From 3e2703d8e17bdbae3ea09be94f969220ae08885a Mon Sep 17 00:00:00 2001
From: Byron Gamatos
Date: Thu, 2 Jul 2026 09:06:12 +0200
Subject: [PATCH] feat(keys_highway_3d): audio-reactive ambience + score FX
overlay (K4) (#709)
- BG_STYLES port (off/particles/lights/geometric; lights use the
pitch-class palette) mounted behind the scene; _bgGetAnalyser/
_bgReadBands (stems-first, one-shot #audio fallback, permanent-failure
latch); Ambience intensity + Audio-reactive settings; remounts on
style/intensity change
- Score-FX overlay canvas (drum_highway_3d pattern): +1 pops at the
scored key, ring pulse every 10-combo, milestone bursts at 25/50/100,
red wash on 3+ streak break (wrong notes AND swept misses); cleared
when idle, removed in teardown
- Tests: style id validation + FX defaults (30 total)
Co-authored-by: Claude Fable 5
---
CHANGELOG.md | 1 +
plugins/highway_3d/screen.js | 19 +
plugins/keys_highway_3d/README.md | 5 +
plugins/keys_highway_3d/screen.js | 522 ++++++++++++++++++
plugins/keys_highway_3d/settings.html | 45 ++
.../keys_highway_3d/tests/fx_settings.test.js | 15 +
6 files changed, 607 insertions(+)
diff --git a/CHANGELOG.md b/CHANGELOG.md
index cd97ed7..82bc8dd 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -11,6 +11,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **Player frame-time hotspots removed (trace-backed) + weak-hardware hardening.** A Chrome performance trace of a 3D-highway session surfaced two core per-frame layout-thrash sources, now fixed: the highway's visibility check read `canvas.offsetParent` every rAF frame (forces style/layout recalc — now sampled every 10th frame with a cached value, force-refreshed on init/canvas-replace/resize/override-clear), and the v3 player chrome loop called `matches(':hover')` per frame and unconditionally rewrote the Up-Next pill's `textContent`/bar width at 6 Hz (now hover-tracked via mouseenter/mouseleave, DOM writes only on value change, progress bar moved from `width` to compositor-only `scaleX`). The 3D highway pre-warms shader programs (`ren.compile`) and deterministic label textures at init — and chart-dependent chord/section label textures on first draw — so first-appearance shader-compile/texture-upload frame spikes move into the load spinner. For weaker hardware: the per-frame renderer bundle is now a single reused object instead of a fresh ~35-field allocation per frame (object identity is stable and meaningless; array fields still swap reference on chart changes), custom viz get `bundle.lowerBoundT`/`bundle.lowerBoundTime` binary-search helpers for visible-window culling, the default 2D highway's beat lines no longer scan every beat in the song per frame, and the 3D highway stops reading `localStorage` per frame (1 Hz poll) and caches its lyrics text-measurement layout per displayed line instead of re-measuring every syllable every frame. A second, throttled-CPU trace pass additionally removed: shader-program re-resolution churn from label texture swaps (`material.needsUpdate` is now only set on a null↔texture transition — swapping between two cached label textures never changes the compiled program), the 3D highway's per-frame `getBoundingClientRect` layout read in its canvas-size self-check (now every 10th frame, still immediate on backing-store change), and the core 60 Hz HUD clock rewriting `textContent` on every tick (now write-on-change, ~1/s). The dominant residual — steady `getParameters` shader-program re-resolution (~4% of throttled main thread) — turned out to be Three r158+'s transparent-DoubleSide two-pass rendering, which sets `material.needsUpdate` twice per object per frame; all 18 of the 3D highway's transparent DoubleSide materials are flat unlit quads (labels, rails, chord frames, lanes), so they now declare `forceSinglePass: true`, eliminating the recompile churn and halving those objects' draw calls.
### Added
+- **3D Keys Highway: audio-reactive background ambience + score effects (parity slice 4 — completes the keys side of the visual-parity epic).** The gradient sky behind the highway gains the guitar's **background ambience styles** — drifting **Particles**, pitch-class-colored pulsing **Stage lights**, wireframe **Geometric** shapes, or Off — driven by the shared audio-analyser bridge (stems-first on sloppaks, one-shot `#audio` fallback; bass/mid/treble bands, 5 ms cache) with an **Ambience intensity** slider and an **Audio-reactive** toggle. And the score talks back: a **score-FX overlay** canvas draws rising **“+1” pops** off each scored key, an **expanding ring every 10-combo tier**, **milestone bursts** at 25/50/100 streak, and a brief **red flicker** when a 3+ streak breaks (wrong notes and swept misses both count). All settings-gated and on by default (`keys3d_bg_*`), pooled, cleared when idle, torn down with the scene. Butterchurn/image/video remain out of scope. The `#audio` analyser tap is also **shared across visualizers** now (`window.__feedBackAudioTap` — whoever taps first publishes, everyone else adopts, `highway_3d` included), so switching between or splitting the guitar/drum/keys highways can't strand a permanently non-reactive backdrop, and the tap is never created before the page has user activation (a suspended AudioContext would silence live playback). Tests: bg-style id validation + FX defaults (30 total).
