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Browse files- MusicManager.js +37 -1
- backend/server.py +30 -1
- game.js +9 -3
- index.html +12 -10
MusicManager.js
CHANGED
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@@ -5,6 +5,18 @@ export class MusicManager {
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this.isStarted = false;
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this._panicMuted = false;
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this.analyser = null;
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// Gesture state accumulator (sent to backend)
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this._gestureState = {
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@@ -125,6 +137,9 @@ export class MusicManager {
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console.log('[Lyria] Backend session ready');
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} else if (msg.type === 'fallback') {
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this._setFallbackIndicator(msg.active);
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}
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} catch (e) {
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console.warn('[Lyria] Unparseable message:', event.data.substring(0, 50));
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@@ -273,10 +288,31 @@ export class MusicManager {
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}
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cycleSynth() {
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this.currentSynthIndex = (this.currentSynthIndex + 1) % this.padPresets.length;
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this._gestureState.fistGesture = true;
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this._sendGestureState();
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}
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panic() {
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this.isStarted = false;
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this._panicMuted = false;
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this.analyser = null;
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this.currentStyleLabel = '';
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this._handFists = [false, false]; // Track fist state per hand
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this._doubleFistSent = false; // Prevent repeat sends
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// Spacebar listener at document level — captures regardless of focus
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document.addEventListener('keydown', (e) => {
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if (e.code === 'Space' || e.key === ' ') {
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e.preventDefault();
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e.stopPropagation();
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this.panic();
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}
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}, true); // useCapture=true to catch before anything else
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// Gesture state accumulator (sent to backend)
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this._gestureState = {
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console.log('[Lyria] Backend session ready');
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} else if (msg.type === 'fallback') {
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this._setFallbackIndicator(msg.active);
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if (msg.style) {
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this.currentStyleLabel = msg.style;
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}
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}
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} catch (e) {
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console.warn('[Lyria] Unparseable message:', event.data.substring(0, 50));
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}
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cycleSynth() {
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// Synth hand made a fist
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this._handFists[0] = true;
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this._checkDoubleFist();
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this.currentSynthIndex = (this.currentSynthIndex + 1) % this.padPresets.length;
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this._gestureState.fistGesture = true;
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this._sendGestureState();
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// Reset fist state after a short window
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setTimeout(() => { this._handFists[0] = false; this._doubleFistSent = false; }, 1000);
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}
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setDrumHandFist(isFist) {
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// Called when drum hand makes/releases a fist
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this._handFists[1] = isFist;
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if (isFist) this._checkDoubleFist();
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if (!isFist) this._doubleFistSent = false;
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}
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_checkDoubleFist() {
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if (this._handFists[0] && this._handFists[1] && !this._doubleFistSent) {
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this._doubleFistSent = true;
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console.log('[Lyria] DOUBLE FIST — BASS DROP!');
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if (this._wsReady) {
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this._ws.send(JSON.stringify({ type: 'bassdrop' }));
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}
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}
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}
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panic() {
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backend/server.py
CHANGED
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@@ -162,10 +162,16 @@ async def websocket_endpoint(websocket: WebSocket):
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prompt_text = await interpreter.interpret(_gd, force_new_direction=_im)
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if prompt_text:
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await lyria.update_prompts(prompt_text)
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try:
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await websocket.send_json({
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"type": "fallback",
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"active": interpreter.using_fallback
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})
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except Exception:
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pass
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@@ -195,6 +201,29 @@ async def websocket_endpoint(websocket: WebSocket):
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last_qwen_time = 0 # allow immediate Qwen update on resume
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print("[Server] RESUMED")
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elif msg["type"] == "hands_lost":
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# All hands gone — fade out
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await lyria.update_config({"density": 0.05, "brightness": 0.2})
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prompt_text = await interpreter.interpret(_gd, force_new_direction=_im)
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if prompt_text:
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await lyria.update_prompts(prompt_text)
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# Extract top prompt as style label
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style = max(prompt_text, key=lambda p: p.get("weight", 0))
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style_label = style["text"][:30]
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else:
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style_label = ""
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try:
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await websocket.send_json({
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"type": "fallback",
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"active": interpreter.using_fallback,
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"style": style_label
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})
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except Exception:
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pass
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last_qwen_time = 0 # allow immediate Qwen update on resume
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print("[Server] RESUMED")
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elif msg["type"] == "bassdrop":
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# Double fist = EPIC BASS DROP
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print("[Server] BASS DROP!")
