feat(audio): Sprint 13 — AudioManager, zone crossfade, dip profiles, murmur wiring (#528, #529, #530, #533)
AudioManager: volume slider persistence (ConfigFile), settings UI with 5 teal-bordered sliders, default_bus_layout.tres for editor. Zone crossfade: defensive zone_id read from snapshot tiles, 1.5-2s ambient tween, auto-activates when server ships OQ-09. Dip profiles: dialogue dip in show/hide_dialogue, ListeningFocus 30-tick gate via stationary_ticks in game_state.gd. NPC murmur: client plumbing for event-driven World SFX playback, no-ops until audio asset arrives. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -41,6 +41,18 @@ const DIP_SPECS := {
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# Low-pass filter default cutoff — effectively bypassed at this value.
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const FILTER_CUTOFF_DEFAULT := 20500.0
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# --- D-073: Zone crossfade constants ---
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const CROSSFADE_DURATION := 1.8 # D-073: 1.5-2s spec, mid-range
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# Maps server zone_id strings to ambient asset keys (filenames in res://audio/).
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# Hub and Workplace share the same ambient layer — same location type.
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const ZONE_ASSETS: Dictionary = {
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"hub": "amb_hub_layer",
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"workplace": "amb_hub_layer",
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"bar": "amb_bar_layer",
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"corridor": "amb_corridor_layer",
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}
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# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
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var _registry: Dictionary = {}
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@@ -57,12 +69,19 @@ var _ambient_filter: AudioEffectLowPassFilter = null
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# Ambient loop players keyed by asset_key (D-073 zone crossfade)
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var _ambient_players: Dictionary = {}
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# D-073: Zone crossfade state
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var _current_zone_id: String = ""
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var _zone_tweens: Array = []
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signal dip_changed(profile: String)
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const PREFS_PATH := "user://audio_prefs.cfg"
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func _ready() -> void:
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_setup_buses()
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_scan_registry()
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_load_prefs()
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# --- Bus setup ---
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@@ -173,9 +192,8 @@ func stop_all_loops() -> void:
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# --- Audio asset registry: event type → asset key (D-018, #125) ---
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# Maps server-sent sound event_type strings to audio asset keys.
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# Keys match filename stems in res://audio/ (scanned by _scan_registry).
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# Audio assets per D-038: footstep variants (walk / run).
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# No asset for Voice events in v0.1 — play_sound_event no-ops gracefully
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# (D-038: "renders as audio if asset exists, or visual indicator + monologue if not").
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# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
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# Missing assets no-op gracefully (D-038 fallback pattern).
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const SOUND_EVENT_ASSETS: Dictionary = {
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"Footstep": "sfx_footstep_metal_walk",
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"FootstepWalk": "sfx_footstep_metal_walk",
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@@ -183,6 +201,10 @@ const SOUND_EVENT_ASSETS: Dictionary = {
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"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
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"FootstepSprint": "sfx_footstep_metal_run",
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"FootstepRun": "sfx_footstep_metal_run",
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# D-072 (#533): NPC conversation murmur — single universal asset, World SFX bus.
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# Zone ambient provides natural conspicuousness (bar buries it, corridor exposes it).
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"Voice": "sfx_npc_murmur",
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"VoiceConversation": "sfx_npc_murmur",
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}
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@@ -304,19 +326,85 @@ func set_volume(bus: String, volume_db: float) -> void:
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var buses: Dictionary = spec.get("buses", {})
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var offset_db: float = buses.get(bus, 0.0)
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AudioServer.set_bus_volume_db(idx, volume_db + offset_db)
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_save_prefs()
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func get_volume(bus: String) -> float:
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return _bus_volumes.get(bus, 0.0)
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# --- Zone crossfade (D-073 stub) ---
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# --- Volume persistence (user://audio_prefs.cfg) ---
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func _load_prefs() -> void:
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var cfg := ConfigFile.new()
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if cfg.load(PREFS_PATH) != OK:
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return
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for bus_name in BUSES:
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if cfg.has_section_key("audio", bus_name):
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var db: float = cfg.get_value("audio", bus_name, 0.0)
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# Apply directly: bypass _save_prefs() on initial load.
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_bus_volumes[bus_name] = db
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var idx := AudioServer.get_bus_index(bus_name)
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if idx >= 0:
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AudioServer.set_bus_volume_db(idx, db)
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func _save_prefs() -> void:
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var cfg := ConfigFile.new()
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for bus_name in BUSES:
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cfg.set_value("audio", bus_name, _bus_volumes.get(bus_name, 0.0))
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var err := cfg.save(PREFS_PATH)
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if err != OK:
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push_warning("AudioManager: failed to save prefs to %s (error %d)" % [PREFS_PATH, err])
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# --- Zone crossfade (D-073) ---
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## Handle zone transition. Server sends zone_id per tile in ObserverSnapshot.
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## Full crossfade implementation deferred to Sprint 9+ (D-073).
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## Stub exists so server integration can call it without conditional checks.
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func set_zone(_zone_id: String) -> void:
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pass
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## Hard boundary trigger with 1.5-2s audio crossfade between ambient layers.
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## Interruptible — mid-crossfade zone change tweens from current position.
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## No-op if assets absent (D-038) or same zone.
