{"type":"title","v":1,"title":"gears @ HFENDULEAM (travelear/)","source":"user","updatedAt":"2026-09-16T02:18:49.119Z","pad":"                                                                                                                               "}
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{"type":"message","id":"dd7c7c2b","parentId":"60c87ae4","timestamp":"2026-09-12T06:26:33.088Z","message":{"role":"assistant","content":[{"type":"thinking","thinking":"Let me digest the situation. I'm \"gears\", an SPT endpoint agent in the travelear project. lia handed over DRI brief. I'm in caveman mode (terse fragments). The project context says: read the drain files, especially the newest one, to recover actual task brief. Also the lia handover brief is the main content.\n\nPer the project-context note: drain files at C:\\Users\\decid\\.claude\\sptc-drain-*.txt, newest is ...1789100276200-36232.txt. I should read those to recover task brief. The live-context says I have an spt perch \"gears\", replies arrive automatically, don't re-arm listeners.\n\nAction plan:\n1. Read drain files (newest first, maybe all).\n2. Verify repo state quickly (git log, status) — lia says HEAD 17fb547 clean.\n3. First task per lia: ask Reavo for ear verdict on the unlogged run (game-20260910-124528.log), then log it in M3-PLAN as run 7 or discard.\n\nWait — but the notify says withhold user-aimed info until controller/viewer attaches... last notify says someone attached? Sequence: multiple \"5 minutes without controller\" notifies, then one \"Someone has attached\" then more \"5 minutes without\". The last one is \"gone 5 minutes without\" again. Actually looking at order: the deliveries listed oldest first: notify×3, notify \"Someone has attached\", notify×5 (without). So currently no viewer attached. But lia is a peer agent — I can message peers anytime. User-aimed info should be withheld, but peer comms are fine.\n\nThe brief says: \"Ask me anything you need filled in. I am still reachable as lia.\" First thing lia would do: ask Reavo for an ear verdict on that run if he remembers it, then log it in M3-PLAN as run 7 or discard as untrusted.\n\nSo my immediate work:\n1. Read drain files to recover context.\n2. Verify repo state.\n3. Read M3-PLAN.md to see run log format.\n4. Look at the run log game-20260910-124528.log (in %LOCALAPPDATA%\\TravelEar\\logs) — lia already scanned it; maybe I should spot-verify key claims.\n5. Message Reavo asking for ear verdict. Who is Reavo? A peer agent on this node presumably. I can use spt shortform @<reavo ... @>. Need roster: `spt whoami --json` and `spt endpoint list` to find exact id.\n6. Log run 7 in M3-PLAN (mark unverified-by-ear, pending Reavo verdict) or wait for Reavo's answer first. lia said: ask Reavo, then log it as run 7 or discard. I think: ask Reavo now; meanwhile log it provisionally as run 7 with \"ear verdict pending\" status. Actually better to wait for verdict before deciding log vs discard? lia says \"First thing I would do in your seat: ask Reavo for an ear verdict on that run if he remembers it, then log it in M3-PLAN as run 7 or discard it as untrusted and ask for"}],"api":"openrouter","provider":"openrouter","model":"z-ai/glm-5.3-flash","usage":{"input":0,"output":0,"cacheRead":0,"cacheWrite":0,"totalTokens":0,"cost":{"input":0,"output":0,"cacheRead":0,"cacheWrite":0,"total":0}},"stopReason":"aborted","timestamp":1789194380936,"responseId":"gen-1789194381-gESm33kMMZI9XxhSkvcG","errorMessage":"Interrupted by user","errorId":67112960,"completedAt":1789194393081}}
{"type":"custom_message","customType":"interrupted-thinking","content":"You were saying this but I interrupted you:\n```\nLet me digest the situation. I'm \"gears\", an SPT endpoint agent in the travelear project. lia handed over DRI brief. I'm in caveman mode (terse fragments). The project context says: read the drain files, especially the newest one, to recover actual task brief. Also the lia handover brief is the main content.\n\nPer the project-context note: drain files at C:\\Users\\decid\\.claude\\sptc-drain-*.txt, newest is ...1789100276200-36232.txt. I should read those to recover task brief. The live-context says I have an spt perch \"gears\", replies arrive automatically, don't re-arm listeners.\n\nAction plan:\n1. Read drain files (newest first, maybe all).\n2. Verify repo state quickly (git log, status) — lia says HEAD 17fb547 clean.\n3. First task per lia: ask Reavo for ear verdict on the unlogged run (game-20260910-124528.log), then log it in M3-PLAN as run 7 or discard.\n\nWait — but the notify says withhold user-aimed info until controller/viewer attaches... last notify says someone attached? Sequence: multiple \"5 minutes without controller\" notifies, then one \"Someone has attached\" then more \"5 minutes without\". The last one is \"gone 5 minutes without\" again. Actually looking at order: the deliveries listed oldest first: notify×3, notify \"Someone has attached\", notify×5 (without). So currently no viewer attached. But lia is a peer agent — I can message peers anytime. User-aimed info should be withheld, but peer comms are fine.\n\nThe brief says: \"Ask me anything you need filled in. I am still reachable as lia.\" First thing lia would do: ask Reavo for an ear verdict on that run if he remembers it, then log it in M3-PLAN as run 7 or discard as untrusted.\n\nSo my immediate work:\n1. Read drain files to recover context.\n2. Verify repo state.\n3. Read M3-PLAN.md to see run log format.\n4. Look at the run log game-20260910-124528.log (in %LOCALAPPDATA%\\TravelEar\\logs) — lia already scanned it; maybe I should spot-verify key claims.\n5. Message Reavo asking for ear verdict. Who is Reavo? A peer agent on this node presumably. I can use spt shortform @<reavo ... @>. Need roster: `spt whoami --json` and `spt endpoint list` to find exact id.\n6. Log run 7 in M3-PLAN (mark unverified-by-ear, pending Reavo verdict) or wait for Reavo's answer first. lia said: ask Reavo, then log it as run 7 or discard. I think: ask Reavo now; meanwhile log it provisionally as run 7 with \"ear verdict pending\" status. Actually better to wait for verdict before deciding log vs discard? lia says \"First thing I would do in your seat: ask Reavo for an ear verdict on that run if he remembers it, then log it in M3-PLAN as run 7 or discard it as untrusted and ask for\n```","display":false,"details":{"interruptedAt":1789194393081,"provider":"openrouter","model":"z-ai/glm-5.3-flash","blockCount":1},"attribution":"agent","id":"f04ae534","parentId":"dd7c7c2b","timestamp":"2026-09-12T06:26:33.094Z"}
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{"type":"message","id":"38c22286","parentId":"768ffbc6","timestamp":"2026-09-12T06:27:19.871Z","message":{"role":"toolResult","toolCallId":"call_0nv2s86ZkBf7BdHfL13IAHg6|fc_03a487b69dcd5707016aa4f0c7bddc87d18cd3b96923446143","toolName":"read","content":[{"type":"text","text":"---\nname: caveman\ndescription: >\n  Ultra-compressed communication mode. Cuts token usage ~75% by dropping\n  filler, articles, and pleasantries while keeping full technical accuracy.\n  Use when user says \"caveman mode\", \"talk like caveman\", \"use caveman\",\n  \"less tokens\", \"be brief\", or invokes /caveman.\n---\n\nRespond terse like smart caveman. All technical substance stay. Only fluff die.\n\n## Persistence\n\nACTIVE EVERY RESPONSE once triggered. No revert after many turns. No filler drift. Still active if unsure. Off only when user says \"stop caveman\" or \"normal mode\".\n\n## Rules\n\nDrop: articles (a/an/the), filler (just/really/basically/actually/simply), pleasantries (sure/certainly/of course/happy to), hedging. Fragments OK. Short synonyms (big not extensive, fix not \"implement a solution for\"). Abbreviate common terms (DB/auth/config/req/res/fn/impl). Strip conjunctions. Use arrows for causality (X -> Y). One word when one word enough.\n\nTechnical terms stay exact. Code blocks unchanged. Errors quoted exact.\n\nPattern: `[thing] [action] [reason]. [next step].`\n\nNot: \"Sure! I'd be happy to help you with that. The issue you're experiencing is likely caused by...\"\nYes: \"Bug in auth middleware. Token expiry check use `<` not `<=`. Fix:\"\n\n### Examples\n\n**\"Why React component re-render?\"**\n\n> Inline obj prop -> new ref -> re-render. `useMemo`.\n\n**\"Explain database connection pooling.\"**\n\n> Pool = reuse DB conn. Skip handshake -> fast under load.\n\n## Auto-Clarity Exception\n\nDrop caveman temporarily for: security warnings, irreversible action confirmations, multi-step sequences where fragment order risks misread, user asks to clarify or repeats question. Resume caveman after clear part done.\n\nExample -- destructive op:\n\n> **Warning:** This will permanently delete all rows in the `users` table and cannot be undone.\n>\n> ```sql\n> DROP TABLE users;\n> ```\n>\n> Caveman resume. Verify backup exist first."}],"details":{"resolvedPath":"C:\\Users\\decid\\.agents\\skills\\caveman\\SKILL.md","contentType":"text/markdown","totalLines":49,"displayContent":{"text":"---\r\nname: caveman\r\ndescription: >\r\n  Ultra-compressed communication mode. Cuts token usage ~75% by dropping\r\n  filler, articles, and pleasantries while keeping full technical accuracy.\r\n  Use when user says \"caveman mode\", \"talk like caveman\", \"use caveman\",\r\n  \"less tokens\", \"be brief\", or invokes /caveman.\r\n---\r\n\r\nRespond terse like smart caveman. All technical substance stay. Only fluff die.\r\n\r\n## Persistence\r\n\r\nACTIVE EVERY RESPONSE once triggered. No revert after many turns. No filler drift. Still active if unsure. Off only when user says \"stop caveman\" or \"normal mode\".\r\n\r\n## Rules\r\n\r\nDrop: articles (a/an/the), filler (just/really/basically/actually/simply), pleasantries (sure/certainly/of course/happy to), hedging. Fragments OK. Short synonyms (big not extensive, fix not \"implement a solution for\"). Abbreviate common terms (DB/auth/config/req/res/fn/impl). Strip conjunctions. Use arrows for causality (X -> Y). One word when one word enough.\r\n\r\nTechnical terms stay exact. Code blocks unchanged. Errors quoted exact.\r\n\r\nPattern: `[thing] [action] [reason]. [next step].`\r\n\r\nNot: \"Sure! I'd be happy to help you with that. The issue you're experiencing is likely caused by...\"\r\nYes: \"Bug in auth middleware. Token expiry check use `<` not `<=`. Fix:\"\r\n\r\n### Examples\r\n\r\n**\"Why React component re-render?\"**\r\n\r\n> Inline obj prop -> new ref -> re-render. `useMemo`.\r\n\r\n**\"Explain database connection pooling.\"**\r\n\r\n> Pool = reuse DB conn. Skip handshake -> fast under load.\r\n\r\n## Auto-Clarity Exception\r\n\r\nDrop caveman temporarily for: security warnings, irreversible action confirmations, multi-step sequences where fragment order risks misread, user asks to clarify or repeats question. Resume caveman after clear part done.\r\n\r\nExample -- destructive op:\r\n\r\n> **Warning:** This will permanently delete all rows in the `users` table and cannot be undone.\r\n>\r\n> ```sql\r\n> DROP TABLE users;\r\n> ```\r\n>\r\n> Caveman resume. Verify backup exist first.\r","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49]},"meta":{"source":{"type":"internal","value":"skill://caveman"}}},"isError":false,"timestamp":1789194439869}}
