Files
feedBack/plugins/minigames
OmikronApexandClaude Fable 5 26351e244d feat(audio): stems ride a bespoke mixer channel; tuner/minigames use capture demands
Ownership-plan client migrations (feedBack-desktop feat/audio-ownership-phase-a
counterpart):
- juce-audio.js: the stems graph requests its own mixer channel
  (audio.mixer.requestChannel('stems')) and pushes there instead of the
  aggregate renderer bus - a renderer stall no longer starves stem audio
  behind everything else, and per-channel underflow counters name it in
  field logs. Sink already flips to 'none' before any push, so the s5
  double-audio guard holds by construction. Legacy renderer-bus path kept
  for old desktop mains / no-capacity refusals.
- tuner + minigames: startAudio start-then-remember-to-undo hacks replaced
  by the refcounted 'capture' demand (plan s6.1) with legacy fallback;
  demand released on stop/supersede, and holder death releases it anyway.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-14 22:51:56 +02:00
..

feedBack-plugin-minigames

The minigame framework for FeedBack.

This plugin provides:

  • A Minigames hub screen that discovers every installed minigame plugin and lists them as tiles with leaderboards.
  • A shared profile (XP, level, unlocks, totals) that aggregates runs across every minigame.
  • A JS SDK exposed at window.feedBackMinigames that minigame plugins use to access scoring, HUD primitives, run persistence, and a scheduler — so individual minigames do not need their own DSP or backend.

Writing a minigame

A minigame is a standard FeedBack plugin that:

  1. Adds a minigame block to its plugin.json:

    {
      "id": "my_game",
      "name": "My Game",
      "version": "0.1.0",
      "script": "game.js",
      "minigame": {
        "title": "My Game",
        "tagline": "Short pitch",
        "type": "chart-free",
        "scoring": "pitch-continuous",
        "thumbnail": "thumb.png"
      }
    }
    
  2. On script load, registers itself with the SDK using the safe late-binding pattern (minigame plugins may load before the SDK; the pending queue handles both orderings — the SDK drains it on init, and the feedBack-minigames-ready event is an alternative for plugins that prefer event-driven registration):

    Important: spec.id must exactly match the id field in plugin.json. The backend registry uses plugin_id (sourced from plugin.json) and the hub UI merges manifest metadata (title, tagline, thumbnail, modifiers) by that key. If spec.id and plugin.json id diverge, runs and leaderboard data will be attributed to an unrecognised game and display metadata (title, thumbnail) will fall back to JS-spec values rather than the richer manifest values.

    const spec = {
      id: 'my_game',
      start: ({ container, modifiers, sdk }) => { /* mount game into container */ },
      stop:  () => { /* tear down */ },
    };
    
    if (window.feedBackMinigames) {
      window.feedBackMinigames.register(spec);
    } else {
      (window.__feedBackMinigamesPending = window.__feedBackMinigamesPending || []).push(spec);
    }
    
  3. Calls window.feedBackMinigames.end({ score, durationMs, modifiers, meta }) when the run ends.

See feedBack-plugin-flappy-bend for a working example.

SDK reference

window.feedBackMinigames exposes:

  • register(spec) — declare a minigame
  • start(gameId, opts) / end(result) — lifecycle
  • scoring.createContinuous(opts) — emits per-frame pitch (YIN, ~60 Hz)
  • scoring.createDiscrete(opts) — wraps createNoteDetector, emits hit/miss
  • scoring.createChord(opts) — full chord scorer (delegates to note_detect)
  • ui.mountHUD(html) / ui.runSummary(result) / ui.modifierPicker(defs)
  • submitRun(...) / getLeaderboard(...) / getProfile()
  • scheduler.every(ms, cb) / in(ms, cb) / cancel(id)

Dependencies

  • feedBack-plugin-notedetect >= 1.10.0 — required for discrete/chord scoring modes (continuous mode is self-contained).