- **3D Keys Highway: the anti-plastic pass — lacquered note gems, glossy piano-black keys, a studio environment, scene themes and a gradient sky (parity slice 3).** The note gems move to `MeshPhysicalMaterial` with a full **clearcoat** (roughness 0.32, clearcoat 1.0/0.18, envMapIntensity 0.9): a sharp lacquer highlight over the colored body instead of the old dead matte surface — glass, not plastic. What sells it is **image-based lighting**: the same procedural PMREM "studio" environment as the drum highway (dark room + cool overhead / warm+cool side light strips, no addon dependency) feeds `scene.environment`, so the **black keys finally read as glossy piano black** (roughness 0.55 → 0.22, envMapIntensity 1.3) with visible strip reflections, whites keep an ivory sheen (0.42/0.55), and the highway floor gets a stage sheen (roughness 0.9 → 0.55, metalness 0.15). The flat background becomes a **vertical gradient** (lighter above the horizon → theme color → darker toward the keyboard), and the guitar highway's **11 scene themes** arrive (same names/values — your look carries across instruments; `default` preserves the original keys palette; pitch-class note/key colors are never themed — themes own the scene, Synthesia colors own the notes). Plus **Cinematic lighting** (ambient 0.55/key 1.3, on by default) and a **Glow strength** slider multiplying the note glow, key approach-glow and the sustain consume-flash (0.5 = stock). All live-applying from the Graphics settings (`keys3d_bg_theme` + `keys3d_bg_*`); the PMREM target and gradient texture are disposed with the scene. Tests: theme-table id parity + default-look preservation + fallbacks (28 total).
- **3D Drum Highway: audio-reactive background ambience + score effects (parity slice 4 — completes the drum side of the visual-parity epic).** The empty fog band behind the kit gains the guitar highway's **background ambience styles**: drifting **Particles**, palette-colored pulsing **Stage lights**, and slowly-tumbling wireframe **Geometric** shapes (plus Off) — driven by the same audio-analyser bridge the guitar uses (prefers the stems plugin's per-song analyser on sloppaks, falls back to a one-shot `#audio` tap; bass/mid/treble bands with a 5 ms cache), with an **Ambience intensity** slider and an **Audio-reactive** toggle (off = the styles animate on time only; a permanently-tapped `#audio` in a mixed split degrades the same way). The guitar's butterchurn/image/video styles are deliberately out of scope (vendored megabytes / upload plumbing; the style enum is extensible). And your combo finally talks back: a **score-FX overlay** (2D canvas over the WebGL scene, guitar `drawScoreFx` adapted to this plugin's internal scoring) draws rising **“+1” pops** off each scored lane, an **expanding ring pulse every 10-combo tier**, **milestone particle bursts** at 25/50/100 streak, and a brief **red flicker** when a 3+ streak breaks. Everything is settings-gated (Background ambience dropdown + intensity + reactive, Score effects toggle — all on by default, live-applying, `drum_h3d_bg_*` keys), pooled (zero per-frame allocation), and torn down with the scene across kit changes. Tests: bg-style id validation + FX defaults (15 total).
- **3D Drum Highway: real materials + scene themes (parity slice 3).** The scene gets **image-based lighting**: a procedural PMREM "studio" environment (dark room + three emissive light strips — cool overhead key, warm/cool side fills; no vendored-addon dependency) feeds `scene.environment`, so the cymbals' metalness **finally reads as metal** (retuned to roughness 0.2 / metalness 0.85 / envMapIntensity 1.2 — the old 0.7-metalness look was matte because there was nothing to reflect), drumheads get a satin sheen, and the floor (roughness 0.95 → 0.7) catches the strips without turning into a mirror. **Scene themes arrive** — the same 11 theme names as the guitar highway (Midnight, Charcoal, Deep Purple, Forest, Warm Slate, Deep Focus, Deep Sea, Cathode, Cathode Green, Hearth) retint the background/fog, floor and lane stripes so your look carries across instruments; `default` preserves the original drum palette byte-for-byte, and piece colours stay with the existing Palette picker (themes own the scene, palettes own the kit). Plus **Cinematic lighting** (dimmer ambient / stronger key, on by default), a **Glow strength** slider (0–1, 0.5 = stock) multiplying every emissive base — notes, hit line, snare wires — and a **Lane vibrancy** slider driving stripe/halo/ghost-ring strength (the hit-FX approach highlight stacks on top). Everything applies live from the plugin settings (`drum_h3d_bg_theme` + `drum_h3d_bg_*` keys); the PMREM render target is rebuilt across kit-change renderer recreation and disposed in both teardown paths — and the floor/hit-bar geometry+materials that previously leaked on every kit change are now tracked and disposed too. Tests: theme-table parity with the guitar ids + default-look preservation + fallbacks (13 total).
diff --git a/plugins/highway_3d/screen.js b/plugins/highway_3d/screen.js
index 0346614..c74423b 100644
--- a/plugins/highway_3d/screen.js
+++ b/plugins/highway_3d/screen.js
@@ -2196,6 +2196,24 @@
}
const audio = document.getElementById('audio');
if (!audio) return null;
+ // Shared tap: createMediaElementSource is one-shot per element, so
+ // the FIRST visualizer to tap #audio publishes it at
+ // window.__feedBackAudioTap and every later one (this plugin, the
+ // drum/keys 3D highways) adopts it instead of throwing
+ // InvalidStateError when visualizers are switched or mixed in
+ // splitscreen.