{"type":"message","id":"bf40e4f8","parentId":"38c22286","timestamp":"2026-09-12T06:27:19.894Z","message":{"role":"toolResult","toolCallId":"call_Ddc2FPiT8MBy7D5bsnQKudzO|fc_03a487b69dcd5707016aa4f0c7bde887d1858a521068a1ed16","toolName":"read","content":[{"type":"text","text":"[M3-PLAN.md#A58B]\n1:# M3 — Mixer Stage, Megaphone, Offset display, Sink feed point (JIT plan)\n2:\n3:> Third milestone. M2 made the Clean path sound like the remote-player path, gated it to what\n4:> peers receive, measured Offset and hardened the Helper (`M2-PLAN.md`, status log runs 1-6).\n5:> M3 finishes v1.0 (`docs/DESIGN.md` \"Scope\"): the Mixer Stage, Megaphone Voice, the Offset\n6:> row in the game's settings, and a first release. It opens with a spike on where the Sink is\n7:> fed from, because M2 run 6 showed the game's audio thread is only a DSP host for us and a\n8:> flaky one. Vocabulary: `CONTEXT.md`. Gate: `pwsh scripts/gates.ps1` green with the M3\n9:> requirements activated.\n10:\n11:## Scope\n12:\n13:In: T0 spike (what `LocalVoicePlayer`/`SelfEcho` already wire; whether the Sink should be fed\n14:from the encoder thread instead of the VoicePlayer path); Mixer Stage re-synthesis (M2 T4,\n15:deferred); Megaphone Voice; the read-only Offset row and ModSettingsMenu surfacing; release\n16:packaging and the first GitHub Release.\n17:\n18:Out: cliff echo and water-depth muffle (v1.1); walkie-talkie and radio (operator ruling);\n19:Thunderstore packaging (runbook says later); anything that changes what peers receive.\n20:\n21:## Carried over from M2\n22:\n23:- The game's audio thread stalls ~250 ms about 80 s into a session (M2 runs 5-6, in the game's\n24:  own output too). Local Voice inherits it through the VoicePlayer path; peers do not, because\n25:  the encoder runs on the mic thread. Question 1 below.\n26:- `Offset:` baseline 320-360 ms with the Helper's 100 ms prime; roughly 150-200 ms of it is\n27:  the provider ring lag the VoicePlayer path needs. Question 1 again.\n28:- `Fidelity.SelfEarEqDryWet` stays a knob (M2 question 3); `Ear.SelfEarAngleDegrees` was never\n29:  exposed because the Self-Ear evaluates the curves at their left edge. Revisit only if a\n30:  second-client recording says the dry voice is wrong.\n31:- `REQ-EAR-SELF` stays doc + impl (pinned emitter); curves/outdoorness were not needed for the\n32:  Clean path. `REQ-OFFSET-MEASURE` still owes the pause-menu row (T3 here).\n33:\n34:## Requirements activated by M3\n35:\n36:Each is activated (`required_stages` set) in the commit that starts its task, per\n37:`traceable-reqs.toml`; stages are added as evidence lands.\n38:\n39:- `REQ-MIXER-RESYNTH` — doc + impl + unit (T1; the Core DSP is pure and testable).\n40:- `REQ-RENDER-MEGAPHONE` — doc + impl (T2; unit for any pure DSP).\n41:- `REQ-CONFIG-BEPINEX` — doc + impl (T3; every setting is a `ConfigEntry`, which is already true,\n42:  plus the ModSettingsMenu check).\n43:- `REQ-OFFSET-MEASURE` — no new stage; the row is the doc's \"where supported\" clause (T3).\n44:- Hazards: `REQ-HAZARD-NO-GAME-AUDIO-LEAK` re-verified if T0 changes the Sink feed point (the\n45:  tap's zeroing is what proves it today).\n46:\n47:## Open design questions\n48:\n49:1. **Where is the Sink fed from?** Today: encoder thread -> provider ring -> game `VoicePlayer`\n50:   (synth mode, our filters) -> Tap on the Unity audio thread -> Sink. The VoicePlayer path\n51:   contributes: Unity's spatial gain at the Self-Ear (distance ~0, angle 0: near unity), the\n52:   optional game EQ component, and, in the plan so far, the Mixer Stage (ADR-0002 already\n53:   puts that in mod DSP). It costs the ring lag (150-200 ms of Offset), the read-head\n54:   discipline and its resyncs, and the game's audio-thread stalls. Alternative: process on the\n55:   encoder thread (dynamics already run there; add the Mixer Stage DSP and, if kept, a Core\n56:   port of `BiquadFilters` PeakingEQ) and send frames to the Sink directly; keep the in-game\n57:   VoicePlayer only if something still needs the game's DSP. Answer by the T0 spike: list\n58:   exactly what the VoicePlayer path adds that Core cannot reproduce; if nothing material, ADR-0005\n59:   moves the feed point and marks the affected parts of ADR-0003 superseded. Hazard 1.1 (no\n60:   game-audio leak) becomes trivially true with no in-game player at all.\n61:2. **What do `LocalVoicePlayer` and `SelfEcho` already wire?** `SelfEcho` (the cliff echo) holds\n62:   three `LocalVoicePlayer` emitters (center/left/right) fed from the raw mic provider, delay\n63:   and decay parameters on an `AudioMixer` (`DELAY_*`, `DECAY_*`, `MASTER_VOL`), a dynamic\n64:   reverb and an echo amount from the world. Dump both with the Cpp2IL recipe and record: the\n65:   mixer group and floats they drive, whether `LocalVoicePlayer` is a better host than a\n66:   generic `VoicePlayer` (if question 1 keeps one), and the delay/decay constants for v1.1's\n67:   cliff echo.\n68:3. **Megaphone state.** The `MegaphoneA-C` and `MegaphoneSecretZone` rooms are Open-mode token\n69:   triggers (M2 run 2), so holding the megaphone opens a non-`Echo` room and the transmit\n70:   signal already passes. What remains: which game state says \"holding\" (the token, an item\n71:   slot on `PlayerCharacter`, or the trigger's own token check), and which mixer floats the\n72:   remote side applies (`Megaphone{1-4}Wet/Dry`, the HP/LP pair). Answer from the decomp of\n73:   the trigger token and `PlayerVoicePlaybackControl`.\n74:4. **Reverb approximation and calibration.** ADR-0002 says approximate and calibrate against a\n75:   second-client recording. No such recording exists. Plan: ship a Schroeder-style reverb with\n76:   the two sends (`ReverbFallWet`, `ReverbBoostWet`) mapped to wet gains, each toggleable, and\n77:   ask the operator for one two-client session before v1.0 is tagged; until then the reverb is\n78:   marked approximate in the settings page. If a second client cannot be arranged, v1.0 ships\n79:   with the reverb default off and the dry/high trims on.\n80:5. **Offset row.** `SettingsRow` cloning into the game's Audio category (DESIGN \"Config and\n81:   settings UI\") is unverified. Try it in T3 behind a try/catch that logs once; fallback is the\n82:   ModSettingsMenu-surfaced read-only entry plus the log line that already exists.\n83:\n84:## Tasks\n85:\n86:### T0 — Spike: Sink feed point and the game's local-voice wiring\n87:\n88:- Regenerate Cpp2IL bodies for `LocalVoicePlayer`, `SelfEcho`, `VoicePlayer.PlayVoice`,\n89:  `AudioSourceController` (mixer routing) and the megaphone trigger token check (memory\n90:  recipe, ~25 s); record \"T0 bodies read\" in this plan the way M2 did for T1.\n91:- Answer questions 1-3 in writing here. If question 1 moves the feed point: ADR-0005, DESIGN\n92:  \"Pipeline\" and \"Local Voice renderer\" updated, `REQ-TAP-DIVERT` re-scoped (the tap may go),\n93:  and a one-run operator check that Offset drops by the ring lag and the 80 s stall no longer\n94:  reaches the Sink.\n95:- Tag: none new; docs only unless the feed point moves.\n96:\n97:### T1 — Mixer Stage re-synthesis\n98:\n99:- Per ADR-0002 and question 1's answer: read `Dry{n}`, `High{n}`, `ReverbFallWet{n}`,\n100:  `ReverbBoostWet{n}` for the local player's channel each tick (`AudioMixer.GetFloat`; the\n101:  channel index comes from the game's pooled-channel bookkeeping, read never written);\n102:  Core DSP: dry gain, high shelf (port the game's filter constants), reverb (question 4);\n103:  each under `Fidelity.Mixer*` toggles, `Fidelity.MixerStage` as the master.\n104:- Unit tests against the constants; a null-mixer test (floats unreadable => stage bypassed,\n105:  logged once, `REQ-HAZARD-NO-PARTIAL-FIDELITY`).\n106:- Operator verification: A/B each toggle; the two-client recording if it exists.\n107:- Tag: `[doc->REQ-MIXER-RESYNTH]` in DESIGN (Mixer Stage section), `[impl->…]`, `[unit->…]`.\n108:\n109:### T2 — Megaphone Voice\n110:\n111:- Per question 3: detect \"holding\" on the main thread; switch the Filter/Mixer inputs to the\n112:  megaphone set while held and back to Clean when dropped, with the game's own transition (if\n113:  the remote side crossfades, match it; if it hard-switches, hard-switch).\n114:- Operator verification: pick up the megaphone in a solo session, speak, drop it; the Sink\n115:  follows within a frame; the log shows the switch.\n116:- Tag: `[doc->REQ-RENDER-MEGAPHONE]`, `[impl->…]`.\n117:\n118:### T3 — Offset row and settings surfacing\n119:\n120:- Read-only \"TravelEar offset: N ms\" row (question 5) from `OffsetMonitor.LastAverageMs`,\n121:  refreshed every 10 s; ModSettingsMenu check: every `Fidelity.*`, `Sink.*`, `Ear.*` entry\n122:  visible with its description; docs-site settings page kept in step.\n123:- Tag: `[doc->REQ-CONFIG-BEPINEX]` (DESIGN Config section), `[impl->…]`; `REQ-OFFSET-MEASURE`\n124:  doc line for the row.\n125:\n126:### T2b — Environment reverb\n127:\n128:- Added 2026-09-08 from the operator's hallway observation (friends' voices in the starting-area\n129:  hallway carry a room reverb; Local Voice had none). T1 modelled the per-voice sends only; the\n130:  hallway reverb is the listener-side `Master Wet` SFX Reverb the game re-parameterizes every\n131:  frame from `AudioDynamicReverb` (docs/reference/big-walk-environment-reverb.md). Core model of\n132:  the fourteen parameters (read live, formulas kept as the test oracle), `SfxReverb` (I3DL2\n133:  mapping onto the Freeverb network: dry copy, room, reflections/delay, reverb/delay, decay,\n134:  HF ratio, two shelves, diffusion, density), `EnvironmentReverb` stage last in the encoder chain\n135:  with the bus trims, toggles under `Fidelity.EnvironmentReverb*`, tests; symbols in\n136:  `GameSymbols.Bind`. v1.0 must include it (operator's stated goal: the host-side output is\n137:  exactly what others hear).\n138:- Tag: `[doc->REQ-MIXER-RESYNTH]`, `[impl->…]`, `[unit->…]`.\n139:- Operator verification: hallway A/B (stand where the friends' reverb was heard, talk; then\n140:  outdoors), `Environment reverb:` log line present, stage `live` in the stats line.\n141:\n142:### T4 — Release v1.0\n143:\n144:- Per `docs/RELEASE-RUNBOOK.md`: gates, CHANGELOG cut, version bump, tag, local Release build\n145:  of plugin + Core + Helper, `gh release create` with the zip and a README section on install,\n146:  `SinkEndpoint`, OBS setup (Application Audio Capture of \"TravelEar for Big Walk\"), and the\n147:  Offset figure.\n148:- Operator verification: fresh install from the release zip into a clean BepInEx, one solo run.\n149:\n150:### T5 — Close-out\n151:\n152:- Requirement stages final; status log complete; M3 outcome section; M4-PLAN seeds (v1.1\n153:  cliff echo from question 2's constants, water muffle, Thunderstore).\n154:\n155:## Status log\n156:\n157:- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n158:  feed point (ADR-0005). Config `Fidelity.SinkFeed` (`Encoder` default, `VoicePlayer` = the\n159:  ADR-0003 path, unchanged, for A/B). Encoder feed: the renderer creates nothing in the scene;\n160:  each decoded frame goes gate -> fade -> `VoiceDynamics` -> Core `PeakingEq` (the game's\n161:  `BiquadFilters` PeakingEQ kernel, wet mix from `SelfEarEqDryWet`, 6 tests) -> `SinkFeed` ring\n162:  (mono 48 kHz, stamped with the encode time so Offset still resolves) -> pump. Helper: after its\n163:  ring runs dry it holds on silence until the backlog is back at 100 ms (`StarveGuard`, 5 tests;\n164:  `starves` counter in Helper.log and the status window), because the encoder stops with the mic\n165:  and a burst from an empty ring would click on every jitter. Pump takes its stamp table from the\n166:  feed point. Docs: ADR-0005, DESIGN (Pipeline, provider, renderer, Tap, Sink), CONTEXT (Tap,\n167:  Feed point), KNOWN-HAZARDS 1.1, docs-site settings + how-it-works, `REQ-TAP-DIVERT` re-scoped\n168:  to the `VoicePlayer` feed. 142 tests. Deployed. Operator check owed (one solo run on the\n169:  default feed): Local Voice audible in the Sink with no in-game double; `Offset:` well under the\n170:  M2 baseline of 320-360 ms (expected ~150-200 ms: Helper prime + pipe + encode hop, no ring\n171:  lag); the ~80 s crackle absent from the Sink; `Local Voice stats` shows `encoder feed:` blocks\n172:  climbing with `dropped 0`; Helper.log `starves` only around mutes / menus. Then, if time allows,\n173:  a second run with `SinkFeed = VoicePlayer` to confirm the fallback still works.\n174:- **M3 run 1** (2026-09-08 03:44-03:47 local, operator solo run on `08cee6d`, default feed):\n175:  `Sink feed point: Encoder`, `encoder feed built; 48000 Hz mono`, 3505 frames encoded = decoded\n176:  = sent, `dropped 0`, `underruns 0`, `errors 0`, no warnings. `Offset:` 200-209 ms rolling\n177:  average all run (per-frame 109-254 ms), against the M2 baseline of 320-360 ms: the provider ring\n178:  lag is gone as ADR-0005 predicted, and what remains is the Helper's 100 ms prime plus pipe and\n179:  encode hops. Helper.log every 10 s: `underruns 0, starves 0, trims 0`, backlog 7200-8640\n180:  samples (150-180 ms, inside the 100-200 ms band). Gate and fade behaved as in M2 (fade 0/150\n181:  ms, hold 210 ms, 247 signal changes). Makeup gain settled 0.8-3.7 depending on level, as\n182:  before. Operator's ear (Local Voice audible in the Sink, no in-game double, 80 s crackle\n183:  absent): asked, verdict appended here when reported. Fallback run (`SinkFeed = VoicePlayer`) not done; deferred to T4's fresh-install\n184:  run, since the fallback is unchanged code.