From d409d556156c1ccd19e549facfd1da9dacff086e Mon Sep 17 00:00:00 2001
From: Byron Gamatos
Date: Thu, 2 Jul 2026 09:01:56 +0200
Subject: [PATCH] feat(drum_highway_3d): audio-reactive ambience + score FX
overlay (D4) (#708)
- BG_STYLES port (off/particles/lights/geometric) into a renderOrder -1
group; _bgGetAnalyser/_bgReadBands (stems-first, one-shot #audio
fallback, permanent-failure latch, 5ms bands cache); Ambience
intensity slider + Audio-reactive toggle; remounts on style/intensity/
palette change and across kit-change scene rebuilds
- Score-FX overlay canvas (guitar drawScoreFx adapted to internal
scoring): +1 pops at the struck lane, ring pulse every 10-combo,
milestone bursts at 25/50/100, red wash on 3+ streak break; pooled,
cleared when idle, removed in teardown
- butterchurn/image/video deliberately out of scope
- Tests: style id validation + FX defaults (15 total)
Co-authored-by: Claude Fable 5
---
CHANGELOG.md | 1 +
plugins/drum_highway_3d/README.md | 7 +
plugins/drum_highway_3d/screen.js | 555 ++++++++++++++++++
plugins/drum_highway_3d/settings.html | 44 ++
.../drum_highway_3d/tests/data_layer.test.js | 14 +
5 files changed, 621 insertions(+)
diff --git a/CHANGELOG.md b/CHANGELOG.md
index 7b1e57c..cd97ed7 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -12,6 +12,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
- **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).
- **3D Drum Highway: hit FX — sparks, timing-colored lane flashes, kick camera pulse, approach glow, and open hi-hat notation (parity slice 2).** Striking a pad now *feels* struck: a pooled additive **spark burst** fires at the lane (ported from the guitar highway's Points-cloud system, pool 160), colored by **timing** — on-time green, early cyan, late amber (same `_timingHex` vocabulary as `highway_3d`, classified against the ±50 ms hit window with the inner 40% reading as on-time); with **Streak feedback** on, bursts grow with your combo. The **lane flash** feedback that was removed when note-recoloring landed is resurrected properly: pooled additive quads with a soft gaussian falloff light up the struck lane at the hit line (timing-colored; red for wrong-pad hits), and a **kick** hit fires triple amber bursts across the bar plus a subtle **camera dip + amber floor wash** that decays exponentially. Lanes also glow ahead of time: each stripe brightens as its next note approaches the hit line, so the eye is led to where the next hit lands. **Open hi-hat finally renders distinctly** — `hh_open` chart hits get a thin warm ring around the cymbal gem (standard notation's "o"), closing the long-standing TODO; the flag is orthogonal to accents/ghosts/flams so combined cues stack. All of it is settings-gated (Graphics → Hit sparks / Timing colours / Streak feedback / a 0–1 **Hit feedback intensity** slider driving flashes, approach glow and the kick pulse; everything on by default, `drum_h3d_bg_*` keys, live-applying) and GPU-frugal: every new visual is pooled or shares geometry/materials — zero per-note allocation on top of the per-frame notes rebuild, all registered in both dispose paths (kit-change renderer recreation included). Tests: timing-classifier boundaries + FX defaults added to `plugins/drum_highway_3d/tests/data_layer.test.js` (10 total).
- **3D Keys Highway: hit FX — vibrant note gems, timing-colored sparks, and a hit-line that reacts to your playing (parity slice 2).** The washed-out note look is gone: gem opacity is now driven by a **Note vibrancy** slider (default 0.85 → opacity 0.92, up from a fixed 0.8; lane guides scale with it too, live-applying without a chart rebuild) and the resting emissive glow rises 0.08 → 0.22, so the falling notes finally read saturated against the dark floor. Scored key presses fire a pooled additive **spark burst** at the struck key (guitar-highway port, pool 96) **colored by timing** — on-time green, early cyan, late amber, classified against the ±100 ms window with the inner 40% reading as on-time (the timing delta is recovered from the matched note's key, so `judgeHit`'s tested contract is untouched); the per-pitch-class flame sprite keeps its identity color so pitch and timing stay separate signals. With **Streak feedback** on, bursts grow with the combo. The **hit line kicks brighter** for a beat on every scored press (exponential decay, scaled by a 0–1 **Hit feedback intensity** slider). All new controls live in the plugin's Graphics settings (on by default, `keys3d_bg_*` keys, live-applying), and the spark pool is disposed with the scene like every other GPU resource. Tests: timing-classifier boundaries, the noteKey time round-trip that the delta recovery relies on, and the new FX defaults (26 total).