+ const sharedTap = window.__feedBackAudioTap;
+ if (sharedTap && sharedTap.analyser && sharedTap.mediaEl === audio) {
+ _bgAudio = {
+ ctx: sharedTap.ctx,
+ analyser: sharedTap.analyser,
+ freq: new Uint8Array(Math.max(BG_FREQ_BINS, sharedTap.analyser.frequencyBinCount)),
+ source: 'core',
+ };
+ _bgAudioCore = _bgAudio;
+ _bgRecordAudioBridge('audio-mix.analyser', 'shared #audio analyser tap', 'handled', '', 'core');
+ return _bgAudio;
+ }
// Hoist ctx out of the try so we can close() it if a later step
// throws (e.g. createMediaElementSource on an element that
// already has a source node). Otherwise the AudioContext leaks.
@@ -2210,6 +2228,7 @@
source.connect(analyser);
analyser.connect(ctx.destination);
_bgAudio = { ctx, analyser, freq: new Uint8Array(Math.max(BG_FREQ_BINS, analyser.frequencyBinCount)), source: 'core' };
+ try { window.__feedBackAudioTap = { ctx, analyser, mediaEl: audio }; } catch (_) {}
_bgRecordAudioBridge('audio-mix.analyser', 'HTMLAudioElement analyser tap', 'handled', '', 'core');
// Remember the core analyser so a later stems-then-back-to-core
// transition can re-use it instead of re-tapping #audio (which
diff --git a/plugins/keys_highway_3d/README.md b/plugins/keys_highway_3d/README.md
index 23433dd..3880137 100644
--- a/plugins/keys_highway_3d/README.md
+++ b/plugins/keys_highway_3d/README.md
@@ -43,6 +43,11 @@ tunes one of these, mirror the change here (and in `drum_highway_3d`):
- `_makeStudioEnv()` — procedural PMREM studio environment (shared with
drum_highway_3d; RoomEnvironment isn't vendored)
- `_applyCinematic()` — ambient/key rebalance (values tuned per plugin)
+- `BG_STYLES` (off/particles/lights/geometric) + `_bgGetAnalyser()` /
+ `_bgReadBands()` — background ambience + the stems-first audio-analyser
+ bridge (shared with drum_highway_3d)
+- `_drawScoreFx()` — score overlay (pops / tier rings / milestone bursts /
+ streak-break wash), drum_highway_3d pattern
## License
diff --git a/plugins/keys_highway_3d/screen.js b/plugins/keys_highway_3d/screen.js
index b9c55e6..556e0c5 100644
--- a/plugins/keys_highway_3d/screen.js
+++ b/plugins/keys_highway_3d/screen.js
@@ -910,11 +910,146 @@
vibrancy: 0.85, // note-gem opacity + lane-guide strength
cinematic: true, // rebalanced lighting (dimmer ambient, stronger key)
glow: 0.5, // 0–1 emissive multiplier (0.5 = the stock look)
+ scoreFx: true, // 2D overlay: +N pops, combo rings, streak-break wash
+ bgIntensity: 0.5, // background-ambience density/strength
+ bgReactive: true, // background reacts to the audio analyser
};
const FX_LS_PREFIX = 'keys3d_bg_';
// Theme id lives OUTSIDE FX_DEFAULTS (string, not bool/number) — its own
// localStorage key + validation against BG_THEMES.
const FX_LS_THEME = 'keys3d_bg_theme';
+ // Background-ambience style — string-valued like the theme, so it gets
+ // its own validated key + setter rather than an FX_DEFAULTS slot.
+ // butterchurn/image/video from the guitar are deliberately out of scope.
+ const BG_STYLE_IDS = ['off', 'particles', 'lights', 'geometric'];
+ const FX_LS_STYLE = 'keys3d_bg_style';
+ function readBgStyleSetting() {
+ try {
+ const id = localStorage.getItem(FX_LS_STYLE);
+ if (id && BG_STYLE_IDS.indexOf(id) !== -1) return id;
+ } catch (_) {}
+ return 'particles';
+ }
+ window.keys3dSetBgStyle = function (id) {
+ if (BG_STYLE_IDS.indexOf(id) === -1) return;
+ try { localStorage.setItem(FX_LS_STYLE, id); } catch (_) {}
+ try {
+ window.dispatchEvent(new CustomEvent('keys3d:settings', { detail: { bgStyle: id } }));
+ } catch (_) { /* dispatch unavailable — persisted value applies next init */ }
+ };
+
+ /* ======================================================================
+ * Audio analyser bridge — module singletons, shared across instances.
+ * PORTED FROM highway_3d _bgGetAnalyser/_bgReadBands via
+ * drum_highway_3d (keep in sync; the guitar's diagnostics plumbing is
+ * dropped).
+ * ====================================================================== */
+ const BG_FREQ_BINS = 128;
+ const BG_ZERO_BANDS = { bass: 0, mid: 0, treble: 0 };
+ let _bgAudio = null; // {ctx, analyser, freq, source} | {failed, permanent}
+ let _bgAudioCore = null; // remembered core tap (one-shot per element)
+ let _bgAudioFailedAt = 0;
+ const _BG_AUDIO_RETRY_MS = 1000;
+ function _bgGetAnalyser() {
+ // Prefer the stems plugin's side-chain analyser: on sloppaks the
+ // #audio element is a silent virtual transport. Per-song node —
+ // cache keyed on identity so a song switch re-adopts automatically.