\n185:- **T1 built** (2026-09-08): the plan's premise (\"read the mixer floats for the local player's\n186:  channel\") was wrong, as the M2 report's flag list already said: the game writes `Dry{n}` /\n187:  `High{n}` / `ReverbFallWet{n}` / `ReverbBoostWet{n}` only from a `PlayerVoicePlaybackControl`,\n188:  which exists per remote voice on a listener's machine, never for the local player. ADR-0002\n189:  amended: Core `MixerStageModel` ports the `Update` formulas (11 tests against the doc) and the\n190:  renderer steps it each frame at the Self-Ear (distance 0, occlusion 0, level) with the speaker\n191:  terms from the local player: `PlayerFaller.isInDanger` (offset 0x44, confirmed from the getter\n192:  body) gates the fall send at the synced `PlayerNetworking.outdoorness` (0x14C); by the game's own\n193:  arithmetic `Dry` = 0 dB, `High` = 0 dB and the boost send is silent at the Self-Ear, so the fall\n194:  reverb is the only live term. Core `MixerStage` (dry gain, Freeverb-style `Reverb` behind the\n195:  sends with `Fidelity.ReverbDecaySeconds`, a 3 kHz `Biquad` high shelf for `High`; 9 + 4 + 4\n196:  tests) runs on the encoder thread after the voice EQ; toggles `Fidelity.MixerDry/High/\n197:  ReverbFall/ReverbBoost` under the `MixerStage` master; unreadable inputs bypass the stage and log\n198:  once; the seven input symbols are in `GameSymbols.Bind`. `Mixer stage: falling` log line on each\n199:  fall (first 10) and a `mixer stage:` segment in the stats line. `REQ-MIXER-RESYNTH` doc + impl +\n200:  unit. 170 tests. Operator check owed: A/B `Fidelity.MixerReverbFall` by jumping off something\n201:  outdoors while talking (the Sink should carry a reverb tail while falling that decays within a\n202:  second or two of landing; the log shows `Mixer stage: falling`); with everything else at the\n203:  Self-Ear being unity, `MixerStage` on/off should be inaudible when not falling. Reverb character\n204:  stays approximate until a second-client recording exists (question 4).\n205:- **T2 built** (2026-09-08): question 3's recipe implemented on the main thread\n206:  (`WorldManager.localPlayerCharacter.hands.heldProp.radioVoiceAssigner`, `_cachedVoiceType ==\n207:  Megaphone`, `isBroadcasting && latestBroadcastPlayer == me` by pointer; symbols in\n208:  `GameSymbols.Bind`; \"picked up / put down\" and \"broadcast started / ended\" log lines, first 20).\n209:  Rendering: a listener beside the holder hears the direct voice plus the prop's Megaphone\n210:  `VoicePlayer` output, which reads the same dynamics-processed ring, so the mod renders Core\n211:  `MegaphoneVoice` from the processed frame and adds it (`Fidelity.MegaphoneMix` = Add default /\n212:  Replace). Chain = `VoicePlayer.Update`'s remote-holder branch at d = 0: Core `BitCrusher` (ported\n213:  from the managed Burst fallback `Process$BurstManaged`: per hold of `sampleRate / crushRate`\n214:  samples, quantize the first sample, ramp toward the next hold's by `smooth`, mix `dryWet`;\n215:  `ampVal = 2^(bits-1)`, `crushScale = log(bits+1)/log(25)/ampVal`, constants 1.0 / 25.0 / 0.5 /\n216:  -1.0 read from GameAssembly.dll `.rdata`; at the game's 24 bits the quantization is inaudible\n217:  and the 4000 Hz hold is the effect), 300 Hz Q 0.4 high-pass (`Biquad`), then the mixer's\n218:  compressor (-25 dB, +6 dB) and post-compressor (-15 dB, release 0.25 clamped to FMOD's 10 ms\n219:  floor) as Core `Compressor` (FMOD-style 2.5:1 hard knee, attack-timed peak detector;\n220:  approximate); reverb send off, HP/LP open, channel wet 0 dB / dry -80 dB at that distance, so\n221:  nothing else applies. Toggles `Fidelity.MegaphoneCrusher/HighPass/Compressors` under\n222:  `MegaphoneVoice`. 8 + 4 + 5 tests; `REQ-RENDER-MEGAPHONE` doc + impl + unit. 187 tests.\n223:  Operator check owed: pick up a megaphone in a solo session, use it while talking, drop it: the\n224:  Sink carries the crushed, thinned, squashed megaphone voice on top of the direct voice while\n225:  broadcasting and only the direct voice otherwise; the log shows `Megaphone: picked up`,\n226:  `broadcast started (#1)`, `broadcast ended`, `put down`; the stats line's `megaphone:` segment\n227:  counts broadcasts and frames. Open: whether the megaphone prefab's `roomName` token also opens\n228:  a peer-facing channel the transmit gate should count (it should: token rooms are part of signal\n229:  (a) since M2), to be confirmed from the `Transmit signal` lines during the run.\n230:- **M3 run 2** (2026-09-08 04:15-04:17 local, operator solo run on `1d10acd`, default feed): the\n231:  operator did not fall or use a megaphone, so neither T1 nor T2 was exercised: `falls 0`,\n232:  `megaphone: none, broadcasts 0`, no `Mixer stage: falling` or `Megaphone:` lines, `Transmit signal`\n233:  rooms `[Echo]` only (the token-room question stays open). Counters clean: 974 frames encoded =\n234:  decoded = sent, `dropped 0`, `underruns 0`, `errors 0`; Helper `underruns 0, starves 0, trims 0`,\n235:  1040 frames. `Offset:` 198-222 ms (per-frame 147-261 ms), as in run 1. Mixer stage `live`, dry\n236:  0.0 dB, high -0.0 dB, fall/boost -80 dB all run, so `MixerStage.Process` was the identity (a -80 dB\n237:  send maps to gain 0, the shelf is skipped below 0.01 dB) and the megaphone chain never ran.\n238:  Operator's ear: Local Voice audible, no reverb (none was triggered), and a **new medium-low\n239:  buzz accompanying speech** compared with run 1. The T1/T2 code cannot be the source in this run\n240:  (identity, above); the one figure that differs from run 1 is level: `pre-clip peak 1.15`\n241:  (soft clip engaged; run 1 stayed at 0.44) and Sink `peak 0.925` (run 1: 0.23-0.44), so the lead\n242:  candidate is the game's own soft clip on louder speech. Open: A/B with `Fidelity.MixerStage`\n243:  and `Fidelity.MegaphoneVoice` off, an OBS recording of the buzz for spectrum analysis, and the\n244:  run 2 checks themselves (fall outdoors while talking; hold and use a megaphone).\n245:- **T3 built** (2026-09-08): `OffsetRow` (main thread, ticked from `TravelEarBehaviour`) scans for\n246:  `SettingsMenu` instances every 2 s (`Resources.FindObjectsOfTypeAll`, prefabs skipped; the main\n247:  menu and the pause menu each own one) and clones the Audio category's last `SettingsRow` after\n248:  itself, disables the clone's `SettingsRow` in the same frame (its Start would look up a hanger by\n249:  `settingsType`), deactivates every `Selectable` (no navigation target; the category wired its\n250:  navigation over the original rows in `SettingsCatagory.Start`) and every text but the title, and\n251:  writes the caption into the title as a raw `LocalizedText` value. Caption `TravelEar offset: N ms`\n252:  (`measuring` before the first average) from `OffsetMonitor.LastAverageMs`, refreshed every 10 s\n253:  (Core `OffsetRowCaption`, 4 tests). Question 5's fallback is built in: the settings-UI types are\n254:  resolved softly (not in `GameSymbols.Bind`), and the first exception anywhere drops the row with\n255:  one `Offset row: unavailable` warning while the `Offset:` log line stays. ModSettingsMenu check\n256:  (static, from the decompiled 1.1.2 DLL and its README): it enumerates every loaded plugin's\n257:  `Config` with no registration, bool as on/off, enum as a selector, float and string as text\n258:  fields, titled by key; per-entry descriptions are NOT displayed (only a mod-level description\n259:  passed through its optional registration), so the \"with its description\" clause of this task\n260:  does not hold for that mod and the docs say \"titled by key\". `REQ-CONFIG-BEPINEX` doc + impl;\n261:  `REQ-OFFSET-MEASURE` doc line for the row. 191 tests. Operator check owed: open Settings > Audio\n262:  in the main menu and in the pause menu; the last row reads `TravelEar offset: measuring` in the\n263:  main menu and `TravelEar offset: N ms` in the pause menu once the Helper has streamed; the row\n264:  cannot be selected with a controller; the log shows `Offset row: added to the Audio settings`\n265:  twice (main menu, pause menu) and no `Offset row: unavailable` warning.\n266:\n267:- **T2b built** (2026-09-08): background agent's bodies read (`docs/reference/\n268:  big-walk-environment-reverb.md`: `AudioDynamicReverb.UpdateReverb` writes fourteen SFX Reverb\n269:  floats on the main mixer every LateUpdate from `RoomSize / Outdoorness / ReverbTime /\n270:  Diffusion`, e.g. `Room = -150 - 400 O - 200 RS mB`, `DecayTime = clamp(15.9 RT^4 + 0.1, 0.1,\n271:  16)`, `DryLevel = -150 - 250 RS`; the mixer assets read with UnityPy give the voice's route:\n272:  voice mixer `Dry` -3 dB -> main `Voice` -> `VOICE DRY BUS` -6 dB to `Master Dry` and `VOICE WET\n273:  BUS` 0 dB into the reverb, whose `DryLevel` adds a second dry copy; the per-voice sends are\n274:  pre-fader, `ReverbFallWet` feeds a fixed 4 s return and `ReverbBoostWet` a fully-wet copy of the\n275:  same environment reverb; `High{n}` is a 250 Hz band level, not a 3 kHz shelf, irrelevant at\n276:  0 dB). One erratum fixed in the doc: outdoors `Reflections` is -8370 mB, the clamp bites only\n277:  at RS >= 0.94. Built: Core `EnvironmentReverbParams` (fourteen floats + `MasterWet` + voice\n278:  slider, `FromListener` = the formulas, Unity's clamps, mB gains), `SfxReverb` (pre-delay line,\n279:  six-tap early FIR at `ReflectDelay`, eight combs / four allpasses `ReverbDelay` later; RT60 from\n280:  `DecayTime`, in-loop damping from `DecayHFRatio` (ratio > 1 capped), comb spread from `Density`,\n281:  allpass coefficient from `Diffusion`, RBJ high/low shelves for `RoomHF`/`RoomLF` at the two\n282:  references; `Biquad` gained `LowShelf`), `EnvironmentReverb` stage (`x = -3 dB voice; out =\n283:  -6 dB x + MasterWet (10^(DryLevel/2000) x + reverb(x))`, clamped). Renderer reads the live\n284:  floats each frame from `AudioDynamicReverb` (or `AudioBasicReverb` in Basic mode, logged once),\n285:  `Bypass` -> dry 0 dB / no room, `Mixer.GetFloat(\"MasterWet\")`, `VoiceNormalVol *\n286:  VoiceAudioSettingsVol`; applies the stage last, after the megaphone mix; resets its tail with\n287:  the mixer stage's on a 2 s gap; `Environment reverb:` line every 10 s with the four scalars and\n288:  all fourteen floats; stats line gains `environment reverb: live/bypassed, room, decay, dry,\n289:  return, frames`. Symbols: `AudioManager.AudioBasicReverb`, `AudioDynamicReverb.Bypass /\n290:  RoomSize / ReverbTime / Diffusion / DSP_*` (14), `AudioBasicReverb.Bypass` + the 14 bare names,\n291:  `GlobalAudioEffects.Mixer / VoiceNormalVol / VoiceAudioSettingsVol` (all confirmed in the\n292:  interop metadata before binding). Config `Fidelity.EnvironmentReverb` (on), `EnvironmentReverbDryCopy`\n293:  (on), `EnvironmentReverbBusGains` (on), `EnvironmentReverbVoiceSlider` (off). Not done: the\n294:  doc's proposal to re-base T1's fall/boost sends on `SfxReverb` (fixed 4 s fall return; the\n295:  boost as a fully-wet copy of the environment set) stays a T5 seed; the master Duck limiter\n296:  (-3 dB, 10:1) is not ported. 19 new tests (formulas vs the doc's corridor, clamps, onset\n297:  delays, room scaling, RT60, HF ratio, both shelves, bypass, bus arithmetic, toggles, clamp).\n298:  Operator check owed: hallway A/B.\n299:- **T4 prep** (2026-09-08, while run 3 waits on the operator): the release runbook's artifact\n300:  layout was stale (no `TravelEar.Core.dll`; the Helper placed under `plugins`, which BepInEx\n…\n316:  `MixerReverbFall` stays on with its approximate decay unless the operator objects).\n…\n417:\n…\n596:\n…\n600:exists and the GitHub Release carries the zip.\n\n[Showing lines 1-300 of 600. Use :301 to continue]"}],"details":{"truncation":{"content":"# M3 — Mixer Stage, Megaphone, Offset display, Sink feed point (JIT plan)\n\n> Third milestone. M2 made the Clean path sound like the remote-player path, gated it to what\n> peers receive, measured Offset and hardened the Helper (`M2-PLAN.md`, status log runs 1-6).\n> M3 finishes v1.0 (`docs/DESIGN.md` \"Scope\"): the Mixer Stage, Megaphone Voice, the Offset\n> row in the game's settings, and a first release. It opens with a spike on where the Sink is\n> fed from, because M2 run 6 showed the game's audio thread is only a DSP host for us and a\n> flaky one. Vocabulary: `CONTEXT.md`. Gate: `pwsh scripts/gates.ps1` green with the M3\n> requirements activated.\n\n## Scope\n\nIn: T0 spike (what `LocalVoicePlayer`/`SelfEcho` already wire; whether the Sink should be fed\nfrom the encoder thread instead of the VoicePlayer path); Mixer Stage re-synthesis (M2 T4,\ndeferred); Megaphone Voice; the read-only Offset row and ModSettingsMenu surfacing; release\npackaging and the first GitHub Release.