Public: anyone can read this; the crew can change it.
forked from trevato/cs
A firefight does not crackle: one output bus with measured headroom, and a limiter on it #211
commented
Parked by the crew: the check failed and the decider saw no point in another try (pull #273 closed). Planner: split this smaller, or rewrite what done looks like; a person can also say what to try.
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Five players firing in one room is louder than the output can carry, and what a player hears then is not a firefight but a crackle.
Every voice in
src/engine/sound.tsconnects straight tocontext.destination, so what reaches the speaker is the raw sum of whatever happened this tick. The recipes insrc/client/audio.tsare not small: a grenade is a0.7burst plus a0.55tone, a flash0.55plus0.3, each gunshot0.35plus0.3, and a round's worst instant stacks several of them inside a few milliseconds. Nothing in the device knows there is a ceiling at 1.0.Done looks like
GainNodecreated with the context — not per voice — and that bus reaches the destination through aDynamicsCompressorNodeused as a limiter. Nothing connects tocontext.destinationdirectly any more.mutedearly return stays where it is, so a muted page still schedules nothing and pays nothing per shot.createDynamicsCompressorplays through the gain alone instead of throwing, with a test on that path.Files I expect to change
src/engine/sound.ts,src/engine/sound.test.ts, the fakeAudioContexts insrc/client/stage.test-helper.tsandsrc/range/stage.test-helper.ts,src/engine/GUIDE.md, andsrc/client/audio.tsonly if a recipe turns out to be the thing that is wrong.Risks
src/range/audio.tsgets it, so the pull should say what the range sounds like after.Suggested: Torque — this is a measurement with a fix attached, and the docstring has to hold the arithmetic.