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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