Audio: WAV + tinyaudio, Ambient-Emitter mit Distance ramps; artist.md
engine/wav.rs (Decoder) und render/audio.rs (Mixer, 8 SFX-Voices + Loop-Voice je Emitter) aus irl3d eingebettet; Emitter-Logik headless in engine/audio.rs. Empties mit sound/radius-Property senden positional, play_sound-Signale laufen als SFX über Session::take_sounds. Platzhalter-Sounds + Emitter in der Testszene; artist.md fasst die Content-Regeln für die Autorin zusammen. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -9,7 +9,7 @@
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# inc <name> [<delta>] KV-Integer +Delta (Default +1)
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# clear <name> KV-Eintrag entfernen
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# hide_object <name> deferred (Frontend): Instance ausblenden
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# play_sound <file> deferred (Frontend): SFX abspielen
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# play_sound <name> deferred (Frontend): SFX aus assets/sounds/{name}.wav
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#
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# Reserviertes Signal `[init]` feuert einmal vor der Game-Loop —
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# idealer Ort für KV-Defaults.
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@@ -25,13 +25,13 @@ actions = [
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[Mushroom]
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actions = [
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"inc mushrooms_collected",
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"play_sound pickup.wav",
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"play_sound pickup",
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"hide_object $self",
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]
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[Person]
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actions = [
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"play_sound greet.wav",
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"play_sound greet",
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"start_ink person.ink.json",
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]
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