+ const stemsApi = window.feedBack && window.feedBack.stems;
+ const stemsAnalyser = (stemsApi && typeof stemsApi.getAnalyser === 'function')
+ ? stemsApi.getAnalyser() : null;
+ if (stemsAnalyser) {
+ if (!_bgAudio || _bgAudio.source !== 'stems' || _bgAudio.analyser !== stemsAnalyser) {
+ _bgAudio = {
+ ctx: stemsAnalyser.context,
+ analyser: stemsAnalyser,
+ freq: new Uint8Array(Math.max(BG_FREQ_BINS, stemsAnalyser.frequencyBinCount)),
+ source: 'stems',
+ };
+ }
+ return _bgAudio;
+ }
+ if (_bgAudio && _bgAudio.source === 'stems') _bgAudio = _bgAudioCore;
+ if (_bgAudio && !_bgAudio.failed) return _bgAudio;
+ if (_bgAudio && _bgAudio.failed) {
+ if (_bgAudio.permanent) return null;
+ if (performance.now() - _bgAudioFailedAt < _BG_AUDIO_RETRY_MS) return null;
+ }
+ const audio = document.getElementById('audio');
+ if (!audio) return null;
+ // Never tap #audio before the page has user activation: a fresh
+ // AudioContext would start suspended and route LIVE playback into
+ // silence until the next play gesture (createMediaElementSource is
+ // one-shot — not undoable). Called per frame, so this just retries
+ // once activation exists. (Improvement over the guitar's copy, which
+ // only resumes after the fact — candidate to port back.)
+ const ua = navigator.userActivation;
+ if (ua && ua.hasBeenActive === false) return null;
+ // Shared tap: createMediaElementSource is one-shot per element, so
+ // the FIRST visualizer to tap #audio publishes it at
+ // window.__feedBackAudioTap and every later one (this plugin, the
+ // drum highway — the guitar is a port-back candidate) adopts it
+ // instead of throwing InvalidStateError in a mixed splitscreen.
+ const shared = window.__feedBackAudioTap;
+ if (shared && shared.analyser && shared.mediaEl === audio) {
+ _bgAudio = {
+ ctx: shared.ctx,
+ analyser: shared.analyser,
+ freq: new Uint8Array(Math.max(BG_FREQ_BINS, shared.analyser.frequencyBinCount)),
+ source: 'core',
+ };
+ _bgAudioCore = _bgAudio;
+ return _bgAudio;
+ }
+ let ctx = null;
+ try {
+ const Ctx = window.AudioContext || window.webkitAudioContext;
+ if (!Ctx) throw new Error('Web Audio API not available');
+ ctx = new Ctx();
+ const source = ctx.createMediaElementSource(audio);
+ const analyser = ctx.createAnalyser();
+ analyser.fftSize = 256;
+ source.connect(analyser);
+ analyser.connect(ctx.destination);
+ _bgAudio = { ctx, analyser, freq: new Uint8Array(Math.max(BG_FREQ_BINS, analyser.frequencyBinCount)), source: 'core' };
+ _bgAudioCore = _bgAudio;
+ try { window.__feedBackAudioTap = { ctx, analyser, mediaEl: audio }; } catch (_) {}
+ const resume = () => {
+ if (ctx.state === 'suspended' && typeof ctx.resume === 'function') {
+ ctx.resume().catch(() => { /* no gesture yet, retry on next play */ });
+ }
+ };
+ resume();
+ audio.addEventListener('play', resume);
+ return _bgAudio;
+ } catch (e) {
+ if (ctx && typeof ctx.close === 'function') {
+ try { ctx.close(); } catch (_) {}
+ }
+ console.warn('[Keys-Hwy3D] failed to set up audio analyser:', e);
+ _bgAudio = { failed: true, permanent: !!(e && e.name === 'InvalidStateError') };
+ _bgAudioFailedAt = performance.now();
+ return null;
+ }
+ }
+ const _BG_BANDS_CACHE_MS = 5;
+ let _bgBandsLastT = -Infinity;
+ const _bgBandsCache = { bass: 0, mid: 0, treble: 0 };
+ function _bgReadBands() {
+ const a = _bgGetAnalyser();
+ if (!a) return BG_ZERO_BANDS;
+ const t = performance.now();
+ if (t - _bgBandsLastT < _BG_BANDS_CACHE_MS) return _bgBandsCache;
+ _bgBandsLastT = t;
+ a.analyser.getByteFrequencyData(a.freq);
+ let bass = 0, mid = 0, treble = 0;
+ for (let i = 0; i < 8; i++) bass += a.freq[i];
+ for (let i = 8; i < 40; i++) mid += a.freq[i];
+ for (let i = 40; i < 128; i++) treble += a.freq[i];
+ _bgBandsCache.bass = bass / (8 * 255);
+ _bgBandsCache.mid = mid / (32 * 255);
+ _bgBandsCache.treble = treble / (88 * 255);
+ return _bgBandsCache;
+ }
// Scene color themes — PORTED FROM highway_3d BG_THEMES (keep the ids,
// names and values in sync so a user's look carries across instruments).
@@ -1231,6 +1366,27 @@
let _envRT = null; // PMREM render target backing scene.environment
let _bgTex = null; // vertical-gradient background texture
+ // Background ambience (PORTED FROM highway_3d BG_STYLES subset via
+ // drum_highway_3d — keep in sync).
+ let _bgStyle = readBgStyleSetting();
+ let bgGroup = null;
+ let _bgState = null;
+
+ // Score-FX overlay (2D canvas sibling; drum_highway_3d pattern).
