SFX overhaul: real generated audio for the 12 silenced effects - #261
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Regenerate explosion, wall break, pickup and all nine powerup pickup cues with Stable Audio Open via the assetfactory MCP (cartoonish one-shots, 1.0-2.0 s, trimmed + faded, 25 Hz highpass, peak-matched to fire.ogg, OGG Vorbis q5). Rewire SfxFiles so every SfxKind maps to a real clip, drop the silent-placeholder path, and add SfxPool.HasStream so the tests can assert every kind decodes a real stream in-engine. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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* PROGRESS: record 2026-07-17 parallel batch (SFX overhaul, net victory screen, net teleport pads, perf check) Three branches pushed pending owner merge + SFX ear-check; perf verdict recorded. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> * PROGRESS: cite PRs #261/#262 for the 2026-07-17 batch Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> --------- Co-authored-by: Daniel Machado <au280502@uni.au.dk> Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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Replaces the deliberately-silenced placeholder SFX (tank-death explosion, wall break, generic pickup, all 9 per-powerup cues) with locally-generated Stable Audio clips (assetfactory MCP, CLAP-ranked best-of-N, ffmpeg trim/fade/highpass, peak-matched to fire.ogg). Every
SfxKindis now mapped inSfxPool; the silent-placeholder path is gone.EveryKind_ResolvesALoadedStreamdecodes all 20 clips in-engine (catches any non-vorbis regression)docs/credits/assets.mdOwner ear-check pending — clip quality is the one ungated review left; if any clip sounds off it can be regenerated individually.
🤖 Generated with Claude Code