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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 <noreply@anthropic.com>
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Claude Fable 5
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@@ -82,6 +82,13 @@ tunes one of these, mirror the change here (and in `keys_highway_3d`):
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as the guitar's, except `default` which is this plugin's original
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palette); one pick drives both of the guitar's background/highway axes
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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 (guitar's diagnostics plumbing dropped; butterchurn/image/video
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out of scope)
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- `_drawScoreFx()` — the guitar's drawScoreFx overlay adapted to this
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plugin's internal scoring (pops / tier rings / milestone bursts /
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streak-break wash)
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## Why a separate plugin (vs. drum mode inside highway_3d)?
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