- Play thunder claps on habitable storm strikes, solar-flare SFX on red
dwarf flare onset, and solar-buzz on binary light-trade midpoint
crossings, all via the shared Sfx voice (new playSfxOneOfOn helper)
- Add per-context music volume overrides (music.volumes) so each context
can deviate from the global mix; menu ships at full volume
- Expand surface music frames to cover rocky and ice worlds (frames 6-11)
- Teardown per-system effect layers on scene restart (jump) so a previous
system's storm doesn't keep striking and playing thunder in the new one
- Update planets.png sheet, add gasgiant-03/rocky-01/rocky-02 tracks, and
register the new SFX assets in GameScene preload
- Slot cards: fit content lines to card width (wrap, shrink, ellipsize)
and stack them by measured height so long names no longer spill into
neighbouring slots; bump fill opacity to reduce bleed-through.
- SavePanel open choreography now lands only after every card stagger
and footer rise complete — the old state-gated loop dropped row 2.
- Move feedback toast inside the panel on the subtitle line, hiding the
header while it shows (old spot collided with the O.A.C. comms box).
- ConfirmOverlay: reset to base size each show, fit title/body text into
the plate before laying out, and make the body fully opaque so card
text no longer bleeds through.
- Add dev screenshot harness (save-shot.html/mjs) and extend the saves
UI test with overflow, stagger-completion, and toast-position checks.
- Update planet sprites and add/refresh SFX + music assets.
- Treat k <= -1 as "other zone contains this rim" so a level-1 gate
tether at exactly the level-2 anchor's range no longer draws a spurious
full circle inside the union.
- Update doc comment to clarify external vs internal tangency cases.
- Add regression tests covering the d + rInner = rOuter boundary case.
- Add spacestation music and surface video assets.
- New shared audio voices: js/utils/Sfx.js (playSfxOn/stopSfxOn/sfxPlayingOn)
and js/utils/Music.js (loop voice + shuffle playlist), both with v4 guard
rails (cache.audio.has, stopByKey, isPlaying) so missing assets never throw.
- data/music.json: menu loop, shuffled deep-space soundtrack for GameScene,
and per-world surface loops keyed by planets.png frame; new mp3 assets in
assets/music/.
- data/sfx.json: add ui_hover/ui_click/ui_window/ui_close/mining_loop and a
dedicated scan track; wire UI components (buttons, panels, popups, save
vault) to the shared voice via scene.playSfx seam.
- GameScene: start/stop the shuffle on create/shutdown, stop both soundtrack
and mining hum on 'sleep' (landing launch+sleep) and resume on 'wake';
mining hum loops while beam is live and stops quietly on 'stopped'.
- SurfaceScene: preload and loop the world's track from landing through
takeoff; fix landing frame hand-off to pass sheetFrame instead of the
texture Frame object.
- MenuScene: preload SFX + menu music, start the menu hum in create, stop it
on the 'shutdown' event (v4 never calls shutdown() on transition).
- data/ship.json → stats: hullIntegrity/shields/cargoHold/mineralStorage,
exposed as ship.stats for future combat/trading/mining systems.
- Tests: dev/sfx.test.mjs and dev/music.test.mjs cover the shared voices,
guards, and data contracts; ship-behavior and system-hud tests extended
for base stats and the mining hum lifecycle.