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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@@ -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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