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Sound engine, living visuals, single-message UX, fast turbo - #14

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WERSIT35 merged 1 commit into
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feat/mobile-rgs-animation-polish
Jun 22, 2026
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Sound engine, living visuals, single-message UX, fast turbo#14
WERSIT35 merged 1 commit into
mainfrom
feat/mobile-rgs-animation-polish

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Audio (new client/engine/audio.js): hybrid synth/file SFX engine with mute+volume persistence and a header toggle. Wired spin, reel/board land, tumble, explode, win tiers, multiplier drops, bonus, buy, max-win, and UI clicks. Multiplier-drop sound is a value-scaled falling-drop->impact fired from the renderer at each BANG (spawnHeavyImpact) so it stays perfectly in sync per multiplier. Added a melodic looping idle track (chords+bass+lead, lookahead scheduler) plus an AudioContext pre-warm to kill first-sound lag.

Living visuals (new client/engine/ambiance.js): moving backdrop (nebula + starfield + floating gems), a CSS deity mascot positioned OUTSIDE the reels (measured against the reel rect), gem/orb decoration on the altar frame, plus big-win spectacle (lightning, god-rays, coin shower) and pointer parallax + tap sparkles. Everything renders behind the reel window so the play area is never covered.

UX: consolidated end-of-spin messaging to exactly ONE over-the-reels message (no stacked Total Win / Multiplier Applied / Big Win popups); removed multiplier CATCH text. Fixed the player header (buttons no longer stack on the title) and ANTE pill overflow; varied the idle board; admin dashboard polish. Seeded a fix for a latent getGlowSprite rgba() crash.

Turbo: now scales EVERY animation duration and hold uniformly inside the renderer methods (drop-off, drop/intro, explode, celebration hold, multiplier catch, flashes) instead of only the tumble drop -- the whole spin is ~3.7x faster but still animated, not skipped.

Audio (new client/engine/audio.js): hybrid synth/file SFX engine with
mute+volume persistence and a header toggle. Wired spin, reel/board land,
tumble, explode, win tiers, multiplier drops, bonus, buy, max-win, and UI
clicks. Multiplier-drop sound is a value-scaled falling-drop->impact fired
from the renderer at each BANG (spawnHeavyImpact) so it stays perfectly in
sync per multiplier. Added a melodic looping idle track (chords+bass+lead,
lookahead scheduler) plus an AudioContext pre-warm to kill first-sound lag.

Living visuals (new client/engine/ambiance.js): moving backdrop (nebula +
starfield + floating gems), a CSS deity mascot positioned OUTSIDE the reels
(measured against the reel rect), gem/orb decoration on the altar frame,
plus big-win spectacle (lightning, god-rays, coin shower) and pointer
parallax + tap sparkles. Everything renders behind the reel window so the
play area is never covered.

UX: consolidated end-of-spin messaging to exactly ONE over-the-reels
message (no stacked Total Win / Multiplier Applied / Big Win popups);
removed multiplier CATCH text. Fixed the player header (buttons no longer
stack on the title) and ANTE pill overflow; varied the idle board; admin
dashboard polish. Seeded a fix for a latent getGlowSprite rgba() crash.

Turbo: now scales EVERY animation duration and hold uniformly inside the
renderer methods (drop-off, drop/intro, explode, celebration hold,
multiplier catch, flashes) instead of only the tumble drop -- the whole
spin is ~3.7x faster but still animated, not skipped.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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provider Ready Ready Preview, Comment Jun 22, 2026 6:06pm

@WERSIT35
WERSIT35 merged commit 295f89f into main Jun 22, 2026
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