feat(client): Sprint 12 — renderer fix, sound pipeline, medium-range indicators
#345: entity_renderer.gd already used entity_id; added regression tests confirming old "id" field is rejected and "entity_id" is accepted. #447 (OQ-29): DIALOGUE_MAX_WIDTH = 1920 added to constants.gd. Full viewport width at target resolution (60 × TILE_SIZE), per D-061 Lead directive "max-width". Recorded as D-076 in decisions/perception.md. #126: SoundIndicatorRenderer — fog-edge directional arrows for medium-range sound events (D-018). Node2D at z:951 in World scene. Color-coded per D-018/D-069 (neutral/voice/danger). GameState.medium_sound_events partitions Medium events from snapshot sound_events field. Tests added to test_rendering.gd; Hoshe's test_sound_indicators.gd stubs updated. #125: Close-range stereo audio pipeline wired. AudioManager.play_sound_event() maps event_type to D-038 asset key (Footstep/FootstepSprint → sfx_footstep_*). GameState.close_sound_events partitions Close events. main.gd calls _play_close_sound_events() each snapshot tick. test_audio_bus_routing.gd Layer 4 stubs upgraded to real tests. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -121,6 +121,9 @@ func _process(_delta: float) -> void:
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if checklist_overlay and checklist_overlay.has_method("update_from_state"):
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checklist_overlay.update_from_state()
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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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# Show monologue if server sent one this tick (#414)
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_consume_monologue()
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@@ -191,6 +194,20 @@ func _process(_delta: float) -> void:
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_pending_record_inputs.clear()
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# D-018 #125: Play close-range sound events — fired once per snapshot tick.
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# Each event is passed to AudioManager.play_sound_event() for 2D positional playback
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# on the WorldSFX bus. Events with no registered asset are silently skipped (D-038).
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func _play_close_sound_events() -> void:
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for evt in GameState.close_sound_events:
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if not evt is Dictionary or not evt.has("x") or not evt.has("y"):
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continue
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AudioManager.play_sound_event(
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evt.get("event_type", ""),
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Vector2(float(evt.x), float(evt.y))
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)
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GameState.close_sound_events = []
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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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