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>
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.feedBackMinigamesthat 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:
-
Adds a
minigameblock to itsplugin.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" } } -
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-readyevent is an alternative for plugins that prefer event-driven registration):Important:
spec.idmust exactly match theidfield inplugin.json. The backend registry usesplugin_id(sourced fromplugin.json) and the hub UI merges manifest metadata (title, tagline, thumbnail, modifiers) by that key. Ifspec.idandplugin.jsoniddiverge, 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); } -
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 minigamestart(gameId, opts)/end(result)— lifecyclescoring.createContinuous(opts)— emits per-frame pitch (YIN, ~60 Hz)scoring.createDiscrete(opts)— wrapscreateNoteDetector, emits hit/missscoring.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).