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- Note vibrancy: gem opacity 0.8 -> slider-driven (default 0.92), NOTE_EMISSIVE_BASE 0.08 -> 0.22, lane guides scale with the slider, _applyVibrancy retints the live scene without a chart rebuild - Sparks (PORTED highway_3d, pool 96) at the struck key, colored by _timingHex/_classifyTiming (±100ms window, inner 40% = on-time; delta recovered from judgeHit's noteKey prefix — contract untouched); streak-scaled counts - Hit-line brightness kick on scored presses (exp(-t*6) decay, hitFx slider), folded into the existing pulse incl. the bloom damp gate - Settings: Hit sparks / Timing colours / Streak feedback + Hit feedback intensity + Note vibrancy sliders (keys3d_bg_*, live-applying) - Tests: classifier boundaries, noteKey time round-trip, FX defaults (26 total) Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
Keys Highway 3D
RS+-style falling-note 3D piano highway for Slopsmith, fed by the Sloppak Notation Format (sloppak-spec §5.3) — part of the piano/keys first-class epic (slopsmith#828, plugin workstream slopsmith#824).
- Consumes the
notation_info/notation_measureshighway-WS stream over a private per-instance socket and flattens measure → staff → voice → beat → note into{midi, t, durSec, hand}(durations derived from writtendur/dot/tuat the running tempo; ties extend; overlap-clamped). - 3D perspective highway to a vanishing point with a real white/black-key keyboard; per-key pitch-class colours (Synthesia convention — C red, D yellow, E blue, …) with hand (rh/lh) as a secondary brightness cue.
- Full RS+ visual treatment: key letter glyphs printed on the active-range key tops (cached CanvasTextures), bevelled gem-style note blocks (ExtrudeGeometry, geometry/material caches keyed by size and pitch-class×hand), floating bar numbers scrolling with the notes, active-range lane dimming so the playable span pops, and a glowing pulsing hit-line (layered additive gradient planes — no postprocessing).
- Performance discipline: no per-frame allocations or DOM queries in
draw(). Chart-scoped resources — note geometries/materials, bar-number and glow textures — are cached and disposed on chart teardown; the key-letter glyphCanvasTextures live in a shared module-level cache that survives teardown and is reused across instances. - Auto-selected for arrangements with notation via
matchesArrangement(songInfo.has_notation); capability-nativevisualizationprovider declaration. - Web MIDI input scoring: module-level MIDI singleton (one access per tab, focused-instance routing) with device auto-connect by saved id+name, loopback blocklist, channel filter, transpose and CC64 sustain (
keys3d_localStorage prefix;window.keysH3d*settings API). Hit detection matches played MIDI against the flattened chart notes within ±0.10 s with per-note dedupe and a missed-note sweep (only while a device is connected — never retroactive across a mid-song connect). - Live hit feedback on the MIDI path (not the chart): key depress (~4° back-edge pivot, ~120 ms spring; the key letter rides along), wrong-note red key flash, and a vertical flame flare on hits (pooled additive sprites, white-hot base fading into the pitch-class colour, ~400 ms).
- End-of-run stats: POSTs
/api/stats{filename, arrangement, score, accuracy}exactly once per run with the same formula as the guitar notedetect path (accuracy = hits / max(1, hits+misses),score = round(hits·100·accuracy)), then notifies the progression core when present. - Capability wiring (all guarded for servers without the hosts): registers as a note-detection
midiprovider (keys-midi,verify.target), opens a per-song binding scoped to the chart's keys range, reports hit/miss observability events, and exposes Web MIDI inputs to the audio-input domain with pseudonymized labels (midi-input-1, …) viasource.enumerate/describe/open/close. - Headless test hook:
window.__keysHwTest = { injectNoteOn(midi, when), getScore() }.
Tests
node --test tests/*.test.js
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 drum_highway_3d):
_bloomEnsure()/_bloomDispose()— EffectComposer + UnrealBloomPass (0.65/0.5/0.82) on a multisampled HalfFloat target, ACES↔None tone- mapping switch indraw(); 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 96 here — the flame sprites carry most of the hit feedback)_timingHex()/_classifyTiming()— early/late/on-time feedback colors (green/cyan/amber) + the 40%-window classifier_ssActive()— host splitscreen probe (minus the guitar's focus-API checks, which it needs for input routing and we don't)
License
AGPL-3.0.