// 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. import { gigKeyFor } from '../citygen/gigs.js'; // debt #1: the ONE genre→bed mapping (gig-) import { rng, frange } from '../core/prng.js'; // [R38 §1.1] seeded anchors — the same dog, same fence import { AMBIENCE_SOURCES } from './character.js'; // [R38 §1.1/§1.2] the six keys + the per-town mix 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), }; // gig spill (round 12): the venue's live bed leaking THROUGH THE WALL — low-pass filtered (muffled // bass/thump through the bricks) so it reads distinct from an open shop-door spill, and reaching // further down the street. B owns the street side of the gig audio seam. const gigLowpass = ctx.createBiquadFilter(); gigLowpass.type = 'lowpass'; gigLowpass.frequency.value = 470; gigLowpass.Q.value = 0.6; gigLowpass.connect(buses.music); L.gigSpill = layer(gigLowpass); state.layers = L; // ══ R38 §1.1 — THE AUDIO INHABITATION LAYER: SIX NEW MIXER LAYERS ═══════════════════════════════ // // NOT a generalisation of the bed layers above. Those (`day` / `night` / `rain` / `spill` / // `gigSpill` / `tram`) are hardcoded, one per source CLASS, each with its own bespoke rule for // which key plays and how loud. This is a generic POINT-SOURCE system: a table of six entries, // each with its own mixer layer, its own **seeded anchor set derived from the plan**, its own // distance falloff, its own hours and its own day-of-week rule. A dog behind a paling fence, a // mower two streets over, a radio through a window, a sprinkler, a roller door, a magpie carolling // — the sound of a life happening off-screen, at the SAME anchor every time you walk that street. // // **COST: ZERO DRAWS, ZERO TRIANGLES.** Nothing in this block touches the scene graph, allocates // geometry, or is reachable from the renderer. It is WebAudio nodes and a distance test. This is // the one item in the epoch that cannot move the budget under any circumstance, and the reason is // structural rather than careful. // // ── DIRECTION: THERE IS PANNING NOW, AND THERE WASN'T ─────────────────────────────────────────── // `playSfx` is mono with a gain multiplier — distance worked, direction did not, and a dog that is // equally loud in both ears is a dog nowhere. Rather than write that down as a limitation, each of // the six layers gets a **`StereoPannerNode`** driven by the dot product of the bearing-to-anchor // with the camera's world right vector (matrixWorld's first column). Six extra nodes, no measurable // cost, and a source that is genuinely *behind that fence over there*. Fail-soft: a browser without // `createStereoPanner` (old Safari) connects the layer straight to the bus and is mono, exactly as // before, with `state.ambient.panning:false` saying so. // // ── DAY OF WEEK IS DERIVED LOCALLY ───────────────────────────────────────────────────────────── // `dowOf(day) = (day - 1) % 7`, 0 = Monday, computed HERE from `PROCITY.game.day`. It is not read // from the gig week, not imported, and not persisted: no save key, no new contract, and no coupling // to a layer that is null on half the boots. A mower on a Sunday morning and a roller door on a // Tuesday are the whole point of knowing. // // ── FALSIFIABILITY (F's gate shape for the whole round) ──────────────────────────────────────── // Every entry publishes its own status at `PROCITY.audio.state.ambient.sources[key]`: // `no-anchor` (this town has nowhere for it) · `no-entry` (**the manifest has no such key**) · // `idle` (anchored, out of range/hours) · `audible` (playing, with dist/gain/pan). // Point one table entry at a key that does not exist and it reports `no-entry` and NEVER reaches // `audible` — which is the leg F's control asserts must FAIL. A missing key is silence, never an // error (house audio law 1), so the status field is the only thing that can tell the difference. // // ── SCOPE, HONESTLY ──────────────────────────────────────────────────────────────────────────── // Anchors come from the plan. All 21 real towns are 100% `use:'shop'` in one district (charter // ruling 2), so on a real town three of the six (dog / mower / sprinkler) have **no anchors and // report `no-anchor`** rather than being faked onto shopfronts. `radio-through-window` (flats above // shops — `storeys ≥ 2`), `roller-door` (warehouse/dept/general lots) and `magpie-carol` (verge // trees off the road graph) work everywhere. That is 3 of 6 on real towns and 6 of 6 on the // default boot, and it becomes 6 of 6 everywhere the moment A's civic fetch lands districts. const CLASSIC = (() => { try { return params.has('classic') && params.get('classic') !