\n\nOut: cliff echo and water-depth muffle (v1.1); walkie-talkie and radio (operator ruling);\nThunderstore packaging (runbook says later); anything that changes what peers receive.\n\n## Carried over from M2\n\n- The game's audio thread stalls ~250 ms about 80 s into a session (M2 runs 5-6, in the game's\n  own output too). Local Voice inherits it through the VoicePlayer path; peers do not, because\n  the encoder runs on the mic thread. Question 1 below.\n- `Offset:` baseline 320-360 ms with the Helper's 100 ms prime; roughly 150-200 ms of it is\n  the provider ring lag the VoicePlayer path needs. Question 1 again.\n- `Fidelity.SelfEarEqDryWet` stays a knob (M2 question 3); `Ear.SelfEarAngleDegrees` was never\n  exposed because the Self-Ear evaluates the curves at their left edge. Revisit only if a\n  second-client recording says the dry voice is wrong.\n- `REQ-EAR-SELF` stays doc + impl (pinned emitter); curves/outdoorness were not needed for the\n  Clean path. `REQ-OFFSET-MEASURE` still owes the pause-menu row (T3 here).\n\n## Requirements activated by M3\n\nEach is activated (`required_stages` set) in the commit that starts its task, per\n`traceable-reqs.toml`; stages are added as evidence lands.\n\n- `REQ-MIXER-RESYNTH` — doc + impl + unit (T1; the Core DSP is pure and testable).\n- `REQ-RENDER-MEGAPHONE` — doc + impl (T2; unit for any pure DSP).\n- `REQ-CONFIG-BEPINEX` — doc + impl (T3; every setting is a `ConfigEntry`, which is already true,\n  plus the ModSettingsMenu check).\n- `REQ-OFFSET-MEASURE` — no new stage; the row is the doc's \"where supported\" clause (T3).\n- Hazards: `REQ-HAZARD-NO-GAME-AUDIO-LEAK` re-verified if T0 changes the Sink feed point (the\n  tap's zeroing is what proves it today).\n\n## Open design questions\n\n1. **Where is the Sink fed from?** Today: encoder thread -> provider ring -> game `VoicePlayer`\n   (synth mode, our filters) -> Tap on the Unity audio thread -> Sink. The VoicePlayer path\n   contributes: Unity's spatial gain at the Self-Ear (distance ~0, angle 0: near unity), the\n   optional game EQ component, and, in the plan so far, the Mixer Stage (ADR-0002 already\n   puts that in mod DSP). It costs the ring lag (150-200 ms of Offset), the read-head\n   discipline and its resyncs, and the game's audio-thread stalls. Alternative: process on the\n   encoder thread (dynamics already run there; add the Mixer Stage DSP and, if kept, a Core\n   port of `BiquadFilters` PeakingEQ) and send frames to the Sink directly; keep the in-game\n   VoicePlayer only if something still needs the game's DSP. Answer by the T0 spike: list\n   exactly what the VoicePlayer path adds that Core cannot reproduce; if nothing material, ADR-0005\n   moves the feed point and marks the affected parts of ADR-0003 superseded. Hazard 1.1 (no\n   game-audio leak) becomes trivially true with no in-game player at all.\n2. **What do `LocalVoicePlayer` and `SelfEcho` already wire?** `SelfEcho` (the cliff echo) holds\n   three `LocalVoicePlayer` emitters (center/left/right) fed from the raw mic provider, delay\n   and decay parameters on an `AudioMixer` (`DELAY_*`, `DECAY_*`, `MASTER_VOL`), a dynamic\n   reverb and an echo amount from the world. Dump both with the Cpp2IL recipe and record: the\n   mixer group and floats they drive, whether `LocalVoicePlayer` is a better host than a\n   generic `VoicePlayer` (if question 1 keeps one), and the delay/decay constants for v1.1's\n   cliff echo.\n3. **Megaphone state.** The `MegaphoneA-C` and `MegaphoneSecretZone` rooms are Open-mode token\n   triggers (M2 run 2), so holding the megaphone opens a non-`Echo` room and the transmit\n   signal already passes. What remains: which game state says \"holding\" (the token, an item\n   slot on `PlayerCharacter`, or the trigger's own token check), and which mixer floats the\n   remote side applies (`Megaphone{1-4}Wet/Dry`, the HP/LP pair). Answer from the decomp of\n   the trigger token and `PlayerVoicePlaybackControl`.\n4. **Reverb approximation and calibration.** ADR-0002 says approximate and calibrate against a\n   second-client recording. No such recording exists. Plan: ship a Schroeder-style reverb with\n   the two sends (`ReverbFallWet`, `ReverbBoostWet`) mapped to wet gains, each toggleable, and\n   ask the operator for one two-client session before v1.0 is tagged; until then the reverb is\n   marked approximate in the settings page. If a second client cannot be arranged, v1.0 ships\n   with the reverb default off and the dry/high trims on.\n5. **Offset row.** `SettingsRow` cloning into the game's Audio category (DESIGN \"Config and\n   settings UI\") is unverified. Try it in T3 behind a try/catch that logs once; fallback is the\n   ModSettingsMenu-surfaced read-only entry plus the log line that already exists.\n\n## Tasks\n\n### T0 — Spike: Sink feed point and the game's local-voice wiring\n\n- Regenerate Cpp2IL bodies for `LocalVoicePlayer`, `SelfEcho`, `VoicePlayer.PlayVoice`,\n  `AudioSourceController` (mixer routing) and the megaphone trigger token check (memory\n  recipe, ~25 s); record \"T0 bodies read\" in this plan the way M2 did for T1.\n- Answer questions 1-3 in writing here. If question 1 moves the feed point: ADR-0005, DESIGN\n  \"Pipeline\" and \"Local Voice renderer\" updated, `REQ-TAP-DIVERT` re-scoped (the tap may go),\n  and a one-run operator check that Offset drops by the ring lag and the 80 s stall no longer\n  reaches the Sink.\n- Tag: none new; docs only unless the feed point moves.\n\n### T1 — Mixer Stage re-synthesis\n\n- Per ADR-0002 and question 1's answer: read `Dry{n}`, `High{n}`, `ReverbFallWet{n}`,\n  `ReverbBoostWet{n}` for the local player's channel each tick (`AudioMixer.GetFloat`; the\n  channel index comes from the game's pooled-channel bookkeeping, read never written);\n  Core DSP: dry gain, high shelf (port the game's filter constants), reverb (question 4);\n  each under `Fidelity.Mixer*` toggles, `Fidelity.MixerStage` as the master.\n- Unit tests against the constants; a null-mixer test (floats unreadable => stage bypassed,\n  logged once, `REQ-HAZARD-NO-PARTIAL-FIDELITY`).\n- Operator verification: A/B each toggle; the two-client recording if it exists.\n- Tag: `[doc->REQ-MIXER-RESYNTH]` in DESIGN (Mixer Stage section), `[impl->…]`, `[unit->…]`.\n\n### T2 — Megaphone Voice\n\n- Per question 3: detect \"holding\" on the main thread; switch the Filter/Mixer inputs to the\n  megaphone set while held and back to Clean when dropped, with the game's own transition (if\n  the remote side crossfades, match it; if it hard-switches, hard-switch).\n- Operator verification: pick up the megaphone in a solo session, speak, drop it; the Sink\n  follows within a frame; the log shows the switch.\n- Tag: `[doc->REQ-RENDER-MEGAPHONE]`, `[impl->…]`.\n\n### T3 — Offset row and settings surfacing\n\n- Read-only \"TravelEar offset: N ms\" row (question 5) from `OffsetMonitor.LastAverageMs`,\n  refreshed every 10 s; ModSettingsMenu check: every `Fidelity.*`, `Sink.*`, `Ear.*` entry\n  visible with its description; docs-site settings page kept in step.\n- Tag: `[doc->REQ-CONFIG-BEPINEX]` (DESIGN Config section), `[impl->…]`; `REQ-OFFSET-MEASURE`\n  doc line for the row.\n\n### T2b — Environment reverb\n\n- Added 2026-09-08 from the operator's hallway observation (friends' voices in the starting-area\n  hallway carry a room reverb; Local Voice had none). T1 modelled the per-voice sends only; the\n  hallway reverb is the listener-side `Master Wet` SFX Reverb the game re-parameterizes every\n  frame from `AudioDynamicReverb` (docs/reference/big-walk-environment-reverb.md). Core model of\n  the fourteen parameters (read live, formulas kept as the test oracle), `SfxReverb` (I3DL2\n  mapping onto the Freeverb network: dry copy, room, reflections/delay, reverb/delay, decay,\n  HF ratio, two shelves, diffusion, density), `EnvironmentReverb` stage last in the encoder chain\n  with the bus trims, toggles under `Fidelity.EnvironmentReverb*`, tests; symbols in\n  `GameSymbols.Bind`. v1.0 must include it (operator's stated goal: the host-side output is\n  exactly what others hear).\n- Tag: `[doc->REQ-MIXER-RESYNTH]`, `[impl->…]`, `[unit->…]`.\n- Operator verification: hallway A/B (stand where the friends' reverb was heard, talk; then\n  outdoors), `Environment reverb:` log line present, stage `live` in the stats line.\n\n### T4 — Release v1.0\n\n- Per `docs/RELEASE-RUNBOOK.md`: gates, CHANGELOG cut, version bump, tag, local Release build\n  of plugin + Core + Helper, `gh release create` with the zip and a README section on install,\n  `SinkEndpoint`, OBS setup (Application Audio Capture of \"TravelEar for Big Walk\"), and the\n  Offset figure.\n- Operator verification: fresh install from the release zip into a clean BepInEx, one solo run.\n\n### T5 — Close-out\n\n- Requirement stages final; status log complete; M3 outcome section; M4-PLAN seeds (v1.1\n  cliff echo from question 2's constants, water muffle, Thunderstore).\n\n## Status log\n\n- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n  feed point (ADR-0005). Config `Fidelity.SinkFeed` (`Encoder` default, `VoicePlayer` = the\n  ADR-0003 path, unchanged, for A/B). Encoder feed: the renderer creates nothing in the scene;\n  each decoded frame goes gate -> fade -> `VoiceDynamics` -> Core `PeakingEq` (the game's\n  `BiquadFilters` PeakingEQ kernel, wet mix from `SelfEarEqDryWet`, 6 tests) -> `SinkFeed` ring\n  (mono 48 kHz, stamped with the encode time so Offset still resolves) -> pump. Helper: after its\n  ring runs dry it holds on silence until the backlog is back at 100 ms (`StarveGuard`, 5 tests;\n  `starves` counter in Helper.log and the status window), because the encoder stops with the mic\n  and a burst from an empty ring would click on every jitter. Pump takes its stamp table from the\n  feed point. Docs: ADR-0005, DESIGN (Pipeline, provider, renderer, Tap, Sink), CONTEXT (Tap,\n  Feed point), KNOWN-HAZARDS 1.1, docs-site settings + how-it-works, `REQ-TAP-DIVERT` re-scoped\n  to the `VoicePlayer` feed. 142 tests. Deployed. Operator check owed (one solo run on the\n  default feed): Local Voice audible in the Sink with no in-game double; `Offset:` well under the\n  M2 baseline of 320-360 ms (expected ~150-200 ms: Helper prime + pipe + encode hop, no ring\n  lag); the ~80 s crackle absent from the Sink; `Local Voice stats` shows `encoder feed:` blocks\n  climbing with `dropped 0`; Helper.log `starves` only around mutes / menus. Then, if time allows,\n  a second run with `SinkFeed = VoicePlayer` to confirm the fallback still works.\n- **M3 run 1** (2026-09-08 03:44-03:47 local, operator solo run on `08cee6d`, default feed):\n  `Sink feed point: Encoder`, `encoder feed built; 48000 Hz mono`, 3505 frames encoded = decoded\n  = sent, `dropped 0`, `underruns 0`, `errors 0`, no warnings. `Offset:` 200-209 ms rolling\n  average all run (per-frame 109-254 ms), against the M2 baseline of 320-360 ms: the provider ring\n  lag is gone as ADR-0005 predicted, and what remains is the Helper's 100 ms prime plus pipe and\n  encode hops. Helper.log every 10 s: `underruns 0, starves 0, trims 0`, backlog 7200-8640\n  samples (150-180 ms, inside the 100-200 ms band). Gate and fade behaved as in M2 (fade 0/150\n  ms, hold 210 ms, 247 signal changes). Makeup gain settled 0.8-3.7 depending on level, as\n  before. Operator's ear (Local Voice audible in the Sink, no in-game double, 80 s crackle\n  absent): asked, verdict appended here when reported. Fallback run (`SinkFeed = VoicePlayer`) not done; deferred to T4's fresh-install\n  run, since the fallback is unchanged code.