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feat(audio): add procedural gameplay sound foundation
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extends "res://tests/test_case.gd"
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const AudioManager = preload("res://scripts/audio_manager.gd")
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func test_audio_intensity_fails_closed_and_clamps() -> void:
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assert_eq(AudioManager.clamp_intensity(-1.0), 0.0, "negative impact is silent")
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assert_eq(AudioManager.clamp_intensity(INF), 0.0, "infinite impact is silent")
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assert_eq(AudioManager.clamp_intensity(0.5), 0.5, "normal impact is retained")
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assert_eq(AudioManager.clamp_intensity(4.0), 1.0, "oversized impact is capped")
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func test_countdown_frequency_has_bounded_monotonic_mapping() -> void:
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assert_eq(AudioManager.countdown_frequency(0), 495.0, "zero uses the first safe tone")
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assert_eq(AudioManager.countdown_frequency(3), 605.0, "countdown tone is deterministic")
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assert_eq(AudioManager.countdown_frequency(99), 935.0, "large countdown values are capped")
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assert_true(AudioManager.countdown_frequency(2) < AudioManager.countdown_frequency(3), "countdown tones rise predictably")
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