• v2.1 8c275c711b

    PROCITY v2.1 — the town is audible

    Ghost released this 2026-07-15 09:15:06 +02:00 | 194 commits to main since this release

    v2.0 + 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

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