fix(client): address PR #47 review — murmur deferral, zone extraction, 6 tests
Remove premature Voice/VoiceConversation from SOUND_EVENT_ASSETS (D-072 defers murmur to end-to-end sprint). Extract current_zone_id in GameState.apply_snapshot() as first-class field, eliminating O(N) tile scan in main.gd (D-020 server-authoritative). Add dir.list_dir_end() after registry scan. Add rapid zone-crossing + _load_prefs() roundtrip tests. Enhance comments on hub/workplace same-asset pattern, station base hum, and confrontation dip replacement semantics. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -45,7 +45,12 @@ const FILTER_CUTOFF_DEFAULT := 20500.0
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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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# Hub and Workplace intentionally share the same ambient layer (amb_hub_layer) —
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# they are the same location type, so hub→workplace transition is a same-asset no-op
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# (old_asset != new_asset guard skips the fade-out). Sprint brief consolidates
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# D-038's "amb_workplace_layer" to "amb_hub_layer" for v0.1.
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# Note: amb_station_base (D-038 global base hum) plays globally via play_loop()
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# at startup — it is not zone-dependent and has no ZONE_ASSETS entry.
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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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@@ -129,6 +134,7 @@ func _scan_dir(path: String) -> void:
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if stream:
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_registry[file_name.get_basename()] = stream
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file_name = dir.get_next()
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dir.list_dir_end()
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func has_asset(asset_key: String) -> bool:
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@@ -201,10 +207,6 @@ 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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@@ -68,6 +68,11 @@ var close_sound_events: Array = []
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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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# D-073 (#529): Server-authoritative zone_id from the player's current tile.
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# Extracted in apply_snapshot() — avoids O(N) tile scan in main.gd per Tyre review.
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# Empty string when zone_id field absent (server hasn't shipped OQ-09 yet).
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var current_zone_id: String = ""
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func apply_snapshot(snapshot: Dictionary) -> void:
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current_snapshot = snapshot
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@@ -197,6 +202,17 @@ func apply_snapshot(snapshot: Dictionary) -> void:
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medium_sound_events = []
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close_sound_events = []
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# D-073 (#529): Extract zone_id from the player's current tile (server-authoritative).
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# O(1) via visible_positions dict would be ideal, but tiles are arrays without
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# positional indexing — use the same tile iteration below instead.
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current_zone_id = ""
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var _px := int(player_position.x)
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var _py := int(player_position.y)
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for _ztile in visible_tiles:
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if _ztile is Dictionary and _ztile.get("x") == _px and _ztile.get("y") == _py:
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current_zone_id = _ztile.get("zone_id", "")
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break
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# v2: visible_tiles with visibility sectors
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# Derives visible_positions when not explicitly provided (real server mode)
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if snapshot.has("visible_tiles") and snapshot.visible_tiles is Array and snapshot.visible_tiles.size() > 0:
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+3
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@@ -254,19 +254,11 @@ 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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# D-073 (#529): Zone ambient crossfade — reads zone_id from GameState.current_zone_id
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# (extracted in apply_snapshot(), server-authoritative per D-020).
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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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var zone := GameState.current_zone_id
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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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@@ -108,6 +108,35 @@ func test_d073_zone_asset_corridor_key_matches_filename_convention() -> void:
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assert_that(zone_assets["corridor"]).is_equal("amb_corridor_layer")
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func test_d073_game_state_extracts_zone_id_from_player_tile() -> void:
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## D-073 / Tyre review: zone_id is extracted in GameState.apply_snapshot() as
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## a first-class field (like player_facing, player_stance), avoiding O(N) tile
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## scan in main.gd per D-020 server-authoritative state.
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var player := {"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": {}}}
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [player],
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"tiles": [
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{"x": 5, "y": 5, "z": 0, "type": "floor", "zone_id": "bar"},
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{"x": 6, "y": 5, "z": 0, "type": "floor", "zone_id": "hub"},
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],
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})
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assert_that(GameState.current_zone_id).is_equal("bar")
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GameState.apply_snapshot({"tick": 2})
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func test_d073_game_state_zone_id_empty_when_field_absent() -> void:
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## D-073: Defensive — zone_id missing from tile data (server hasn't shipped OQ-09).