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await lyria.update_prompts([
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{"text": "massive epic bass drop impact", "weight": 3.0},
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{"text": "sub-bass earthquake explosion", "weight": 2.5},
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])
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await lyria.update_config({"density": 0.95, "brightness": 0.3})
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# Revert after 5 seconds
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async def _revert_drop():
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import asyncio
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await asyncio.sleep(5)
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# Restore to current gesture-based state
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if current_gesture_state:
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cfg = _map_gesture_to_lyria_config(current_gesture_state)
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await lyria.update_config(cfg)
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prompt_text = await interpreter.interpret(
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current_gesture_state, force_new_direction=True
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)
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if prompt_text:
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await lyria.update_prompts(prompt_text)
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asyncio.create_task(_revert_drop())
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elif msg["type"] == "hands_lost":
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# All hands gone — fade out
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await lyria.update_config({"density": 0.05, "brightness": 0.2})
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game.js
CHANGED
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@@ -971,6 +971,11 @@ export var Game = /*#__PURE__*/ function() {
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} else if (isDrumHand) {
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var fingerStates = _this1._getFingerStates(smoothedLandmarks);
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if (playerIndex === 0) drumManager.updateActiveDrums(fingerStates);
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_this1._updateHandLines(i, smoothedLandmarks, videoParams, canvasWidth, canvasHeight, {
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fingerStates: fingerStates
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});
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@@ -1505,9 +1510,10 @@ export var Game = /*#__PURE__*/ function() {
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});
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volumeLabel.position.set(midPoint.x, midPoint.y - 20, 2);
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lineGroup.add(volumeLabel);
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//
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var
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backgroundColor: this.labelColors.evaGreen,
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textColor: this.labelColors.black
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});
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} else if (isDrumHand) {
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var fingerStates = _this1._getFingerStates(smoothedLandmarks);
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if (playerIndex === 0) drumManager.updateActiveDrums(fingerStates);
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// Detect fist on drum hand for double-fist bass drop
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var drumIsFist = _this1._isFist(smoothedLandmarks);
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if (_this1.musicManager.setDrumHandFist) {
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_this1.musicManager.setDrumHandFist(drumIsFist);
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}
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_this1._updateHandLines(i, smoothedLandmarks, videoParams, canvasWidth, canvasHeight, {
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fingerStates: fingerStates
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});
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});
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volumeLabel.position.set(midPoint.x, midPoint.y - 20, 2);
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lineGroup.add(volumeLabel);
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// Style label above wrist (from Lyria/Qwen)
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var styleText = (this.musicManager.currentStyleLabel || note).toUpperCase();
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var pitchLabel = this._createTextSprite(styleText, {
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fontsize: 16,
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backgroundColor: this.labelColors.evaGreen,
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textColor: this.labelColors.black
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});
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index.html
CHANGED
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@@ -44,18 +44,20 @@
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</div>
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<div id="controls-hint" class="hidden">
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<div class="hint-title">HYPERSPACE JAM</div>
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<div class="hint-grid">
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<span class="hint-icon">↕️</span><span class="hint-desc">Hand
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<span class="hint-icon">
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<span class="hint-icon">
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<span class="hint-icon">
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<span class="hint-icon">
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<span class="hint-icon">
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<span class="hint-icon">
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<span class="hint-icon">
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</div>
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<div class="hint-fade">
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</div>
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</div>
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</div>
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<div id="controls-hint" class="hidden">
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<div class="hint-title">HYPERSPACE JAM — LYRIA AI</div>
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<div class="hint-grid">
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<span class="hint-icon">↕️</span><span class="hint-desc">Hand HIGH = ambient/shoegaze · LOW = DnB/dubstep</span>
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<span class="hint-icon">🖐️</span><span class="hint-desc">Spread wide = dense layers · Closed = minimal</span>
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<span class="hint-icon">👌</span><span class="hint-desc">Pinch thumb+index = intensity</span>
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<span class="hint-icon">👍</span><span class="hint-desc">Thumb = melody · Index = arp · Middle = bass</span>
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<span class="hint-icon">🤟</span><span class="hint-desc">Ring = percussion · Pinky = texture/atmosphere</span>
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<span class="hint-icon">🤲</span><span class="hint-desc">Tilt wrist = filter sweep + dissonance</span>
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<span class="hint-icon">🤚</span><span class="hint-desc">2nd hand = drums + BPM control</span>
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<span class="hint-icon">⬜</span><span class="hint-desc">Both hands shape = sub-bass drone</span>
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<span class="hint-icon">✊✊</span><span class="hint-desc">Both fists = EPIC BASS DROP</span>
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<span class="hint-icon">🧘</span><span class="hint-desc">Hold still = lock the groove</span>
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</div>
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<div class="hint-fade">SPACE = pause/resume · D = displacement · ? = this menu</div>
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</div>
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</div>
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