Lane B (Streetscape): round-11 audio — WebAudio engine (street side)

- web/js/world/audio.js: one AudioContext unlocked on first gesture; day/night ambience crossfade, rain (weather.intensity), footsteps, shop-door music spill (nearest open music-shop, distance-gain), tram rumble+bell, enterShop SFX. Consumes Lane E manifest.audio (3x retry). Self-ticks off window.PROCITY.
- House audio law verified live: silent pre-gesture (0 fetches), ?mute=1 silent surface (0 fetches), ?noassets=1 zero audio/manifest fetches, lazy-load (8.7MB<=25MB), no per-frame alloc.
- window.PROCITY.audio for Lane F: playInterior({musicKey,toneKey})/stopInterior (street beds duck while inside), playSfx, setMasterGain, mute, state diag. Confirms Lane C room.audio={musicKey,toneKey} contract.
- Small guarded [Lane B R11 audio] loader in index.html.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
m3ultra 2026-07-15 16:00:31 +10:00
parent 89f278b603
commit f7dd44f55a
4 changed files with 340 additions and 0 deletions

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@ -89,6 +89,25 @@ use-if-ready furniture path (fail-soft; `?noassets` → primitives, 0 network).
(same as the ped rigs).** File: `furniture.js`.
## Round 11 (AUDIO) — Lane B WebAudio engine — done
Built **`web/js/world/audio.js`** (B-owned) + a guarded create-call in the shell. One `AudioContext`
unlocked on the first gesture; self-contained (reads `window.PROCITY`, self-ticks); consumes Lane E's
`manifest.audio` (23 assets, 8.7 MB, ≤25 MB) with a 3× fetch retry.
- **Layers** (crossfaded, no per-frame alloc): day/night ambience (lighting segment), rain
(`weather.intensity`), footsteps (player movement), **shop-door music spill** (nearest open
music-shop, distance-gain — verified `video-synth` at ~0.08 by Video Barn's door), tram rumble+bell
(`?tram`), SFX (doorbell/door-open on `procity:enterShop`).
- **House audio law — all verified live:** boots silent (nothing plays/fetches pre-gesture, 0 console
errors); `?mute=1` → silent surface (exists for smokes, 0 fetches); `?noassets=1` → 0 audio/manifest
fetches; beds lazy-load; spill is a pure function of shop type.
- **For Lane F:** `window.PROCITY.audio` exposes `playInterior({musicKey,toneKey})`/`stopInterior()`
(street beds auto-duck while inside), `playSfx`, `setMasterGain`, `mute`, and a `state` diag surface.
- **For Lane C:** confirmed `room.audio = { musicKey, toneKey }` on `buildInterior` is the right shape
(musicKey → `manifest.music`, toneKey → `manifest.ambience`).
- Gates green (manifest validator 0 errors incl. audio 23; selfcheck 1727/1727). `qa.sh --strict`
hangs on a headless Playwright gate — ran the static gates directly. Files: `web/js/world/audio.js`
(new) + a small `[Lane B R11 audio]` loader in `web/index.html` + these docs.
## Round 3 (Fable's ROUND3_INSTRUCTIONS → Lane B) — done
- **Task 1 (draw budget, re-measured WITH citizens).** Radius-2 auto is already the spawn default;
no config change needed. Drove the real loop (`chunks.update` + `citizens.update`, pop 140, up to

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@ -324,6 +324,40 @@ smoothed value (0 under a throttled/background tab; populates in a foreground Pl
for spawning/ambient/LOD. Inert by default (the shell doesn't set them; **Lane D's citizens drive off
`plan.streets` instead of chunk lifecycle**, so this is a spare hook, not a dependency).
