The music is the player.
This browser prototype previews the proposed MODEL 001 screen. It is a music-reactive visual display, not a playable arcade machine. Choose a scene and play the sample beat or your own audio. The music moves the visuals and builds the scene scores. The final product and screen modes are still in development.
The demo track is synthetic. For your own music, choose a file. Tab capture depends on browser support and sharing permission. A microphone or line input uses your browser's input permission.
Select a mode below or use Next screen. The first group shows classic music visualizers. The retro arcade scenes play themselves to the audio. There are no game controls.
MORE DEMO CONTROLS
Keyboard: M next screen · D debug · F star current screen · S starred only · O power on · P power off · B beat lamp. These are browser prototype controls.
CRT EMULATION · flat-panel build
HOW THE MUSIC SCORES THE SCENES
The score records events caused by the song. It is not a player skill score.
HOW AUDIO DRIVES THE DISPLAY (TECHNICAL)
This browser demo analyzes a separate copy of the audio. It does not control the speaker path. Continuous: low, mid, and high band energy, smoothed with fast attack and slower release (about 40 ms up, 250 ms down). Onsets: spectral flux against a rolling adaptive threshold (0.7 s window, median-based). Sensitivity sets the threshold and a minimum gap of 160 to 80 ms, with a cap of 6 to 12 per second. Strength is how far above the threshold it landed. Kick-type onsets are low-band led; snare or hat-type are high-band led. Sustained vs hits: energy held above a level for more than 0.8 s without onsets counts as sustained, not as hits. Tempo: intervals between recent onsets (last 8 s) vote in a histogram between 60 and 200 BPM. Confidence is the winner's share. Below 0.45 the scenes act on raw onsets and never fake a BPM. Sections: every 2 s the last 4 s of band profile and loudness is compared with the 4 s before. A big change, at least 12 s after the previous one, is a section change. Quiet: RMS below a floor for 1.5 s. Idle: quiet for 20 s dims the screen and starts the standby drift. A unified beat favors real onsets; a predicted beat fills a gap only when tempo confidence is high. Playback is never delayed.