== '0'; } catch { return false; } })(); const AMBIENT_ON = !CLASSIC && params.get('ambient') !== '0'; // ── the anchor derivations: pure functions of the plan, seeded, never re-rolled ── const lotsWhere = (plan, fn) => (plan?.lots || []).filter(fn); const districtKind = (plan) => { const byBlock = new Map((plan?.blocks || []).map((b) => [b.id, b.district])); const byDistrict = new Map((plan?.districts || []).map((d) => [d.id, d.kind])); return (lot) => byDistrict.get(byBlock.get(lot.block)) || null; }; // Take a seeded subset so it is SOME houses, not every house — and the same ones every session. function subset(list, citySeed, tag, frac) { const out = []; for (let i = 0; i < list.length; i++) { if (rng(citySeed >>> 0, tag, i)() < frac) out.push(list[i]); } return out; } const homeLots = (plan) => lotsWhere(plan, (l) => l.use === 'house' || l.use === 'yard'); const anchorsOf = { 'dog-bark-fence': (plan, seed) => { const kind = districtKind(plan); const pool = homeLots(plan).concat(lotsWhere(plan, (l) => kind(l) === 'backstreets' && l.use === 'infill')); return subset(pool, seed, 'amb:dog', 0.34).map((l) => ({ x: l.x, z: l.z })); }, 'mower-distant': (plan, seed) => subset(homeLots(plan), seed, 'amb:mower', 0.08).map((l) => ({ x: l.x, z: l.z })), 'radio-through-window': (plan, seed) => { const pool = homeLots(plan).concat( (plan?.shops || []).map((s) => ({ s, l: (plan.lots || []).find((x) => x.id === s.lot) })) .filter((e) => e.l && (e.s.storeys || 1) >= 2).map((e) => e.l)); return subset(pool, seed, 'amb:radio', 0.2).map((l) => ({ x: l.x, z: l.z })); }, sprinkler: (plan, seed) => subset(homeLots(plan), seed, 'amb:sprink', 0.16).map((l) => ({ x: l.x, z: l.z })), 'roller-door': (plan, seed) => { const kind = districtKind(plan); const byLot = new Map((plan?.shops || []).map((s) => [s.lot, s])); const pool = lotsWhere(plan, (l) => { const s = byLot.get(l.id); return kind(l) === 'warehouse' || (s && (s.type === 'dept' || s.type === 'general' || s.type === 'pawn')); }); return subset(pool, seed, 'amb:roller', 0.5).map((l) => ({ x: l.x, z: l.z })); }, // The verge trees furniture.js plants: side/lane edges, every ~22 m, both verges. Derived from // the plan rather than from the live furniture instances, so it works before a chunk is built. // `i` is a RUNNING counter, deliberately not `out.length`: keying the seeded draw off the output // length means the same number is drawn until something passes, so a first roll above the // threshold produces zero anchors FOREVER — which is exactly what shipped in this file's first // cut and exactly what `state.ambient.sources['magpie-carol'].status === 'no-anchor'` caught on // the first boot. Left in the comment because the bug is invisible without the status field. 'magpie-carol': (plan, seed) => { const out = []; const nodeById = new Map((plan?.streets?.nodes || []).map((n) => [n.id, n])); let i = 0; for (const e of (plan?.streets?.edges || [])) { if (e.kind !== 'side' && e.kind !== 'lane') continue; const a = nodeById.get(e.a), b = nodeById.get(e.b); if (!a || !b) continue; const dx = b.x - a.x, dz = b.z - a.z, len = Math.hypot(dx, dz) || 1; for (let s = 6; s < len - 4; s += 22) { if (rng(seed >>> 0, 'amb:carol', i++)() > 0.22) continue; out.push({ x: a.x + (dx / len) * s, z: a.z + (dz / len) * s }); } if (out.length > 400) break; } return out; }, }; // hours are [from, to) in the 6-segment clock's representative hours; days: 0=Mon … 6=Sun const WEEKDAYS = [0, 1, 2, 3, 4], WEEKEND = [5, 6], ANY_DAY = [0, 1, 2, 3, 4, 5, 6]; const POINT_SOURCES = [ { key: 'dog-bark-fence', bank: 'sfx', loop: false, radius: 34, gain: 0.55, hours: [6, 23], days: ANY_DAY, gap: [7, 26], rainQuiet: 0.5 }, { key: 'mower-distant', bank: 'ambience', loop: true, radius: 95, gain: 0.30, hours: [8, 18], days: WEEKEND, gap: null, rainQuiet: 0 }, { key: 'radio-through-window', bank: 'ambience', loop: true, radius: 17, gain: 