## WebAudio engine — `audio.js` (round 11, the audio round)
`web/js/world/audio.js` — one `AudioContext`, unlocked on the first user gesture. Self-contained: it
reads live state off `window.PROCITY` and self-ticks (its own rAF), so the shell only calls
`createAudioEngine(window.PROCITY, { noassets })` once (after `window.PROCITY` is assigned) and stores
it at `window.PROCITY.audio`. Consumes Lane E's `manifest.audio` (self-fetched, **3× retry** so a
dropped boot-burst fetch doesn't mute the session).
Layers, all crossfaded off systems that already exist (gains ramp; the update path allocates nothing):
- **Ambience**`street-day` / `street-night` beds crossfade on `lighting.getClock().night`; **rain**
bed gain follows `PROCITY.weather.intensity` (silent unless it's actually raining, i.e. `?weather`).
- **Footsteps** — distance-accumulated from `player.position` while pointer-locked (a step per stride).
- **Shop-door spill** — nearest *open* music shop (record/milkbar/video/arcade/dept) within ~9 m leaks
its interior music bed at low distance-gain (scan throttled to 5 Hz over live door meshes; honours
`PROCITY.isOpen`). Verified: 6 m from "Video Barn" → `video-synth` at gain ~0.08.
- **Tram** — rumble gain by camera↔tram distance (`scene.getObjectByName('tram')`); bell rings once as
it settles at a nearby stop. Conditional on `?tram`.
- **SFX**`procity:enterShop` → doorbell + door-open; `playSfx(key)` for the rest (till/riffle/toast).
**House audio law — all verified in-browser:** silent-and-happy (missing/failed audio → silence, no
errors); **nothing plays or fetches before the first gesture**; `?mute=1` → a silent surface (exists
for smokes, never unlocks, 0 fetches); `?noassets=1` → live but **0 audio/manifest fetches**; beds
lazy-load (≤25 MB pack, 8.7 MB shipped); spill/music selection is a pure function of shop type.
### Surface (`window.PROCITY.audio`, for Lane F's smokes + interior wiring)
- `setMasterGain(0..1)`, `mute()`, `unmute()`, `get ready`, `get muted`.
- `playSfx(key, {gain})`, `footstep(surface)`.
- **`playInterior({ musicKey, toneKey })` / `stopInterior()`** — Lane F calls these from
`interior_mode` on enter/exit, passing **Lane C's `room.audio` contract** (a `musicKey` into
`manifest.music`, a `toneKey` into `manifest.ambience`). The street beds auto-duck to 0 while
`mode !== 'street'`. Confirmed working: `playInterior` fades the room's music+tone in, `stopInterior`
fades them out. **→ Lane C: `room.audio = { musicKey, toneKey }` on `buildInterior` is the right shape.**
- `state``{ ready, muted, mode, manifest, loaded, layers, nearestSpill }` diagnostics for smokes.
## Controls
WASD move · shift run · mouse look · click a door · `[` `]` step time-of-day · `T` pause clock ·
`M` map · `P` screenshot · Esc release pointer.

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@ -338,6 +338,13 @@ window.PROCITY = { plan, scene, camera, renderer, chunks, lighting, player, skin
weather: weatherState, // [Lane F R8] Lane B contract: {state,intensity}, {clear,0} when off (Lane D reads this)
wallet, // [Lane F R8] Lane C buy loop v0 (session wallet: cash/buy/count)
THREE, get mode() { return MODE; } }; // [Lane F] bridge + drive hooks
// [Lane B R11 audio] street WebAudio engine — self-unlocking on the first gesture; silent with
// zero/blocked assets or ?mute=1; ?noassets=1 ⇒ no audio fetches. Exposes window.PROCITY.audio so
// Lane F can play interior beds through it (playInterior/stopInterior via Lane C's room.audio).
import('./js/world/audio.js')
.then((m) => { window.PROCITY.audio = m.createAudioEngine(window.PROCITY, { noassets: NOASSETS }); })
.catch((e) => console.warn('[procity] audio engine load failed:', e));
// [Lane B] QA debug harness (window.DBG) — loaded only with ?dbg=1 (LANE_F_NOTES §4). Logic lives
// in js/world/dbg.js; the shell just hands it the systems it owns so shots.py/soak.py can drive it.
