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- Pooled spark bursts (PORTED highway_3d, pool 160) at the struck lane, timing-colored via _timingHex/_classifyTiming (±50ms window, inner 40% = on-time); streak-scaled counts (streakFx) - Lane flashes resurrected as pooled additive gauss-tex quads at the hit line (timing-colored; red for wrong hits); kick = full-width quad - Kick pulse: camera dip + amber floor wash, exp decay, hitFx-scaled - Approach highlight: lane stripes brighten toward their next note - Open hi-hat: hh_open renders a warm ring around the gem (closes TODO); orthogonal to accent/ghost/flam variants - Settings: Hit sparks / Timing colours / Streak feedback toggles + Hit feedback intensity slider (drum_h3d_bg_*, live-applying) - All FX resources pooled/shared, disposed in BOTH teardown paths - Tests: _classifyTiming boundaries + FX defaults (10 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>