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Module music

Module music 

Source
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Chaos RPG procedural music engine integration.

Wires the proof-engine’s procedural music system into the game, providing vibe-based dynamic music, corruption-driven audio degradation, floor-depth progression, boss-specific music controllers, and audio-reactive visual bindings. The MusicDirector is the top-level orchestrator that owns every subsystem and is ticked each frame by the game loop.

Structs§

AudioAnalysis
Frequency-band energy and transient analysis for visual binding.
AudioVisualBridge
Bridges audio analysis to game visuals.
BossMusicController
Per-boss music controller.
ChaosRiftTracker
Tracks bar count for ChaosRift random key changes every 4 bars.
CorruptionAudioProcessor
Master corruption audio processor — owns all degradation effects.
FilterModulationEffect
LFO-modulated filter cutoff effect.
FloorMusicProfile
Musical personality of a floor range.
GameVibeConfig
Static parameters that define a musical mood.
GameVisuals
Visual state that the audio-visual bridge writes into.
GranularArtifacts
Granular artifacts — stutter, bit-crush, time-stretch glitches.
MusicDirector
The MusicDirector is the single entry point for the game loop.
MusicLayer
One layer in the dynamic music stack.
MusicLayerStack
Four cross-fadable music layers driven by the current GameVibe.
PitchWobble
Per-sample pitch wobble effect.
RhythmDrift
Rhythm drift — introduces swing and timing jitter.

Enums§

BossMusic
The four named bosses in Chaos RPG.
ChordType
Chord type used in floor profiles.
CorruptionTier
Which corruption effects are active at a given corruption level.
EnemyTier
Enemy difficulty tier for combat music intensity.
GameVibe
Every distinct musical mood the game can be in.
InstrumentSet
Broad instrument palette for a vibe.
LayerType
Which role a layer fulfils in the mix.
PlayerActionType
Player combat action categories (for AlgorithmReborn Phase 2 adaptation).
RoomType
Room types that map to vibes.

Functions§

apply_floor_profile
Apply a FloorMusicProfile to a MusicLayerStack and engine.
floor_music_profile
Derive the floor music profile from a floor number.