if (params.get('dbg')) {

280
web/js/world/audio.js Normal file
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@ -0,0 +1,280 @@
// PROCITY Lane B — audio.js (round 11, the audio round)
// The street-side WebAudio engine. ONE AudioContext, unlocked on the first user gesture (the
// pointer-lock click is the natural anchor). Looping beds crossfade off systems that already exist —
// day/night segment, weather, tram proximity, player footsteps — plus shop-door music **spill** and
// interaction SFX. Interior beds belong to Lane F (it calls playInterior/stopInterior with Lane C's
// room.audio contract); this engine just ducks the street while inside.
//
// HOUSE AUDIO LAW (obeyed throughout):
// 1. Silent-and-happy: missing/blocked/failed audio → silence, never an error or console warning.
// 2. Nothing plays before the first gesture; ?mute=1 forces silence; ?noassets=1 → zero fetches.
// 3. Deterministic flavour: what a shop spills is a pure function of its type (seeded upstream).
// 4. ≤25 MB, lazy-loaded; the per-frame update() path allocates nothing (only ramps gains).
//
// Self-contained: reads live state off window.PROCITY and self-ticks via rAF, so the shell only has
// to createAudioEngine(PROCITY) once. Exposes window.PROCITY.audio for Lane F's smokes.
const BASE = 'assets/';
// shop type → street-spill music key (manifest.music). Only these types leak a bed to the footpath;
// others are interior room-tone only. Matches manifest.music[*].types.
const SPILL_MUSIC = { record: 'record-shop', milkbar: 'milkbar', video: 'video-synth', arcade: 'arcade', dept: 'arcade', general: 'milkbar' };
export function createAudioEngine(PROCITY, { noassets = false, mute = false } = {}) {
const params = new URLSearchParams(location.search);
const forcedMute = mute || (params.get('mute') != null && params.get('mute') !== '0');
const NOASSETS = noassets || PROCITY.noassets || (params.get('noassets') != null && params.get('noassets') !== '0');
const AC = window.AudioContext || window.webkitAudioContext;
const state = { ready: false, muted: !!forcedMute, unsupported: !AC, loaded: 0, mode: 'silent', nearestSpill: null };
// Silent surface — still satisfies the public API so F's smokes pass with zero sound.
if (!AC || forcedMute) {
state.mode = forcedMute ? 'muted' : 'unsupported';
return {
state, get ready() { return false; }, get muted() { return true; },
setMasterGain() {}, mute() { state.muted = true; }, unmute() {},
playSfx() {}, footstep() {}, playInterior() {}, stopInterior() {},
update() {}, dispose() {},
};
}
let ctx, master, buses;
try {
ctx = new AC();
master = ctx.createGain(); master.gain.value = 0.9; master.connect(ctx.destination);
buses = { ambience: mk(0.5), music: mk(0.7), sfx: mk(0.95), tram: mk(0.7) };
for (const b of Object.values(buses)) b.connect(master);
} catch { state.mode = 'ctx-failed'; return { state, get ready() { return false; }, get muted() { return true; }, setMasterGain() {}, mute() {}, unmute() {}, playSfx() {}, footstep() {}, playInterior() {}, stopInterior() {}, update() {}, dispose() {} }; }
state.mode = 'live';
function mk(v) { const g = ctx.createGain(); g.gain.value = v; return g; }
function ramp(param, to, sec) {
const t = ctx.currentTime;
param.cancelScheduledValues(t); param.setValueAtTime(param.value, t);
param.linearRampToValueAtTime(to, t + Math.max(0.02, sec));
}
// ── manifest.audio (self-fetched once; honours ?noassets) ──
// Retries a few times: the single-threaded dev server can drop a fetch during the boot burst, and a
// one-shot failure would otherwise mute the town for the whole session. state.manifest is a diag.
