0.2.6-dev: PR #416 by Cromemadnd — every landing of a round start is heard: prep landing sounds take a voice of their own pool (LAND_VOICES 3, the oldest fading out over 30 ms) instead of being dropped by the battle limiter, which let only the first two of a chain sound since 192 of 210 operators share the 1.41 s b_char_set (Grok's review); per-piece cooldown, SFX volume and mute kept, the battle sounds' limiting unchanged, the generic files fetched ahead when a match view comes up; DESIGN §31.8; golden: unchanged
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@@ -69,7 +69,7 @@ its board-space position and facing, including on a mirrored boss half. They can
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from this preview. The inspection affordance does not make the preview a combat unit; the battle sim still creates
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the selected variant at battle start (§30.22).
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Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), a prep piece's landing sound (its battle deploy sound, once per landing, §31.8), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15. While the music is silent — muted, or the BGM volume at 0 — no BGM is downloaded: the track the screen wants is remembered, a different one still playing stops, and the wanted track is fetched once the music is audible again (`AudioManager.bgmSilent`; about 14 MB a match for a player who turned the music off).
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Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), a prep piece's landing sound (its battle deploy sound, once per landing, in landing voices of its own that take over the oldest, §31.8), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15. While the music is silent — muted, or the BGM volume at 0 — no BGM is downloaded: the track the screen wants is remembered, a different one still playing stops, and the wanted track is fetched once the music is audible again (`AudioManager.bgmSilent`; about 14 MB a match for a player who turned the music off).
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---
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@@ -199,7 +199,10 @@ simplified board uses the same mark with a fixed slot. The title footer links th
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PR #416 by @Cromemadnd. A prep piece that lands plays its Start clip again with its landing sound, once per landing
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(`render/units.js UnitView.land`): the sound its battle deployment makes (`audio.js deployCue` → `deploySfxUrl`, its own
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ON_UNIT_BORN file else b_char_set / b_char_tokenset) through the SFX volume, mute and the battle limiter. A piece whose
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ON_UNIT_BORN file else b_char_set / b_char_tokenset) through the SFX volume and mute, in landing voices of its own
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(`LAND_VOICES` 3 at once [ASSUMED], a 160 ms cooldown per piece, not the battle limiter): a landing over the cap takes the
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oldest one's voice (a 30 ms fade) instead of being dropped, so every landing of a round start is heard though most share
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the 1.41 s b_char_set; the field view fetches the generic files ahead (`warmLandings`). A piece whose
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Start still plays (on its model, owed to a model still loading, or cued less than a clip ago) keeps it and sounds nothing
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more. Only an idle prep piece lands, never a battle unit or one attacking, dying, dragged or in another clip, and nothing
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lands in a hidden tab. Battle deploys keep the silent `onDeploy`; audio.handleBattleEvents sounds them.
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