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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@ -56,6 +56,9 @@ func _ready() -> void:
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# #148: the theme starts here, at the first screen, and keeps playing
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# through every scene after it.
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Music.ensure(get_tree())
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# Same moment, same reason: build the sfx voices before the first
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# sound needs them rather than during it.
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Sfx.warm(get_tree())
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play_button.pressed.connect(_on_play_pressed)
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editor_button.pressed.connect(_on_editor_pressed)
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editor_button.enabled = true
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