Expand description
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§
- Audio
Analysis - Frequency-band energy and transient analysis for visual binding.
- Audio
Visual Bridge - Bridges audio analysis to game visuals.
- Boss
Music Controller - Per-boss music controller.
- Chaos
Rift Tracker - Tracks bar count for ChaosRift random key changes every 4 bars.
- Corruption
Audio Processor - Master corruption audio processor — owns all degradation effects.
- Filter
Modulation Effect - LFO-modulated filter cutoff effect.
- Floor
Music Profile - Musical personality of a floor range.
- Game
Vibe Config - Static parameters that define a musical mood.
- Game
Visuals - Visual state that the audio-visual bridge writes into.
- Granular
Artifacts - Granular artifacts — stutter, bit-crush, time-stretch glitches.
- Music
Director - The MusicDirector is the single entry point for the game loop.
- Music
Layer - One layer in the dynamic music stack.
- Music
Layer Stack - Four cross-fadable music layers driven by the current
GameVibe. - Pitch
Wobble - Per-sample pitch wobble effect.
- Rhythm
Drift - Rhythm drift — introduces swing and timing jitter.
Enums§
- Boss
Music - The four named bosses in Chaos RPG.
- Chord
Type - Chord type used in floor profiles.
- Corruption
Tier - Which corruption effects are active at a given corruption level.
- Enemy
Tier - Enemy difficulty tier for combat music intensity.
- Game
Vibe - Every distinct musical mood the game can be in.
- Instrument
Set - Broad instrument palette for a vibe.
- Layer
Type - Which role a layer fulfils in the mix.
- Player
Action Type - Player combat action categories (for AlgorithmReborn Phase 2 adaptation).
- Room
Type - Room types that map to vibes.
Functions§
- apply_
floor_ profile - Apply a
FloorMusicProfileto aMusicLayerStackand engine. - floor_
music_ profile - Derive the floor music profile from a floor number.