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