Files
Project-M/Assets/_Project/Scripts/Client/Presentation/AmbientAudioSystem.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

155 lines
7.0 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Client-only AMBIENT audio bed + run cues. A managed presentation <see cref="SystemBase"/>
/// (<see cref="PresentationSystemGroup"/>, main thread, no Burst) that plays a low, seamless-looping
/// procedural drone (asset-free, <c>AudioClip.Create</c> like <c>CombatFeedbackSystem.MakeClip</c>) plus
/// launch-countdown beeps and the boss-arrival roar — replicated-state observations only. Lives only in the
/// client world, so the server never creates audio and nothing here affects determinism. Volumes are
/// deliberately conservative. (The cycle-phase stingers + Core alarm retired with the siege loop — LANTERN purge.)
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class AmbientAudioSystem : SystemBase
{
AudioSource _ambient;
AudioClip _ambientClip;
GameObject _root;
AudioClip _stingBeep, _stingRoar;
int _lastCountdownSec = -1;
bool _bossRoared;
// 07-16 underwater re-voice: the bed volume + groan cadence live on FeelConfig (live-tunable).
AudioSource _groanSrc;
AudioClip _groanClip;
float _nextGroanIn = 12f; // first distant groan ~12s into a session
protected override void OnCreate()
{
_ambientClip = MakeDrone();
_groanClip = MakeGroan();
_stingBeep = MakeSting(880f, 880f, 0.09f, 0.30f); // countdown tick
_stingRoar = MakeSting(90f, 38f, 0.90f, 0.60f); // boss-arrival roar (low falling growl)
}
protected override void OnStartRunning()
{
if (_root != null) return;
_root = new GameObject("~AmbientAudio");
_ambient = _root.AddComponent<AudioSource>();
_ambient.clip = _ambientClip;
_ambient.loop = true;
_ambient.playOnAwake = false;
_ambient.spatialBlend = 0f; // 2D bed
_ambient.volume = FeelConfig.AmbienceVolume * GameVolume.Music;
_ambient.Play();
_groanSrc = _root.AddComponent<AudioSource>();
_groanSrc.playOnAwake = false;
_groanSrc.spatialBlend = 0f; // distant, directionless
_groanSrc.loop = false;
}
protected override void OnDestroy()
{
if (_root != null) Object.Destroy(_root);
}
protected override void OnUpdate()
{
if (_ambient == null) return;
float dt = SystemAPI.Time.DeltaTime;
_ambient.volume = Mathf.MoveTowards(_ambient.volume, FeelConfig.AmbienceVolume * GameVolume.Music, dt * 0.25f);
// Distant groans (07-16 gap-list): a slow low sweep with a soft attack, jittered interval + pitch —
// the murk answering back. Presentation-only wall-clock randomness is fine here.
if (_groanSrc != null && FeelConfig.GroanIntervalSec > 0f)
{
_nextGroanIn -= dt;
if (_nextGroanIn <= 0f)
{
_nextGroanIn = FeelConfig.GroanIntervalSec * (0.6f + Random.value * 0.8f);
_groanSrc.pitch = 0.85f + Random.value * 0.3f;
_groanSrc.PlayOneShot(_groanClip, FeelConfig.GroanVolume * GameVolume.Music);
}
}
// 2026-08-07 audit purge: the 3-2-1 launch countdown beeps and the boss-arrival roar keyed off
// RunInfo.Lifecycle / RoomTypeId. Both went with the run FSM and the boss.
}
// ---- Procedural audio (asset-free; mirrors CombatFeedbackSystem.MakeClip) ----
// A low, seamless-looping pad: each partial completes an integer number of cycles over the buffer
// (freq snapped to k/duration) so the loop point has no click. A slow tremolo adds motion.
// A low, seamless-looping UNDERWATER pressure bed (07-16 re-voice): sub-heavy partials + a pair of
// detuned subs whose beat completes exactly once per loop (Snap keeps every partial click-free at the
// loop point) — reads as slow water-column pressure swell rather than a musical pad.
static AudioClip MakeDrone()
{
const int rate = 44100;
const float dur = 8f;
int len = (int)(dur * rate);
var clip = AudioClip.Create("underwater_bed", len, 1, rate, false);
var data = new float[len];
float f0 = Snap(38f, dur); // deep sub
float f0b = f0 + 1f / dur; // detuned sub: beats exactly once per loop (seamless)
float f1 = Snap(55f, dur);
float f2 = Snap(82.4f, dur); // faint upper body
float swell = Snap(0.25f, dur); // very slow amplitude swell
for (int i = 0; i < len; i++)
{
float t = i / (float)rate;
float s = 0.46f * Mathf.Sin(2f * Mathf.PI * f0 * t)
+ 0.34f * Mathf.Sin(2f * Mathf.PI * f0b * t)
+ 0.22f * Mathf.Sin(2f * Mathf.PI * f1 * t)
+ 0.07f * Mathf.Sin(2f * Mathf.PI * f2 * t);
float amp = 0.7f + 0.3f * Mathf.Sin(2f * Mathf.PI * swell * t);
data[i] = s * amp * 0.5f;
}
clip.SetData(data, 0);
return clip;
}
// A distant whale-adjacent groan: slow 58->34Hz sweep with a soft sin^2 attack/decay window and a
// subtle wobble — never a jump-scare, just the deep being large somewhere off-screen.
static AudioClip MakeGroan()
{
const int rate = 44100;
const float dur = 3.4f;
int len = (int)(dur * rate);
var clip = AudioClip.Create("distant_groan", len, 1, rate, false);
var data = new float[len];
float phase = 0f;
for (int i = 0; i < len; i++)
{
float t01 = i / (float)len;
float t = i / (float)rate;
float freq = Mathf.Lerp(58f, 34f, t01) * (1f + 0.03f * Mathf.Sin(2f * Mathf.PI * 1.7f * t));
phase += 2f * Mathf.PI * freq / rate;
float window = Mathf.Sin(Mathf.PI * t01);
float env = window * window; // soft attack AND release
data[i] = (0.8f * Mathf.Sin(phase) + 0.2f * Mathf.Sin(2f * phase)) * env * 0.55f;
}
clip.SetData(data, 0);
return clip;
}
// freq snapped so freq*dur is an integer -> the waveform closes seamlessly at the loop point.
static float Snap(float freq, float dur)
{
float cycles = Mathf.Max(1f, Mathf.Round(freq * dur));
return cycles / dur;
}
// Short one-shot tone sweeping f0->f1 with an exponential decay envelope.
static AudioClip MakeSting(float f0, float f1, float dur, float vol) => FeedbackFx.MakeClip("sting", f0, f1, dur, vol, decay: 3.5f);
}
}