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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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@@ -133,3 +133,18 @@ test('FX defaults: theme-PR controls ship enabled at stock-neutral values', () =
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assert.equal(FX_DEFAULTS.cinematic, true);
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assert.equal(FX_DEFAULTS.glow, 0.5); // 0.5 = 1.0x multiplier (stock)
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});
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test('bg styles: validated id set, particles default', () => {
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const { BG_STYLE_IDS, readBgStyleSetting } = load().slopsmithViz_keys_highway_3d.__test;
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// Host-realm copy — the vm array's foreign prototype trips deepEqual.
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assert.deepEqual([...BG_STYLE_IDS], ['off', 'particles', 'lights', 'geometric']);
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assert.equal(readBgStyleSetting(), 'particles');
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});
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test('FX defaults: ambience + score FX ship enabled', () => {
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const { FX_DEFAULTS } = load().slopsmithViz_keys_highway_3d.__test;
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assert.equal(FX_DEFAULTS.scoreFx, true);
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assert.equal(FX_DEFAULTS.bgIntensity, 0.5);
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assert.equal(FX_DEFAULTS.bgReactive, true);
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});
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