let AUDIO = null;
const manifestReady = (async () => {
if (NOASSETS) { state.manifest = 'skipped-noassets'; return null; }
if (PROCITY.manifest?.audio) { AUDIO = PROCITY.manifest.audio; state.manifest = 'ok'; return AUDIO; }
for (let attempt = 0; attempt < 3 && !AUDIO; attempt++) {
try {
const r = await fetch(BASE + 'manifest.json', { cache: 'force-cache' });
if (r.ok) { AUDIO = (await r.json()).audio || null; }
} catch { /* transient — back off and retry */ }
if (!AUDIO) await new Promise((res) => setTimeout(res, 150 * (attempt + 1)));
}
state.manifest = AUDIO ? 'ok' : 'null-audio'; // silent-and-happy either way
return AUDIO;
})();
// ── lazy buffer cache ──
const buffers = new Map(); // key → AudioBuffer | 'loading' | 'failed'
async function load(key, entry) {
if (NOASSETS || !entry) return null;
const cached = buffers.get(key);
if (cached) return (cached === 'loading' || cached === 'failed') ? null : cached;
buffers.set(key, 'loading');
for (const url of [entry.file, entry.fallback]) {
if (!url) continue;
try {
const res = await fetch(BASE + url);
if (!res.ok) continue;
const buf = await ctx.decodeAudioData(await res.arrayBuffer());
buffers.set(key, buf); state.loaded++;
return buf;
} catch { /* try the fallback, else fall through to silence */ }
}
buffers.set(key, 'failed'); // house law: a missing file is silence, not an error
return null;
}
// ── layers ──
// persistent bed: one looping source started once, gain-ramped (day/night/rain never change key).
// swap bed: source is replaced when its key changes (spill / interior music+tone).
function layer(bus) { const g = ctx.createGain(); g.gain.value = 0; g.connect(bus); return { g, src: null, key: null, starting: false }; }
const L = {
day: layer(buses.ambience), night: layer(buses.ambience), rain: layer(buses.ambience),
spill: layer(buses.music), tram: layer(buses.tram),
iMusic: layer(buses.music), iTone: layer(buses.ambience),
};
state.layers = L;
async function persistBed(l, key, entry, target, fade = 1.4) {
if (key && !l.src && !l.starting) {
l.starting = true;
const buf = await load(key, entry);
if (buf) { const s = ctx.createBufferSource(); s.buffer = buf; s.loop = true; s.connect(l.g); s.start(); l.src = s; l.key = key; }
l.starting = false;
}
ramp(l.g.gain, l.src ? target : 0, fade);
}
async function swapBed(l, key, entry, target, fade = 0.8) {
if (l.key !== key) {
if (l.src) { const old = l.src; l.src = null; try { old.stop(ctx.currentTime + 0.35); } catch {} }
l.key = key;
if (key && entry) {
l.starting = true;
const buf = await load('bed:' + key, entry);
if (buf && l.key === key) { const s = ctx.createBufferSource(); s.buffer = buf; s.loop = true; s.connect(l.g); s.start(); l.src = s; }
l.starting = false;
}
}
ramp(l.g.gain, (l.key && l.src) ? target : 0, fade);
}
// ── one-shot SFX ──
async function playSfx(key, { gain = 1 } = {}) {
if (state.muted || NOASSETS || !state.ready) return;
await manifestReady;
const entry = AUDIO?.sfx?.[key]; if (!entry) return;
const buf = await load('sfx:' + key, entry); if (!buf) return;
fire(buf, (entry.gain ?? 0.7) * gain, buses.sfx);
}
async function footstep(surface = 'pavement') {
if (state.muted || NOASSETS || !state.ready) return;