0.34, hours: [7, 23], days: ANY_DAY, gap: null, rainQuiet: 1 }, { key: 'sprinkler', bank: 'ambience', loop: true, radius: 15, gain: 0.32, hours: [6, 10], days: ANY_DAY, gap: null, rainQuiet: 0 }, { key: 'roller-door', bank: 'sfx', loop: false, radius: 42, gain: 0.6, hours: [7, 18], days: WEEKDAYS, gap: [40, 150], rainQuiet: 1 }, { key: 'magpie-carol', bank: 'sfx', loop: false, radius: 62, gain: 0.5, hours: [6, 20], days: ANY_DAY, gap: [12, 48], rainQuiet: 0.4 }, ]; // The table and character.js's AMBIENCE_SOURCES must agree or one of them is decoration. Assert it // here (dev-cheap, once) rather than discovering the drift in a gate three rounds later. if (POINT_SOURCES.map((s) => s.key).join(',') !== AMBIENCE_SOURCES.join(',')) { console.warn('[procity] §1.1 source table disagrees with character.js AMBIENCE_SOURCES'); } const canPan = typeof ctx.createStereoPanner === 'function'; const points = []; if (AMBIENT_ON) { const plan = PROCITY.plan, citySeed = (plan?.citySeed ?? 0) >>> 0; for (const def of POINT_SOURCES) { let anchors = []; try { anchors = anchorsOf[def.key](plan, citySeed) || []; } catch { anchors = []; } const g = ctx.createGain(); g.gain.value = 0; let pan = null; if (canPan) { pan = ctx.createStereoPanner(); g.connect(pan); pan.connect(buses.ambience); } else g.connect(buses.ambience); points.push({ def, anchors, g, pan, src: null, key: null, starting: false, r: rng(citySeed, 'amb:gap:' + def.key, 0), next: frange(rng(citySeed, 'amb:t0:' + def.key, 0), 1, 12), status: anchors.length ? 'idle' : 'no-anchor', plays: 0, nearest: -1, dist: Infinity, gainNow: 0, panNow: 0 }); } state.ambient = { panning: canPan, sources: {}, get summary() { return points.map((p) => `${p.def.key}:${p.status}`).join(' '); }, }; for (const p of points) { state.ambient.sources[p.def.key] = { get anchors() { return p.anchors.length; }, get status() { return p.status; }, get dist() { return p.dist === Infinity ? null : +p.dist.toFixed(1); }, get gain() { return +p.gainNow.toFixed(3); }, get pan() { return +p.panNow.toFixed(2); }, get plays() { return p.plays; }, get nearest() { return p.nearest; }, }; } } else { state.ambient = { panning: false, off: true, sources: {} }; } const dowOf = (day) => ((Math.max(1, day | 0) - 1) % 7); // derived LOCALLY (see the header) let ambScan = 0; function updatePoints(dt, hour, night, street) { if (!points.length) return; const cam = PROCITY.camera; const day = (PROCITY.game && PROCITY.game.day) || 1; const dow = dowOf(day); const mix = (PROCITY.character && PROCITY.character.mix) || null; const wet = (PROCITY.weather && PROCITY.weather.state === 'rain') ? (PROCITY.weather.intensity || 0) : 0; // camera world right vector = matrixWorld's first column (for the pan bearing) const me = cam && cam.matrixWorld ? cam.matrixWorld.elements : null; const rx = me ? me[0] : 1, rz = me ? me[2] : 0; ambScan -= dt; const rescan = ambScan <= 0; if (rescan) ambScan = 0.33; for (const p of points) { const d = p.def; if (!p.anchors.length) { p.status = 'no-anchor'; continue; } const entry = AUDIO && AUDIO[d.bank] ? AUDIO[d.bank][d.key] : null; if (AUDIO && !entry) { p.status = 'no-entry'; ramp(p.g.gain, 0, 0.4); p.gainNow = 0; continue; } if (rescan) { // nearest anchor — seeded set, so it is the same one on the same street let bi = -1, bd = Infinity; for (let i = 0; i < p.anchors.length; i++) { const a = p.anchors[i]; const dd = (a.x - _cam.x) ** 2 + (a.z - _cam.z) ** 2; if (dd < bd) { bd = dd; bi = i; } } p.nearest = bi; p.dist = Math.sqrt(bd); } const inHours = hour >= d.hours[0] && hour < d.hours[1]; const inDays = d.days.indexOf(dow) >= 0; const near = p.dist < d.radius; const rainMul = wet > 0 ? (d.rainQuiet + (1 - d.rainQuiet) * (1 - Math.min(1, wet))) : 1; const townMul = mix ? (mix[d.key] ?? 1) : 1; const audible = street && !night && near && inHours && inDays && townMul > 0; const target = audible ? (entry?.gain ?? d.gain) * d.gain * townMul * rainMul * ((d.radius - p.dist) / d.radius) : 0; p.gainNow = target; if (p.pan) { const a = p.anchors[p.nearest]; const dx = a.x - _cam.x, dz = a.z - _cam.z, len = Math.hypot(dx, dz) || 1; p.panNow = Math.max(-0.85, Math.min(0.85, ((dx * rx + dz * rz) / len) * 0.85)); p.pan.pan.setTargetAtTime(p.panNow, ctx.currentTime, 0.12); } if (d.loop) { persistBed(p, 'amb:' + d.key, entry, target, 1.1); p.status = audible && p.src ? 