Add procedural crowd ambience and radio crackle
Full build / Import + headless tests (push) Successful in 45s
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- AudioFeedback.start_crowd_bed() builds a 4 s looping AudioStreamWAV at runtime
  (one-pole filtered noise plus a 68/103 Hz drone, seeded) and set_crowd_level()
  maps crowd mood 0..1 to -34..-12 dB, so the street gets louder as it gets
  agitated or panics. The bed starts with the shift and stops at shift end.
- play_radio_open()/play_radio_close() push short filtered-noise bursts; wired to
  opening the radio panel, submitting a report, cancelling, and closing the panel.
- Still asset-free and headless-safe: with a dummy audio server the calls no-op.
  _free_player() returns null before _ready and callers handle it.

Tests/docs
- Headless suite 127 -> 134 (test_audio_feedback.gd).
- New smoke_audio.gd: bed playing, level follows mood events, radio crackles once
  per open/close, bed stops at shift end. Verified windowed (real audio server).
- README, TODO section moved to DONE, MEMORY. Version 0.2.8.
This commit is contained in:
zwitschi committed 2026-10-31 21:08:36 +01:00
1 parent e2c2a0bf4c
commit 294ac17333
13 files changed
+305 -17

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+99
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@@ -8,6 +8,11 @@ extends Node
const SAMPLE_RATE := 22050.0
var _players: Array[AudioStreamPlayer] = []
var _bed_player: AudioStreamPlayer = null
## Observable state so headless tests and the HUD can see what was requested.
var crowd_level: float = 0.0
var bed_playing := false
var radio_crackles := 0
func _ready() -> void:
# Pre-create a few players so overlapping cues don't cut each other off.
@@ -30,6 +35,43 @@ func play_escalation(level: int) -> void:
var freq := 440.0 - float(level) * 40.0
_play_tone(maxf(freq, 180.0), 0.18, 0.6)
## Start the looping crowd bed (low murmur). Called once per shift; safe to call
## again. Volume then follows `set_crowd_level`.
func start_crowd_bed() -> void:
if _bed_player == null:
_bed_player = AudioStreamPlayer.new()
_bed_player.name = "CrowdBed"
add_child(_bed_player)
_bed_player.stream = _build_crowd_stream()
_bed_player.volume_db = _level_to_db(crowd_level)
_bed_player.play()
bed_playing = true
func stop_crowd_bed() -> void:
if _bed_player:
_bed_player.stop()
bed_playing = false
## Crowd mood (0..1) drives the bed volume: quiet when calm, louder when the
## street is agitated or panicking.
func set_crowd_level(mood: float) -> void:
crowd_level = clampf(mood, 0.0, 1.0)
if _bed_player:
_bed_player.volume_db = _level_to_db(crowd_level)
static func _level_to_db(mood: float) -> float:
return lerpf(-34.0, -12.0, clampf(mood, 0.0, 1.0))
## Radio open cue: a short burst of filtered crackle.
func play_radio_open() -> void:
radio_crackles += 1
_play_noise(0.09, 0.35)
## Radio close cue: a lower, shorter click.
func play_radio_close() -> void:
radio_crackles += 1
_play_noise(0.06, 0.25, 1400.0)
## Play a denial/error cue (low buzz).
func play_deny() -> void:
_play_tone(220.0, 0.20, 0.5)
@@ -53,7 +95,64 @@ func _play_tone(freq: float, duration: float, volume: float, delay: float = 0.0)
var sample := sin(TAU * freq * t) * 0.6
playback.push_frame(Vector2(sample, sample))
## Deterministic low murmur for the crowd bed: filtered noise plus a low drone.
func _build_crowd_stream() -> AudioStreamWAV:
const SECONDS := 4.0
var frames := int(SAMPLE_RATE * SECONDS)
var data := PackedByteArray()
data.resize(frames * 2)
var rng := RandomNumberGenerator.new()
rng.seed = 20261031
var smooth := 0.0
for i in frames:
var t := float(i) / SAMPLE_RATE
# Low-passed noise (a simple one-pole filter) sounds like distant talking.
smooth = lerpf(smooth, rng.randf_range(-1.0, 1.0), 0.02)
var drone := sin(TAU * 68.0 * t) * 0.25 + sin(TAU * 103.0 * t) * 0.12
var sample := (smooth * 2.2 + drone) * 0.35
var v := int(clampf(sample, -1.0, 1.0) * 32767.0)
data[i * 2] = v & 0xFF
data[i * 2 + 1] = (v >> 8) & 0xFF
var stream := AudioStreamWAV.new()
stream.format = AudioStreamWAV.FORMAT_16_BITS
stream.mix_rate = int(SAMPLE_RATE)