\n- **T1 built** (2026-09-08): the plan's premise (\"read the mixer floats for the local player's\n  channel\") was wrong, as the M2 report's flag list already said: the game writes `Dry{n}` /\n  `High{n}` / `ReverbFallWet{n}` / `ReverbBoostWet{n}` only from a `PlayerVoicePlaybackControl`,\n  which exists per remote voice on a listener's machine, never for the local player. ADR-0002\n  amended: Core `MixerStageModel` ports the `Update` formulas (11 tests against the doc) and the\n  renderer steps it each frame at the Self-Ear (distance 0, occlusion 0, level) with the speaker\n  terms from the local player: `PlayerFaller.isInDanger` (offset 0x44, confirmed from the getter\n  body) gates the fall send at the synced `PlayerNetworking.outdoorness` (0x14C); by the game's own\n  arithmetic `Dry` = 0 dB, `High` = 0 dB and the boost send is silent at the Self-Ear, so the fall\n  reverb is the only live term. Core `MixerStage` (dry gain, Freeverb-style `Reverb` behind the\n  sends with `Fidelity.ReverbDecaySeconds`, a 3 kHz `Biquad` high shelf for `High`; 9 + 4 + 4\n  tests) runs on the encoder thread after the voice EQ; toggles `Fidelity.MixerDry/High/\n  ReverbFall/ReverbBoost` under the `MixerStage` master; unreadable inputs bypass the stage and log\n  once; the seven input symbols are in `GameSymbols.Bind`. `Mixer stage: falling` log line on each\n  fall (first 10) and a `mixer stage:` segment in the stats line. `REQ-MIXER-RESYNTH` doc + impl +\n  unit. 170 tests. Operator check owed: A/B `Fidelity.MixerReverbFall` by jumping off something\n  outdoors while talking (the Sink should carry a reverb tail while falling that decays within a\n  second or two of landing; the log shows `Mixer stage: falling`); with everything else at the\n  Self-Ear being unity, `MixerStage` on/off should be inaudible when not falling. Reverb character\n  stays approximate until a second-client recording exists (question 4).\n- **T2 built** (2026-09-08): question 3's recipe implemented on the main thread\n  (`WorldManager.localPlayerCharacter.hands.heldProp.radioVoiceAssigner`, `_cachedVoiceType ==\n  Megaphone`, `isBroadcasting && latestBroadcastPlayer == me` by pointer; symbols in\n  `GameSymbols.Bind`; \"picked up / put down\" and \"broadcast started / ended\" log lines, first 20).\n  Rendering: a listener beside the holder hears the direct voice plus the prop's Megaphone\n  `VoicePlayer` output, which reads the same dynamics-processed ring, so the mod renders Core\n  `MegaphoneVoice` from the processed frame and adds it (`Fidelity.MegaphoneMix` = Add default /\n  Replace). Chain = `VoicePlayer.Update`'s remote-holder branch at d = 0: Core `BitCrusher` (ported\n  from the managed Burst fallback `Process$BurstManaged`: per hold of `sampleRate / crushRate`\n  samples, quantize the first sample, ramp toward the next hold's by `smooth`, mix `dryWet`;\n  `ampVal = 2^(bits-1)`, `crushScale = log(bits+1)/log(25)/ampVal`, constants 1.0 / 25.0 / 0.5 /\n  -1.0 read from GameAssembly.dll `.rdata`; at the game's 24 bits the quantization is inaudible\n  and the 4000 Hz hold is the effect), 300 Hz Q 0.4 high-pass (`Biquad`), then the mixer's\n  compressor (-25 dB, +6 dB) and post-compressor (-15 dB, release 0.25 clamped to FMOD's 10 ms\n  floor) as Core `Compressor` (FMOD-style 2.5:1 hard knee, attack-timed peak detector;\n  approximate); reverb send off, HP/LP open, channel wet 0 dB / dry -80 dB at that distance, so\n  nothing else applies. Toggles `Fidelity.MegaphoneCrusher/HighPass/Compressors` under\n  `MegaphoneVoice`. 8 + 4 + 5 tests; `REQ-RENDER-MEGAPHONE` doc + impl + unit. 187 tests.\n  Operator check owed: pick up a megaphone in a solo session, use it while talking, drop it: the\n  Sink carries the crushed, thinned, squashed megaphone voice on top of the direct voice while\n  broadcasting and only the direct voice otherwise; the log shows `Megaphone: picked up`,\n  `broadcast started (#1)`, `broadcast ended`, `put down`; the stats line's `megaphone:` segment\n  counts broadcasts and frames. Open: whether the megaphone prefab's `roomName` token also opens\n  a peer-facing channel the transmit gate should count (it should: token rooms are part of signal\n  (a) since M2), to be confirmed from the `Transmit signal` lines during the run.\n- **M3 run 2** (2026-09-08 04:15-04:17 local, operator solo run on `1d10acd`, default feed): the\n  operator did not fall or use a megaphone, so neither T1 nor T2 was exercised: `falls 0`,\n  `megaphone: none, broadcasts 0`, no `Mixer stage: falling` or `Megaphone:` lines, `Transmit signal`\n  rooms `[Echo]` only (the token-room question stays open). Counters clean: 974 frames encoded =\n  decoded = sent, `dropped 0`, `underruns 0`, `errors 0`; Helper `underruns 0, starves 0, trims 0`,\n  1040 frames. `Offset:` 198-222 ms (per-frame 147-261 ms), as in run 1. Mixer stage `live`, dry\n  0.0 dB, high -0.0 dB, fall/boost -80 dB all run, so `MixerStage.Process` was the identity (a -80 dB\n  send maps to gain 0, the shelf is skipped below 0.01 dB) and the megaphone chain never ran.\n  Operator's ear: Local Voice audible, no reverb (none was triggered), and a **new medium-low\n  buzz accompanying speech** compared with run 1. The T1/T2 code cannot be the source in this run\n  (identity, above); the one figure that differs from run 1 is level: `pre-clip peak 1.15`\n  (soft clip engaged; run 1 stayed at 0.44) and Sink `peak 0.925` (run 1: 0.23-0.44), so the lead\n  candidate is the game's own soft clip on louder speech. Open: A/B with `Fidelity.MixerStage`\n  and `Fidelity.MegaphoneVoice` off, an OBS recording of the buzz for spectrum analysis, and the\n  run 2 checks themselves (fall outdoors while talking; hold and use a megaphone).\n- **T3 built** (2026-09-08): `OffsetRow` (main thread, ticked from `TravelEarBehaviour`) scans for\n  `SettingsMenu` instances every 2 s (`Resources.FindObjectsOfTypeAll`, prefabs skipped; the main\n  menu and the pause menu each own one) and clones the Audio category's last `SettingsRow` after\n  itself, disables the clone's `SettingsRow` in the same frame (its Start would look up a hanger by\n  `settingsType`), deactivates every `Selectable` (no navigation target; the category wired its\n  navigation over the original rows in `SettingsCatagory.Start`) and every text but the title, and\n  writes the caption into the title as a raw `LocalizedText` value. Caption `TravelEar offset: N ms`\n  (`measuring` before the first average) from `OffsetMonitor.LastAverageMs`, refreshed every 10 s\n  (Core `OffsetRowCaption`, 4 tests). Question 5's fallback is built in: the settings-UI types are\n  resolved softly (not in `GameSymbols.Bind`), and the first exception anywhere drops the row with\n  one `Offset row: unavailable` warning while the `Offset:` log line stays. ModSettingsMenu check\n  (static, from the decompiled 1.1.2 DLL and its README): it enumerates every loaded plugin's\n  `Config` with no registration, bool as on/off, enum as a selector, float and string as text\n  fields, titled by key; per-entry descriptions are NOT displayed (only a mod-level description\n  passed through its optional registration), so the \"with its description\" clause of this task\n  does not hold for that mod and the docs say \"titled by key\". `REQ-CONFIG-BEPINEX` doc + impl;\n  `REQ-OFFSET-MEASURE` doc line for the row. 191 tests. Operator check owed: open Settings > Audio\n  in the main menu and in the pause menu; the last row reads `TravelEar offset: measuring` in the\n  main menu and `TravelEar offset: N ms` in the pause menu once the Helper has streamed; the row\n  cannot be selected with a controller; the log shows `Offset row: added to the Audio settings`\n  twice (main menu, pause menu) and no `Offset row: unavailable` warning.\n\n- **T2b built** (2026-09-08): background agent's bodies read (`docs/reference/\n  big-walk-environment-reverb.md`: `AudioDynamicReverb.UpdateReverb` writes fourteen SFX Reverb\n  floats on the main mixer every LateUpdate from `RoomSize / Outdoorness / ReverbTime /\n  Diffusion`, e.g. `Room = -150 - 400 O - 200 RS mB`, `DecayTime = clamp(15.9 RT^4 + 0.1, 0.1,\n  16)`, `DryLevel = -150 - 250 RS`; the mixer assets read with UnityPy give the voice's route:\n  voice mixer `Dry` -3 dB -> main `Voice` -> `VOICE DRY BUS` -6 dB to `Master Dry` and `VOICE WET\n  BUS` 0 dB into the reverb, whose `DryLevel` adds a second dry copy; the per-voice sends are\n  pre-fader, `ReverbFallWet` feeds a fixed 4 s return and `ReverbBoostWet` a fully-wet copy of the\n  same environment reverb; `High{n}` is a 250 Hz band level, not a 3 kHz shelf, irrelevant at\n  0 dB). One erratum fixed in the doc: outdoors `Reflections` is -8370 mB, the clamp bites only\n  at RS >= 0.94. Built: Core `EnvironmentReverbParams` (fourteen floats + `MasterWet` + voice\n  slider, `FromListener` = the formulas, Unity's clamps, mB gains), `SfxReverb` (pre-delay line,\n  six-tap early FIR at `ReflectDelay`, eight combs / four allpasses `ReverbDelay` later; RT60 from\n  `DecayTime`, in-loop damping from `DecayHFRatio` (ratio > 1 capped), comb spread from `Density`,\n  allpass coefficient from `Diffusion`, RBJ high/low shelves for `RoomHF`/`RoomLF` at the two\n  references; `Biquad` gained `LowShelf`), `EnvironmentReverb` stage (`x = -3 dB voice; out =\n  -6 dB x + MasterWet (10^(DryLevel/2000) x + reverb(x))`, clamped). Renderer reads the live\n  floats each frame from `AudioDynamicReverb` (or `AudioBasicReverb` in Basic mode, logged once),\n  `Bypass` -> dry 0 dB / no room, `Mixer.GetFloat(\"MasterWet\")`, `VoiceNormalVol *\n  VoiceAudioSettingsVol`; applies the stage last, after the megaphone mix; resets its tail with\n  the mixer stage's on a 2 s gap; `Environment reverb:` line every 10 s with the four scalars and\n  all fourteen floats; stats line gains `environment reverb: live/bypassed, room, decay, dry,\n  return, frames`. Symbols: `AudioManager.AudioBasicReverb`, `AudioDynamicReverb.Bypass /\n  RoomSize / ReverbTime / Diffusion / DSP_*` (14), `AudioBasicReverb.Bypass` + the 14 bare names,\n  `GlobalAudioEffects.Mixer / VoiceNormalVol / VoiceAudioSettingsVol` (all confirmed in the\n  interop metadata before binding). Config `Fidelity.EnvironmentReverb` (on), `EnvironmentReverbDryCopy`\n  (on), `EnvironmentReverbBusGains` (on), `EnvironmentReverbVoiceSlider` (off). Not done: the\n  doc's proposal to re-base T1's fall/boost sends on `SfxReverb` (fixed 4 s fall return; the\n  boost as a fully-wet copy of the environment set) stays a T5 seed; the master Duck limiter\n  (-3 dB, 10:1) is not ported. 19 new tests (formulas vs the doc's corridor, clamps, onset\n  delays, room scaling, RT60, HF ratio, both shelves, bypass, bus arithmetic, toggles, clamp).\n  Operator check owed: hallway A/B.\n- **T4 prep** (2026-09-08, while run 3 waits on the operator): the release runbook's artifact\n  layout was stale (no `TravelEar.Core.dll`; the Helper placed under `plugins`, which BepInEx","truncated":true,"truncatedBy":"lines","totalLines":600,"totalBytes":23340,"outputLines":300,"outputBytes":23340,"lastLinePartial":false,"firstLineExceedsLimit":false},"totalLines":600,"displayContent":{"text":"# M3 — Mixer Stage, Megaphone, Offset display, Sink feed point (JIT plan)\n\n> Third milestone. M2 made the Clean path sound like the remote-player path, gated it to what\n> peers receive, measured Offset and hardened the Helper (`M2-PLAN.md`, status log runs 1-6).\n> M3 finishes v1.0 (`docs/DESIGN.md` \"Scope\"): the Mixer Stage, Megaphone Voice, the Offset\n> row in the game's settings, and a first release. It opens with a spike on where the Sink is\n> fed from, because M2 run 6 showed the game's audio thread is only a DSP host for us and a\n> flaky one. Vocabulary: `CONTEXT.md`. Gate: `pwsh scripts/gates.ps1` green with the M3\n> requirements activated.\n\n## Scope\n\nIn: T0 spike (what `LocalVoicePlayer`/`SelfEcho` already wire; whether the Sink should be fed\nfrom the encoder thread instead of the VoicePlayer path); Mixer Stage re-synthesis (M2 T4,\ndeferred); Megaphone Voice; the read-only Offset row and ModSettingsMenu surfacing; release\npackaging and the first GitHub Release.\n\nOut: cliff echo and water-depth muffle (v1.1); walkie-talkie and radio (operator ruling);\nThunderstore packaging (runbook says later); anything that changes what peers receive.\n\n## Carried over from M2\n\n- The game's audio thread stalls ~250 ms about 80 s into a session (M2 runs 5-6, in the game's\n  own output too). Local Voice inherits it through the VoicePlayer path; peers do not, because\n  the encoder runs on the mic thread. Question 1 below.\n- `Offset:` baseline 320-360 ms with the Helper's 100 ms prime; roughly 150-200 ms of it is\n  the provider ring lag the VoicePlayer path needs. Question 1 again.\n- `Fidelity.SelfEarEqDryWet` stays a knob (M2 question 3); `Ear.SelfEarAngleDegrees` was never\n  exposed because the Self-Ear evaluates the curves at their left edge. Revisit only if a\n  second-client recording says the dry voice is wrong.\n- `REQ-EAR-SELF` stays doc + impl (pinned emitter); curves/outdoorness were not needed for the\n  Clean path. `REQ-OFFSET-MEASURE` still owes the pause-menu row (T3 here).\n\n## Requirements activated by M3\n\nEach is activated (`required_stages` set) in the commit that starts its task, per\n`traceable-reqs.toml`; stages are added as evidence lands.