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* 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>
267 lines
8.6 KiB
JavaScript
267 lines
8.6 KiB
JavaScript
/*
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* fee[dB]ack v0.3.0 — Venue 3D scene bridge.
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*
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* Activates the highway_3d `venue` background style when Visualization = Venue.
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* Reacts to v3:live-performance-state for lighting mood (read-only).
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*/
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(function (root) {
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'use strict';
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const THEME_ID = 'small-club';
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const ASSET_BASE = '/static/assets/venue/themes/small-club/';
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const BG_PLATE = 'bg-plate.png';
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const BG_PLATE_WEBP = 'bg-plate.webp';
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let _active = false;
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let _assetsLoaded = false;
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let _loadFailed = false;
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let _lastMood = 'idle';
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let _bound = false;
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function isVenueViz() {
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if (root && root.v3VenueViz && typeof root.v3VenueViz.isVenueVisualization === 'function') {
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const sel = root.v3VenueViz.getSelectedVizId
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? root.v3VenueViz.getSelectedVizId()
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: root.v3VenueViz.readVizSelection();
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return root.v3VenueViz.isVenueVisualization(sel);
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}
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try {
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const sel = document.getElementById('viz-picker');
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if (sel && sel.value) return String(sel.value) === 'venue';
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return localStorage.getItem('vizSelection') === 'venue';
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} catch (_) {
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return false;
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}
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}
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function h3dApi(name) {
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return root && typeof root[name] === 'function' ? root[name] : null;
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}
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function setH3dActive(on) {
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const fn = h3dApi('h3dVenueSceneSetActive');
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if (fn) fn(!!on);
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}
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function setH3dMood(state) {
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const fn = h3dApi('h3dVenueSceneSetMood');
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if (fn) fn(state);
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}
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function readH3dState() {
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const fn = h3dApi('h3dVenueSceneGetState');
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return fn ? fn() : null;
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}
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function syncPlaceholderVisibility() {
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try {
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if (root && root.v3VenueViz && typeof root.v3VenueViz.syncPlayerVizClass === 'function') {
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const id = root.v3VenueViz.getSelectedVizId
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? root.v3VenueViz.getSelectedVizId()
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: root.v3VenueViz.readVizSelection();
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root.v3VenueViz.syncPlayerVizClass(id);
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}
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} catch (_) { /* visual-only */ }
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try {
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if (root && root.v3VenueMoodFx && typeof root.v3VenueMoodFx.onVenueVisualizationSelected === 'function' &&
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isVenueViz()) {
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root.v3VenueMoodFx.onVenueVisualizationSelected();
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}
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} catch (_) { /* visual-only */ }
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}
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function readArrangementSignal() {
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// Intentional karaoke/vocals signal: active arrangement name from the
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// highway WS (user selected Vocals in #arr-select). Do NOT use
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// window.highway.getLyricsVisible() — lyrics overlay stays on during normal
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// guitar practice and must not force vocals POV.
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try {
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const si = root.highway && typeof root.highway.getSongInfo === 'function'
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? root.highway.getSongInfo()
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: null;
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if (si && si.arrangement) return si.arrangement;
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const cs = root.feedBack && root.feedBack.currentSong;
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if (cs && cs.arrangement) return cs.arrangement;
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if (cs && cs.arrangementSmartName) return cs.arrangementSmartName;
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} catch (_) { /* visual-only */ }
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return '';
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}
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function syncInstrumentPov() {
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const fn = h3dApi('h3dVenueSceneSetInstrumentPov');
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if (fn) fn(readArrangementSignal());
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}
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function activate() {
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if (_active) {
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syncInstrumentPov();
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syncVenueMotion();
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syncCrowd(true);
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return;
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}
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_active = true;
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_assetsLoaded = false;
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_loadFailed = false;
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setH3dActive(true);
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setH3dMood(_lastMood);
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syncInstrumentPov();
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syncVenueMotion();
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syncCrowd(true);
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}
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function syncCrowd(on) {
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// Reactive crowd video layer (career mode) — inert without a pack.
