CONCERT DAW
Patch bay for the live concert mix: route trigger state to audio stems, audition the change, then push it straight into the running Godot build.
Real (wired into Godot): the Gain sliders for Hit / Sizzle / Strike Crash / Lead Layer, the
Lead Layer Pitch Warp slider, the Lead Layer Filter Cutoff slider (a real
AudioEffectLowPassFilter on a dedicated Godot audio bus), and three cells of the Trigger→Stem
matrix: Gig Clock RELEASE → Lead Layer gain — every tick, MainVoxel.gd pushes the live
concert phase into VoxelAudio.set_gig_phase(), which auto-boosts the Lead Layer +3dB during the
Release climax — and Crowd State → Hit stem gain — the same per-tick push also sends
StageAndCrowd.residual_adrenaline (the real barricade-impact hype value) into
VoxelAudio.set_crowd_hype(), and once it crosses the hyped threshold the next
play_hit() cuts +2dB louder — and Player Action (combo) → Lead Layer + Hit gain — the live
combo_count goes to VoxelAudio.set_combo(): 15x+ FRENZY lifts the Lead Layer +2dB,
25x+ OVERDRIVE lifts it +3.5dB and adds +1.5dB to Hit. All of these stack on top of whatever manual gain trim
is dialed in above. Separately, Last Stand (1 HP) sinks the backing track (650 Hz) and the Lead Layer
(900 Hz, or darker if your cutoff is lower) behind real low-pass filters and speeds up the heartbeat, then
glides back open when you recover.
"Push to Live Pit" writes a patch to localStorage and the running build reads it on
boot via VoxelAudio.apply_daw_patch() — same bridge pit-editor-prototype uses for
custom scenarios.
Not wired yet (roadmap): the other Player Action triggers (Tackle, 360 Spin, Band
Assemble), and routing any trigger to stems other than Lead Layer/Hit, or to arbitrary user-dialed cells
instead of the fixed rules above (a general routing UI is a future slice, not this one).
Source / Trigger
Warm-up · Pressure · Circle Pit · Release
Live in-engine via Pacing Bench hotkeys (1-4, [ ]) in MainVoxel.gd. Release phase is real-wired to auto-boost Lead Layer gain +3dB.
Barricade Hype (residual_adrenaline)
Live in StageAndCrowd, pushed every tick in MainVoxel.gd. Real-wired: crossing the hype threshold auto-boosts the next Hit stem play +2dB.
Tackle · 360 Spin · Combo 15+ · Band Assemble
Tracked live in PlayerVoxel.gd / MainVoxel.gd. Combo is real-wired: 15x+ lifts the Lead Layer +2dB, 25x+ lifts it +3.5dB and Hit +1.5dB. Tackle / Spin / Band Assemble are not exposed yet.