clicks, a swell |
| 13.5-16.5 | `apple build --dry`, `play build --dry`: build 52, versionCode 52 | Builds. | the drop |
| 16.5-19.5 | the demo game's renders: 7 store sizes x 4 languages fill in | Screenshots, every size. | + hats |
| 19.5-22.5 | `play products --dry`, `catalog diff` (175 / 174 region prices, 0 mismatches) | Products, 175 countries. | + claps |
| 22.5-25.5 | the scan's declarations proposal, the Data safety rows ticking, 768 answers | Forms. | + sixteenths |
| 25.5-28.5 | `console plan apple-app-privacy`, then the desktop app's plan panel, the owner's Publish ringed | Consoles. | + lead |
| 28.5-32.5 | `storebound scan`: five findings turn green one per beat, the clean re-scan | Nothing left to reject. | a chime per fix |
| 32.5-34.5 | the desktop app's Send for review, the camera pushes onto Submit, the pointer arrives | You press Submit. | the music stops |
| 34.5-37.5 | the click, then the app's own "Waiting for review" | (same line) | the resolve |
| 37.5-42.5 | the logo, `npx storebound init` typed out, storebound.dev; holds 4 s | (none) | a confident kick and bass on D, the chord; fades over the last 1 s |
The demo game has 4 languages (en, tr, ja, ar), so the screenshot beat says "every size", not a language count.
The video shows no drawn system dialog and no mail: between the click and "Waiting for review" the real app shows its
own dry-run plan and then the system's confirm dialog, which the story skips.
| file | what |
|---|---|
| `script.js` | the timeline: scenes in seconds, camera moves, captions, every line shown, the sound cues |
| `desktop.ts` | the desktop frames: apps/desktop's Vite dev server in fixture mode (`VITE_FIXTURES=1`, example.com-style data), captured headlessly in dark at 1280x800 @2x with the dev markers hidden, plus `boxes.json` (ring and pointer targets) -> `out/desktop/`. The console plan panel gets the real `storebound console plan apple-app-privacy --json` of a fresh `storebound init` folder; the send-for-review frames press "Read state" and pick build 52 as the owner would (`submit-ready`), and the "Waiting for review" frame serves the fixture's apple status with the new submission waiting. It also captures the frames the site uses (`site-shots.ts`) |
| `index.html` + `teaser.js` | the picture; `window.teaser.seek(t)` sets every element for time `t` |
| `music.js` | music and sound design, one section per part of the arc (see the table) |
| `render.ts` | frames at 60 fps blended to 30 fps -> ffmpeg (H.264 high, yuv420p); sound: one gain to about -16 LUFS with the true peak at or below -1.5 dBTP (no dynamic normalization, so the quiet parts stay quiet), mux, poster, the 1280x720 web version |
| `icons/` | the mouse cursor and the UI icons: Phosphor files copied unchanged by `bun tools/site-icons.ts` (no hand-written SVG; CI checks it) |
Every CLI line in the video is real output, and `tests/teaser.test.ts` runs each command and checks every line (the
clock prefix and the "(0s)" timer left out), in a fresh `storebound init` folder with two products:
- `storebound console plan apple-app-privacy` (offline): the answer sheet and step lines of the pile, the plan lines of
the consoles beat, the never-press list and the owner's final button.
- `storebound play data-safety --dry` (the CSV lines), `storebound check` (768 rows), `storebound prices ppp --offline
--dry` (the price rows).
- `storebound apple build --dry` and `storebound play build --dry` in a minimal Capacitor project.
- `storebound play products --dry` and `catalog diff`, with the stores answered by
`tests/helpers/teaser-store-mock.ts` (preloaded through a `bunfig.toml` in the folder; nothing reaches the network).
- `storebound scan` of `tests/fixtures/scan/teaser` (the reject cards' 2.1(a), 5.1.1(v) and 5.1.2(i) findings; the ITMS-91064 card from `teaser-manifest`, all five findings, the declarations
proposal) and of `teaser-fixed` after the fixes.
The test also checks the timing (every cut on a half-second beat, scenes 3-6 s, the montage at 19-37 s speeding up with
cuts rather than dissolves, captions of at most 8 words fully on screen at least 2.5 s inside their scene, 56-62 s in
total, 16:9 only), that the game screens and screenshot tiles are the demo game's own, and that every desktop frame a
scene names is one `desktop.ts` captures (where they were captured: each file there, 2560x1600 JPEG).
## Render
Needs Bun, ffmpeg, Playwright (repo devDependency; Playwright's Chromium or an installed Google Chrome) and the demo
game's store captures and renders:
```sh
cd examples/demo-game && bun serve.ts & bun ../../cli/index.ts shots capture && bun ../../cli/index.ts shots fonts && bun ../../cli/index.ts shots render
# from the repo root
bun media/teaser/render.ts > media/teaser/out/render.log 2>&1 & # master, sound, poster, web version: about 20 min
bun media/teaser/render.ts --scale 2 > media/teaser/out/render-4k.log 2>&1 & # 3840x2160 master for X (about 40 Mbps, AAC 320k): about 45 min
bun media/teaser/render.ts --desktop # capture the desktop app frames again (after a UI change)
bun media/teaser/render.ts --animatic ../storebound-dist/teaser-v9-animatic # draft.mp4 (960x540), contact-sheet.png, shots.md: for the owner's OK
bun media/teaser/render.ts --animatic <dir> --range 5,14 --sheet 6,12,4 # one region only, contact sheet at 4 frames/s; writes the reject cards' boxes to out/animatic-checks.json (safe-margin test)
bun media/teaser/render.ts --stills 2.5,13.5,38 # PNG stills in out/stills for a quick layout check
bun media/teaser/render.ts --sound # the music only (out/music.wav)
bun media/teaser/render.ts --serve --port 8750 # live preview: /index.html?play=1 (or ?t=12.5)
```
Outputs (gitignored) in `media/teaser/out/`: `teaser-1920x1080.mp4` (master), `teaser-web.mp4` (1280x720, about
6.7 MB) with `poster-web.jpg`, `teaser-1920x1080-silent.mp4`, `poster-1920x1080.jpg`, `music.wav`.