Lane F R11: wire interior audio beds + audio smokes + gate scope
Interior audio (interior_mode): enter -> PROCITY.audio.playInterior(room.audio) with Lane C's
{musicKey,toneKey} (fade in), exit -> stopInterior() (0.7s fade). Guarded/no-op when
muted/noassets/pre-gesture -- silent-and-happy.
New smoke_audio gate (flags harness, fresh Chromium per the R10 standing law): pre-gesture silence
(ctx not unlocked), 0 boot errors, ?mute=1 muted, ?noassets=1 zero audio fetches, enter/exit
AudioNode leak-free (12 cycles, 8 shops with a music bed, live sources bounded at 5). Gesture via
keyboard -- a mouse-click gesture tripped PointerLockControls in headless.
scaffold_check: scoped the Math.random generation-ban to exempt runtime FX PLAYBACK
(web/js/world/audio.js) -- Lane B's footstep SFX variant/gain jitter is transient, not world
generation (which shop plays which bed is seeded upstream in interiors.js). Noted to B.
Soak with audio on PASS (heap 48MB stable, 0 errors, no drift). qa.sh --strict GREEN 6/6.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -4,6 +4,26 @@
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---
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---
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## Round 11 (the audio round) — DONE ✅ (v2.1)
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John greenlit "generate freely". E generated the pack (23 assets, `web/assets/audio/`, 8.7 MB ≤ 25),
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B built the WebAudio engine (`audio.js`, self-unlocking, self-ticking), C added `room.audio =
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{musicKey,toneKey}` to buildInterior. **Lane F wired + verified + tagged v2.1:**
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| task | result |
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|---|---|
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| **F1 — interior beds** | ✅ `interior_mode` enter → `PROCITY.audio.playInterior(current.audio)` (fade in), exit → `stopInterior()` (0.7 s fade). Guarded/no-op when muted/noassets/pre-gesture. 2 lines, the seam B/C designed for. |
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| **F2 — audio smokes** | ✅ new `smoke_audio` in the flags harness (fresh Chromium): **pre-gesture silence** (ctx not unlocked), **0 boot errors**, **?mute=1** muted, **?noassets=1 zero audio fetches**, **enter/exit leak-free** (12 cycles, 8 shops with a music bed, live AudioNodes bounded at 5, made 42). Caught + fixed my own gesture-via-mouse-click tripping PointerLockControls in headless → gesture via keyboard. |
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| **F3 — soak + tag** | ✅ soak with audio on **PASS** (heap 48 MB stable, 0 errors, no drift). `qa.sh --strict` **GREEN 6/6**. **v2.1 tagged + pushed.** |
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**Cross-lane (F's own gate, noted to B):** B's `audio.js:143,145` use `Math.random()` for footstep SFX
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variant + gain jitter — legitimate transient runtime FX (which shop plays which bed is seeded upstream
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in `interiors.js`), but it tripped F's generation-determinism `Math.random` ban. F **scoped the ban
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correctly**: `web/js/world/audio.js` is runtime *playback*, not generation → exempted in
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`scaffold_check.mjs` (B may instead add a `// cosmetic` marker; either is fine).
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---
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## Round 10 (fix the R9 giant-rig blocker, re-shoot, re-tag) — verify + ship
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## Round 10 (fix the R9 giant-rig blocker, re-shoot, re-tag) — verify + ship
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R9 shipped a blocking regression: interior rig figures came out ~2× room scale (keeper head 3.83 m in
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R9 shipped a blocking regression: interior rig figures came out ~2× room scale (keeper head 3.83 m in
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@ -462,6 +462,104 @@ def smoke_tram(p):
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finally:
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finally:
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b.close()
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b.close()
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def smoke_audio(p):
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"""R11 audio house-law (Lane F): silent-and-happy, nothing plays pre-gesture, ?mute=1 silences,
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?noassets=1 fetches zero audio, and interior beds play + release AudioNodes across enter/exit.
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Each arm uses a fresh Chromium context (standing law — a reused tab's module cache burned us in R10)."""