+ let _fxCanvas = null, _fxCtx = null;
+ let _fxDpr = 1; // backing-store scale (CSS→device px)
+ let _fxParentOrigPosition = null; // parent position to restore on teardown
+ let _scorePops = Array.from({ length: 12 }, () => ({ active: false, x: 0, z: 0, bornMs: 0, text: '' }));
+ const _SCORE_BURST_N = 36;
+ let _scoreBursts = Array.from({ length: 2 }, () => ({
+ active: false, bornMs: 0,
+ px: new Float32Array(_SCORE_BURST_N), py: new Float32Array(_SCORE_BURST_N),
+ vx: new Float32Array(_SCORE_BURST_N), vy: new Float32Array(_SCORE_BURST_N),
+ }));
+ let _scoreRingMs = -1e9;
+ let _scoreBreakMs = -1e9;
+ let _probe = null;
+
// ── MIDI scoring + live feedback state ──────────────────────────
let _layoutInfo = null; // {layout, whiteCount} of current chart
let _hits = 0, _misses = 0, _streak = 0, _bestStreak = 0;
@@ -1328,6 +1484,341 @@
return (layoutEntry.slot - (whiteCount - 1) / 2) * WHITE_W;
}
+ /* -- background ambience (PORTED FROM highway_3d BG_STYLES subset
+ * via drum_highway_3d — keep formulas in sync) -- */
+ const BG_STYLES = {
+ off: {
+ build() { return null; },
+ update() {},
+ teardown() {},
+ },
+ particles: {
+ build(group, settings) {
+ const N = Math.max(20, Math.floor(80 + 200 * settings.intensity));
+ const positions = new Float32Array(N * 3);
+ for (let i = 0; i < N; i++) {
+ positions[i * 3] = (Math.random() - 0.5) * 800 * K;
+ positions[i * 3 + 1] = (Math.random() - 0.4) * 80 * K;
+ positions[i * 3 + 2] = -FOG_START - Math.random() * (FOG_END - FOG_START) * 0.85;
+ }
+ const geo = new T.BufferGeometry();
+ geo.setAttribute('position', new T.BufferAttribute(positions, 3));
+ const mat = new T.PointsMaterial({
+ color: 0xa0c0ff, size: 5 * K, transparent: true,
+ blending: T.AdditiveBlending, depthWrite: false, sizeAttenuation: true,
+ });
+ const points = new T.Points(geo, mat);
+ points.renderOrder = -1;
+ points.frustumCulled = false;
+ group.add(points);
+ return { points, geo, mat, N };
+ },
+ update(s, bands, dt) {
+ const positions = s.geo.attributes.position.array;
+ const dx = dt * (3 + bands.mid * 12) * K;
+ for (let i = 0; i < s.N; i++) {
+ positions[i * 3] += dx;
+ if (positions[i * 3] > 400 * K) positions[i * 3] -= 800 * K;
+ }
+ s.geo.attributes.position.needsUpdate = true;
+ s.mat.opacity = 0.55 + bands.treble * 0.45;
+ },
+ teardown(s) {
+ if (!s) return;
+ if (s.points.parent) s.points.parent.remove(s.points);
+ s.geo.dispose();
+ s.mat.dispose();
+ },
+ },
+ lights: {
+ build(group, settings) {
+ const N = Math.floor(6 + 8 * settings.intensity);
+ const lights = [];
+ const palette = settings.palette || [0xa0c0ff];
+ for (let i = 0; i < N; i++) {
+ const color = palette[i % palette.length];
+ const geo = new T.PlaneGeometry(30 * K, 30 * K);
+ const mat = new T.MeshBasicMaterial({
+ color, transparent: true,
+ blending: T.AdditiveBlending, depthWrite: false,
+ });
+ const mesh = new T.Mesh(geo, mat);
+ mesh.renderOrder = -1;
+ mesh.position.set(
+ (Math.random() - 0.5) * 600 * K,
+ (Math.random() - 0.3) * 80 * K,
+ -FOG_START - Math.random() * (FOG_END - FOG_START) * 0.85
+ );
+ group.add(mesh);
+ lights.push({ mesh, geo, mat, baseScale: 1 + Math.random() * 0.5, phase: Math.random() * Math.PI * 2 });
+ }
+ return { lights };
+ },
+ update(s, bands, dt, t) {
+ for (const L of s.lights) {
+ const pulse = 1 + bands.bass * 1.5 + Math.sin(t * 1.5 + L.phase) * 0.2;
+ L.mesh.scale.set(L.baseScale * pulse, L.baseScale * pulse, 1);
+ L.mat.opacity = 0.55 + bands.treble * 0.4;
+ }
+ },
+ teardown(s) {
+ if (!s) return;
+ for (const L of s.lights) {
+ if (L.mesh.parent) L.mesh.parent.remove(L.mesh);
+ L.geo.dispose();
+ L.mat.dispose();
+ }
+ },
+ },
+ geometric: {
+ build(group, settings) {