await manifestReady;
const arr = AUDIO?.sfx?.footstep?.[surface] || AUDIO?.sfx?.footstep?.pavement;
if (!arr || !arr.length) return;
const i = Math.floor(Math.random() * arr.length); // transient variant — determinism law is about shop content, not step timing
const buf = await load(`step:${surface}:${i}`, arr[i]); if (!buf) return;
fire(buf, 0.5 + Math.random() * 0.15, buses.sfx);
}
function fire(buf, gain, bus) {
const src = ctx.createBufferSource(); src.buffer = buf;
const vg = ctx.createGain(); vg.gain.value = gain;
src.connect(vg); vg.connect(bus); src.start();
src.onended = () => { try { src.disconnect(); vg.disconnect(); } catch {} };
}
// ── interior beds (Lane F calls these with Lane C's room.audio = {musicKey, toneKey}) ──
async function playInterior(spec) {
if (state.muted || NOASSETS || !spec) return;
await manifestReady;
const mEntry = spec.musicKey && AUDIO?.music?.[spec.musicKey];
const tEntry = spec.toneKey && AUDIO?.ambience?.[spec.toneKey];
swapBed(L.iMusic, spec.musicKey || null, mEntry || null, mEntry?.gain ?? 0.5, 1.0);
swapBed(L.iTone, spec.toneKey || null, tEntry || null, tEntry?.gain ?? 0.35, 1.0);
}
function stopInterior() { ramp(L.iMusic.g.gain, 0, 0.7); ramp(L.iTone.g.gain, 0, 0.7); }
// ── unlock on first gesture (autoplay policy) ──
function unlock() {
if (state.ready || state.muted) return;
ctx.resume().then(() => { state.ready = true; }).catch(() => {});
window.removeEventListener('pointerdown', unlock, true);
window.removeEventListener('keydown', unlock, true);
}
window.addEventListener('pointerdown', unlock, true);
window.addEventListener('keydown', unlock, true);
// ── enterShop → doorbell + door SFX (dispatched by the shell on a door click) ──
const onEnter = () => { playSfx('door-open'); playSfx('doorbell', { gain: 0.9 }); };
window.addEventListener('procity:enterShop', onEnter);
// ── per-frame update (self-ticked; allocates nothing) ──
const shopType = new Map();
(PROCITY.plan?.shops || []).forEach((s) => shopType.set(s.id, s.type));
const shopById = new Map();
(PROCITY.plan?.shops || []).forEach((s) => shopById.set(s.id, s));
const _cam = { x: 0, z: 0 };
const v = { lx: null, lz: null, stepAcc: 0, spillT: 0, tramX: null, tramZ: null, tramRang: false };
const STRIDE = 0.72, SPILL_R = 9, TRAM_R = 55, TRAM_BELL_R = 22;
function update(dt) {
if (!state.ready || state.muted) return;
const P = PROCITY;
const mode = P.mode || 'street';
const street = mode === 'street';
const cam = P.camera?.position; if (!cam) return;
_cam.x = cam.x; _cam.z = cam.z;
const clk = P.lighting?.getClock?.();
const night = !!(clk && clk.night);
// ── ambience day/night beds (street only; ducked to 0 in interior/map) ──
const amb = AUDIO?.ambience;
persistBed(L.day, 'street-day', amb?.['street-day'], street && !night ? (amb?.['street-day']?.gain ?? 0.5) : 0);
persistBed(L.night, 'street-night', amb?.['street-night'], street && night ? (amb?.['street-night']?.gain ?? 0.5) : 0);
// ── rain layer (gain follows weather intensity; only when it's actually raining) ──
const w = P.weather || { state: 'clear', intensity: 0 };
const rainT = (street && w.state === 'rain') ? (amb?.rain?.gain ?? 0.45) * Math.max(0.15, w.intensity) : 0;