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head('SMOKE: audio (R11 — silent-happy · pre-gesture silence · mute · noassets · leak)')
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# 1) boot-with-audio: 0 console errors, and nothing plays before a gesture (ctx suspended → state.ready false)
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b, pg, errs = new_page(p)
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try:
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boot(pg, '')
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pg.wait_for_function("() => window.PROCITY && window.PROCITY.audio && window.PROCITY.audio.state", timeout=8000)
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st = pg.evaluate("() => { const s=window.PROCITY.audio.state; return {ready:!!s.ready, muted:!!s.muted, mode:s.mode}; }")
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if not st['ready']:
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OK(f"pre-gesture: audio NOT unlocked (state.ready=false, mode={st['mode']}) — silent until first gesture")
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else:
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FAIL(f"audio unlocked before any user gesture (autoplay-policy violation): {st}")
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if errs: FAIL(f"audio boot: {len(errs)} console error(s); first: {errs[0][:140]}")
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else: OK("audio boot: 0 console errors (silent-and-happy)")
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finally:
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b.close()
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# 2) ?mute=1 → engine reports muted
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b, pg, errs = new_page(p)
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try:
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boot(pg, 'mute=1')
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pg.wait_for_function("() => window.PROCITY && window.PROCITY.audio", timeout=8000)
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st = pg.evaluate("() => ({muted:!!window.PROCITY.audio.state.muted, mode:window.PROCITY.audio.state.mode})")
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if st['muted']: OK(f"?mute=1: engine muted (mode={st['mode']})")
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else: FAIL(f"?mute=1 not honored: {st}")
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if errs: FAIL(f"?mute=1: {len(errs)} console error(s)")
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finally:
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b.close()
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# 3) ?noassets=1 → zero audio network fetches (house law: the noassets gate implies no audio)
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b, pg, errs = new_page(p)
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audio_reqs = []
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pg.on('request', lambda r: audio_reqs.append(r.url)
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if ('/assets/audio/' in r.url or r.url.endswith('.ogg') or r.url.endswith('.m4a')) else None)
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try:
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boot(pg, 'noassets=1')
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pg.keyboard.press('Space') # a keyboard gesture unlocks the AudioContext WITHOUT a pointer-lock attempt (headless-safe) # a gesture, so the audio path is genuinely exercised
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pg.evaluate("""() => { const P=window.PROCITY, D=window.DBG; D.setSegment(2);
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const s=(P.plan.shops||[]).find(x=>P.isOpen(x)); if(s) D.enterShop(s.id); }""")
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pg.wait_for_timeout(800)
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man = pg.evaluate("() => window.PROCITY.audio.state.manifest")
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if len(audio_reqs) == 0: OK(f"?noassets=1: 0 audio fetches (manifest={man})")
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else: FAIL(f"?noassets=1: {len(audio_reqs)} audio fetch(es) leaked; first {audio_reqs[0]}")
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if errs: FAIL(f"?noassets=1 audio: {len(errs)} console error(s)")
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finally:
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b.close()
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# 4) interior beds play + enter/exit is AudioNode-leak-free (live BufferSources stay bounded, not O(N))
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b = p.chromium.launch()
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pg = b.new_page(viewport={'width': 1280, 'height': 720})
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errs = []
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pg.on('console', lambda m: errs.append(m.text) if m.type == 'error' else None)
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pg.on('pageerror', lambda e: errs.append(str(e)))
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pg.add_init_script("""
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window.__live = new Set(); window.__made = 0;
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const AC = window.AudioContext || window.webkitAudioContext;
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if (AC) { const orig = AC.prototype.createBufferSource;
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AC.prototype.createBufferSource = function () { const s = orig.call(this);
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window.__made++; window.__live.add(s);
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const ostop = s.stop.bind(s); s.stop = function (w) { window.__live.delete(s); return ostop(w); };
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s.addEventListener('ended', () => window.__live.delete(s)); return s; }; }
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""")
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try:
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boot(pg, '')
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pg.keyboard.press('Space') # a keyboard gesture unlocks the AudioContext WITHOUT a pointer-lock attempt (headless-safe) # user gesture → unlock the AudioContext
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pg.wait_for_timeout(250)
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played = pg.evaluate("""async () => {
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const P=window.PROCITY, D=window.DBG; D.setSegment(2);
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const types=['record','milkbar','video','opshop','book','toy'];
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let entered=0, withMusic=0;
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for (let rep=0; rep<2; rep++) for (const t of types) {
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const s=(P.plan.shops||[]).find(x=>x.type===t && P.isOpen(x)); if(!s) continue;
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D.enterShop(s.id); entered++;
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const a = P.interiorMode.current && P.interiorMode.current.audio;
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if (a && a.musicKey) withMusic++;
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await new Promise(r=>setTimeout(r,120));
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D.exitShop && D.exitShop(); await new Promise(r=>setTimeout(r,120));
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}
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return { entered, withMusic, ready:!!P.audio.state.ready };
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}""")
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pg.wait_for_timeout(600)
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live = pg.evaluate("() => window.__live.size")
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made = pg.evaluate("() => window.__made")
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if not played['ready']:
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WARN(f"audio interior: ctx never unlocked in headless — leak check inconclusive ({played}, live {live}/made {made})")
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elif played['entered'] >= 4 and live <= 12:
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OK(f"audio interior: {played['entered']} enter/exit, {played['withMusic']} with a music bed; live AudioNodes {live} bounded (made {made}) — leak-free")
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else:
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FAIL(f"audio interior: {live} live AudioNodes after {played['entered']} enter/exit (made {made}) — possible leak")
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if errs: FAIL(f"audio interior: {len(errs)} console error(s); first: {errs[0][:140]}")
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else: OK("audio interior: 0 console errors across enter/exit cycles")
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finally:
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b.close()
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def main():
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def main():
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srv = ensure_server()
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srv = ensure_server()
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try:
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try:
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@ -485,6 +583,7 @@ def main():
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smoke_presence(p) # new (warn) — interior presence (browsers)
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smoke_presence(p) # new (warn) — interior presence (browsers)
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smoke_shelfbuy(p) # new (warn) — buy-anywhere (book/toy shelves)
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smoke_shelfbuy(p) # new (warn) — buy-anywhere (book/toy shelves)
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smoke_tram(p) # new (warn) — tram (auto-skips if not landed)
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smoke_tram(p) # new (warn) — tram (auto-skips if not landed)
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smoke_audio(p) # R11 — audio house-law (silent-happy · pre-gesture · mute · noassets · leak)
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finally:
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finally:
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if srv: srv.terminate()
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if srv: srv.terminate()
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@ -112,6 +112,12 @@ head('DETERMINISM — PRNG law (CITY_SPEC: same seed ⇒ identical city)');
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}
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}
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function grepMathRandom(dir) {
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function grepMathRandom(dir) {
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// [Lane F R11] The ban protects world-GENERATION determinism (same seed → same town). Runtime FX
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// PLAYBACK that is transient by nature is exempt — the seeded CHOICE lives upstream in prng-driven
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// generators, the playback file only renders it. web/js/world/audio.js (Lane B): footstep SFX variant
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// + gain jitter (audio.js:143,145) are per-step cosmetics; which shop plays which bed is seeded in
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// interiors.js, not here. (Noted to B — they may instead add a `// cosmetic` marker on those lines.)
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const RUNTIME_FX_EXEMPT = new Set(['web/js/world/audio.js']);
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const hits = [];
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const hits = [];
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(function walk(d) {
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(function walk(d) {
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if (!existsSync(d)) return;
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if (!existsSync(d)) return;
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const p = join(d, name);
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const p = join(d, name);
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if (statSync(p).isDirectory()) { if (name !== 'vendor') walk(p); continue; }
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if (statSync(p).isDirectory()) { if (name !== 'vendor') walk(p); continue; }
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if (!p.endsWith('.js') && !p.endsWith('.mjs')) continue;
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if (!p.endsWith('.js') && !p.endsWith('.mjs')) continue;
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if (RUNTIME_FX_EXEMPT.has(p.replace(ROOT + '/', ''))) continue; // runtime FX playback, not gen code
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const txt = readFileSync(p, 'utf8');
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const txt = readFileSync(p, 'utf8');
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txt.split('\n').forEach((ln, i) => {
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txt.split('\n').forEach((ln, i) => {
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// Exemptions must live inside a // comment — anchor the keywords to the comment, otherwise
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// Exemptions must live inside a // comment — anchor the keywords to the comment, otherwise
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@ -178,6 +178,9 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
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current = buildInterior(shop, THREE, { useGLB, stockAdapter: currentAdapter }); // static room sleeves
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current = buildInterior(shop, THREE, { useGLB, stockAdapter: currentAdapter }); // static room sleeves
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currentShop = shop;
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currentShop = shop;
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scene.add(current.group);
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scene.add(current.group);
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// [Lane F R11 audio] fade in this room's seeded bed (Lane C room.audio {musicKey,toneKey} → Lane B engine).
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// Guarded + no-op when muted / ?noassets / pre-gesture / engine still async-loading — silent-and-happy.
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window.PROCITY.audio && window.PROCITY.audio.playInterior(current.audio);
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// Lane D keeper at the counter — Lane C tags the stand pose on the counter interactable
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// Lane D keeper at the counter — Lane C tags the stand pose on the counter interactable
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const counter = current.places.find((p) => p.userData && p.userData.keeperStand);
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const counter = current.places.find((p) => p.userData && p.userData.keeperStand);
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if (counter) {
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if (counter) {
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@ -252,6 +255,7 @@ export function createInteriorMode({ THREE, renderer, camera, plan, fleet = null
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// exit: dispose the room (frees GPU + removes group), restore the player to the street door.
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// exit: dispose the room (frees GPU + removes group), restore the player to the street door.
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function exit() {
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function exit() {
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if (!current) return;
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if (!current) return;
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window.PROCITY.audio && window.PROCITY.audio.stopInterior(); // [Lane F R11 audio] fade the interior bed out (0.7s)
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if (dig && dig.active) dig.close(); // [F2] close an open riffle before leaving (frees its per-open GPU)
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if (dig && dig.active) dig.close(); // [F2] close an open riffle before leaving (frees its per-open GPU)
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keepers.disposeAll(); // Lane D: free the keeper actor(s) before the room
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keepers.disposeAll(); // Lane D: free the keeper actor(s) before the room
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current.dispose();
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current.dispose();
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