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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@@ -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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