feedBack/plugins/drum_highway_3d/README.md
Byron Gamatos d409d55615
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>
2026-07-02 09:01:56 +02:00

4.6 KiB

3D Drum Highway — Mockup

3D Drum Highway mockup screenshot

An exploratory pure-visual sibling of highway_3d. Renders an 8-lane drum highway (7 lanes for hand pieces + a full-width kick bar) populated from a hardcoded demo pattern that loops indefinitely. Not yet wired to song data, hit detection, audio, or note_detect — this is here to play with the look-and-feel.

To see it, load any song in the player, then pick 3D Drum Highway from the viz picker. The mockup animates regardless of what song is playing.

Layout

 [HH]  [SNR]  [TM1]  [TM2]  [FT]  [CR]  [RD]    <- 7 lanes, left to right
   |    |      |      |     |    |     |
   v    v      v      v     v    v     v
 -----  hit line  -----------------------------
 ▓▓▓▓▓▓▓▓▓▓▓▓▓ KICK BAR ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓     <- full-width kick lane
  • Drums (snare, toms, floor tom): flat disc geometry (CylinderGeometry), palette-tinted, with subtle emissive pulse on approach. Snare gets a thin white "wires" stripe.
  • Cymbals (hi-hat, crash, ride): faceted gem geometry (truncated CylinderGeometry), metallic material, slightly translucent.
  • Kick: full-width amber bar across the base, brighter on approach.

Variants visible in the demo

Variant How it reads
accent Bigger note + white halo ring
ghost Hollow ring (~65% size) instead of a solid disc
flam Main note + a small grace disc offset slightly before
bell Ride only — adds a bright dot in the center of the gem

The Fill showcase demo pattern fires every variant at least once in a few bars, plus a tom roll down the kit. Best read of what's possible.

Settings (Settings → Plugins → 3D Drum Highway)

  • Palette — shared 3 palettes with highway_3d (default / neon / pastel).
  • Demo pattern — rock backbeat / jazz swing / fill showcase.
  • Camera angle — 0 (down the lanes) to 1 (top-down). Default 0.35.

All settings persist in localStorage under the drum_h3d_* prefix.

What this plugin is not doing yet

(Historical note: this started as a pure-visual mockup; it now reads bundle.drumTab + bundle.currentTime and scores MIDI hits against the chart, so the old "no song-data wiring" caveats are gone.)

  • Sustain trails (drums don't sustain meaningfully)
  • Sticking labels, double kick, rolls — see the TODOs in screen.js for the variant backlog

Ported helpers (keep in sync with highway_3d)

Visual-parity code copied from plugins/highway_3d/screen.js — same function names, signatures, and constants on purpose, marked with PORTED FROM highway_3d comments at each site. If the guitar highway tunes one of these, mirror the change here (and in keys_highway_3d):

  • _bloomEnsure() / _bloomDispose() — EffectComposer + UnrealBloomPass (0.65/0.5/0.82) on a multisampled HalfFloat target, ACES↔None tone- mapping switch in draw(); addons dynamic-imported from /static/vendor/three/addons/ (no CDN fallback — direct render is the graceful degrade)
  • _sparkBurst() / _sparkUpdate() — pooled additive Points hit sparks (pool 160 here vs the guitar's 256)
  • _makeGaussTex() — soft-falloff DataTexture for the additive lane-flash quads
  • _timingHex() — early/late/on-time feedback colors (green/cyan/amber)
  • _ssActive() — host splitscreen probe (minus the guitar's focus-API checks, which it needs for input routing and we don't)
  • BG_THEMES / _bgThemeColors() — the scene theme table (same ids/values 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)?

Cleaner iteration. The drum highway is its own geometry, its own gameplay assumptions (lanes ≠ strings, no frets, no chord shapes, no sustains), and likely its own chart format. Forking the visuals in a sibling plugin lets the mockup move fast without risking regressions in the guitar viz that ships today. If the drum highway eventually matures, we can decide whether to merge or keep separate.