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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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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