PROCITY/web/js
m3ultra f7dd44f55a 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>
2026-07-15 16:00:31 +10:00
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citizens Lane D round 10: fix interior giant rigs + no-giants QA gate 2026-07-15 13:01:54 +10:00
citygen Lane A round 9: freeze CityPlan v2 contract in CITY_SPEC + closing-time occupant ruling 2026-07-15 10:56:19 +10:00
core Lane E round 3 (landed by Fable after review): 5 hero props gen'd local + published, local-depot mode, manifest 14 fittings + 8 furniture 2026-07-14 18:03:03 +10:00
interiors Lane C: round-11 audio contract — room.audio on buildInterior 2026-07-15 15:46:58 +10:00
world Lane B (Streetscape): round-11 audio — WebAudio engine (street side) 2026-07-15 16:00:31 +10:00