+ const meshes = [];
+ const op = 0.45 + 0.25 * settings.intensity;
+ const ico = new T.Mesh(
+ new T.IcosahedronGeometry(30 * K, 1),
+ new T.MeshBasicMaterial({ color: 0x6080c0, wireframe: true, transparent: true, opacity: op, depthWrite: false }),
+ );
+ ico.position.set(-100 * K, 30 * K, -FOG_END * 0.65);
+ ico.renderOrder = -1;
+ group.add(ico);
+ meshes.push(ico);
+ const torus = new T.Mesh(
+ new T.TorusGeometry(22 * K, 4 * K, 6, 12),
+ new T.MeshBasicMaterial({ color: 0xc06080, wireframe: true, transparent: true, opacity: op * 0.9, depthWrite: false }),
+ );
+ torus.position.set(120 * K, 20 * K, -FOG_END * 0.75);
+ torus.renderOrder = -1;
+ group.add(torus);
+ meshes.push(torus);
+ return { meshes };
+ },
+ update(s, bands, dt) {
+ const speed = 0.2 + bands.mid * 0.4;
+ const pulse = 1 + bands.bass * 0.25;
+ for (const m of s.meshes) {
+ m.rotation.x += dt * speed * 0.3;
+ m.rotation.y += dt * speed * 0.4;
+ m.scale.setScalar(pulse);
+ }
+ },
+ teardown(s) {
+ if (!s) return;
+ for (const m of s.meshes) {
+ if (m.parent) m.parent.remove(m);
+ m.geometry.dispose();
+ m.material.dispose();
+ }
+ },
+ },
+ };
+
+ function _bgMountStyle() {
+ if (!scene || !T) return;
+ if (!bgGroup) {
+ bgGroup = new T.Group();
+ scene.add(bgGroup);
+ }
+ if (_bgState && _bgState._style && BG_STYLES[_bgState._style]) {
+ try { BG_STYLES[_bgState._style].teardown(_bgState.s); } catch (_) {}
+ }
+ const style = BG_STYLES[_bgStyle] || BG_STYLES.off;
+ let s = null;
+ try {
+ s = style.build(bgGroup, { intensity: Math.min(1, Math.max(0, fx.bgIntensity)), palette: PITCH_CLASS_COLORS });
+ } catch (e) {
+ console.warn('[Keys-Hwy3D] bg style build failed', e);
+ s = null;
+ }
+ _bgState = { _style: _bgStyle, s };
+ }
+ function _bgTeardownStyle() {
+ if (_bgState && _bgState._style && BG_STYLES[_bgState._style]) {
+ try { BG_STYLES[_bgState._style].teardown(_bgState.s); } catch (_) {}
+ }
+ _bgState = null;
+ bgGroup = null;
+ }
+
+ /* -- score-FX overlay (drum_highway_3d pattern — keep in sync) -- */
+ function _ensureFxCanvas() {
+ if (_fxCanvas || !highwayCanvas) return;
+ const parent = highwayCanvas.parentElement;
+ if (!parent) return;
+ const cur = parent.style.position || getComputedStyle(parent).position;
+ if (cur === 'static' || !cur) {
+ // Record the original inline value (usually '') so teardown
+ // can undo this layout mutation — same contract as the HUD.
+ _fxParentOrigPosition = parent.style.position;
+ parent.style.position = 'relative';
+ }
+ _fxCanvas = document.createElement('canvas');
+ _fxCanvas.className = 'keys-h3d-fx';
+ _fxCanvas.style.cssText = 'position:absolute;top:0;left:0;width:100%;height:100%;pointer-events:none;z-index:5';
+ parent.appendChild(_fxCanvas);
+ _fxCtx = _fxCanvas.getContext('2d');
+ _sizeFxCanvas();
+ }
+ function _sizeFxCanvas() {
+ if (!_fxCanvas || !highwayCanvas) return;
+ const w = highwayCanvas.clientWidth | 0, h = highwayCanvas.clientHeight | 0;
+ if (!w || !h) return;
+ const r = Math.min(window.devicePixelRatio || 1, 2);
+ if (_fxCanvas.width !== (w * r | 0) || _fxCanvas.height !== (h * r | 0)) {
+ _fxCanvas.width = w * r | 0;
+ _fxCanvas.height = h * r | 0;
+ }
+ // The draw path works in CSS pixels and scales the context by
+ // this — fixed font/line sizes stay physically consistent on
+ // HiDPI instead of shrinking with the backing store.
+ _fxDpr = r;
+ }
+ function _removeFxCanvas() {
+ if (_fxCanvas && _fxCanvas.parentNode) {
+ const parent = _fxCanvas.parentNode;
+ parent.removeChild(_fxCanvas);
+ // Restore position only if _ensureFxCanvas changed it (and
+ // nothing else — e.g. the HUD — still needs it; the HUD sets
+ // and restores its own copy of the same guard first).
