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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

GIG CLOCK

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.

CROWD STATE

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.

PLAYER ACTION

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.

Patch Matrix — Stem Gain

Hit Crunch play_hit

+0.0dB

Sizzle play_sizzle

+0.0dB

Strike Crash play_strike_crash

+0.0dB

Lead Layer lead_layer

+0.0dB

Pitch Warp

+0 st

Filter Cutoff

20000 Hz

Output & Test Stage

Audio locked. Press ENABLE AUDIO, then dial in a mix.