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The strike trigger was a rising edge on each WIRE's input, which merged distinct hits: two consecutive correct notes on the same fret kept that wire's input continuously high, so the second note produced no strike at all. The wires must respond to what the player did — one strike per judged hit-zone event. The trigger is now per event identity, using the same seen-map pattern as _sparkSeen: the first frame a note gets a good verdict its key (string|fret|time — or the chord key for a strum, which strikes once as a unit) lands in _fwStruck and requests a strike on its wires; the event never fires again however long its verdict stays live. Because every producer is gated, any nonzero input in the apply pass IS a fresh strike, so it restarts a pulse already in flight — a rapid re-hit on the same wire re-cracks instead of being swallowed. Seeks clear the map (replayed notes strike again); it is size-bounded like _sparkSeen. Envelope, flicker, and the outer-pair rule unchanged. Signed-off-by: topkoa <topkoa@gmail.com> |
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| .. | ||
| achievements | ||
| app_tour_library | ||
| app_tour_settings | ||
| capability_inspector | ||
| career | ||
| drum_highway_3d | ||
| folder_library | ||
| highway_3d | ||
| input_setup | ||
| keys_highway_3d | ||
| minigames | ||
| tuner | ||
| __init__.py | ||