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var player := {"entity_id": 1, "x": 5.0, "y": 5.0, "z": 0, "kind": {"variant": "Player", "data": {}}}
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GameState.apply_snapshot({
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"tick": 1,
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"entities": [player],
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"tiles": [{"x": 5, "y": 5, "z": 0, "type": "floor"}],
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})
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assert_that(GameState.current_zone_id).is_equal("")
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GameState.apply_snapshot({"tick": 2})
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func test_d073_crossfade_duration_in_1_5_to_2_0s_range() -> void:
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## D-073: Crossfade tween duration must be 1.5-2.0s.
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## Activates once #529 defines the duration constant.
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@@ -131,6 +160,51 @@ func test_d073_set_zone_same_zone_repeated_is_noop() -> void:
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assert_that(AudioManager._ambient_players.size() <= 1).is_true()
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func test_d073_rapid_zone_crossing_interruptible() -> void:
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## D-073: Rapid back-and-forth zone crossing (interruptible crossfade).
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## When _kill_zone_tweens() fires mid-fade, old player stays at intermediate
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## volume — new tween starts from current position. No stacked tweens, no crash.
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if not "ZONE_ASSETS" in AudioManager:
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push_warning("TestAudioSprint13: ZONE_ASSETS not yet defined — skip rapid crossing test")
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return
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# Cross hub → bar → hub rapidly (simulates player walking back and forth)
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AudioManager.set_zone("hub")
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AudioManager.set_zone("bar") # Interrupts hub fade-in mid-tween
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AudioManager.set_zone("hub") # Interrupts bar fade-in mid-tween
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AudioManager.set_zone("corridor") # Interrupts hub fade-in mid-tween
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## After rapid crossing: at most 2 ambient players (outgoing fade-out + incoming fade-in).
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## No stacked tweens — _kill_zone_tweens clears previous tweens each time.
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assert_that(AudioManager._ambient_players.size() <= 2).is_true()
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## Zone tweens array should only contain active tweens from the last set_zone call.
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assert_that(AudioManager._zone_tweens.size() <= 2).is_true()
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AudioManager.stop_all_loops()
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func test_d068_load_prefs_persistence_roundtrip() -> void:
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## #528: Volume persistence — save/load roundtrip via ConfigFile.
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## Sets non-default volumes, saves, reloads, and verifies values match.
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AudioManager.set_volume(AudioManager.BUS_AMBIENT, -8.5)
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AudioManager.set_volume(AudioManager.BUS_WORLD_SFX, -3.0)
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AudioManager.set_volume(AudioManager.BUS_UI_SOUNDS, -12.0)
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## _save_prefs() fires inside set_volume() — prefs file is written.
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## Reload prefs by calling _load_prefs() directly.
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AudioManager._load_prefs()
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assert_that(AudioManager.get_volume(AudioManager.BUS_AMBIENT)).is_equal_approx(-8.5, 0.01)
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assert_that(AudioManager.get_volume(AudioManager.BUS_WORLD_SFX)).is_equal_approx(-3.0, 0.01)
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assert_that(AudioManager.get_volume(AudioManager.BUS_UI_SOUNDS)).is_equal_approx(-12.0, 0.01)
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## Reset to defaults for subsequent tests.
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for bus in AudioManager.BUSES:
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AudioManager.set_volume(bus, 0.0)
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func test_d068_load_prefs_handles_missing_config_gracefully() -> void:
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## #528: _load_prefs() with a missing/corrupted config file must not crash.
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## The config path is user://audio_prefs.cfg — if absent, _load_prefs returns early.
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## This test documents the graceful fallback behavior.
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AudioManager._load_prefs()
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## No assertion — absence of crash is the test.
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# ==============================================================================
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# Layer 2: D-069 Dip Timing and dB Spec Values
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# These tests supplement test_audio_bus_routing.gd with timing and dB precision.
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@@ -140,7 +140,9 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
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GameState.dialogue_active = true # D-064: block movement while dialogue visible/fading
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# D-069: Dialogue dip — reduce ambient noise to foreground conversation.
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# Confrontation options override this with apply_dip("confrontation") in _start_confrontation_beat().
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# Confrontation options REPLACE (not nest) this dip via apply_dip("confrontation")
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# in _start_confrontation_beat(). hide_dialogue()'s clear_dip() restores to base
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# volumes regardless of which profile was last active — intentional replacement semantics.
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AudioManager.apply_dip("dialogue")
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# D-061: auto-pause in single-player when dialogue opens
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