World sounds are local: fade with distance and pan (distant sizzles snapped constantly)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,23 @@ What agents have done, newest first. Add an entry for every piece of work: the d
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note or request it was for, what changed, the files touched, the tests run, and anything left
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open or not verified. Keep each entry short; the git history has the details.
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## 2026-10-23: world sounds are local (Claude Code, with Codex)
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Note: "there is a sound effect that seems to happen randomly but constantly… maybe the sound
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effects are not local?" The owner then confirmed a new world is quiet.
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- Measured headlessly over 5 game minutes: a fresh world emits no sounds; a lava and water
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contact 720+ grains from the bot emitted 2,889 sizzles (about 580 a minute), and `events.js`
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played every one at full volume. The sizzle (`heat.js` boiling and quenching) is the only sim
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sound with a position.
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- `src/ui/audio.js`: `sfxPlace(x, y)` gives gain (1 in view, 0 one view width beyond it) and
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pan; `playSfx(name, arg, x, y)` skips silent ones before the rate limit and plays the rest
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through a gain and stereo panner (`AU.bus`). `src/ui/events.js` passes positions.
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`docs/DESIGN.md`, `docs/PROJECT_MAP.md`.
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- `test/play.py`: far off-screen is silent, on screen plays, just off-screen is quieter and
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panned. All 11 headless suites, `play.py` and `t_smooth.py` pass.
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- Open: not tested against the owner's own save; the owner checks by ear.
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## 2026-10-23: fewer, smaller messages (Claude Code, with Codex)
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Note: "lets change the engot mold and other status messages. they are way too large and just too
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