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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 <noreply@anthropic.com>
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Claude Fable 5
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@@ -43,6 +43,11 @@ tunes one of these, mirror the change here (and in `drum_highway_3d`):
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- `_makeStudioEnv()` — procedural PMREM studio environment (shared with
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drum_highway_3d; RoomEnvironment isn't vendored)
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- `_applyCinematic()` — ambient/key rebalance (values tuned per plugin)
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- `BG_STYLES` (off/particles/lights/geometric) + `_bgGetAnalyser()` /
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`_bgReadBands()` — background ambience + the stems-first audio-analyser
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bridge (shared with drum_highway_3d)
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- `_drawScoreFx()` — score overlay (pops / tier rings / milestone bursts /
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streak-break wash), drum_highway_3d pattern
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## License
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