diff --git a/plugins/drum_highway_3d/README.md b/plugins/drum_highway_3d/README.md
index 82fb585..99a0c17 100644
--- a/plugins/drum_highway_3d/README.md
+++ b/plugins/drum_highway_3d/README.md
@@ -82,6 +82,13 @@ tunes one of these, mirror the change here (and in `keys_highway_3d`):
as the guitar's, except `default` which is this plugin's original
palette); one pick drives both of the guitar's background/highway axes
- `_applyCinematic()` — ambient/key rebalance (values tuned per plugin)
+- `BG_STYLES` (off/particles/lights/geometric) + `_bgGetAnalyser()` /
+ `_bgReadBands()` — background ambience + the stems-first audio-analyser
+ bridge (guitar's diagnostics plumbing dropped; butterchurn/image/video
+ out of scope)
+- `_drawScoreFx()` — the guitar's drawScoreFx overlay adapted to this
+ plugin's internal scoring (pops / tier rings / milestone bursts /
+ streak-break wash)
## Why a separate plugin (vs. drum mode inside highway_3d)?
diff --git a/plugins/drum_highway_3d/screen.js b/plugins/drum_highway_3d/screen.js
index d9b286b..11e1107 100644
--- a/plugins/drum_highway_3d/screen.js
+++ b/plugins/drum_highway_3d/screen.js
@@ -1118,11 +1118,153 @@
cinematic: true, // rebalanced lighting (dimmer ambient, stronger key)
glow: 0.5, // 0–1 emissive multiplier (0.5 = the stock look)
vibrancy: 0.85, // lane stripe / halo / ghost opacity strength
+ 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 = 'drum_h3d_bg_';
// Theme id lives OUTSIDE FX_DEFAULTS (string, not bool/number) — its own
// localStorage key + validation against BG_THEMES.
const FX_LS_THEME = 'drum_h3d_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
+ // (per-plugin vendored megabytes / custom-asset upload plumbing).
+ const BG_STYLE_IDS = ['off', 'particles', 'lights', 'geometric'];
+ const FX_LS_STYLE = 'drum_h3d_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.drumH3dSetBgStyle = function (id) {
+ if (BG_STYLE_IDS.indexOf(id) === -1) return;
+ try { localStorage.setItem(FX_LS_STYLE, id); } catch (_) {}
+ try {
+ window.dispatchEvent(new CustomEvent('drum_h3d: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 (keep in sync;
+ * delta: the guitar's diagnostics recordBridgeHit plumbing is dropped —
+ * this plugin has no diagnostics contribution).
+ * ====================================================================== */
+ 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, so tapping it sees
+ // only silence. The stems analyser is per-song — key the cache on
+ // its 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;
+ }
+ // No sloppak stems — drop a stale stems cache (restoring the core
+ // tap if one exists; re-tapping #audio would throw InvalidStateError).
+ 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
+ // keys 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('[Drum-Hwy3D] failed to set up audio analyser:', e);
+ // InvalidStateError = the element is already tapped by another
+ // consumer (e.g. the guitar highway in a mixed split) — no
+ // recovery without a reload; styles keep animating on time only.
+ _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).
@@ -1265,6 +1407,27 @@
let laneStripeMats = []; // buildLanes stripe materials (approach highlight)
let _laneProx = []; // per-frame max approach proximity per lane
+ // Background ambience (PORTED FROM highway_3d BG_STYLES subset).
+ let _bgStyle = readBgStyleSetting();
+ let bgGroup = null; // style meshes live here, renderOrder -1
+ let _bgState = null; // active style's build() state
+
+ // Score-FX overlay (2D canvas sibling — the guitar's drawScoreFx
+ // adapted to this plugin's internal scoring; no notedetect events).