'audible' : (audible ? 'loading' : 'idle'); } else { ramp(p.g.gain, audible ? 1 : 0, 0.25); p.next -= dt; if (audible && p.next <= 0) { p.next = frange(p.r, d.gap[0], d.gap[1]); firePoint(p, d, entry, target); } p.status = audible ? (p.plays ? 'audible' : 'loading') : 'idle'; } } } async function firePoint(p, d, entry, gain) { const buf = await load('amb:' + d.key, entry); if (!buf) { p.status = 'no-entry'; return; } const src = ctx.createBufferSource(); src.buffer = buf; const vg = ctx.createGain(); vg.gain.value = Math.max(0, gain); src.connect(vg); vg.connect(p.g); src.start(); src.onended = () => { try { src.disconnect(); vg.disconnect(); } catch {} }; p.plays++; } 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, GIG_SPILL_R = 26; // the district's venues (round 13), if the gig layer is present (?gigs); each lot carries the coords // and each shop its genreKey ⇒ gigKeyFor(genreKey) is the bed. Empty flags-off ⇒ no gig spill. const venues = (PROCITY.plan?.shops || []) .filter((s) => s.venue) .map((s) => ({ shop: s, lot: (PROCITY.plan?.lots || []).find((l) => l.id === s.lot), genreKey: s.genreKey })) .filter((v) => v.lot); if (!venues.length) { // R12 fallback: the pub is the sole venue if A didn't flag venues const pub = (PROCITY.plan?.shops || []).find((s) => s.type === 'pub'); const lot = pub && (PROCITY.plan?.lots || []).find((l) => l.id === pub.lot); if (lot) venues.push({ shop: pub, lot, genreKey: pub.genreKey || 'pubrock' }); } // Per-venue gig state for the muffled spill (R14: the R12 alpha alias hop is retired): // 1. F's per-venue map window.PROCITY.gigs.byVenue[id] (the canonical surface since R13) // 2. clock fallback plan.gigs (night 0) vs the current segment (works before F wires / headless) // Returns null only when there is no gig layer at all (flags-off ⇒ byte-identical, no spill). function venueGigState(shopId) { const g = PROCITY.gigs; if (g && g.byVenue) { const e = g.byVenue[shopId]; if (e) return typeof e === 'string' ? e : (e.state || 'quiet'); } const gigs = PROCITY.plan?.gigs; if (!gigs || !gigs.length) return null; const ton = gigs.find((x) => x.night === 0 && x.venueShopId === shopId); if (!ton) return 'quiet'; // dark tonight — reads true const clk = PROCITY.lighting?.getClock?.(); if (!clk) return 'quiet'; const s = ton.startSeg ?? 5, e = ton.endSeg ?? 5; if (clk.seg >= s && clk.seg <= e) return 'on'; if (clk.seg === (s - 1 + 6) % 6) return 'doors'; return 'quiet'; } 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); // ── [R38 §1.1] the six point-source inhabitation layers (zero draws, zero tris) ── // Runs before the beds so its own scan throttle shares the same frame budget; absent entirely // under ?classic=1 / ?ambient=0 (points is empty ⇒ one length test and out). if (points.length) { const hr = (() => { try { return PROCITY.currentHour ? PROCITY.currentHour() : 12; } catch { const [h, m] = String(clk?.hour || '12:00').split(':').map(Number); return h + (m || 0) / 60; } })(); updatePoints(dt, hr, night, street); } // ── 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); } // ── muffled gig spill through the nearest active venue's wall (round 13, the district) — a low-pass // bed PER GENRE (gig-), reaching further than a door spill; the loudest (nearest, at // doors/on) venue wins, so walking pub→band_room→RSL crossfades the genre. Byte-identical off. ── if (street && venues.length && P.plan?.gigs?.length) { let bestGain = 0, bestKey = null, bestState = null; for (let i = 0; i < venues.length; i++) { const vn = venues[i]; const gs = venueGigState(vn.shop.id); if (gs !== 'on' && gs !== 'doors') continue; const dist = Math.hypot(vn.lot.x - _cam.x, vn.lot.z - _cam.z); if (dist >= GIG_SPILL_R) continue; const key = gigKeyFor(vn.genreKey || 'pubrock'); const gg = (AUDIO?.music?.[key]?.gain ?? 0.6) * 0.55 * ((GIG_SPILL_R - dist) / GIG_SPILL_R); if (gg > bestGain) { bestGain = gg; bestKey = key; bestState = gs; } } state.gig = bestState; swapBed(L.gigSpill, bestGain > 0 ? bestKey : null, bestGain > 0 ? AUDIO?.music?.[bestKey] : null, bestGain, 0.9); } else if (L.gigSpill.key) { ramp(L.gigSpill.g.gain, 0, 0.6); } // ── 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, }; }