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func set_zone(zone_id: String) -> void:
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if zone_id == _current_zone_id:
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return
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var new_asset: String = ZONE_ASSETS.get(zone_id, "")
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var old_asset: String = ZONE_ASSETS.get(_current_zone_id, "")
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_current_zone_id = zone_id
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_kill_zone_tweens()
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# Fade out old ambient layer (if different asset from incoming zone)
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if not old_asset.is_empty() and old_asset != new_asset:
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if _ambient_players.has(old_asset):
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var old_player: AudioStreamPlayer = _ambient_players[old_asset]
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if is_instance_valid(old_player):
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var tween := create_tween()
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tween.tween_property(old_player, "volume_db", -80.0, CROSSFADE_DURATION)
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tween.tween_callback(stop_loop.bind(old_asset))
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_zone_tweens.append(tween)
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# Fade in new ambient layer
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if not new_asset.is_empty():
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if _ambient_players.has(new_asset):
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# Already playing (interrupted reverse crossfade) — tween from current volume
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var existing: AudioStreamPlayer = _ambient_players[new_asset]
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if is_instance_valid(existing):
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var tween := create_tween()
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tween.tween_property(existing, "volume_db", 0.0, CROSSFADE_DURATION)
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_zone_tweens.append(tween)
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elif has_asset(new_asset):
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var new_player := play_loop(new_asset, BUS_AMBIENT)
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if new_player:
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new_player.volume_db = -80.0
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var tween := create_tween()
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tween.tween_property(new_player, "volume_db", 0.0, CROSSFADE_DURATION)
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_zone_tweens.append(tween)
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func _kill_zone_tweens() -> void:
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for tween in _zone_tweens:
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if tween != null and tween.is_valid():
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tween.kill()
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_zone_tweens.clear()
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# --- Internal helpers ---
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@@ -62,6 +62,12 @@ var medium_sound_events: Array = []
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# Format: [{x, y, event_type, range_category}] — consumed once per tick in main.gd.
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var close_sound_events: Array = []
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# D-071 (#530): Consecutive ticks without player position change.
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# Incremented per snapshot in apply_snapshot(). Reset to 0 on movement.
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# ListeningFocus boost activates at 30+ ticks (main.gd manages the dip).
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var stationary_ticks: int = 0
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var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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@@ -83,6 +89,14 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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push_warning("GameState: no Player entity found in %d entities" % [
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visible_entities.size()])
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# D-071 (#530): Track consecutive stationary ticks for ListeningFocus boost.
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# Compares current player_position against previous snapshot's position.
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if player_position == _prev_player_position:
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stationary_ticks += 1
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else:
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stationary_ticks = 0
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_prev_player_position = player_position
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# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
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if snapshot.has("tiles"):
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visible_tiles = snapshot.tiles
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@@ -15,6 +15,7 @@ extends Node2D
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@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
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@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
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@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
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@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
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var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
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var _camera_anchored: bool = false
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@@ -24,6 +25,9 @@ var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have alrea
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var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
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var _teleport_in_progress: bool = false # #501: defer smoothing re-enable by one frame after teleport
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var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
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var _current_zone: String = "" # D-073 (#529): zone tracking for ambient crossfades
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const LISTENING_FOCUS_TICKS: int = 30 # D-071: stationary ticks before ListeningFocus boost activates
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func _ready() -> void:
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print("The Settled Reach — client initialized")
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@@ -128,6 +132,13 @@ func _process(_delta: float) -> void:
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# D-018 #125: Play close-range sound events via positional 2D audio
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_play_close_sound_events()
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# D-073 (#529): Zone ambient crossfade — detect player tile zone, trigger set_zone on change.
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_update_zone()
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# D-071 (#530): ListeningFocus boost — stationary 30+ ticks boosts WorldSFX.
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# Only activates when no dialogue/confrontation dip is active (D-070).
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_update_listening_focus()
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# Show monologue if server sent one this tick (#414)
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_consume_monologue()
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@@ -162,6 +173,14 @@ func _process(_delta: float) -> void:
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if bug_report_dialog and not bug_report_dialog.is_active():
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bug_report_dialog.start_capture()
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continue
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# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
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if input.action == InputMapper.Action.OPEN_MENU:
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if settings_dialog:
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if settings_dialog.is_open():
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settings_dialog.close()
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else:
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settings_dialog.open()
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continue
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if input.action == InputMapper.Action.INTERACT:
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# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
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var target_id: int = -1
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@@ -235,6 +254,38 @@ func _play_recognition_chimes() -> void:
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_known_recognition_ids.erase(eid)
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# D-073 (#529): Zone ambient crossfade — read zone_id from player's current tile.
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# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
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# zone_id field is server-authoritative; missing field treated as empty (no zone).
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func _update_zone() -> void:
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var px := int(GameState.player_position.x)
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var py := int(GameState.player_position.y)
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var zone: String = ""
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for tile in GameState.visible_tiles:
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if not tile is Dictionary:
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continue
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if tile.get("x") == px and tile.get("y") == py:
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zone = tile.get("zone_id", "")
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break
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if zone != _current_zone:
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_current_zone = zone
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AudioManager.set_zone(zone)
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# D-071 (#530): ListeningFocus boost — World SFX +2.5dB when stationary 30+ ticks.
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# Uses AudioManager.get_active_dip() as single source of truth (no separate flag).
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# Only activates when no other dip (dialogue/confrontation) is running.
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# Only deactivates its own dip — never touches dialogue/confrontation.
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# D-070: no UI indicator — the boost is "felt, not computed."
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func _update_listening_focus() -> void:
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var current_dip := AudioManager.get_active_dip()
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var threshold_met := GameState.stationary_ticks >= LISTENING_FOCUS_TICKS
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if threshold_met and current_dip == "":
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AudioManager.apply_dip("listening_focus")
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elif not threshold_met and current_dip == "listening_focus":
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AudioManager.clear_dip()
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# Consume-once per tick: show monologue text, then clear.
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# Tick guard prevents re-triggering when the same tick is polled multiple
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# times (client FPS > sim tick rate).
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