\n\n- `REQ-MIXER-RESYNTH` — doc + impl + unit (T1; the Core DSP is pure and testable).\n- `REQ-RENDER-MEGAPHONE` — doc + impl (T2; unit for any pure DSP).\n- `REQ-CONFIG-BEPINEX` — doc + impl (T3; every setting is a `ConfigEntry`, which is already true,\n  plus the ModSettingsMenu check).\n- `REQ-OFFSET-MEASURE` — no new stage; the row is the doc's \"where supported\" clause (T3).\n- Hazards: `REQ-HAZARD-NO-GAME-AUDIO-LEAK` re-verified if T0 changes the Sink feed point (the\n  tap's zeroing is what proves it today).\n\n## Open design questions\n\n1. **Where is the Sink fed from?** Today: encoder thread -> provider ring -> game `VoicePlayer`\n   (synth mode, our filters) -> Tap on the Unity audio thread -> Sink. The VoicePlayer path\n   contributes: Unity's spatial gain at the Self-Ear (distance ~0, angle 0: near unity), the\n   optional game EQ component, and, in the plan so far, the Mixer Stage (ADR-0002 already\n   puts that in mod DSP). It costs the ring lag (150-200 ms of Offset), the read-head\n   discipline and its resyncs, and the game's audio-thread stalls. Alternative: process on the\n   encoder thread (dynamics already run there; add the Mixer Stage DSP and, if kept, a Core\n   port of `BiquadFilters` PeakingEQ) and send frames to the Sink directly; keep the in-game\n   VoicePlayer only if something still needs the game's DSP. Answer by the T0 spike: list\n   exactly what the VoicePlayer path adds that Core cannot reproduce; if nothing material, ADR-0005\n   moves the feed point and marks the affected parts of ADR-0003 superseded. Hazard 1.1 (no\n   game-audio leak) becomes trivially true with no in-game player at all.\n2. **What do `LocalVoicePlayer` and `SelfEcho` already wire?** `SelfEcho` (the cliff echo) holds\n   three `LocalVoicePlayer` emitters (center/left/right) fed from the raw mic provider, delay\n   and decay parameters on an `AudioMixer` (`DELAY_*`, `DECAY_*`, `MASTER_VOL`), a dynamic\n   reverb and an echo amount from the world. Dump both with the Cpp2IL recipe and record: the\n   mixer group and floats they drive, whether `LocalVoicePlayer` is a better host than a\n   generic `VoicePlayer` (if question 1 keeps one), and the delay/decay constants for v1.1's\n   cliff echo.\n3. **Megaphone state.** The `MegaphoneA-C` and `MegaphoneSecretZone` rooms are Open-mode token\n   triggers (M2 run 2), so holding the megaphone opens a non-`Echo` room and the transmit\n   signal already passes. What remains: which game state says \"holding\" (the token, an item\n   slot on `PlayerCharacter`, or the trigger's own token check), and which mixer floats the\n   remote side applies (`Megaphone{1-4}Wet/Dry`, the HP/LP pair). Answer from the decomp of\n   the trigger token and `PlayerVoicePlaybackControl`.\n4. **Reverb approximation and calibration.** ADR-0002 says approximate and calibrate against a\n   second-client recording. No such recording exists. Plan: ship a Schroeder-style reverb with\n   the two sends (`ReverbFallWet`, `ReverbBoostWet`) mapped to wet gains, each toggleable, and\n   ask the operator for one two-client session before v1.0 is tagged; until then the reverb is\n   marked approximate in the settings page. If a second client cannot be arranged, v1.0 ships\n   with the reverb default off and the dry/high trims on.\n5. **Offset row.** `SettingsRow` cloning into the game's Audio category (DESIGN \"Config and\n   settings UI\") is unverified. Try it in T3 behind a try/catch that logs once; fallback is the\n   ModSettingsMenu-surfaced read-only entry plus the log line that already exists.\n\n## Tasks\n\n### T0 — Spike: Sink feed point and the game's local-voice wiring\n\n- Regenerate Cpp2IL bodies for `LocalVoicePlayer`, `SelfEcho`, `VoicePlayer.PlayVoice`,\n  `AudioSourceController` (mixer routing) and the megaphone trigger token check (memory\n  recipe, ~25 s); record \"T0 bodies read\" in this plan the way M2 did for T1.\n- Answer questions 1-3 in writing here. If question 1 moves the feed point: ADR-0005, DESIGN\n  \"Pipeline\" and \"Local Voice renderer\" updated, `REQ-TAP-DIVERT` re-scoped (the tap may go),\n  and a one-run operator check that Offset drops by the ring lag and the 80 s stall no longer\n  reaches the Sink.\n- Tag: none new; docs only unless the feed point moves.\n\n### T1 — Mixer Stage re-synthesis\n\n- Per ADR-0002 and question 1's answer: read `Dry{n}`, `High{n}`, `ReverbFallWet{n}`,\n  `ReverbBoostWet{n}` for the local player's channel each tick (`AudioMixer.GetFloat`; the\n  channel index comes from the game's pooled-channel bookkeeping, read never written);\n  Core DSP: dry gain, high shelf (port the game's filter constants), reverb (question 4);\n  each under `Fidelity.Mixer*` toggles, `Fidelity.MixerStage` as the master.\n- Unit tests against the constants; a null-mixer test (floats unreadable => stage bypassed,\n  logged once, `REQ-HAZARD-NO-PARTIAL-FIDELITY`).\n- Operator verification: A/B each toggle; the two-client recording if it exists.\n- Tag: `[doc->REQ-MIXER-RESYNTH]` in DESIGN (Mixer Stage section), `[impl->…]`, `[unit->…]`.\n\n### T2 — Megaphone Voice\n\n- Per question 3: detect \"holding\" on the main thread; switch the Filter/Mixer inputs to the\n  megaphone set while held and back to Clean when dropped, with the game's own transition (if\n  the remote side crossfades, match it; if it hard-switches, hard-switch).\n- Operator verification: pick up the megaphone in a solo session, speak, drop it; the Sink\n  follows within a frame; the log shows the switch.\n- Tag: `[doc->REQ-RENDER-MEGAPHONE]`, `[impl->…]`.\n\n### T3 — Offset row and settings surfacing\n\n- Read-only \"TravelEar offset: N ms\" row (question 5) from `OffsetMonitor.LastAverageMs`,\n  refreshed every 10 s; ModSettingsMenu check: every `Fidelity.*`, `Sink.*`, `Ear.*` entry\n  visible with its description; docs-site settings page kept in step.\n- Tag: `[doc->REQ-CONFIG-BEPINEX]` (DESIGN Config section), `[impl->…]`; `REQ-OFFSET-MEASURE`\n  doc line for the row.\n\n### T2b — Environment reverb\n\n- Added 2026-09-08 from the operator's hallway observation (friends' voices in the starting-area\n  hallway carry a room reverb; Local Voice had none). T1 modelled the per-voice sends only; the\n  hallway reverb is the listener-side `Master Wet` SFX Reverb the game re-parameterizes every\n  frame from `AudioDynamicReverb` (docs/reference/big-walk-environment-reverb.md). Core model of\n  the fourteen parameters (read live, formulas kept as the test oracle), `SfxReverb` (I3DL2\n  mapping onto the Freeverb network: dry copy, room, reflections/delay, reverb/delay, decay,\n  HF ratio, two shelves, diffusion, density), `EnvironmentReverb` stage last in the encoder chain\n  with the bus trims, toggles under `Fidelity.EnvironmentReverb*`, tests; symbols in\n  `GameSymbols.Bind`. v1.0 must include it (operator's stated goal: the host-side output is\n  exactly what others hear).\n- Tag: `[doc->REQ-MIXER-RESYNTH]`, `[impl->…]`, `[unit->…]`.\n- Operator verification: hallway A/B (stand where the friends' reverb was heard, talk; then\n  outdoors), `Environment reverb:` log line present, stage `live` in the stats line.\n\n### T4 — Release v1.0\n\n- Per `docs/RELEASE-RUNBOOK.md`: gates, CHANGELOG cut, version bump, tag, local Release build\n  of plugin + Core + Helper, `gh release create` with the zip and a README section on install,\n  `SinkEndpoint`, OBS setup (Application Audio Capture of \"TravelEar for Big Walk\"), and the\n  Offset figure.\n- Operator verification: fresh install from the release zip into a clean BepInEx, one solo run.\n\n### T5 — Close-out\n\n- Requirement stages final; status log complete; M3 outcome section; M4-PLAN seeds (v1.1\n  cliff echo from question 2's constants, water muffle, Thunderstore).\n\n## Status log\n\n- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n  feed point (ADR-0005). Config `Fidelity.SinkFeed` (`Encoder` default, `VoicePlayer` = the\n  ADR-0003 path, unchanged, for A/B). Encoder feed: the renderer creates nothing in the scene;\n  each decoded frame goes gate -> fade -> `VoiceDynamics` -> Core `PeakingEq` (the game's\n  `BiquadFilters` PeakingEQ kernel, wet mix from `SelfEarEqDryWet`, 6 tests) -> `SinkFeed` ring\n  (mono 48 kHz, stamped with the encode time so Offset still resolves) -> pump. Helper: after its\n  ring runs dry it holds on silence until the backlog is back at 100 ms (`StarveGuard`, 5 tests;\n  `starves` counter in Helper.log and the status window), because the encoder stops with the mic\n  and a burst from an empty ring would click on every jitter. Pump takes its stamp table from the\n  feed point. Docs: ADR-0005, DESIGN (Pipeline, provider, renderer, Tap, Sink), CONTEXT (Tap,\n  Feed point), KNOWN-HAZARDS 1.1, docs-site settings + how-it-works, `REQ-TAP-DIVERT` re-scoped\n  to the `VoicePlayer` feed. 142 tests. Deployed. Operator check owed (one solo run on the\n  default feed): Local Voice audible in the Sink with no in-game double; `Offset:` well under the\n  M2 baseline of 320-360 ms (expected ~150-200 ms: Helper prime + pipe + encode hop, no ring\n  lag); the ~80 s crackle absent from the Sink; `Local Voice stats` shows `encoder feed:` blocks\n  climbing with `dropped 0`; Helper.log `starves` only around mutes / menus. Then, if time allows,\n  a second run with `SinkFeed = VoicePlayer` to confirm the fallback still works.\n- **M3 run 1** (2026-09-08 03:44-03:47 local, operator solo run on `08cee6d`, default feed):\n  `Sink feed point: Encoder`, `encoder feed built; 48000 Hz mono`, 3505 frames encoded = decoded\n  = sent, `dropped 0`, `underruns 0`, `errors 0`, no warnings. `Offset:` 200-209 ms rolling\n  average all run (per-frame 109-254 ms), against the M2 baseline of 320-360 ms: the provider ring\n  lag is gone as ADR-0005 predicted, and what remains is the Helper's 100 ms prime plus pipe and\n  encode hops. Helper.log every 10 s: `underruns 0, starves 0, trims 0`, backlog 7200-8640\n  samples (150-180 ms, inside the 100-200 ms band). Gate and fade behaved as in M2 (fade 0/150\n  ms, hold 210 ms, 247 signal changes). Makeup gain settled 0.8-3.7 depending on level, as\n  before. Operator's ear (Local Voice audible in the Sink, no in-game double, 80 s crackle\n  absent): asked, verdict appended here when reported. Fallback run (`SinkFeed = VoicePlayer`) not done; deferred to T4's fresh-install\n  run, since the fallback is unchanged code.\n- **T1 built** (2026-09-08): the plan's premise (\"read the mixer floats for the local player's\n  channel\") was wrong, as the M2 report's flag list already said: the game writes `Dry{n}` /\n  `High{n}` / `ReverbFallWet{n}` / `ReverbBoostWet{n}` only from a `PlayerVoicePlaybackControl`,\n  which exists per remote voice on a listener's machine, never for the local player. ADR-0002\n  amended: Core `MixerStageModel` ports the `Update` formulas (11 tests against the doc) and the\n  renderer steps it each frame at the Self-Ear (distance 0, occlusion 0, level) with the speaker\n  terms from the local player: `PlayerFaller.isInDanger` (offset 0x44, confirmed from the getter\n  body) gates the fall send at the synced `PlayerNetworking.outdoorness` (0x14C); by the game's own\n  arithmetic `Dry` = 0 dB, `High` = 0 dB and the boost send is silent at the Self-Ear, so the fall\n  reverb is the only live term. Core `MixerStage` (dry gain, Freeverb-style `Reverb` behind the\n  sends with `Fidelity.ReverbDecaySeconds`, a 3 kHz `Biquad` high shelf for `High`; 9 + 4 + 4\n  tests) runs on the encoder thread after the voice EQ; toggles `Fidelity.MixerDry/High/\n  ReverbFall/ReverbBoost` under the `MixerStage` master; unreadable inputs bypass the stage and log\n  once; the seven input symbols are in `GameSymbols.Bind`. `Mixer stage: falling` log line on each\n  fall (first 10) and a `mixer stage:` segment in the stats line. `REQ-MIXER-RESYNTH` doc + impl +\n  unit. 170 tests. Operator check owed: A/B `Fidelity.MixerReverbFall` by jumping off something\n  outdoors while talking (the Sink should carry a reverb tail while falling that decays within a\n  second or two of landing; the log shows `Mixer stage: falling`); with everything else at the\n  Self-Ear being unity, `MixerStage` on/off should be inaudible when not falling. Reverb character\n  stays approximate until a second-client recording exists (question 4).