Sound: recorded SFX layer + a touch-easier CPU
Wire the new assets/audio/*.wav samples over the synth SFX: - Ball hits: per-side tennis-player / tennis-opponent on serve & return, now with a stadium reverb tail (same convolver as umpire/aww). - Crowd: tennis-applaus on your points/games (louder on big moments); tennis-aww when the opponent scores or you're eaten (reverb tail). - Ambient bed: tennis-ambient-loop from first tap, 500Hz lowcut, low vol. - Zombie music: zombie-mode loop when splatter kicks in (800Hz lowcut), fades out for the 1:1 sudden-death duel and back in after. - Headshots: random headshot-1/-2 on every zombie kill (killZombie). audio.js: sfx() one-shot player w/ rate+reverb opts, loopBed() beds with duck/fade, aww() wrapper, hotter reverb send on the umpire voice. Also: normal opponent aiFlub 0.09 -> 0.14 (a little easier to beat). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -14,7 +14,7 @@ export const TUNE = {
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serveSpeed: 21, serveQualitySpeed: 7,
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aimError: 2.4, // m of scatter at quality 0
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perfectMs: 45, // |offset from window center| for PERFECT
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aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.09,
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aiQualityMin: 0.45, aiQualityMax: 0.85, aiFlub: 0.14, // ~86% of returns land (was 0.09) — a touch easier to beat
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aiReaction: 0.45, // s before the CPU reads your shot — well-aimed corners are winners
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autoAssist: matchMedia('(pointer: coarse)').matches ? 1.15 : 0, // auto-run speed factor (mobile)
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zSpeed: 0.7, // zombie shamble speed m/s
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