+ 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; // combo tier-up ring anchor
+ let _scoreBreakMs = -1e9; // streak-break wash anchor
+ let _probe = null; // lazy THREE.Vector3 for projections
+
// Scene groups / pooled meshes.
let laneGroup = null; // lane stripes + dividers
let kitMapGroup = null; // top-of-highway kit silhouette
@@ -1649,10 +1812,13 @@
const ts = _classifyTiming(matchedDelta, HIT_TOLERANCE_S);
_laneFlashes.push({ lane, wall: performance.now(), kind: 'hit', ts });
_spawnHitFx(lane, ts, false);
+ _scoreOnHit(lane);
} else {
+ const prevStreak = _streak;
_misses++;
_streak = 0;
_laneFlashes.push({ lane, wall: performance.now(), kind: 'wrong' });
+ _scoreOnBreak(prevStreak);
}
}
@@ -1669,8 +1835,10 @@
const key = _hitKey(n.t, n.lane);
if (_hitKeys.has(key) || _missedKeys.has(key)) continue;
_missedKeys.add(key);
+ const prevStreak = _streak;
_misses++;
_streak = 0;
+ _scoreOnBreak(prevStreak);
}
}
@@ -1681,6 +1849,7 @@
activePalette = PALETTES[detail.palette];
rebuildPaletteMaterials();
rebuildKitMap();
+ if (_bgStyle === 'lights') _bgMountStyle(); // lights use the palette
}
if (detail.pattern && DEMO_PATTERNS[detail.pattern]) {
settings.pattern = detail.pattern;
@@ -1706,11 +1875,16 @@
if (mSnareStripe) mSnareStripe.emissiveIntensity = 0.5 * _glowMul();
}
if ('vibrancy' in detail.fx) _applyVibrancy();
+ if ('bgIntensity' in detail.fx) _bgMountStyle();
}
if (detail.theme && BG_THEMES[detail.theme]) {
_theme = detail.theme;
_applyTheme();
}
+ if (detail.bgStyle && BG_STYLE_IDS.indexOf(detail.bgStyle) !== -1) {
+ _bgStyle = detail.bgStyle;
+ _bgMountStyle();
+ }
}
// Vibrancy slider: stripes get their new base next frame (draw()
@@ -1804,6 +1978,357 @@
for (const m of arr) if (m) m.dispose();
}
+ /* -- background ambience (PORTED FROM highway_3d BG_STYLES:
+ * off/particles/lights/geometric — keep formulas in sync; the
+ * guitar's silhouettes/butterchurn/image/video are out of scope) -- */
+
+ 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;
+ // Inside the visible fog band; renderOrder -1 keeps
+ // them behind notes regardless of z.
+ 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 || PALETTES.default;
+ 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();
+ }
+ },
+ },
+ };
+
+ // (Re)mount the active bg style into bgGroup. Idempotent — tears the
+ // old style down first. Called from initScene, on style/intensity
+ // settings changes, and after kit-change scene rebuilds.
+ function _bgMountStyle() {
+ if (!scene || !T) return;
+ if (!bgGroup) {
+ bgGroup = new T.Group();
+ scene.add(bgGroup);
+ }
+ const style = BG_STYLES[_bgStyle] || BG_STYLES.off;
+ if (_bgState && _bgState._style && BG_STYLES[_bgState._style]) {
+ try { BG_STYLES[_bgState._style].teardown(_bgState.s); } catch (_) {}
+ }
+ let s = null;
+ try {
+ s = style.build(bgGroup, { intensity: Math.min(1, Math.max(0, fx.bgIntensity)), palette: activePalette });
+ } catch (e) {
+ console.warn('[Drum-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; // its children were removed by teardown; group dies with the scene
+ }
+
+ /* -- score-FX overlay (guitar drawScoreFx adapted to internal scoring) -- */
+
+ 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 = 'drum-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(lane) {
+ const laneCfg = LANES[lane];
+ if (!laneCfg) return;
+ const nowMs = performance.now();
+ for (const pop of _scorePops) {
+ if (pop.active) continue;
+ pop.active = true;
+ pop.x = laneCfg.kind === 'kick' ? 0 : (LANE_X0 + lane * LANE_GAP);
+ pop.z = 0;
+ 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;
+ }
+ }
+ // Called from the scoring paths: hit → pop (+ ring on 10-combo
+ // tier-ups, burst on 25/50/100 milestones); a broken streak of 3+
+ // → brief red wash.
+ function _scoreOnHit(lane) {
+ if (!fx.scoreFx) return;
+ const nowMs = performance.now();
+ _scoreSpawnPop(lane);
+ 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;
+ // Cheap early-out: clear only while something was recently live.
+ 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();
+ // Streak-break flicker: brief red wash over the panel.
