Commit Graph
7 Commits
Author SHA1 Message Date
jpmschweitzerandClaude Opus 4.6 8985340bdd 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>
2026-02-19 18:37:23 +01:00
jpmschweitzerandClaude Opus 4.6 0e6cc4eef8 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>
2026-02-19 18:19:25 +01:00
jpmschweitzerandClaude Opus 4.6 dfcafee3ee fix(client): address PR #43 review — walk key mismatch + 5 suggestions
Fix SOUND_EVENT_ASSETS walk-speed keys to match actual filename
(sfx_footstep_metal_walk), add play_loop null guard, source indicator
colors from Constants, extract CAMERA_DEFAULT_ZOOM, document
consume-once semantics on close_sound_events.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-19 15:37:20 +01:00
jpmschweitzerandClaude Sonnet 4.6 719721cd4c 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>
2026-02-19 13:35:27 +01:00
jpmschweitzerandClaude Sonnet 4.6 c6bd7c2db2 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>
2026-02-19 13:33:05 +01:00
jpmschweitzerandClaude Opus 4.6 2ab41a0f04 fix(client): address PR #25 review — 5 critical bugs, 4 warnings, 3 suggestions
Critical fixes:
- hide_dialogue() sent PAUSE instead of UNPAUSE, permanently freezing
  simulation after every dialogue (both reviewers)
- Confrontation monologue hardcoded in GDScript constant, violating
  D-042/D-020 — moved to ui-strings.yaml as dialogue.confrontation_beat
- Walk-away WASD didn't call set_input_as_handled(), letting movement
  event propagate and potentially stepping on the same frame
- is_dialogue_active() returned _is_showing only — interaction list
  could flash during 300ms fade gap. Now includes dialogue_active state
- Removed dead _last_dialogue_id / get_dialogue_id() state (never read)

Warnings addressed:
- Audio registry now scans res://audio/ recursively (subdirs registered)
- add_bus_effect guarded against duplicate calls in tests
- int64 encoder dead code tagged KNOWN-DEFECT, filed as ticket #516
- D-073 zone crossfade stub comment clarifies Sprint 9+ deferral
- listening_focus dip documents caller tick-gate responsibility (D-069/D-071)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 17:33:56 +01:00
jpmschweitzerandClaude Opus 4.6 9e6b859cdf feat(audio): add AudioManager autoload with 5-bus architecture
D-068 bus layout (Music, Ambient, WorldSFX, PlayerActions, UISounds),
directory-scan asset registry, spatial/non-spatial playback, D-069
audio dip profiles (dialogue, confrontation, listening_focus) with
low-pass filter sweep, and D-073 zone crossfade stub. No-op fallback
when audio assets absent. Implements #255.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-17 16:34:42 +01:00