* feat(venue): reactive crowd video layer behind the 3D highway (career mode PR1) Two crossfading video backdrop planes in the highway_3d venue background style, driven by a new venue-crowd.js state machine that maps v3:live-performance-state to crowd states (bored/neutral/engaged/ecstatic) with 3s stability + 8s dwell hysteresis, plus one-shot reaction stingers on streak milestones and end-of-song accuracy. Inert without a venue pack manifest (career plugin, PR2) or the feedBack-venue-crowd-dev flag — the static bg plate behaves exactly as before. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): retry renderer binding + preserve mid-stinger transitions Codex preflight P2s: (1) videos created before highway_3d registered its globals never reached the backdrop planes — binding is now idempotent and retried from start/perf-event/re-activation paths; (2) a crowd-state switch committing while a stinger played was dropped because the machine had already advanced — it is now deferred and played when the stinger ends. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): per-video load tokens + unbind renderer on stop Codex preflight round 2: (1) the global load token let a stinger cancel a committed loop load on the other layer — tokens are now per-element, and a stinger preempting an in-flight loop on its own layer requeues that loop for when the stinger ends; (2) setManifest(null)/deactivate left the last crowd frame bound and visible over the static plate — stop() now unbinds both layers from the renderer and zeroes the mix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): flush deferred loop on stinger failure, source accuracy from perf events Codex preflight round 3: (1) a failed/timed-out stinger left a deferred loop switch queued forever; the failure path now flushes it. (2) stats:recorded only carries {filename, arrangement}, so the end-of-song reaction now uses the accuracyPct from the song's last v3:live-performance-state event (a real percentage) instead of a field that never existed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): requeue mid-crossfade loops preempted by stingers; hard-stop on manifest swap Codex preflight round 4: (1) idleLayer() still points at the fading-in layer during a crossfade, so a stinger firing mid-fade overwrote the new loop with nothing requeued — the fading loop is now tracked and requeued like an in-flight load; (2) swapping venue packs while active now goes through stop() so _stopGen invalidates the old manifest's in-flight loads. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): generation-gate stinger handlers; recrop on video size change Codex preflight round 5: (1) an ended/timeout handler orphaned by stop() could fire into a later stinger's lifecycle on the reused element — handlers now detach unconditionally and carry a generation token; (2) the renderer only re-applied cover-crop on camera aspect changes, so a src swap with a different intrinsic size kept stale repeat/offset — it now recrops when videoWidth/Height change. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): bail loop-fade completion when a stinger preempted the layer Codex preflight round 6: the loop crossfade's completion callback could still run between a stinger's start and its canplaythrough, promoting the stinger's layer to active and pausing the real loop — it now bails when the fading loop was preempted. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): keep rear video layer opaque during crossfades Two half-transparent layers let the static bg plate bleed through (~25% at mid-fade) — visible as a flash of the old still image on every state transition. The crossfade is now always the front layer fading over an opaque rear layer. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): reset active layer with mix on stop Codex preflight: stop() zeroed the mix but left _activeLayer at 1, so a restart flashed layer 0's stale frame until the new loop loaded. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): reset crowd mood to neutral on song load Codex preflight: a song ending in ecstatic/bored left the next song's crowd stuck in that mood until the hysteresis window passed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): cancel in-flight fade when a stinger preempts it Codex preflight: the orphaned ramp kept pushing the mix toward the layer whose src the stinger had just replaced. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): don't let null accuracy resets wipe the end-of-song value Codex preflight: Number(null) is 0, so idle HUD resets overwrote _lastAccuracyPct before stats:recorded consumed it, suppressing the end-of-song stinger. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): abort stale stinger state on song load Codex preflight: a stinger straddling a song change could fade back into the previous song's layer or flush its pending loop. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): always detach load listeners, gate only the callback Codex preflight: superseded loads left canplaythrough/error listeners attached to the persistent video elements — unbounded growth over a session. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * feat(venue-crowd): flyover intro with crowd-ambience ducking On song:loaded, an optional pack intro plays once: a camera flyover video (idle layer, one-shot) with bar-crowd ambience audio that ducks out on song:play, near the flyover's landing, or at handoff — whichever first. Machine commits and stingers defer during the intro; stop()/song-change abort it. Packs without an intro behave as before. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * fix(venue-crowd): fall back to the loop when the intro fails to load Codex preflight: a failed/timed-out intro left the song with no crowd loop at all. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
3D Highway
A 3D note highway visualization for FeedBack — an alternative to the default 2D highway, with a sense of depth and perspective inspired by stage views in modern rhythm games.
What you get
- A camera-perspective highway with notes flying down toward a virtual fretboard at the bottom of the screen
- Glowing strings that pulse and brighten on each hit
- Note Detection feedback, including hit/miss outlines and diagnostic early/late/sharp/flat labels when the note detection plugin emits enriched judgments
- Chord frame-boxes, named-chord labels, and a chord diagram overlay (configurable corner position) so you can read shapes at a glance
- Two complementary barre indicators fire together when a barre chord shape is detected (2+ consecutive strings fretted at the lowest fret, e.g. F
[1,1,2,3,3,1], or an outer-edge full-span barre with every intermediate string fretted, e.g. B majorx24442): a translucent vertical line across the strings on the 3D highway, and a straight bracket drawn inside the first fret space of the chord diagram overlay - A heat-colored fret number row that lights up around your active playing region
- Selectable color palettes for the strings — pick the look you want
- Audio-reactive ambient background animations (particles, silhouettes, stage lights, geometric — pick one or turn it off)
- Lyrics overlay synced to the song
- Works as the main player view or per-panel inside the splitscreen plugin
Install
3D Highway ships bundled with FeedBack — no separate installation needed. Pick 3D Highway from the visualization picker in the player.
Note: The bundled version is preferred over any user-installed copy with the same plugin ID. If you have an old
feedBack-plugin-3dhighwayclone on disk (from before 3D Highway was promoted to core), it will be ignored at startup — a warning in the server log names the path of the discarded copy. You can safely delete the stale clone.Fallback: In the unlikely event that the bundled copy fails to load its routes (e.g., a broken bundled release), FeedBack will automatically fall back to your user-installed copy and show a yellow "Fallback" badge in the Settings panel. Check the server startup log for the root cause in that case.
Settings
Most of the visual controls (background style, intensity, audio reactivity, color palette) live on FeedBack's Settings screen under the 3D Highway section.
Contributing / development
For maintainers and AI assistants working on the codebase, see CLAUDE.md — it's a navigation guide that maps every visual element to where it lives in screen.js, plus the gotchas worth knowing before tweaking.
Perf bench (?h3dbench=1)
Append ?h3dbench=1 to the player URL to enable opt-in console.log reporting of update() self-time, broken into six segments — frame (everything between pbBeg(0) at the top of update() and pbEnd(0) at the bottom; excludes the trailing pbReportTick() logging that fires after pbEnd(0)), state (per-frame state-derivation loop), next (next-note-by-string lookahead), mat (per-string material writes), noteDraw (single-note draw loop), chordDraw (chord draw loop). Reported every 5 seconds with p50 / p95 / max per segment and frame count, so before/after numbers on a target chart are reproducible (feedBack#226). Off-by-default; the bench helpers (pbBeg / pbEnd / pbReportTick) are bound to a shared empty-function literal when the renderer instance is created (each createHighway() panel re-checks the flag), so the hot-path call sites are no-ops with negligible overhead (typically JIT-inlined).