komyo · Audio Lab v2

Every track the site ships, on the v3 engine, playable live. Pure Web Audio — zero audio files, the same constraint the real games run under.

This page drives the real engine. It loads ../game-kit.js and calls gamekit.music — the same registry, arrangements and transition rules the games use. It is not a copy, so it cannot drift from what ships. (The previous lab was a hand-ported model of 11 of the 30 tracks, which is how a shipped pair scoring 83% similar once passed the distinctness lint clean.)

Just click a card. It starts in full auto — ⇅ Adaptive plus Auto-ramp from near-zero — so the track builds, drops, breaks down and climbs again on its own with no input. Then take over with Intensity or Calm / Build / Peak to imitate a run.

The strip on a playing card is its arrangement — click any section to jump there. A → name in the status line means a switch is one bar away and you are hearing the fill into it. Switches only land on 4-bar phrase lines, need to beat the current section's energy match by a margin, and land on a crash with a pad and sub ringing across the seam.

⇅ Adaptive is how games run it: intensity picks the section. ▦ Timeline plays the arrangement start to finish instead — useful for hearing a track as a song.

sub — bass — mid — high — crest —
Idle — pick a track below.