Commit Graph
4 Commits
Author SHA1 Message Date
byrongamatos d73e900e35 fix(venue): don't replay the flyover on an arrangement switch; keep the venue off other screens
Two bugs from a live career session.

1. CHANGING ARRANGEMENT REPLAYED THE ARRIVAL FLYOVER.

   changeArrangement() reloads the song through the normal load path, so
   highway.js re-emits `song:loaded` — same filename, new arrangement. The venue
   could not tell that from a fresh arrival, so it reset the machine and flew the
   camera in from the back of the room again, mid-set, every time the player
   switched lead -> rhythm. The player is already on stage.

   onSongLoaded now compares the filename. A repeat of the song already on stage
   keeps the video pipeline running and only re-syncs the mood: the performance
   restarts, so the loop follows the reset machine with a quiet crossfade, never
   the intro. A genuinely different song still gets the full teardown + flyover.

2. THE VENUE SHOWED UP ON THE VIRTUOSO HIGHWAY.

   The venue was gated purely on `isVenueViz()` — the selected visualization,
   which is a GLOBAL preference and says nothing about what is on screen.
   Virtuoso borrows the same highway_3d renderer for its practice charts, so with
   Venue selected it inherited the backdrop: the crowd and the stage behind a
   chromatic exercise.

   Selecting Venue is a preference for the PLAYER; it is not a licence to paint
   the venue over whatever else happens to be using the renderer. The venue is now
   gated on viz AND screen (`shouldBeActive`), and follows `screen:changed` — it
   tears down on leaving the player and rebuilds on return. Nothing else changes:
   stop() already unbinds the videos from the renderer, so deactivating is enough
   to clear the backdrop.

Tests: both decisions exposed as pure predicates and pinned — arrangement switch
vs new song (including the first load, and a malformed payload that must not
suppress the flyover forever), and the venue's screen scope. The existing syncViz
test encoded the OLD contract (activate regardless of screen), so it now states
the new one and additionally asserts the venue does NOT activate on virtuoso.

Includes a guard test: with Venue selected AND on the player, the venue IS
active — without it, every "not active" assertion could pass vacuously.

All 8 new/updated assertions fail against the pre-fix source. eslint clean;
JS 1199/1199; pytest 2597 passed.
2026-07-14 21:57:27 +02:00
d26347981c feat(career): badge ceremony — the crowd erupts, the stamp drops (#941)
Earning a genre badge now stages the full moment (career v2, WS1):

- venue-crowd.js gains a public celebrate(): machine.force('ecstatic')
  commits instantly (bypassing STABLE_MS/DWELL_MS; the stamped
  lastSwitchAt makes the dwell window HOLD the forced state before the
  real perf machine reasserts) + a cheer stinger via the same
  _lastStingerAt=-Infinity bypass the end-of-song reaction uses. If a
  stinger/intro owns the idle layer, the ecstatic loop is queued via
  _pendingLoop exactly like onPerformanceState. No-op without a
  manifest/active venue.
- career detectNewBadges() calls badgeCeremony(): crowd first, then a
  body-appended full-screen overlay 300ms later (it cannot live in
  #pp-overlay — #plugin-career is display:none during playback): dimmed
  backdrop, the bronze stamp slamming in with a shine sweep, a 42-piece
  canvas confetti burst, click-or-4s dismiss.
- prefers-reduced-motion: chime + fbNotify only, no overlay.

Tests: machine.force commit/dwell-hold/bogus-state, celebrate export +
no-manifest no-op, celebrate-called-once-per-badge, crowd-absent and
crowd-throwing degradation.

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 15:07:28 +02:00
45caa86ab8 Bar pack v4 refresh + crowd sound reactions (#940)
* chore(career): refresh bar pack to v4 + restore crowd-SFX setting

Pack v4: per-character desynced animation starts, flyover intro,
per-venue reaction sounds (sfx-up/sfx-down in manifest).
Settings: re-add the crowd sound reactions toggle that was dropped
when settings.html became the passports data panel.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(v3): crowd mood-change sound reactions (cheer up / boo down)

Port the venue-crowd SFX runtime that the settings toggle and the
pack's sfx-up/sfx-down files were built for: on a committed mood
transition, play the venue's own cheer (up) or boo (down) one-shot,
gated by the feedBack-venue-crowd-sfx setting (default off).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* chore: rebuild tailwind.min.css for settings toggle classes

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-13 14:29:34 +02:00
e779c72396 feat(venue): reactive crowd video layer behind the 3D highway (career mode 1/3) (#905)
* feat(venue): reactive crowd video layer behind the 3D highway (career mode PR1)

