BLOBBO/lanes/LANE-F-audio.md
type-two fedb43817c Lane docs F (audio), G (colour zones/puddles/MEGA-MINI), H (ghost/title)
Driven by the live fresh-eyes finding: a naive racer finishes with 0% paint —
the core mechanic is currently skippable. G makes paint route-guaranteed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-18 11:31:41 +10:00

45 lines
2.6 KiB
Markdown

# Lane F — Audio (procedural, event-driven)
**Owns:** `src/audio/`, `demos/lane-f.html`, `src/demo/lane-f.ts`.
**Never touches:** contracts, world, game, main, package.json, other lanes' dirs.
No new deps, no audio asset files — **everything synthesized with WebAudio**
(oscillators, noise buffers, filters, envelopes). Comedy > realism.
## Mission
BLOBBO is silent. Sound is half the comedy of a wobble game. Build a tiny
procedural sound engine that reacts to the frozen wire events only.
## Deliverables (`src/audio/`)
1. `engine.ts``AudioEngine`: lazy `AudioContext` (create/resume ONLY after
the `ui:play` event or first user gesture — browsers block earlier), master
gain, mute toggle (persist in localStorage `blobbo:muted`), and a small
polyphony cap (~8 voices) so event storms don't clip.
2. `sounds.ts` — synthesized one-shots, all pitch-randomized ±10% per play:
- **squish** (blob:landed — gain and pitch scale with `impact`; big drops = big splat)
- **boing** (blob:jumped — springy sine sweep; also used by the gap launcher)
- **splat** (paint:splatted target:'blob' — wet noise burst; slightly
different pitch per colour, use PALETTE order for a pentatonic-ish mapping)
- **sparkle** (paint:request-cleanse — bubbly arpeggio)
- **clank+windup** (machine:signal — ratchet tick accelerating ~0.5s, matches the telegraph)
- **fanfare** (race:finished — dumb triumphant 4-note; extra flourish if new best)
- **tick** (race:started — single starter blip)
- optional ambient: very quiet lo-fi room tone / conveyor hum when near machines — only if cheap.
3. `install.ts``installAudio(world)`: subscribes to the events above on
`world.events`, returns `{ engine }`. Listens for `ui:play` to unlock.
A tiny 🔈/🔇 DOM button bottom-right toggles mute.
4. Demo `demos/lane-f.html` + `src/demo/lane-f.ts`: sound board — a button per
sound + sliders for the impact parameter. Verifies every sound in isolation.
## Acceptance
- `npm run build` passes. No AudioContext created before first gesture/`ui:play`
(verify: constructing the engine logs nothing and `ctx === null` until unlock).
- Every listed event produces a distinct, non-clipping sound; rapid splat storms
(10/s) stay clean via the voice cap.
- Mute persists across reloads.
- Sounds are SHORT (<400ms except fanfare) and mixed well below pain (master ~-12dB).
## Events you consume (never emit gameplay events)
`blob:landed {impact}`, `blob:jumped`, `paint:splatted {color,target}`,
`paint:request-cleanse`, `machine:signal {id}`, `race:started`,
`race:finished {time,best}`, `ui:play` (from Lane H's title screen).