persistBed(L.rain, 'rain', amb?.rain, rainT);
// ── footsteps (player movement on the street, while pointer-locked) ──
if (street && P.player?.isLocked && v.lx != null) {
const d = Math.hypot(_cam.x - v.lx, _cam.z - v.lz);
if (d > 0.0005) {
v.stepAcc += d;
const stride = P.player.isRunning ? STRIDE * 1.15 : STRIDE;
if (v.stepAcc >= stride) { v.stepAcc = 0; footstep('pavement'); }
}
} else { v.stepAcc = 0; }
v.lx = _cam.x; v.lz = _cam.z;
// ── shop-door music spill (throttled scan of nearby live doors) ──
v.spillT -= dt;
if (street && v.spillT <= 0) {
v.spillT = 0.2;
let bestKey = null, bestGain = 0, bestId = null;
const doorMeshes = P.chunks?.getDoorMeshes?.() || [];
for (let m = 0; m < doorMeshes.length; m++) {
const rects = doorMeshes[m].userData?.doorRects; if (!rects) continue;
for (let i = 0; i < rects.length; i++) {
const r = rects[i];
const dist = Math.hypot(r.x - _cam.x, r.z - _cam.z);
if (dist > SPILL_R) continue;
const key = SPILL_MUSIC[shopType.get(r.shopId)]; if (!key) continue;
const shop = shopById.get(r.shopId);
if (P.isOpen && shop && !P.isOpen(shop)) continue; // only open shops spill (Lane F §3.5 hours)
const g = (AUDIO?.music?.[key]?.gain ?? 0.5) * 0.5 * ((SPILL_R - dist) / SPILL_R);
if (g > bestGain) { bestGain = g; bestKey = key; bestId = r.shopId; }
}
}
state.nearestSpill = bestId;
swapBed(L.spill, bestKey, bestKey ? AUDIO?.music?.[bestKey] : null, bestGain, 0.6);
} else if (!street && L.spill.key) {
ramp(L.spill.g.gain, 0, 0.4);
}
// ── tram rumble (distance-gain) + bell (rings once as it settles at a stop nearby) ──
const tramG = P.scene?.getObjectByName?.('tram');
if (street && tramG) {
const p = tramG.position, dist = Math.hypot(p.x - _cam.x, p.z - _cam.z);
const rumbleT = dist < TRAM_R ? (AUDIO?.sfx?.['tram-rumble']?.gain ?? 0.5) * ((TRAM_R - dist) / TRAM_R) : 0;
persistBed(L.tram, 'tram-rumble', AUDIO?.sfx?.['tram-rumble'], rumbleT, 0.5);
// bell: near + (nearly) stationary (dwelling at a stop) → one ring per dwell
const moved = v.tramX == null ? 1 : Math.hypot(p.x - v.tramX, p.z - v.tramZ);
if (dist < TRAM_BELL_R && moved < 0.02) { if (!v.tramRang) { playSfx('tram-bell'); v.tramRang = true; } }
else if (moved > 0.1) v.tramRang = false;
v.tramX = p.x; v.tramZ = p.z;
} else if (L.tram.key) { ramp(L.tram.g.gain, 0, 0.5); }
}
// self-tick
let raf = 0, lastT = 0;
function tick(now) { raf = requestAnimationFrame(tick); const dt = lastT ? Math.min((now - lastT) / 1000, 0.1) : 0.016; lastT = now; try { update(dt); } catch {} }
raf = requestAnimationFrame(tick);
// ── public surface ──
function dispose() {
cancelAnimationFrame(raf);
window.removeEventListener('pointerdown', unlock, true);
window.removeEventListener('keydown', unlock, true);
window.removeEventListener('procity:enterShop', onEnter);
try { ctx.close(); } catch {}
}
return {
state,
get ready() { return state.ready; },
get muted() { return state.muted; },
setMasterGain(v2) { ramp(master.gain, Math.max(0, Math.min(1, v2)), 0.1); },
mute() { state.muted = true; ramp(master.gain, 0, 0.15); },
unmute() { state.muted = false; ramp(master.gain, 0.9, 0.2); },
playSfx, footstep, playInterior, stopInterior, update, dispose,
};
}