The umpire is one man with one microphone, and voiceSeq forgot it

"the drill mode immediately goes into some horrible audio loop" — on a phone,
never on desktop, and that is the tell. Three of the four defects can only
happen on a phone, and every one of them is a rule voice() had followed for
months that my new function quietly broke.

- A SUSPENDED AudioContext HAS A FROZEN CLOCK. Scheduling four clips at
  currentTime +0/+0.9/+1.7/+2.4 while the context is suspended puts all of
  them in the past by the time it starts, so they fire on one instant through
  a 1.3s reverb tail. Resume first, re-read the clock after the decode.
- A second call layered instead of replacing. voiceSeq SET voiceUntil and
  never checked it. It stops the outstanding list now.
- ...and cancelling a list has to give back the time it booked, or the
  replacement queues behind a list that will never play. Measured at 6.6s of
  silence before the call the player is waiting on.
- The amplifier was in drill.js: the empty-court net redealt on the spot,
  making the repair rate the frame rate — and every deal calls the umpire. It
  goes through the ordinary between-rounds beat now.

Verified by tagging each decoded buffer with its source file and counting
start() calls: one drill_call, three colours, spaced, zero overlapping voice
lines. The earlier "clean" reading counted fetches, which proves nothing —
VOICE[] caches, so a repeat play never fetches again.

27 tests; the new one empties the court every frame for six seconds and
asserts at most one umpire call per beat.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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wuwiandClaude Opus 5 committed 2026-08-11 18:29:11 +02:00
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@@ -127,9 +127,15 @@ export function updateDrill(dt) {
// latches loaded) and could not reproduce it afterwards, which is precisely the kind of bug that
// comes back in front of a player. Unrepaired it is a dead mode: no targets, no timer, nothing to
// tap. Deal a fresh round and leave evidence, same contract as watchdog()'s invariant net.
// It goes through the ordinary between-rounds BEAT rather than dealing on the spot, and that is
// the load-bearing half: dealing here directly makes the repair rate the FRAME RATE, so a court
// that keeps coming up empty redeals sixty times a second — and every deal calls the umpire.
// Through the beat, the worst case is one redeal every drillBeat seconds, which is a mode that
// limps instead of a phone screaming at you.
if (!zombies.some(z => z.bib !== undefined)) {
logSwing({ result: 'INVARIANT', reason: 'drill court emptied from outside the round — redealt' });
return newDrillRound();
logSwing({ result: 'INVARIANT', reason: 'drill court emptied from outside the round — redealing' });
d.beat = TUNE.drillBeat;
return;
}
if (d.callT > 0) { // the walk-on: they take their marks
d.callT -= dt;