fix(client): apply arch review corrections — 640px dialogue width, D-067 chime
DIALOGUE_MAX_WIDTH: correct to 640px (20 × TILE_SIZE) per Tyre architecture review. D-076 updated in decisions/perception.md with amendment note. Initial 1920px was D-061 "max-width" but readability wins at 640px. D-067 recognition chime: wire sfx_monologue_chime to fog entity recognition onset. AudioManager.CHIME_RECOGNITION constant added. main.gd tracks seen entity IDs in _known_recognition_ids; fires chime on first appearance in pending_recognitions, expires when entity leaves the queue. UISounds bus (not WorldSFX) per D-038 "monologue chime is a UI sound." Tests added to test_audio_bus_routing.gd (Layer 2b). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -20,6 +20,7 @@ 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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var _last_monologue_tick: int = -1 # Prevent re-consuming monologue when same tick polled twice
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var _last_dialogue_tick: int = -1
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var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have already chimed
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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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@@ -113,6 +114,9 @@ func _process(_delta: float) -> void:
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if fog_entities and fog_entities.has_method("update_from_state"):
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fog_entities.update_from_state()
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# D-067: Recognition chime — fire sfx_monologue_chime on first fog recognition
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_play_recognition_chimes()
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# #496: Update gauntlet HUD (room timer + personal bests)
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if gauntlet_hud and gauntlet_hud.has_method("update_from_state"):
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gauntlet_hud.update_from_state()
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@@ -208,6 +212,25 @@ func _play_close_sound_events() -> void:
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GameState.close_sound_events = []
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# D-067: Recognition chime — fires sfx_monologue_chime when a fog entity
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# enters the cognitive delay recognition queue for the first time.
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# "The chime marks the character's attention shifting" (D-067).
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# Entities that complete recognition (leave pending_recognitions) are removed
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# from _known_recognition_ids so they can chime again if re-encountered.
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func _play_recognition_chimes() -> void:
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var active_ids: Dictionary = {}
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for rec in GameState.pending_recognitions:
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var eid: int = rec.entity_id
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active_ids[eid] = true
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if not _known_recognition_ids.has(eid):
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_known_recognition_ids[eid] = true
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AudioManager.play(AudioManager.CHIME_RECOGNITION)
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# Expire IDs no longer in the recognition queue
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for eid in _known_recognition_ids.keys():
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if not active_ids.has(eid):
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_known_recognition_ids.erase(eid)
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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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