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Flag silent games in doctor - #1995
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Beacon Bastion, Brightway Park, Ember Command and Odd Orbit shipped with no sound at all while doctor reported nothing. Doctor now fails a game that declares no audio cues and never plays one. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
Noisemaker111
enabled auto-merge
October 20, 2026 13:31
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
…changelog] The first test loads the full shell bundle in real Chromium; on a loaded CI runner it passes Bun's 5 s default and the remaining tests cascade. It failed this way on #1995, #1996, #1998 and #1999 while passing on beta and #1997. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
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This was referenced Oct 20, 2026
… [skip changelog] After the settings boundary test got 20 s, the same runner timed out hudInputBoundary and the Rapier slope test instead: whichever cold-start browser/WASM suite runs first under load passes Bun's 5 s default. All pass locally. Set the default for the CI test command; tests with their own timeout keep it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01RwsemkhoUGyeQkdkKFmUmw
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Four reference games (Beacon Bastion, Brightway Park, Ember Command, Odd Orbit) shipped with no sound at all, and
jgengine doctorreported nothing.jgengine/src/doctor.ts: new finding "game has sound (declares audio cues)" — passes whengame.config.tsdeclaresaudio:or anysrcscript callsctx.game.audio.play/loop; fix text points at proceduralSoundDefsynth cues (no asset files).audio.playclears it.changes/doctor-silent-game.md.Verification
bun test packages/jgengine/src/doctor.test.ts— 16 pass, 0 fail;check-types— pass;ship:preflight— okNo rendered surface changed.
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