- 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.
79 lines
3.5 KiB
GDScript
79 lines
3.5 KiB
GDScript
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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