Placement thunk, fax dot-matrix chatter, brownout pop-crackle-and-power-down,
scram klaxon, ratification sting. All synthesized, no asset files, ever.
Every sound takes (ctx, dest, t0) and nothing assumes a live context, so the
whole speaker renders in an OfflineAudioContext for deterministic spectral
verification -- the same code the player hears, no test-only path. Noise
buffers use a seeded PRNG so spectra reproduce exactly.
The limiter is a tanh WaveShaper, not a DynamicsCompressor: makeup gain would
pump the whole mix every time the klaxon fires.
The ratification sting is the only consonant, in-tune sound in the game. Its
attack is slow where everything else is percussive, because the enemy is the
one thing here that resolves.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>