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CODEX WAVE 8 EXECUTION PLAN — Computational Choreography

> **Audience:** Codex CLI agent picking up Wave 8 mid-flight on Mac1. > **Date:** 2026-05-02 > **Author:** Claude (handing off coordinated work) > **Track:** Wave 8 — Computational Choreography (NOT Wave 9, NOT Duncan presets, NOT K11 deploy) > **Approved plan:** `[home-path]`

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> **Audience:** Codex CLI agent picking up Wave 8 mid-flight on Mac1. > **Date:** 2026-05-02 > **Author:** Claude (handing off coordinated work) > **Track:** Wave 8 — Computational Choreography (NOT Wave 9, NOT Duncan presets, NOT K11 deploy) > **Approved plan:** `[home-path]` Wave 8 reframes LUME from "audio drives visuals, motion drives visuals" into **"body and audio are two reactive surfaces of one performance."** The body listens to the music AND plays it back. Visuals reward beat-coherence between body and audio. Beat moments freeze into decaying ghost poses (Duncan E598 "Dissolving Clones"). Synthetic mocopi data unblocks all of this without hardware. There are six implementation steps. Steps 1 and 2 shipped. Steps 3-6 remain. **Step 3 is owned by Claude (in flight). Codex executes Steps 4, 5, and 6.** **Working-tree note:** `Assets/Scripts/LumeMotionToAudio.cs` + `.cs.meta` exist on disk but are **untracked** (Step 4 was written by a prior session that didn't commit). Codex must inspect these before either committing as-is or rewriting. **Step 3 (commit 95387a02):** - `Assets/Scripts/LumeChoreographyScorer.cs` `[DefaultExecutionOrder(226)]` - 32 audio onsets (rising-edge of `LumeAudioFftReceiver.TryGetLatest` transient flag) + 32 bone-velocity peaks (default boneIndex=12, parent-chain world-pose resolution) - Sliding window = `windowBars * 4 * 60 / bpm` (windowBars=4, bpm=120 → 8s) - Score: `1 - clamp(meanAbsDelta_ms / gracePeriodMs, 0, 1)`, EMA α=0.1 - Globals: `_ChoreographyScore`, `_ChoreographyScoreSmoothed`, `_ChoreographyHistory` (StructuredBuffer<float>) - Static helpers `NearestDelta`, `EmaStep` are public + testable - `Assets/Scripts/Editor/Tests/LumeChoreographyScorerTests.cs` (NEW Editor test) - `Assets/Scripts/LumeCalibrationPanel.cs` EDITED — Wave 8 tunables registered - `Assets/Scripts/LumeFluidSim.cs` EDITED — `_ChoreographyScoreSmoothed` pre-multiplier on audio turbulence - `Assets/Shaders/LumePointInstanced.shader` EDITED — `APPLY_CHOREOGRAPHY_SCORE` keyword + brightness/saturation lerp

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