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PROCITY v2.1 — the town is audible
released this
2026-07-15 09:15:06 +02:00 | 194 commits to main since this releasev2.0 + audio. The 90s-Australian town now has a soundtrack, seeded per shop, silent-and-happy with
zero assets and nothing before your first click.- Audio pack (Lane E): 23 procedural assets generated on MODELBEAST (free/on-device), 8.7 MB (<=25):
street day/night ambience + a rain layer, interior room-tones, door/till/riffle/footstep/tram SFX,
and instrumental 90s music beds (record shop plays music, milk-bar radio, video-store synth). - WebAudio engine (Lane B): one AudioContext, self-unlocking on the first gesture; day/weather/tram
crossfades, shop-door spill, footsteps. Exposes window.PROCITY.audio. - Interior beds (Lane F via Lane C's room.audio = {musicKey,toneKey}): entering a shop fades in its
seeded music + room-tone, leaving fades them out -- leak-free.
House audio law held: ?mute=1 silences, ?noassets=1 fetches zero audio, nothing plays pre-gesture,
no boot warnings. New smoke_audio gate proves all four + AudioNode leak-freedom across enter/exit.
qa.sh --strict GREEN (6 gates). Soak with audio on PASS (heap 48 MB stable, 0 errors). A + D rested.Known non-blocker (unchanged): rig-model tris ~327k > 200k budget (D/E decimation, parked).
Co-Authored-By: Claude Opus 4.8 noreply@anthropic.com
Downloads
- Audio pack (Lane E): 23 procedural assets generated on MODELBEAST (free/on-device), 8.7 MB (<=25):