Every 16th note each instrument plays is a mark in its lane (brighter: more notes at once), read from the track's own code at the stack height picked above, as the game plays it (layers the game leaves out stay out). Sections are split by the taller lines. Tap to jump there. Muted and silent channels are dimmed.
Each channel's level in dB at the four stack heights the game settles on (≤3, 4, 5, 6+ rows: intensity 0, 33, 67, 100%), eased between as the intensity moves; 0 dB is as written. LINK moves a strip's four together. Levels are kept per track and per output in this browser (the game only hears them once they're in js/music/mixes.js): EXPORT gives the text to paste to Claude, or into that file. MUTE and SOLO are for listening only; they aren't exported. The meter shows each channel after its level; the small spectrum shades what a phone speaker can't play (under ~250Hz), with a line where PHONE cuts (170Hz).
MUTE leaves a layer out, so you can hear what it adds; ARCHIVED and TRIAL layers start muted (the game leaves them out), PLAY adds one back. SOLO plays just what that layer adds, at full strength, with the rest of the track muted.
| TALLEST STACK | INTENSITY | WHAT HAPPENS |
|---|---|---|
| 0–3 rows | 0% | The track as written. |
| 4 rows | 33% | The first layers come in (from 5%): usually 16th-note hats, and the tone starts brightening. |
| 5 rows | 67% | The low end and rhythm thicken (layers from 40%). |
| 6+ rows | 100% | The alarm layers (from 72%). Two rows from the line or closer. |
| Game over | 0% | Eases back to calm behind the game over screen. |
The game sends a target from 0 to 1 whenever the board redraws (one row higher on HARD's 8×8); the music moves 6% of the way there every 16th note, so layers fade in and out over a few seconds and the track never restarts. Each layer fades in over the 25% after its entry point.