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type-two 7f6ebe5f5a [audio] THE SPEAKER layer 1: the diegetic minimum
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>
2026-07-18 13:51:24 +10:00
docs [orchestrator] round 3 review + contracts v4 + composite seam codex + round 4 orders 2026-07-17 19:43:48 +10:00
fktry [audio] THE SPEAKER layer 1: the diegetic minimum 2026-07-18 13:51:24 +10:00
.gitignore Baseline: GLYTCH prototype, FKTRY lore codex, scaffold + 5-lane orchestration docs 2026-07-17 15:51:12 +10:00
deploy.sh deploy.sh: ship FKTRY + match.html prototype to partly.party/glytch 2026-07-17 21:39:00 +10:00
index.html Baseline: GLYTCH prototype, FKTRY lore codex, scaffold + 5-lane orchestration docs 2026-07-17 15:51:12 +10:00
package-lock.json [orchestrator] round 1 review + contracts v2 + round 2 orders 2026-07-17 16:42:58 +10:00
package.json [orchestrator] round 1 review + contracts v2 + round 2 orders 2026-07-17 16:42:58 +10:00