Two crossfading video backdrop planes in the highway_3d venue background
style, driven by a new venue-crowd.js state machine that maps
v3:live-performance-state to crowd states (bored/neutral/engaged/ecstatic)
with 3s stability + 8s dwell hysteresis, plus one-shot reaction stingers
on streak milestones and end-of-song accuracy. Inert without a venue pack
manifest (career plugin, PR2) or the feedBack-venue-crowd-dev flag — the
static bg plate behaves exactly as before.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): retry renderer binding + preserve mid-stinger transitions

Codex preflight P2s: (1) videos created before highway_3d registered its
globals never reached the backdrop planes — binding is now idempotent and
retried from start/perf-event/re-activation paths; (2) a crowd-state
switch committing while a stinger played was dropped because the machine
had already advanced — it is now deferred and played when the stinger ends.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): per-video load tokens + unbind renderer on stop

Codex preflight round 2: (1) the global load token let a stinger cancel a
committed loop load on the other layer — tokens are now per-element, and a
stinger preempting an in-flight loop on its own layer requeues that loop
for when the stinger ends; (2) setManifest(null)/deactivate left the last
crowd frame bound and visible over the static plate — stop() now unbinds
both layers from the renderer and zeroes the mix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): flush deferred loop on stinger failure, source accuracy from perf events

Codex preflight round 3: (1) a failed/timed-out stinger left a deferred
loop switch queued forever; the failure path now flushes it. (2)
stats:recorded only carries {filename, arrangement}, so the end-of-song
reaction now uses the accuracyPct from the song's last
v3:live-performance-state event (a real percentage) instead of a field
that never existed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): requeue mid-crossfade loops preempted by stingers; hard-stop on manifest swap

Codex preflight round 4: (1) idleLayer() still points at the fading-in
layer during a crossfade, so a stinger firing mid-fade overwrote the new
loop with nothing requeued — the fading loop is now tracked and requeued
like an in-flight load; (2) swapping venue packs while active now goes
through stop() so _stopGen invalidates the old manifest's in-flight loads.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): generation-gate stinger handlers; recrop on video size change

Codex preflight round 5: (1) an ended/timeout handler orphaned by stop()
could fire into a later stinger's lifecycle on the reused element — handlers
now detach unconditionally and carry a generation token; (2) the renderer
only re-applied cover-crop on camera aspect changes, so a src swap with a
different intrinsic size kept stale repeat/offset — it now recrops when
videoWidth/Height change.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): bail loop-fade completion when a stinger preempted the layer

Codex preflight round 6: the loop crossfade's completion callback could
still run between a stinger's start and its canplaythrough, promoting the
stinger's layer to active and pausing the real loop — it now bails when
the fading loop was preempted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): keep rear video layer opaque during crossfades

Two half-transparent layers let the static bg plate bleed through (~25%
at mid-fade) — visible as a flash of the old still image on every state
transition. The crossfade is now always the front layer fading over an
opaque rear layer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): reset active layer with mix on stop

Codex preflight: stop() zeroed the mix but left _activeLayer at 1, so a
restart flashed layer 0's stale frame until the new loop loaded.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): reset crowd mood to neutral on song load

Codex preflight: a song ending in ecstatic/bored left the next song's
crowd stuck in that mood until the hysteresis window passed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): cancel in-flight fade when a stinger preempts it

Codex preflight: the orphaned ramp kept pushing the mix toward the layer
whose src the stinger had just replaced.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): don't let null accuracy resets wipe the end-of-song value

Codex preflight: Number(null) is 0, so idle HUD resets overwrote
_lastAccuracyPct before stats:recorded consumed it, suppressing the
end-of-song stinger.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): abort stale stinger state on song load

Codex preflight: a stinger straddling a song change could fade back into
the previous song's layer or flush its pending loop.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): always detach load listeners, gate only the callback

Codex preflight: superseded loads left canplaythrough/error listeners
attached to the persistent video elements — unbounded growth over a
session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* feat(venue-crowd): flyover intro with crowd-ambience ducking

On song:loaded, an optional pack intro plays once: a camera flyover video
(idle layer, one-shot) with bar-crowd ambience audio that ducks out on
song:play, near the flyover's landing, or at handoff — whichever first.
Machine commits and stingers defer during the intro; stop()/song-change
abort it. Packs without an intro behave as before.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

* fix(venue-crowd): fall back to the loop when the intro fails to load

Codex preflight: a failed/timed-out intro left the song with no crowd
loop at all.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 22:32:04 +02:00