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>
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@@ -451,6 +451,13 @@ followed you onto the silent menu.
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`menuMusic()` is now the one call that means "we are in the menus": it starts the theme, un-ducks
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it, and ducks both court beds. `ambient()` and `zombieMusic()` un-duck themselves for the same
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reason — the SECOND run would otherwise have been played in the silence the menu left them in.
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**...and each of those un-ducks ITS OWN BED ONLY.** The first cut had `ambient()` un-duck both
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court beds together, which put the splatter music back on in classic tennis for the rest of the
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session — Oliver caught it on the retest: *"after playing the splatter gore, the zombie background
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sound also keeps playing in the normal tennis game."* LEAVING the court is one event and ducks both
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beds; ARRIVING is not. The ambience belongs to every mode, the zombie bed belongs to the gore, and
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only `enterSplatter` may bring that one up.
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**The rule, for anything added here later: a bed's start function must also un-duck it, because
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starting it is a no-op the second time and ducking it is not.** `audio.bedTest` exposes the duck
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set to the suite (same idea as `netTest`), which is what makes this testable at all — the beds
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