stream.stereo = false
stream.data = data
stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
stream.loop_begin = 0
stream.loop_end = frames
return stream
## Short filtered noise burst used for the radio crackle.
func _play_noise(duration: float, volume: float, cutoff_hz: float = 3200.0) -> void:
var player := _free_player()
if player == null:
return
var frames := int(SAMPLE_RATE * duration)
var data := PackedByteArray()
data.resize(frames * 2)
var rng := RandomNumberGenerator.new()
rng.seed = 7
var smooth := 0.0
var alpha := clampf(cutoff_hz / SAMPLE_RATE, 0.01, 0.9)
for i in frames:
smooth = lerpf(smooth, rng.randf_range(-1.0, 1.0), alpha)
var env := 1.0 - float(i) / float(maxi(frames, 1))
var v := int(clampf(smooth * env, -1.0, 1.0) * 32767.0)
data[i * 2] = v & 0xFF
data[i * 2 + 1] = (v >> 8) & 0xFF
var stream := AudioStreamWAV.new()
stream.format = AudioStreamWAV.FORMAT_16_BITS
stream.mix_rate = int(SAMPLE_RATE)
stream.stereo = false
stream.data = data
player.stream = stream
player.volume_db = linear_to_db(volume)
player.play()
func _free_player() -> AudioStreamPlayer:
if _players.is_empty():
return null
for player in _players:
if not player.playing:
return player
+15
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@@ -233,6 +233,9 @@ func _reset_shift_state() -> void:
## Begin (or resume) the shift clock and recapture the mouse.
func _start_shift() -> void:
_shift_running = true
if audio:
audio.start_crowd_bed()
audio.set_crowd_level(coordinator.crowd.mood)
coordinator.start()
if hud:
hud.set_shift_state(coordinator, selected_scenario)
@@ -322,6 +325,8 @@ func _build_ui() -> void:
radio_panel.submitted.connect(_on_radio_submitted)
radio_panel.cancelled.connect(func():
radio_panel.hide()
if audio:
audio.play_radio_close()
hud.set_action_hint("")
_refresh_freeze())
shift_review_panel = ShiftReview.new()
@@ -566,6 +571,8 @@ func _connect_crowd() -> void:
func _on_crowd_changed(payload: Dictionary) -> void:
var event_type := str(payload.get("event", ""))
var panic := bool(payload.get("panic", false))
if audio:
audio.set_crowd_level(float(payload.get("mood", 0.0)))
# Panic wins: people clear away from the entrance.
if panic or event_type == "crowd_panic":
_flee_crowd()
@@ -609,6 +616,8 @@ func _responder_profile() -> NpcProfile:
func _on_shift_ended(review: Dictionary) -> void:
_shift_running = false
if audio:
audio.stop_crowd_bed()
# Persist the finished shift locally (Save autoload, user:// JSON).
if Save:
Save.save_shift_result(review)
@@ -801,6 +810,8 @@ func _close_top_modal() -> bool:
return true
if radio_panel and radio_panel.visible:
radio_panel.hide()
if audio:
audio.play_radio_close()
hud.set_action_hint("")
_refresh_freeze()
return true
@@ -1126,9 +1137,13 @@ func _open_radio(emergency: bool) -> void:
return
radio_panel.open(controller, emergency, current_npc_truth)
hud.set_action_hint("Fill in the radio report on screen.")
if audio:
audio.play_radio_open()
_refresh_freeze()
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
if audio:
audio.play_radio_close()
hud.set_action_hint("")
_refresh_freeze()
