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Made of little things.

Outbreak: Soycoon City

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Author’s source reference
nostr://npub182jczunncwe0jn6frpqwq3e0qjws7yqqnc3auccqv9nte2dnd63scjm4rf/wss%3A%2F%2Fgit.napplet.soy%2F/n-b87c04571a9

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docs/audio-brief.md
# First-batch game playback

Connect the existing ElevenLabs audition recordings to the demo. Retain only selected, peak-normalized MP3 runtime
files with hashes/provenance in `sounds/runtime.json`; keep the production queue
and its outstanding cues separate from the playable audition subset.

The existing single-file build embeds the runtime bytes. Native Web Audio decodes
them without network requests. No new NAP or required domain is needed. Unlock
audio from Begin patrol, a keyboard/touch action or the Sound button; if a
controller starts the game before browser activation, show an actionable sound
state. Preserve the olive/brass HUD and add a compact, accessible mute toggle.

Emit simulation cues for accepted shots, reload start/shell/finish, distance-based
footsteps, zombie groans and attacks. Change ambience at room transitions while
camera cuts leave it playing. Music and ambience fade at loop joins; master gain
and bounded voices keep effects readable. Pause, help, editor/library mode, blur,
hidden/tiny frames stop playback; death and completion stop loops while the final
action tail finishes. Resume restarts loops.
Teardown closes the audio context and stops sources. Unavailable or failed audio
leaves gameplay working with a visible retry state. Verify real byte decoding,
nonzero audio output, cue timing, mute/resume and touch activation in soyLI.

## Shotgun revision

Replace the first batch's thin shotgun reports with new, heavier ElevenLabs
recordings. Keep the blast and the rearward/forward pump cycle as separate cues.
Every accepted shot schedules the pump 250 ms after the blast; rejected, empty,
paused and reloading shots emit neither cue. Schedule the delay on the Web Audio
clock so frame timing cannot collapse both sounds together. Pausing, muting,
losing focus or teardown cancels a pump that has not started yet. The last shot
can finish its pump after a win, like its blast tail. Keep the 750 ms fire cadence
and use a compact pump recording. Reduce the blast's onset fade from 10 ms to
1 ms to preserve its crack.

The later batch replaces shotgun fire candidates and supplies pump candidates
in the runtime inventory. The user subsequently requested MP3-only retention:
original downloads, review WAVs and superseded takes were deleted; prompts,
settings and historical hashes remain in the batch manifests. Continue using bundled bytes and native Web Audio: no new NAP,
required domain, external network, UI, layout or theme change.