Dungeon themes: per-song visual identity (crypt/overgrown/ember/flooded/windswept)
One album must not render the same dungeon twice. dungeonTheme() scores the measured summary per theme — pace terms gate on tempoConfidence so doubled detectors never read fast, crypt is penalised for blazing masters — plus small seeded jitter so ambiguous songs vary across seeds while decided races stay decided. The plan carries the theme name; dressing mix, planting/timber/puddle densities follow it, and the facade builds all materials (stone/floor multipliers, torch + light color, wood, fog tint) from the same record. Calibrated bank spread is 4/4/4/4/1 (windswept holds runner); corners stable across seeds; plan reshaping, facade wiring, and murk-vs-clear gates covered by tests.
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@@ -124,6 +124,17 @@ Actors and objects change only at camera cuts:
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- Absolute animation speed follows the song: motion bias is
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tempo-dominated and every `rate: true` param scales by per-track
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`rateScale` — slow songs got fast scenes before this.
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- Venues have a per-track **character** the same way: the dungeon derives
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sealed/murky/big (`dungeonCharacter`: tonal darkness, doubling-compensated
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tempo, stillness, weight) from the measured summary, calibrated against
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the bank because arrangement intent doesn't survive measurement (ambient
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doubles tempo, hiss reads bright). Dark slow songs seal fully indoor;
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blazing masters always crack open.
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- The dungeon also gets a per-track visual **theme** (`dungeonTheme`:
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crypt/overgrown/ember/flooded/windswept), scored off the same summary
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traits — one album must not render the same dungeon twice. Pace terms
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gate on tempoConfidence (doubled detectors must not read fast), jitter
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is small enough that decided races stay decided across seeds.
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## 7. Grounds and composition
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