Stop the first play of each sound paying for its own load
Reported from the game: sounds sometimes start a bit late. The samples were the suspect, so they were measured first - and they are clean. True digital silence at the head of each file: seven of nine start on sample 1 sfx_gas_blast 0.2ms sfx_black_hole 1.5ms, then a deliberate swell The black hole's slow attack is the sound it was written to be - make_sfx.py says it "swells across most of its length instead of decaying from the first sample" - so there is nothing to trim without breaking it. The delay was in the playback path, and "sometimes" was the clue: play() called load() every time. A cache hit after the first, but the FIRST play of each sound was a synchronous read and decode on the frame the sound was asked for. Ten sounds, ten occasional late starts. _pool() built its twelve AudioStreamPlayer nodes lazily, on the first play() call - one bigger stall, every session. The catalog is preloaded now, so play() never touches the disk, and Sfx.warm() builds the voices next to Music.ensure() at startup. Case F pins the thing that was originally suspected, since make_sfx.py regenerates these and a lazy envelope would hide the delay somewhere nobody would look. It reads the source .wav's RIFF chunks rather than the imported stream: these import as QOA (compress/mode=2), so AudioStreamWAV.data is not PCM. The first version of that check was vacuous for exactly that reason and passed at a 0.5ms threshold; it now reports "9 samples checked, worst attack sfx_black_hole.wav at 1.5ms" and fails when tightened. Not touched: project.godot has no [audio] section, so output_latency is at its default. On Android that buffer is usually the dominant latency, but lowering it risks crackle on real hardware - worth doing with someone listening, not blind. 172/172. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
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4 changed files with 130 additions and 14 deletions
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audio/Sfx.gd
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audio/Sfx.gd
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@ -34,17 +34,23 @@ const ASTEROID_BREAK: String = "asteroid_break"
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const GAS_BLAST: String = "gas_blast"
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const BLACK_HOLE: String = "black_hole"
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# PRELOADED, not paths. play() used to load() on every call, which is a
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# cache hit after the first time but a synchronous disk read and decode the
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# first time - on the frame the sound was asked for. Ten sounds meant ten
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# occasional late starts, one per sound, which is what "sometimes starting a
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# bit late" was. Swapping in a different file is still just replacing the
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# .wav; nothing here knows or cares which it is.
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const SOUNDS: Dictionary = {
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SHOT: "res://audio/sfx_shot.wav",
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SHIP_DEATH: "res://audio/sfx_ship_death.wav",
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ENEMY_DEATH: "res://audio/sfx_ship_death.wav",
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BUILDING_DEATH: "res://audio/sfx_building_death.wav",
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DIALOG: "res://audio/sfx_dialog.wav",
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BOSS_SCREAM: "res://audio/sfx_boss_scream.wav",
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PICKUP: "res://audio/sfx_pickup.wav",
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ASTEROID_BREAK: "res://audio/sfx_asteroid_break.wav",
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GAS_BLAST: "res://audio/sfx_gas_blast.wav",
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BLACK_HOLE: "res://audio/sfx_black_hole.wav",
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SHOT: preload("res://audio/sfx_shot.wav"),
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SHIP_DEATH: preload("res://audio/sfx_ship_death.wav"),
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ENEMY_DEATH: preload("res://audio/sfx_ship_death.wav"),
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BUILDING_DEATH: preload("res://audio/sfx_building_death.wav"),
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DIALOG: preload("res://audio/sfx_dialog.wav"),
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BOSS_SCREAM: preload("res://audio/sfx_boss_scream.wav"),
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PICKUP: preload("res://audio/sfx_pickup.wav"),
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ASTEROID_BREAK: preload("res://audio/sfx_asteroid_break.wav"),
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GAS_BLAST: preload("res://audio/sfx_gas_blast.wav"),
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BLACK_HOLE: preload("res://audio/sfx_black_hole.wav"),
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}
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# Per-sound level. A shot is fired constantly and a death happens once, so
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@ -81,6 +87,16 @@ const PITCH_SPREAD: Dictionary = {
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}
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# Builds the voice pool before anything needs it. _pool() is lazy, so without
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# this the first sound in a session paid for twelve AudioStreamPlayer nodes
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# being created on the frame it was asked for - the worst late start of all,
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# and the one that happens every session.
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static func warm(tree: SceneTree) -> void:
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if tree == null:
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return
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_pool(tree)
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static func _pool(tree: SceneTree) -> Node:
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var existing: Node = tree.root.get_node_or_null(NODE_NAME)
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if existing != null:
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@ -103,7 +119,7 @@ static func _pool(tree: SceneTree) -> Node:
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static func play(tree: SceneTree, id: String) -> void:
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if tree == null or not SOUNDS.has(id):
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return
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var stream: AudioStream = load(String(SOUNDS[id]))
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var stream: AudioStream = SOUNDS[id] as AudioStream
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if stream == null:
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return
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var pool: Node = _pool(tree)
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