+ if (_fxParentOrigPosition !== null) {
+ parent.style.position = _fxParentOrigPosition;
+ _fxParentOrigPosition = null;
+ }
+ }
+ _fxCanvas = null;
+ _fxCtx = null;
+ }
+ function _scoreSpawnPop(midi) {
+ if (!_layoutInfo) return;
+ const entry = _layoutInfo.layout.get(midi);
+ if (!entry) return;
+ const nowMs = performance.now();
+ for (const pop of _scorePops) {
+ if (pop.active) continue;
+ pop.active = true;
+ pop.x = keyX(entry, _layoutInfo.whiteCount);
+ pop.z = -WHITE_L / 2;
+ pop.bornMs = nowMs;
+ pop.text = '+1';
+ return;
+ }
+ }
+ function _scoreSpawnBurst(nowMs) {
+ for (const b of _scoreBursts) {
+ if (b.active) continue;
+ b.active = true;
+ b.bornMs = nowMs;
+ for (let j = 0; j < _SCORE_BURST_N; j++) {
+ const a = (j / _SCORE_BURST_N) * Math.PI * 2;
+ const sp = 2 + (j % 5) * 0.8;
+ b.px[j] = 0; b.py[j] = 0;
+ b.vx[j] = Math.cos(a) * sp;
+ b.vy[j] = Math.sin(a) * sp - 1.2;
+ }
+ return;
+ }
+ }
+ function _scoreOnHit(midi) {
+ if (!fx.scoreFx) return;
+ const nowMs = performance.now();
+ _scoreSpawnPop(midi);
+ if (_streak > 0 && _streak % 10 === 0) _scoreRingMs = nowMs;
+ if (_streak === 25 || _streak === 50 || _streak === 100) _scoreSpawnBurst(nowMs);
+ }
+ function _scoreOnBreak(prevStreak) {
+ if (!fx.scoreFx) return;
+ if (prevStreak >= 3) _scoreBreakMs = performance.now();
+ }
+ function _drawScoreFx() {
+ if (!_fxCtx || !_fxCanvas || !cam) return;
+ // CSS-pixel coordinate space; the context transform applies the
+ // DPR so strokes/fonts render at their intended physical size.
+ const r = _fxDpr || 1;
+ const W = _fxCanvas.width / r, H = _fxCanvas.height / r;
+ _fxCtx.setTransform(r, 0, 0, r, 0, 0);
+ const nowMs = performance.now();
+ let anyPop = false;
+ for (const pop of _scorePops) if (pop.active) { anyPop = true; break; }
+ let anyBurst = false;
+ for (const b of _scoreBursts) if (b.active) { anyBurst = true; break; }
+ const ringAge = nowMs - _scoreRingMs;
+ const breakAge = nowMs - _scoreBreakMs;
+ if (!anyPop && !anyBurst && ringAge >= 600 && breakAge >= 350) {
+ if (_fxCanvas._dirty) { _fxCtx.clearRect(0, 0, W, H); _fxCanvas._dirty = false; }
+ return;
+ }
+ _fxCanvas._dirty = true;
+ if (!_probe) _probe = new T.Vector3();
+ const ctx = _fxCtx;
+ ctx.clearRect(0, 0, W, H);
+ ctx.save();
+ if (breakAge < 350) {
+ ctx.fillStyle = '#ef4444';
+ ctx.globalAlpha = 0.10 * (1 - breakAge / 350);
+ ctx.fillRect(0, 0, W, H);
+ ctx.globalAlpha = 1;
+ }
+ let cx = W / 2, cy = H * 0.72, centerOk = false;
+ _probe.set(0, WHITE_H + 0.5 * K, -WHITE_L / 2);
+ _probe.project(cam);
+ if (_probe.z >= -1 && _probe.z <= 1) {
+ cx = (_probe.x * 0.5 + 0.5) * W;
+ cy = (-_probe.y * 0.5 + 0.5) * H;
+ centerOk = true;
+ }
+ if (centerOk && ringAge < 600) {
+ const t = ringAge / 600;
+ const ease = 1 - Math.pow(1 - t, 2);
+ ctx.beginPath();
+ ctx.arc(cx, cy, 20 + ease * Math.min(W, H) * 0.28, 0, Math.PI * 2);
+ ctx.strokeStyle = _streak >= 30 ? '#fde047' : '#86efac';
+ ctx.globalAlpha = 0.6 * (1 - t);
+ ctx.lineWidth = 3;
+ ctx.stroke();
+ ctx.globalAlpha = 1;
+ }
+ if (anyBurst && centerOk) {
+ for (const b of _scoreBursts) {
+ if (!b.active) continue;
+ const age = nowMs - b.bornMs;
+ if (age >= 900) { b.active = false; continue; }
+ const t = age / 900;
+ ctx.globalAlpha = 1 - t;
+ for (let j = 0; j < _SCORE_BURST_N; j++) {
+ b.px[j] += b.vx[j];
+ b.py[j] += b.vy[j];
+ b.vy[j] += 0.08;
+ ctx.fillStyle = (j & 1) ? '#fde047' : '#86efac';
+ ctx.fillRect(cx + b.px[j] - 2, cy + b.py[j] - 2, 4, 4);
+ }
+ ctx.globalAlpha = 1;
+ }
+ }
+ if (anyPop) {
+ ctx.textAlign = 'center';
+ ctx.textBaseline = 'middle';
+ for (const pop of _scorePops) {
+ if (!pop.active) continue;
+ const age = nowMs - pop.bornMs;
+ if (age >= 800) { pop.active = false; continue; }
+ _probe.set(pop.x, WHITE_H + 2 * K, pop.z);
+ _probe.project(cam);
+ if (_probe.z < -1 || _probe.z > 1) continue;
+ const t = age / 800;
+ const sx = (_probe.x * 0.5 + 0.5) * W;
+ const sy = (-_probe.y * 0.5 + 0.5) * H - t * 30;
+ ctx.globalAlpha = t < 0.4 ? 1 : 1 - (t - 0.4) / 0.6;
+ ctx.font = 'bold 15px system-ui, sans-serif';
+ ctx.lineWidth = 4;
+ ctx.strokeStyle = 'rgba(0,0,0,0.8)';
+ ctx.strokeText(pop.text, sx, sy);
+ ctx.fillStyle = '#86efac';
+ ctx.fillText(pop.text, sx, sy);
+ }
+ ctx.globalAlpha = 1;
+ }
+ ctx.restore();
+ }
+
// Emissive multiplier from the Glow slider — 0.5 is neutral (the
// stock look), so `base * _glowMul()` leaves defaults byte-identical.
function _glowMul() {
@@ -1476,6 +1967,9 @@
_sparkPts = new T.Points(sg, sm); _sparkPts.frustumCulled = false; _sparkPts.renderOrder = 8;
scene.add(_sparkPts);
}
+
+ // Background ambience behind everything (renderOrder -1).