\n- **T2 built** (2026-09-08): question 3's recipe implemented on the main thread\n  (`WorldManager.localPlayerCharacter.hands.heldProp.radioVoiceAssigner`, `_cachedVoiceType ==\n  Megaphone`, `isBroadcasting && latestBroadcastPlayer == me` by pointer; symbols in\n  `GameSymbols.Bind`; \"picked up / put down\" and \"broadcast started / ended\" log lines, first 20).\n  Rendering: a listener beside the holder hears the direct voice plus the prop's Megaphone\n  `VoicePlayer` output, which reads the same dynamics-processed ring, so the mod renders Core\n  `MegaphoneVoice` from the processed frame and adds it (`Fidelity.MegaphoneMix` = Add default /\n  Replace). Chain = `VoicePlayer.Update`'s remote-holder branch at d = 0: Core `BitCrusher` (ported\n  from the managed Burst fallback `Process$BurstManaged`: per hold of `sampleRate / crushRate`\n  samples, quantize the first sample, ramp toward the next hold's by `smooth`, mix `dryWet`;\n  `ampVal = 2^(bits-1)`, `crushScale = log(bits+1)/log(25)/ampVal`, constants 1.0 / 25.0 / 0.5 /\n  -1.0 read from GameAssembly.dll `.rdata`; at the game's 24 bits the quantization is inaudible\n  and the 4000 Hz hold is the effect), 300 Hz Q 0.4 high-pass (`Biquad`), then the mixer's\n  compressor (-25 dB, +6 dB) and post-compressor (-15 dB, release 0.25 clamped to FMOD's 10 ms\n  floor) as Core `Compressor` (FMOD-style 2.5:1 hard knee, attack-timed peak detector;\n  approximate); reverb send off, HP/LP open, channel wet 0 dB / dry -80 dB at that distance, so\n  nothing else applies. Toggles `Fidelity.MegaphoneCrusher/HighPass/Compressors` under\n  `MegaphoneVoice`. 8 + 4 + 5 tests; `REQ-RENDER-MEGAPHONE` doc + impl + unit. 187 tests.\n  Operator check owed: pick up a megaphone in a solo session, use it while talking, drop it: the\n  Sink carries the crushed, thinned, squashed megaphone voice on top of the direct voice while\n  broadcasting and only the direct voice otherwise; the log shows `Megaphone: picked up`,\n  `broadcast started (#1)`, `broadcast ended`, `put down`; the stats line's `megaphone:` segment\n  counts broadcasts and frames. Open: whether the megaphone prefab's `roomName` token also opens\n  a peer-facing channel the transmit gate should count (it should: token rooms are part of signal\n  (a) since M2), to be confirmed from the `Transmit signal` lines during the run.\n- **M3 run 2** (2026-09-08 04:15-04:17 local, operator solo run on `1d10acd`, default feed): the\n  operator did not fall or use a megaphone, so neither T1 nor T2 was exercised: `falls 0`,\n  `megaphone: none, broadcasts 0`, no `Mixer stage: falling` or `Megaphone:` lines, `Transmit signal`\n  rooms `[Echo]` only (the token-room question stays open). Counters clean: 974 frames encoded =\n  decoded = sent, `dropped 0`, `underruns 0`, `errors 0`; Helper `underruns 0, starves 0, trims 0`,\n  1040 frames. `Offset:` 198-222 ms (per-frame 147-261 ms), as in run 1. Mixer stage `live`, dry\n  0.0 dB, high -0.0 dB, fall/boost -80 dB all run, so `MixerStage.Process` was the identity (a -80 dB\n  send maps to gain 0, the shelf is skipped below 0.01 dB) and the megaphone chain never ran.\n  Operator's ear: Local Voice audible, no reverb (none was triggered), and a **new medium-low\n  buzz accompanying speech** compared with run 1. The T1/T2 code cannot be the source in this run\n  (identity, above); the one figure that differs from run 1 is level: `pre-clip peak 1.15`\n  (soft clip engaged; run 1 stayed at 0.44) and Sink `peak 0.925` (run 1: 0.23-0.44), so the lead\n  candidate is the game's own soft clip on louder speech. Open: A/B with `Fidelity.MixerStage`\n  and `Fidelity.MegaphoneVoice` off, an OBS recording of the buzz for spectrum analysis, and the\n  run 2 checks themselves (fall outdoors while talking; hold and use a megaphone).\n- **T3 built** (2026-09-08): `OffsetRow` (main thread, ticked from `TravelEarBehaviour`) scans for\n  `SettingsMenu` instances every 2 s (`Resources.FindObjectsOfTypeAll`, prefabs skipped; the main\n  menu and the pause menu each own one) and clones the Audio category's last `SettingsRow` after\n  itself, disables the clone's `SettingsRow` in the same frame (its Start would look up a hanger by\n  `settingsType`), deactivates every `Selectable` (no navigation target; the category wired its\n  navigation over the original rows in `SettingsCatagory.Start`) and every text but the title, and\n  writes the caption into the title as a raw `LocalizedText` value. Caption `TravelEar offset: N ms`\n  (`measuring` before the first average) from `OffsetMonitor.LastAverageMs`, refreshed every 10 s\n  (Core `OffsetRowCaption`, 4 tests). Question 5's fallback is built in: the settings-UI types are\n  resolved softly (not in `GameSymbols.Bind`), and the first exception anywhere drops the row with\n  one `Offset row: unavailable` warning while the `Offset:` log line stays. ModSettingsMenu check\n  (static, from the decompiled 1.1.2 DLL and its README): it enumerates every loaded plugin's\n  `Config` with no registration, bool as on/off, enum as a selector, float and string as text\n  fields, titled by key; per-entry descriptions are NOT displayed (only a mod-level description\n  passed through its optional registration), so the \"with its description\" clause of this task\n  does not hold for that mod and the docs say \"titled by key\". `REQ-CONFIG-BEPINEX` doc + impl;\n  `REQ-OFFSET-MEASURE` doc line for the row. 191 tests. Operator check owed: open Settings > Audio\n  in the main menu and in the pause menu; the last row reads `TravelEar offset: measuring` in the\n  main menu and `TravelEar offset: N ms` in the pause menu once the Helper has streamed; the row\n  cannot be selected with a controller; the log shows `Offset row: added to the Audio settings`\n  twice (main menu, pause menu) and no `Offset row: unavailable` warning.\n\n- **T2b built** (2026-09-08): background agent's bodies read (`docs/reference/\n  big-walk-environment-reverb.md`: `AudioDynamicReverb.UpdateReverb` writes fourteen SFX Reverb\n  floats on the main mixer every LateUpdate from `RoomSize / Outdoorness / ReverbTime /\n  Diffusion`, e.g. `Room = -150 - 400 O - 200 RS mB`, `DecayTime = clamp(15.9 RT^4 + 0.1, 0.1,\n  16)`, `DryLevel = -150 - 250 RS`; the mixer assets read with UnityPy give the voice's route:\n  voice mixer `Dry` -3 dB -> main `Voice` -> `VOICE DRY BUS` -6 dB to `Master Dry` and `VOICE WET\n  BUS` 0 dB into the reverb, whose `DryLevel` adds a second dry copy; the per-voice sends are\n  pre-fader, `ReverbFallWet` feeds a fixed 4 s return and `ReverbBoostWet` a fully-wet copy of the\n  same environment reverb; `High{n}` is a 250 Hz band level, not a 3 kHz shelf, irrelevant at\n  0 dB). One erratum fixed in the doc: outdoors `Reflections` is -8370 mB, the clamp bites only\n  at RS >= 0.94. Built: Core `EnvironmentReverbParams` (fourteen floats + `MasterWet` + voice\n  slider, `FromListener` = the formulas, Unity's clamps, mB gains), `SfxReverb` (pre-delay line,\n  six-tap early FIR at `ReflectDelay`, eight combs / four allpasses `ReverbDelay` later; RT60 from\n  `DecayTime`, in-loop damping from `DecayHFRatio` (ratio > 1 capped), comb spread from `Density`,\n  allpass coefficient from `Diffusion`, RBJ high/low shelves for `RoomHF`/`RoomLF` at the two\n  references; `Biquad` gained `LowShelf`), `EnvironmentReverb` stage (`x = -3 dB voice; out =\n  -6 dB x + MasterWet (10^(DryLevel/2000) x + reverb(x))`, clamped). Renderer reads the live\n  floats each frame from `AudioDynamicReverb` (or `AudioBasicReverb` in Basic mode, logged once),\n  `Bypass` -> dry 0 dB / no room, `Mixer.GetFloat(\"MasterWet\")`, `VoiceNormalVol *\n  VoiceAudioSettingsVol`; applies the stage last, after the megaphone mix; resets its tail with\n  the mixer stage's on a 2 s gap; `Environment reverb:` line every 10 s with the four scalars and\n  all fourteen floats; stats line gains `environment reverb: live/bypassed, room, decay, dry,\n  return, frames`. Symbols: `AudioManager.AudioBasicReverb`, `AudioDynamicReverb.Bypass /\n  RoomSize / ReverbTime / Diffusion / DSP_*` (14), `AudioBasicReverb.Bypass` + the 14 bare names,\n  `GlobalAudioEffects.Mixer / VoiceNormalVol / VoiceAudioSettingsVol` (all confirmed in the\n  interop metadata before binding). Config `Fidelity.EnvironmentReverb` (on), `EnvironmentReverbDryCopy`\n  (on), `EnvironmentReverbBusGains` (on), `EnvironmentReverbVoiceSlider` (off). Not done: the\n  doc's proposal to re-base T1's fall/boost sends on `SfxReverb` (fixed 4 s fall return; the\n  boost as a fully-wet copy of the environment set) stays a T5 seed; the master Duck limiter\n  (-3 dB, 10:1) is not ported. 19 new tests (formulas vs the doc's corridor, clamps, onset\n  delays, room scaling, RT60, HF ratio, both shelves, bypass, bus arithmetic, toggles, clamp).\n  Operator check owed: hallway A/B.\n- **T4 prep** (2026-09-08, while run 3 waits on the operator): the release runbook's artifact\n  layout was stale (no `TravelEar.Core.dll`; the Helper placed under `plugins`, which BepInEx\n…\n  `MixerReverbFall` stays on with its approximate decay unless the operator objects).\n…\n\n…\n\n…\nexists and the GitHub Release carries the zip.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279,280,281,282,283,284,285,286,287,288,289,290,291,292,293,294,295,296,297,298,299,300,null,316,null,417,null,596,null,600]},"fileSize":48795,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\M3-PLAN.md"},"truncation":{"direction":"head","truncatedBy":"lines","totalLines":600,"totalBytes":23340,"outputLines":300,"outputBytes":23340,"shownRange":{"start":1,"end":300},"nextOffset":301}}},"isError":false,"timestamp":1789194439893}}
{"type":"message","id":"38d7e190","parentId":"bf40e4f8","timestamp":"2026-09-12T06:27:19.897Z","message":{"role":"toolResult","toolCallId":"call_RBjZnPoWrv64PkpFjTGTscgc|fc_03a487b69dcd5707016aa4f0c7bdcc87d188f29f535e9430d9","toolName":"read","content":[{"type":"text","text":"[C:/Users/decid/.claude/sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1789100276200-36232.txt#245F]\n1:<sptc-active-perch id=\"gears\">\n2:You are spt agent \"gears\". This Claude Code session already owns a live perch — you are reachable right now.\n3:\n4:- **Your id is `gears`.** You already know it (it is right here) — do NOT run `spt whoami` to look it up.\n5:- Messages — including replies to messages you send — arrive AUTOMATICALLY on your existing perch: your Monitor EVENT stream (`<EVENT type=\"msg\" from=\"<sender>\">body</EVENT>`) or, mid-tool-call, as `<sptc_messages>` the hook injects. Process them and reply.\n6:- Do NOT arm a second Monitor (or poll, or tail anything) to \"wait for a reply\" — your perch already delivers it. Just send and continue; the reply surfaces on its own.\n7:- Do NOT run /sptc:ready or /sptc:live — your perch is already up. Re-arming returns COLLISION (that is proof it is alive, not a stale perch).\n8:\n9:Reach another agent (the body is read from stdin):\n10:\n11:- Send: `printf '%s' \"<body>\" | spt send <target>`. `SENT` = delivered live to a listening agent; `QUEUED` = the target is not listening at that instant — which means it is **offline OR simply busy** (a working live agent is not draining its listener), so the message spooled and drains the next time it listens. **QUEUED is SUCCESS — it does NOT mean the target is offline, and it does NOT mean you failed. Do not retry.**\n12:- Reply: `printf '%s' \"<body>\" | spt send <sender>` (sender = the `from` on the EVENT you received).\n13:- After you send, just continue. The reply (if any) arrives the SAME way every inbound message reaches you — through the delivery channel you already have (your existing live relay if you are a live agent, or the broker if this session is spt-hosted, or your next turn's inbound drain). You do NOT need to set up anything NEW: do not arm an EXTRA Monitor/poll/tail just to wait for this one reply (and do not tear down the relay you are already running).\n14:\n15:Shortform — embed a tag in your OWN reply text and it is sent for you (no shell tool needed):\n16:\n17:- Peer message: `@<t1,t2 body @>` — the `@<` opens, comma-separated ids run to the first space (no spaces inside the id list), the body runs to the first `@>`. Each id is delivered `body`. Several blocks in one reply all fire, and a tag that never closes sends nothing — an author still typing has not dispatched anything. Write the tag BARE: a tag inside backticks or a fenced code block is a quotation and fires nothing, so you can show an example safely. **Outcomes arrive in the `<DISPATCH_RESULTS>` section of your next turn's briefing — that is the only place they are reported.