From 3e9f3f2c4ee01471684d093fb522edfa61f26de7 Mon Sep 17 00:00:00 2001 From: Josh Creek <8179928+jcreek@users.noreply.github.com> Date: Tue, 1 Sep 2026 23:30:06 +0100 Subject: [PATCH] docs: reconcile audio progress notes --- multiplayer-next.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/multiplayer-next.md b/multiplayer-next.md index cecbf593..a3bd3d6b 100644 --- a/multiplayer-next.md +++ b/multiplayer-next.md @@ -62,7 +62,7 @@ Phase 6 has no dependency on Phase 7 and now turns a two-terminal game into some ### Deferred by choice, not forgotten -120 Hz simulation, the latency-gap *measurement* (task 4.9's acceptance criterion), audio hooks, split-screen — all in §11 with what each would buy and cost. +120 Hz simulation, the latency-gap *measurement* (task 4.9's acceptance criterion), authored audio, split-screen — all in §11 with what each would buy and cost. The procedural audio hooks are implemented; authored assets and production mixing remain open in `TODO.md`. --- @@ -1387,7 +1387,7 @@ godot --path Game -- --connect 127.0.0.1:27015 --name Alice **The latency gap to the reference has a plan but not yet a measurement.** §5.2 lands at ≈174 ms as designed; §5.6 routes that to ≈127 ms (tasks 0.17d, 4.9) and ≈103 ms (tasks 4.10 plus 120 Hz simulation), against ~90–110 ms for the reference class at the same RTT. Every figure in §5.6 is arithmetic on the budget, not a measurement — task 4.9's acceptance criterion exists to make it one. Beyond that the residual is RTT, which is a server-siting problem (§6) rather than a code one and is worth more than every remaining code lever combined. -**Audio.** `TODO.md` records that there is none. `set_visual_action` / `set_visual_speed` (task 0.14) is precisely where remote-ship engine audio will hang, and "ball feel" (task 4.6) is half auditory. Design those hooks with that in mind rather than retrofitting. +**Audio.** The runtime now has dependency-free procedural placeholder hooks for UI, countdown, engine/thrust/turbo, impacts, wall contacts, goals, and camera/gameplay events. `TODO.md` still tracks authored engine/turbo/impact/wall/goal/crowd/music assets and production mixing/QA; remote-ship engine audio can build on `set_visual_action` / `set_visual_speed` (task 0.14), and “ball feel” (task 4.6) remains partly auditory. **Split-screen.** Tracked separately in `TODO.md`; unrelated to this effort, though the camera-outside-the-ship structure that enables it is the same structure this plan relies on.