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

806 B

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.