Add procedural crowd ambience and radio crackle
Full build / Import + headless tests (push) Successful in 45s
Full build / Full desktop build + optional release (push) Failing after 3m53s

- 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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zwitschi committed 2026-10-31 21:08:36 +01:00
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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)