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type-two 1e2e49518f Lane F: procedural WebAudio engine + soundboard demo
Event-driven comedy SFX, all synthesized (no assets, no deps):
- engine.ts: lazy AudioContext (dormant until ui:play / first gesture),
  master chain at ~-12dBFS through a soft limiter, persisted mute
  (blobbo:muted), 10-voice polyphony cap with steal-nearest-to-finish.
- sounds.ts: squish (impact-scaled wet splat), boing (springy sweep),
  splat (per-colour pentatonic bloop, PALETTE order), sparkle (bubbly
  arpeggio), clank+windup (0.5s accelerating ratchet matching the machine
  telegraph), tick (starter blip), fanfare (major arpeggio + new-best
  flourish), optional ambient conveyor hum. All ±10% pitch-randomized,
  all <400ms except fanfare.
- install.ts: subscribes the frozen wire events, returns { engine },
  mounts the bottom-right mute button.
- demos/lane-f.html + src/demo/lane-f.ts: soundboard driving the real
  installAudio wiring; impact slider, colour picker, splat-storm stress.

Verified: tsc strict + vite build pass; 36-check headless harness proves
dormancy pre-unlock, single-context creation, every sound synthesizes,
voice cap holds under a 60-splat storm, and mute persists. Caught+fixed a
clank() infinite loop (geometric tick interval converged below windup).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:46:28 +10:00
.claude Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
assets M0 playable slice: lanes integrated, machine chain staged, hidden-tab hardening 2026-07-17 20:50:16 +10:00
demos Lane F: procedural WebAudio engine + soundboard demo 2026-07-18 11:46:28 +10:00
docs GDD v0.1: full design doc, idea capture, MODELBEAST farm client + concept wave 1 2026-07-17 18:15:56 +10:00
lanes Lane docs F (audio), G (colour zones/puddles/MEGA-MINI), H (ghost/title) 2026-07-18 11:31:41 +10:00
src Lane F: procedural WebAudio engine + soundboard demo 2026-07-18 11:46:28 +10:00
tools M0 playable slice: lanes integrated, machine chain staged, hidden-tab hardening 2026-07-17 20:50:16 +10:00
.gitignore Untrack node_modules and dist (foundation commit slip) 2026-07-17 20:14:45 +10:00
deploy.sh Deploy to partly.party/blobbo: vite base + deploy.sh (games-doctrine pattern) 2026-07-17 21:32:00 +10:00
GDD.md GDD v0.1: full design doc, idea capture, MODELBEAST farm client + concept wave 1 2026-07-17 18:15:56 +10:00
index.html Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
package-lock.json Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
package.json Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
README.md GDD v0.1: full design doc, idea capture, MODELBEAST farm client + concept wave 1 2026-07-17 18:15:56 +10:00
tsconfig.json Foundation: vite+ts+three+rapier scaffold, frozen contracts, lane docs A-E 2026-07-17 19:55:43 +10:00
vite.config.ts Deploy to partly.party/blobbo: vite base + deploy.sh (games-doctrine pattern) 2026-07-17 21:32:00 +10:00

BLOBBO

Fall Guys × Splatoon × Micro Machines: wobbly blob racers on giant Rube-Goldberg courses where the paint that lands on you is your loadout — relative % coverage per colour = your buffs, weight, and size.

  • GDD.md — the design document (v0.1, in review). Start here.
  • docs/IDEA.md — the original raw idea capture (2026-07-17).
  • tools/mb.py — MODELBEAST farm client (concept art / mesh gen on the local render farm). tools/concept-wave-1.json = first asset wave.
  • assets/concepts/ — generated concept art (review gate for the mesh wave).

Status: pre-production. GDD under review; next step is per-lane execution instructions (see GDD §11) once features are signed off.