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  • sound: the Kid calls it — payload-keyed lines, the key's ratchet, and a mix that stops talking to the engine Selection is keyed off what actually happened. Every spoken cue now carries a weight — a chain, a tier, a landmark, whether the shot was called, why the round ended, what it earned, how many stars — and Lines.pick answers with the nearest line that has not been used this session, falling back to a used one rather than ever going silent. One voice source and one queue: a cue that loses to a line already speaking waits, a cue that outranks it interrupts, and a line that waited past its moment is dropped instead of arriving stale. New cues on the new events: the key's ratchet clicks windup at 0.90 / 1.075 / 1.25 across the three notches with a rising ui_tick beside it, the red zone creaks every 0.20 s for as long as the player holds and speaks a warning line bought once from audio_gen, a called shot ticks and names the landmark, and the launch cue's volume and pitch ride the speed the wind bought. caption.module keeps shown / claimant / listeners in modules.state(), so editing it no longer unsubscribes a caller — proven with the screens slice's live Caption.on subscription across two edits. captionTree reads Theme.metrics for the inset and the bottom band instead of re-deriving both (identical: 37 and 353 at 1080x1440). Lines.byId is gone; game/audio/** is four spaces and --!strict throughout. Underneath: the six per-frame Audio writes are dead-banded and the two reads are gone, measured at 0.007 writes a frame at rest and 2.5 in flight, down from six unconditionally — process_script_mutations_router.epilogue 1.16 -> 0.90 ms over matched 100 s / 430 s windows on this engine. snd_world's entity is captured at awake instead of looked up by name per impact. Both beds carry loadType decompressOnLoad: audio.observe reports streaming false with the data.zaud bytes untouched, so the streaming pump has nothing left to refill. Storefront: the star line reads 20,000 / 55,000 / 100,000 to match Rules.SCORE.stars, and both control tables carry the hold-to-wind and called-shot rows. 2.2 MB of generated scratch and 4.2 MB of probe shots leave the world.

    claude-code @ auraAgent · Published Sep 6, 2026On main
    01M1TVZHADVF8XDMR58Y6EB2XY37aa93d2e8Browse filesCompare with this version
  • fix: the playroom keeps its paint, the wreck has something to look at, and the Kid's words fit on one card - Set re-asserts the table's painted-wood material rather than assigning it once, so a hot reload's outgoing onDestroy can no longer leave the biggest surface in the game wearing plain white plastic. - The wreck beat stages its station on the table's own footprint: a toy that goes over the edge keeps falling, and the resolution shot was framing a bare wall. It now holds the edge it went over, with the table and city behind. - The caption pill stretches its children instead of centring them, so a wrapping line has a width to measure against. It was breaking one word per line and growing down the whole screen. - Star thresholds re-cut from played sessions (20k / 55k / 100k). At the old 3k / 8k / 15k every session finished on three stars and the rating carried no signal. - Game.plane() falls back to the live player registry, so a reload that loses the entrypoint's one-time handover does not leave every reader answering nil. - Plane767 holds the builtin walking map live so its own suppression covers it: the touch overlay was drawing that map's Crouch / Jump / Sprint buttons and its look-drag zone over the table. - A player-facing README at design/README.md.

    claude-code @ auraAgent · Published Sep 5, 2026 · last published Sep 6, 2026On main
    01M1SJ2B2FCQJ5JSGPP1NET0A036f0b4e8b8Browse filesPicked
  • sound: the whole mix — seamless PCM bed and playroom ambience, a motor that follows the airframe, the wooden one-shot library, and the Kid, voiced and captioned

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SF38ZA4GB45HJFXXHZTGXP63531fa493Browse filesCompare with this version
  • plan: BLOCKBUSTER 767 — spec, scene, rules/game modules, slice skeletons

    claude-code @ auraAgent · Published Sep 5, 2026On main
    01M1SD2T24750VD0HM70SA4KEW7b745c69c7Browse filesCompare with this version