+ if (breakAge < 350) {
+ ctx.fillStyle = '#ef4444';
+ ctx.globalAlpha = 0.10 * (1 - breakAge / 350);
+ ctx.fillRect(0, 0, W, H);
+ ctx.globalAlpha = 1;
+ }
+ // Hit-line center in screen px — anchor for rings + bursts.
+ let cx = W / 2, cy = H * 0.72, centerOk = false;
+ _probe.set(0, 0.5 * K, 0);
+ _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;
+ }
+ // Combo tier-up ring (every 10-streak).
+ 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;
+ }
+ // Milestone bursts (25/50/100 streak).
+ 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;
+ }
+ }
+ // "+1" pops: rise off the struck lane and fade over the back half.
+ 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, 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();
+ }
+
/* -- one-time scene setup --------------------------------------- */
// Emissive multiplier from the Glow slider — 0.5 is neutral (the
@@ -2091,6 +2616,9 @@
rebuildPaletteMaterials();
_applyVibrancy(); // halo/ghost ring opacities from the slider
+
+ // Background ambience behind everything (renderOrder -1).
+ _bgMountStyle();
}
function positionCamera() {
@@ -2573,6 +3101,7 @@
}
cam.aspect = W / H;
cam.updateProjectionMatrix();
+ _sizeFxCanvas();
}
/* -- teardown --------------------------------------------------- */
@@ -2587,6 +3116,7 @@
_bloomDispose(); // composer is bound to the renderer we're about to replace
_disposeFxObjects();
_disposeEnv(); // PMREM RT is renderer-bound too; initScene rebuilds it
+ _bgTeardownStyle();
if (notesGroup) {
while (notesGroup.children.length) {
disposeMeshTree(notesGroup.children.pop());
@@ -2667,6 +3197,8 @@
_bloomDispose();
_disposeFxObjects();
_disposeEnv();
+ _bgTeardownStyle();
+ _removeFxCanvas();
// HUD cleanup lives here (not only destroy): init() re-runs
// teardown() for renderer re-initialization, possibly against a
// different canvas — a stale _hudEl would both linger in the old
@@ -2748,6 +3280,7 @@
// 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
@@ -2842,6 +3375,16 @@
const fdt = _fxLastWall === 0 ? 1 / 60 : Math.min(0.05, (nowMs - _fxLastWall) / 1000);
_fxLastWall = nowMs;
_sparkUpdate(fdt);
+ // Background ambience: advance the active style with the
+ // audio bands (zeros when reactivity is off). Uses this
+ // block's fdt — recomputing from _fxLastWall after the
+ // line above would read ~0 and freeze the animation.
+ 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 */ }
+ }
if (_kickPulse > 0.001) {
_kickPulse *= Math.exp(-fdt * 7);
cam.position.y = _camBaseH - 0.8 * K * _kickPulse * fx.hitFx;
@@ -2859,6 +3402,11 @@
}
_applyLaneFlashes();
_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).
@@ -2911,11 +3459,16 @@
if (_kickFlashQuad && _kickFlashQuad.material.opacity > maxFlash) {
maxFlash = _kickFlashQuad.material.opacity;
}
+ let popsLive = 0;
+ for (const pop of _scorePops) if (pop.active) popsLive++;
return {
sparksLive: !!(_sparkPts && _sparkPts.visible),
maxFlash,
kickPulse: _kickPulse,
flashCount: _laneFlashes.length,
+ bgStyle: _bgState ? _bgState._style : null,
+ bgLive: !!(_bgState && _bgState.s),
+ popsLive,
};
},
};
@@ -2965,8 +3518,10 @@
_classifyTiming,
readFxSettings,
readThemeSetting,
+ readBgStyleSetting,
_bgThemeColors,
BG_THEMES,
+ BG_STYLE_IDS,
FX_DEFAULTS,
MIDI_TO_PIECE,
HIT_TOLERANCE_S,
diff --git a/plugins/drum_highway_3d/settings.html b/plugins/drum_highway_3d/settings.html
index 440922a..be38c94 100644
--- a/plugins/drum_highway_3d/settings.html
+++ b/plugins/drum_highway_3d/settings.html
@@ -101,6 +101,42 @@
Lane stripe and accent-ring strength — lower for a calmer deck.
+
+
+
+
+
+
+ The backdrop pulses with the mix (stems analyser when a sloppak
+ is loaded). Off = it animates on time only.
+
+
+
+
+ +1 pops on hits, a ring pulse every 10-combo, milestone bursts at
+ 25/50/100, and a brief red flicker when a streak breaks.
+
+