+ _bgMountStyle();
}
// Drop every child of a group (recursively — key glyphs are children
@@ -2123,10 +2617,13 @@
_spawnSparks(playedMidi, ts);
// Brief hit-line brightness kick (decays exp(-t*6) in draw).
_hitGlowKick = 1;
+ _scoreOnHit(playedMidi);
_ndReport(true, playedMidi, _ndBindingId);
} else {
+ const prevStreak = _streak;
_misses++;
_streak = 0;
+ _scoreOnBreak(prevStreak);
if (keyMeshes.has(playedMidi)) _keyFlash.set(playedMidi, wall);
_ndReport(false, playedMidi, _ndBindingId);
}
@@ -2148,6 +2645,7 @@
// Swept-miss callback — kept as a named function so the per-frame
// sweep passes a stable reference (no closure allocation in draw()).
function _onSweptMiss(note) {
+ _scoreOnBreak(_streak); // called before the caller zeroes it
_ndReport(false, note.midi, _ndBindingId);
}
@@ -2633,6 +3131,7 @@
}
cam.aspect = w / h;
cam.updateProjectionMatrix();
+ _sizeFxCanvas();
}
function teardown() {
@@ -2651,6 +3150,8 @@
_fxThemeHandler = null;
}
_disposeEnv();
+ _bgTeardownStyle();
+ _removeFxCanvas();
_railMats.length = 0;
ambLight = dirLight = _floorMat = null;
const sm = window.slopsmith;
@@ -2707,6 +3208,7 @@
// while no instance was listening must not come up stale on a
// later init().
_theme = readThemeSetting();
+ _bgStyle = readBgStyleSetting();
loadThree().then(() => {
if (!highwayCanvas) return; // destroyed before load resolved
try {
@@ -2731,6 +3233,7 @@
// the live scene without a chart rebuild.
if ('vibrancy' in d.fx) _applyVibrancy();
if ('cinematic' in d.fx) _applyCinematic();
+ if ('bgIntensity' in d.fx) _bgMountStyle();
if ('glow' in d.fx) {
// Material emissive bases are also per-frame
// (updateScene) — only the cached/cloned rest
@@ -2745,6 +3248,10 @@
_theme = d.theme;
_applyTheme();
}
+ if (d && d.bgStyle && BG_STYLE_IDS.indexOf(d.bgStyle) !== -1) {
+ _bgStyle = d.bgStyle;
+ _bgMountStyle();
+ }
};
window.addEventListener('keys3d:settings', _fxThemeHandler);
window.addEventListener('keys3d:settings', _fxHandler);
@@ -2807,8 +3314,21 @@
_sparkUpdate(fdt);
if (_hitGlowKick > 0.001) _hitGlowKick *= Math.exp(-fdt * 6);
else if (_hitGlowKick !== 0) _hitGlowKick = 0;
+ // Background ambience: advance the active style with the
+ // audio bands (zeros when reactivity is off).
+ if (_bgState && _bgState.s && BG_STYLES[_bgState._style]) {
+ const bands = fx.bgReactive ? _bgReadBands() : BG_ZERO_BANDS;
+ try {
+ BG_STYLES[_bgState._style].update(_bgState.s, bands, fdt, nowMs / 1000);
+ } catch (_) { /* visual-only */ }
+ }
}
_refreshHud();
+ if (fx.scoreFx) { _ensureFxCanvas(); _drawScoreFx(); }
+ else if (_fxCtx && _fxCanvas && _fxCanvas._dirty) {
+ _fxCtx.clearRect(0, 0, _fxCanvas.width, _fxCanvas.height);
+ _fxCanvas._dirty = false;
+ }
// Bloom path (PORTED FROM highway_3d): composer + ACES tone
// mapping when enabled and single-instance; direct render
// otherwise (including the frames while addons stream in).
@@ -2904,8 +3424,10 @@
sweepMissed,
readFxSettings,
readThemeSetting,
+ readBgStyleSetting,
_bgThemeColors,
BG_THEMES,
+ BG_STYLE_IDS,
FX_DEFAULTS,
_classifyTiming,
};
diff --git a/plugins/keys_highway_3d/settings.html b/plugins/keys_highway_3d/settings.html
index 7239e0d..859723a 100644
--- a/plugins/keys_highway_3d/settings.html
+++ b/plugins/keys_highway_3d/settings.html
@@ -55,6 +55,43 @@
self-illuminate (0.5 = stock). Pairs with bloom.
+
+
+
+
+
+
+ The backdrop pulses with the mix (stems analyser when a sloppak
+ is loaded). Off = it animates on time only.
+
+
+
+
+ +1 pops on scored presses, a ring pulse every 10-combo,
+ milestone bursts at 25/50/100, and a brief red flicker when a
+ streak breaks.
+
+