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try {
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if (root && root.v3VenueCrowd &&
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typeof root.v3VenueCrowd.setVenueActive === 'function') {
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root.v3VenueCrowd.setVenueActive(!!on);
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}
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} catch (_) { /* visual-only */ }
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}
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function syncVenueMotion() {
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const motionApi = root && root.v3VenueMoodFx;
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const mode = motionApi && typeof motionApi.getMotion === 'function'
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? motionApi.getMotion()
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: 'subtle';
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const fn = h3dApi('h3dVenueSceneSetMotionMode');
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if (fn) fn(mode);
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else if (motionApi && typeof motionApi.syncMotionToRenderer === 'function') {
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motionApi.syncMotionToRenderer(mode);
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}
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}
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function deactivate() {
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if (!_active) {
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setH3dActive(false);
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return;
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}
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_active = false;
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_assetsLoaded = false;
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_loadFailed = false;
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setH3dActive(false);
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syncCrowd(false);
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syncPlaceholderVisibility();
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}
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function syncViz(vizId) {
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const id = String(vizId || '');
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if (id === 'venue') {
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activate();
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} else {
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deactivate();
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}
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}
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function onPerformanceState(e) {
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if (!_active) return;
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const d = (e && e.detail) || {};
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const state = String(d.state || 'idle').toLowerCase();
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// v3:live-performance-state fires per note hit/miss; skip the renderer
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// push when the mood is unchanged (e.g. a run of hits all in 'fire').
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if (state === _lastMood) return;
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_lastMood = state;
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setH3dMood(state);
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}
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function onAssetsLoaded() {
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_assetsLoaded = true;
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_loadFailed = false;
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syncPlaceholderVisibility();
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}
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function onAssetsFailed() {
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_loadFailed = true;
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_assetsLoaded = false;
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syncPlaceholderVisibility();
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}
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function bindRuntime() {
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if (_bound) return;
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_bound = true;
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const sm = root && root.feedBack;
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if (sm && typeof sm.on === 'function') {
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sm.on('v3:live-performance-state', onPerformanceState);
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sm.on('song:loaded', () => {
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if (_active) syncInstrumentPov();
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});
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sm.on('arrangement:changed', () => {
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if (_active) syncInstrumentPov();
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});
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sm.on('song:arrangement-changed', () => {
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if (_active) syncInstrumentPov();
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});
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sm.on('viz:renderer:ready', () => {
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if (isVenueViz()) activate();
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else deactivate();
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});
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sm.on('viz:reverted', () => deactivate());
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}
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if (isVenueViz()) activate();
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}
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function getState() {
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const h3d = readH3dState();
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const povApi = root && root.v3VenueInstrumentPov;
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const arrangement = readArrangementSignal();
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const instrumentPov = povApi && typeof povApi.resolveVenueInstrumentPov === 'function'
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? povApi.resolveVenueInstrumentPov(arrangement)
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: 'guitar';
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return {
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active: _active,
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themeId: THEME_ID,
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assetBase: ASSET_BASE,
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arrangement,
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instrumentPov,
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assetsLoaded: _assetsLoaded || !!(h3d && h3d.assetsLoaded),
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loadFailed: _loadFailed || !!(h3d && h3d.loadFailed),
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mood: _lastMood,
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h3dVenueState: h3d,
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isVenueViz: isVenueViz(),
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};
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}
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function shouldShowDomPlaceholder() {
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// V2: no on-screen construction badge during Venue playback.
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return false;
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}
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const api = {
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THEME_ID,
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ASSET_BASE,
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BG_PLATE,
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BG_PLATE_WEBP,
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activate,
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deactivate,
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syncViz,
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onAssetsLoaded,
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onAssetsFailed,
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onPerformanceState,
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bindRuntime,
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getState,
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syncInstrumentPov,
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syncVenueMotion,
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readArrangementSignal,
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shouldShowDomPlaceholder,
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isSceneLoaded: () => {
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if (_assetsLoaded) return true;
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const h3d = readH3dState();
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return !!(h3d && h3d.assetsLoaded);
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},
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};
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if (root) root.v3VenueScene3d = api;
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if (typeof module !== 'undefined' && module.exports) module.exports = api;
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if (typeof document !== 'undefined') {
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const boot = () => bindRuntime();
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// `defer` runs this at readyState 'interactive' — later scripts have not
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// evaluated yet, so wait for DOMContentLoaded (see static/v3/index.html).
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if (document.readyState !== 'complete') {
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document.addEventListener('DOMContentLoaded', boot);
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} else {
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boot();
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}
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}
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}(typeof window !== 'undefined' ? window : (typeof globalThis !== 'undefined' ? globalThis : null)));
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