The splatter music stays on the splatter court

Every run starts the ambience, and the ambience was un-ducking both court beds
at once — so once you had played the gore mode, its music followed you into
classic tennis for the rest of the session. Leaving the court is one event;
arriving is not. Each bed brings itself back and nothing else.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
wuwiandClaude Opus 5 committed 2026-08-15 14:32:30 +02:00
1 parent 3cf3e029a4
commit 2f0c04fad4
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+26 -3

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@@ -451,6 +451,13 @@ followed you onto the silent menu.
`menuMusic()` is now the one call that means "we are in the menus": it starts the theme, un-ducks
it, and ducks both court beds. `ambient()` and `zombieMusic()` un-duck themselves for the same
reason — the SECOND run would otherwise have been played in the silence the menu left them in.
**...and each of those un-ducks ITS OWN BED ONLY.** The first cut had `ambient()` un-duck both
court beds together, which put the splatter music back on in classic tennis for the rest of the
session — Oliver caught it on the retest: *"after playing the splatter gore, the zombie background
sound also keeps playing in the normal tennis game."* LEAVING the court is one event and ducks both
beds; ARRIVING is not. The ambience belongs to every mode, the zombie bed belongs to the gore, and
only `enterSplatter` may bring that one up.
**The rule, for anything added here later: a bed's start function must also un-duck it, because
starting it is a no-op the second time and ducking it is not.** `audio.bedTest` exposes the duck
set to the suite (same idea as `netTest`), which is what makes this testable at all — the beds
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@@ -547,6 +547,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
</div>
</div>
</div>
<script type="module" src="src/main.js?v=261"></script>
<script type="module" src="src/main.js?v=262"></script>
</body>
</html>
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@@ -164,7 +164,15 @@ function loopBed(file, lowcut, vol, loopEnd = 0) {
// whole-scene atmosphere, from the first tap. Un-ducks as well as starts, for the same reason
// menuMusic does: loopBed no-ops once the bed exists, so a SECOND run would have opened over the
// silence the menu left it in.
export const ambient = () => { loopBed('tennis-ambient-loop.wav', 500, 0.035); courtDuck(false); };
// ...but ONLY ITS OWN BED. It briefly un-ducked both court beds together (courtDuck) and that put
// the splatter music back on in classic tennis for the rest of the session, because every run
// starts here (Oliver, 2026-08-15: "after playing the splatter gore, the zombie background sound
// also keeps playing in the normal tennis game"). Leaving the court is one event and ducks both;
// ARRIVING is not — the ambience belongs to every mode and the zombie bed belongs to the gore.
export const ambient = () => {
loopBed('tennis-ambient-loop.wav', 500, 0.035);
fadeBed('tennis-ambient-loop.wav', false);
};
// ...and the splatter bed, same treatment: 5.9 MB of 24-bit WAV down to 287 KB. Its master is
// 982597 frames at 48 kHz, which is the un-round 20.47077 s below — an AAC loop needs the SOURCE
// length as loopEnd, not the decoder's padded one. See the note on menuMusic.
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@@ -221,7 +221,7 @@ function farB(z) {
// Asset cache-buster — bump with main.js?v=N (see the img.src note below). EXPORTED because the
// menu screens hang <img> tags on the same files, and two copies of this number is one copy too
// many: the one that does not get bumped is the one that serves a cached 404.
export const SPRV = 130;
export const SPRV = 131;
// The boot bar in main.js watches this. Nothing here CHANGES when things load — every sprite was
// already requested at import — it just makes the wait visible and holds the menu back until the
// last sheet has landed. See the onerror note below for the other half of "sometimes missing".
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@@ -869,6 +869,14 @@ test('the menus own the theme, and hand the court back its silence', () => {
assert.ok(d.has(AMB) && d.has(ZOM), '...and the court does not follow you into the menu');
audio.ambient(); audio.zombieMusic(); // ...and the NEXT run is not played in silence
assert.ok(!d.has(AMB) && !d.has(ZOM), 'a second run sounds like the first');
// ...but the SPLATTER BED IS THE GORE'S ALONE. Every run of every mode starts the ambience, so
// un-ducking both court beds there put the zombie music back on in classic tennis for the rest of
// the session (Oliver: "after playing the splatter gore, the zombie background sound also keeps
// playing in the normal tennis game"). Leaving the court is one event; arriving is not.
audio.menuMusic(); // back to the menu after a gore run
audio.ambient(); // ...and into a game of plain tennis
assert.ok(!d.has(AMB), 'the ambience belongs to every mode');
assert.ok(d.has(ZOM), 'the splatter music does NOT follow you into classic tennis');
audio.menuMusic();
});