spaceship/audio/masters/README.md
Loïc Wisniewski b8038c1f94 #148: keep the theme's master in the repository
SPACE_4.wav is the source the shipped theme is made from, so it belongs
under version control - but not in the game.

It lives in audio/masters/ with an empty .gdignore beside it, which makes
Godot skip the folder outright: nothing in it is imported into res://, and
nothing in it is carried into an export. Left where it was, in the project
root, its 59MB would be imported and then packed into every Android and web
build for a file nothing opens - the game loads audio/space_4.mp3, the same
5m36s at 6.7MB.

Its .import file goes with it, since there is no longer anything to import,
and the test runner stops copying the folder for the same reason it already
skips android/ and builds/: 59MB copied on every single run, for a folder no
test can even see.

README.md next to it records which shipped file each master became and the
command that made it, so the pair cannot drift apart silently.
2026-08-29 13:54:37 +02:00

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# Audio masters
The source files the shipped audio is made from. Versioned, but **not part of
the game**: the empty `.gdignore` beside this file tells Godot to skip this
folder entirely, so nothing here is imported into `res://` and nothing here
is carried into an export.
That split is the point. `SPACE_4.wav` is 59MB of 16-bit stereo; the theme
the game actually loads is `../space_4.mp3`, the same 5m36s at LAME 160k in
6.7MB. Shipping the WAV as well would put 59MB into every Android and web
build for a file nothing opens.
| master | shipped as | made with |
| --- | --- | --- |
| `SPACE_4.wav` | `../space_4.mp3` | `ffmpeg -i SPACE_4.wav -c:a libmp3lame -b:a 160k ../space_4.mp3` |
The sound effects have no master here - they are generated outright by
`../make_sfx.py`, which is their source.