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Claude 885f977768 #229, #234: one voice per volley, and gas within reach of the spawn
#229 - a volley got louder for every ship in it.

Every hull owns its gun and asks for its own shot sound, so eight ships
firing on the same cooldown started eight voices playing the SAME sample in
the same frame. Those amplitudes add, so a full fleet was the loudest thing
in the game by a wide margin.

play() now takes a per-sound coalescing window. A volley is one event to the
ear, so it gets one voice. 70ms, which the test checks is inside the fastest
gun's 500ms cooldown - it collapses "six guns at once", never "six shots in
a row". PICKUP and ASTEROID_BREAK get one too: ore arrives in bursts when a
rock breaks and that is one pickup to the ear. Deaths and the boss scream
are left alone deliberately - several things dying together IS several
events.

test_sfx's pool-saturation case was driven by shots, which can no longer
saturate anything by design. It is driven by deaths now, which is what the
pool actually has to absorb, and it gained a case asserting a volley takes
one voice - measured against the real pool rather than the gate.

#234 - gas was not reliably in reach of the opening.

Gas giants are gated behind two independent noise fields, the SPACE biome
AND the planet roll, so whether any sat near the spawn was luck. Measured,
this seed lost: ZERO gas planets within four chunks, the nearest five away
past five rocky ones. Gas is an early need - the burner, ammunition - so the
opening cannot depend on the noise being kind.

SPAWN_GAS_GIANT_CHUNK at (2, -2), authored like OCTOPUS_BIOME_CENTER rather
than found by searching outward: a fixed chunk is reproducible from anywhere
without walking the map, which is what the rest of WorldGen is built on.

The override is applied AFTER every rng draw, for the same reason the dev
planting is - forcing one chunk must not shift what any other chunk rolls.
Confirmed by probe: the five other planets within four chunks are identical
before and after, and the distant gas giants at (-5,-4) and (0,-5) are still
where they were.

Both verified in reverse: without the window, "8 ships firing together
started 8 shot sounds"; without the chunk, "no gas planet within 4 chunks of
the spawn".

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019AJMdB7iuHuLFZM1aBu3GD
2026-09-15 23:44:15 -04:00
android Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
audio #229, #234: one voice per volley, and gas within reach of the spawn 2026-09-15 23:44:15 -04:00
boss Take planets by killing what defends them 2026-09-05 13:31:25 +02:00
buildings Keep the export probe, and the uid files beside the new scripts 2026-09-07 16:40:45 +02:00
controllers Let the speed fader have the click it is under 2026-09-12 19:06:29 +02:00
core Let the fleet grow past twenty vessels 2026-09-12 19:06:29 +02:00
enemies Tune and optimize boss encounter 2026-09-03 11:49:51 +02:00
fonts Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
logistics Research the Fleet Office, and give it one hull 2026-09-05 21:57:53 +02:00
planets #227: resume at the mothership, with the crew the save had 2026-09-12 15:57:48 +02:00
PlanetSetups Take planets by killing what defends them 2026-09-05 13:31:25 +02:00
resources #84: move 215 root files into a folder hierarchy 2026-08-21 19:44:14 +02:00
shaders Tune and optimize boss encounter 2026-09-03 11:49:51 +02:00
shots Remove the one-way ore API superseded by the transfer menu 2026-08-12 13:07:52 +02:00
surface Find the planet setups in an exported build 2026-09-07 13:55:41 +02:00
tests #229, #234: one voice per volley, and gas within reach of the spawn 2026-09-15 23:44:15 -04:00
ui Let the speed fader have the click it is under 2026-09-12 19:06:29 +02:00
vessels Let the fleet grow past twenty vessels 2026-09-12 19:06:29 +02:00
vfx Stop redrawing what only needs moving 2026-09-08 11:35:45 +02:00
world #229, #234: one voice per volley, and gas within reach of the spawn 2026-09-15 23:44:15 -04:00
.gitignore Add a WSL path to the test runner 2026-08-22 14:40:44 +02:00
export_presets.cfg Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00
icon.svg Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
icon.svg.import Initial commit: SpaceshipTest, a top-down space RTS in Godot 4.7.1 2026-08-10 18:41:58 +02:00
project.godot Smooth boosted fleet travel 2026-09-04 20:01:56 +02:00
ui_theme.tres Skill tree, node-based building animation, bigger UI, and a 19x faster test suite 2026-08-11 15:00:41 +02:00
web_shell.html Fix the web build: a wasm trap on integer % 0, and buttons that never fired 2026-08-19 01:08:09 +02:00