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
+85
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@@ -0,0 +1,85 @@
extends SceneTree
## Audio smoke: starts a shift, verifies the crowd bed is playing and follows mood
## events, and that opening/closing the radio triggers crackle cues.
##
## Usage:
## godot --headless --path . --script res://src/test/smoke_audio.gd
## (Headless uses a dummy audio server; the calls must still be safe.)
const MAX_FRAMES := 900
var frame := 0
var gm: Node = null
var started := false
var step := 0
var failures: Array[String] = []
func _initialize() -> void:
root.size = Vector2i(1280, 720)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frame += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
if not started:
gm.call("_on_venue_selected", "hollywood_building")
started = true
return false
if frame > MAX_FRAMES:
_fail("timeout")
return true
if frame < 120:
return false
match step:
0:
_check(gm.audio.bed_playing, "the crowd bed is playing during the shift")
var before: float = gm.audio.crowd_level
gm.coordinator.crowd.apply_event("aggressive_behavior")
_check(gm.audio.crowd_level > before, "an aggressive event raises the bed level")
gm.coordinator.crowd.apply_event("emergency_responder")
_check(gm.audio.crowd_level > before, "the responder keeps it up")
step = 1
1:
if gm.npcs.is_empty():
return false
gm.call("_on_guard_target", gm.npcs[0])
var crackles: int = gm.audio.radio_crackles
gm.call("_open_radio", false)
_check(gm.audio.radio_crackles == crackles + 1, "opening the radio crackles once")
gm.call("_on_radio_submitted", {
"npc_id": gm.current_incident_npc_id,
"location": "entrance",
"description": "tourist",
"behavior": "standing",
"weapons_seen": false,
"danger_level": 1,
}, false)
_check(gm.audio.radio_crackles == crackles + 2, "closing the radio crackles once")
gm.coordinator.call("_finish_shift")
_check(not gm.audio.bed_playing, "the bed stops when the shift ends")
step = 2
2:
_finish()
return true
return false
func _check(condition: bool, message: String) -> void:
if condition:
print("ok: " + message)
else:
_fail(message)
func _fail(message: String) -> void:
failures.append(message)
_finish()
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: crowd bed and radio crackle")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)
+78
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@@ -0,0 +1,78 @@
extends RefCounted
## Audio feedback: a looping crowd bed that follows the crowd mood, and radio
## crackle on open/close. All procedural, no audio assets, headless-safe.
const AudioFeedback := preload("res://src/game/audio_feedback.gd")
const CrowdSystem := preload("res://src/core/crowd_system.gd")
func test_bed_volume_follows_mood() -> bool:
var quiet: float = AudioFeedback._level_to_db(0.0)
var loud: float = AudioFeedback._level_to_db(1.0)
var mid: float = AudioFeedback._level_to_db(0.5)
var a := TestUtils.check(quiet < -30.0, "a calm street keeps the bed quiet")
var b := TestUtils.check(loud > quiet, "panic raises the bed")
var c := TestUtils.check(mid > quiet and mid < loud, "the rise is gradual")
return a and b and c
func test_crowd_level_is_clamped() -> bool:
var audio: Node = AudioFeedback.new()
audio.set_crowd_level(-1.0)
var a := TestUtils.check_eq(audio.crowd_level, 0.0, "negative mood clamps to 0")
audio.set_crowd_level(3.0)
var b := TestUtils.check_eq(audio.crowd_level, 1.0, "over-unity mood clamps to 1")
audio.free()
return a and b
func test_crowd_stream_loops() -> bool:
var audio: Node = AudioFeedback.new()
var stream: AudioStreamWAV = audio._build_crowd_stream()
var a := TestUtils.check(stream != null, "a crowd stream is generated")
var b := TestUtils.check_eq(stream.loop_mode, AudioStreamWAV.LOOP_FORWARD, "the bed loops")
var c := TestUtils.check(stream.data.size() > 1000, "the bed has audio data")
var d := TestUtils.check(stream.data.size() == stream.loop_end * 2, "loop covers the whole buffer")
audio.free()
return a and b and c and d
func test_crowd_bed_is_headless_safe() -> bool:
# No tree, no audio server: none of these may crash.
var audio: Node = AudioFeedback.new()
audio.start_crowd_bed()
var a := TestUtils.check(audio.bed_playing, "start marks the bed as playing")
audio.set_crowd_level(0.78)
var b := TestUtils.check(is_equal_approx(audio.crowd_level, 0.78), "level is stored")
audio.stop_crowd_bed()
var c := TestUtils.check(not audio.bed_playing, "stop clears the playing flag")
audio.free()
return a and b and c
func test_radio_crackle_methods() -> bool:
var audio: Node = AudioFeedback.new()
audio.play_radio_open()
audio.play_radio_close()
var a := TestUtils.check_eq(audio.radio_crackles, 2, "open and close each count a crackle")
var b := TestUtils.check(audio._free_player() == null, "no players exist before _ready, and that is safe")
audio.free()
return a and b
func test_game_manager_wires_audio() -> bool:
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("audio.start_crowd_bed()"), "the bed starts with the shift")
var b := TestUtils.check(src.contains("audio.set_crowd_level(float(payload.get("),
"crowd events drive the bed")
var c := TestUtils.check(src.contains("audio.stop_crowd_bed()"), "the bed stops at shift end")
var d := TestUtils.check(src.contains("audio.play_radio_open()"), "opening the radio crackles")
var e := TestUtils.check(src.contains("audio.play_radio_close()"), "closing the radio crackles")
return a and b and c and d and e
func test_mood_events_reach_the_bed() -> bool:
## The bed level is fed from the same payload the crowd reactions use.
var crowd := CrowdSystem.new()
var seen: Array = []
crowd.changed.connect(func(_p): pass)
crowd.apply_event("aggressive_behavior")
seen.append(crowd.mood)
crowd.apply_event("emergency_responder")
seen.append(crowd.mood)
var a := TestUtils.check(seen[1] > seen[0], "mood rises with a responder arrival")
crowd = null
return a