** A dispatch does not echo into your output and prints no confirmation line, so seeing nothing back in the same turn does NOT mean unsent; never resend on that basis. This is the FAST…\n18:- Seal a passage: wrap it in a pair of `;;` markers and the wax-seal ceremony runs over exactly that text. Each pair is its own ceremony. A marker with no partner seals everything after it through the end of your output — which works at a turn's end but is REFUSED mid-turn (`SEAL_BARE_MIDTURN`), because mid-turn there is no end yet to seal up to and a short seal looks exactly like a correct one. Close the pair and it mints anywhere. The same backtick/fence suppression applies.\n19:\n20:Live-agent upkeep — commune, recharge across resets, sign off cleanly (`<id>` = your own id, which you already know — no need to run `spt whoami`):\n21:\n22:- **Commune** after a significant body of work, before a `/clear` or `/compact`: write\n23:  `.claude/<id>-commune.md` in ONE atomic write — a concise context DELTA (current task + status,\n24:  decisions since last commune, immediate next steps), NOT a transcript. **Slice the body so spt files\n25:  each part in the right durable tier:** wrap detail specific to THIS project (its task, files,\n26:  decisions) in `<project-context>…</project-context>`, and cross-project / role / standing-identity\n27:  context in `<live-context>…</live-context>`. Untagged text defaults to the live tier, so tag your\n28:  project-specific detail to keep it out of your durable identity. spt's daemon ingests it into your\n29:  tracked mind asynchronously — fire-and-forget. Write the file and continue; do NOT watch for it to\n30:  disappear or poll for confirmation (the file vanishing is not a reliable success signal). **Any tool\n31:  may write it** — Write, a Bash heredoc, whatever you have — the drop file is what counts, not how it\n32:  got there. Write it and carry on with your work or end the turn as you please — no follow-up tool\n33:  call is needed for any commune. **The drop path is YOURS alone**: spt-core never writes there, so\n34:  nothing races your bytes and nothing overwrites them. The file disappearing means core has\n35:  CONSUMED your drop (that is the success signal); a drop still sitting there means ingest has not\n36:  run yet, or hit an error and will retry. You still do not need to watch for it — this is\n37:  fire-and-forget. If you do want to confirm the delta landed, replay the funnel —\n38:  `spt api io-events <id> --session-id <sid> --after <seq>`, where `<seq>` is any number below your\n39:  commune's (the answer's own `cursor` field tells you where the log stands, and an `--after` replay\n40:  writes no cursor, so it disturbs nothing) — and look for a `COMMUNE` frame whose payload carries\n41:  YOUR bytes. **A frame headed `Source: echo-commune` is NORMAL and is not a failure**: that is\n42:  core's own summary of your session, published alongside yours, and it does not mean your delta was\n43:  lost — so do not rewrite a good commune on the strength of seeing one. Check for your own frame,\n44:  not for the newest. This is what rebuilds you after a reset, so make it complete.\n45:  (Live agents only — a ready agent has no Psyche.)\n46:- **Recharge** = a commune that ALSO cleans up your context window and rebuilds it from that\n47:  commune (the agent-driven `/clear`, no operator) — it carries you across to the next session. **This\n48:  does NOT take your perch or Psyche down — you stay live and reachable the entire time.** It is the\n49:  OPPOSITE of signoff: nothing goes offline. It frees a bloated/degrading context window and restores\n50:  your durable context (your role + freshest commune), so you come back lean and keep working — never\n51:  avoid it out of fear of losing your perch. **When the operator asks you to \"recharge\" (or \"save and\n52:  clear\" / \"compact and continue\" — and \"commune across\" / \"commune to next session\", the older\n53:  spelling for the same thing, is still accepted and means exactly this), that request MEANS this — a\n54:  commune WITH the wake marker, not a plain commune.** Embed the literal `!!wake!!` trigger in the\n55:  commune body: one marker ⇒ default wake (`Proceed with next steps`); a PAIR of markers ⇒ the text\n56:  between them is the wake message your next session opens with, e.g. `!!wake!! Resume T2c: wire the\n57:  branch. !!wake!!`. **Put it in the first few lines, not at the end** — spt files the commune away\n58:  within a few seconds, and what the adapter can read back after that is capped at the first ~16KB.\n59:  A marker past that cut cannot be seen, so a long commune that trails its marker resets nothing.\n60:  **Write the marker BARE** — one inside backticks or a fenced code block is a quotation and fires\n61:  nothing, exactly as with the shortform peer tag, so a commune can discuss the marker safely\n62:  without arming a reset or handing you prose as your wake message. Author it INLINE this turn (you are the pre-clear author). The idle-mark,\n63:  self-send, and clear+wake fire automatically once the file lands — **including when the commune is\n64:  your turn's very last act**, so write it wherever it belongs and take no follow-up tool call for\n65:  it. spt-hosted live sessions only.\n66:  (Claude Code's own `/checkpoint` command is an unrelated CC feature — never conflate the two.)\n67:- **Sign off** gracefully when done: `spt endpoint shutdown` (your own perch) — stops the listener,\n68:  fires the final context save, and takes your Psyche down with it. `/sptc:ready` or `/sptc:live`\n69:  brings you back. Lighter no-save stop: `spt endpoint stop`.\n70:\n71:<!-- [impl->REQ-RECHARGE-VOCABULARY] the taught name is RECHARGE; the older \"commune across\" spelling stays accepted and is named as such above. -->\n72:<!-- [doc->REQ-ECHO-DROP-RACE-RETIRED] the recharge timing workaround is GONE (spt-core 0.68.0 routes the echo straight to the tiers and never writes the agent's drop path), and the two statements that fix made false are corrected rather than merely deleted: the drop vanishing is now the CONSUMED signal, and a `Source: echo-commune` frame is normal rather than evidence the delta was lost. Safe only at min_spt_core_version >= 0.68.0 — tests/echo-drop-race-retired.sh guards that coupling. -->\n73:\n74:Autonomous work discipline — standing directive for spt-hosted sessions (how to run long bodies\n75:of work without an operator watching):\n76:\n77:- **Keep your context window under ~50%.** A bloated context degrades your work before you\n78:  notice it degrading. Do not wait for pressure warnings — recharge early, by habit.\n79:- **Recharge on substantial headway.** Each time you complete a meaningful body of work, write a\n80:  recharge commune (the `!!wake!!` mechanics above): IMMEDIATE next steps, plus a broad summary\n81:  of the project's status and its end goal. The wake message you embed is what the reborn you\n82:  acts on first — make it concrete.\n83:- **Background tasks and subagents carry across the clear boundary.** Work you started in the\n84:  background keeps running through a recharge and surfaces in the post-clear session — you do\n85:  not need to wait for it before recharging. Note what is in flight in the commune so the reborn\n86:  you knows what to expect back.\n87:- **Keep going until the goal is met.** Recharging is a context reset, not a stopping point: you\n88:  come back lean, re-briefed, and still live. Loop recharge cycles as many times as the work\n89:  needs; stop only when the goal is done or you are blocked on the operator.\n90:<!-- [impl->REQ-BRIEF-WORK-DISCIPLINE] [impl->REQ-RECHARGE-VOCABULARY] -->\n91:\n92:Show the roster of spt endpoints reachable from this node: `spt endpoint list`.\n93:</sptc-active-perch>\n94:<live-context>\n95:<!-- spt:source=llm spt:routed_at_ms=1789088403426 spt:node=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d spt:vector=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d:3980135 -->\n96:Agent id: gears. Operating in bypassPermissions mode with an active spt perch and an active /remote-control bridge session (cse_01RURUEVRKtX3GLMWdxJeUgg). Caveman-mode hook (full intensity) was loaded for this session's response style. No peer-agent exchanges occurred in this transcript tail.\n97:</live-context>\n98:<project-context>\n99:<!-- spt:source=llm spt:routed_at_ms=1789088403426 spt:node=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d spt:vector=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d:3980137 -->\n100:Session \"gears @ HFENDULEAM (travelear/)\" in repo travelear (branch main, clean) never progressed to actual task work. Across multiple resumes (2026-09-09 08:11, 22:31, 23:41, and 2026-09-11 00:44), SessionStart hooks repeatedly reported the start-of-session brief was too large for CC's context and pointed to drain files that were never read in this transcript:\n101:- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1788941461976-50392.txt\n102:- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1788993090647-54276.txt\n103:- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1788997274297-56176.txt\n104:- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1789087483919-26712.txt\n105:\n106:No task content, decisions, file edits, or agent messages appear in the transcript tail — only repeated `/clear` and session-resume hook noise, plus a stray assistant reply \"No response requested.\" Recent repo commits (unrelated prior work, not part of this session) concern M3 \"Big Walk\" voice-effects milestones (T4c/T4d/T4e).\n107:\n108:**Next step:** read the four drain files above (in chronological order) to recover the actual role/status/resume brief for \"gears\" before taking any action — none of their contents have been loaded into this session yet.\n109:</project-context>\n\n[Some lines truncated to 768 chars]"}],"details":{"totalLines":109,"displayContent":{"text":"<sptc-active-perch id=\"gears\">\nYou are spt agent \"gears\". This Claude Code session already owns a live perch — you are reachable right now.\n\n- **Your id is `gears`.** You already know it (it is right here) — do NOT run `spt whoami` to look it up.\n- Messages — including replies to messages you send — arrive AUTOMATICALLY on your existing perch: your Monitor EVENT stream (`<EVENT type=\"msg\" from=\"<sender>\">body</EVENT>`) or, mid-tool-call, as `<sptc_messages>` the hook injects. Process them and reply.\n- Do NOT arm a second Monitor (or poll, or tail anything) to \"wait for a reply\" — your perch already delivers it. Just send and continue; the reply surfaces on its own.\n- Do NOT run /sptc:ready or /sptc:live — your perch is already up. Re-arming returns COLLISION (that is proof it is alive, not a stale perch).\n\nReach another agent (the body is read from stdin):\n\n- Send: `printf '%s' \"<body>\" | spt send <target>`. `SENT` = delivered live to a listening agent; `QUEUED` = the target is not listening at that instant — which means it is **offline OR simply busy** (a working live agent is not draining its listener), so the message spooled and drains the next time it listens. **QUEUED is SUCCESS — it does NOT mean the target is offline, and it does NOT mean you failed. Do not retry.**\n- Reply: `printf '%s' \"<body>\" | spt send <sender>` (sender = the `from` on the EVENT you received).\n- After you send, just continue. The reply (if any) arrives the SAME way every inbound message reaches you — through the delivery channel you already have (your existing live relay if you are a live agent, or the broker if this session is spt-hosted, or your next turn's inbound drain). You do NOT need to set up anything NEW: do not arm an EXTRA Monitor/poll/tail just to wait for this one reply (and do not tear down the relay you are already running).\n\nShortform — embed a tag in your OWN reply text and it is sent for you (no shell tool needed):\n\n- Peer message: `@<t1,t2 body @>` — the `@<` opens, comma-separated ids run to the first space (no spaces inside the id list), the body runs to the first `@>`. Each id is delivered `body`. Several blocks in one reply all fire, and a tag that never closes sends nothing — an author still typing has not dispatched anything. Write the tag BARE: a tag inside backticks or a fenced code block is a quotation and fires nothing, so you can show an example safely. **Outcomes arrive in the `<DISPATCH_RESULTS>` section of your next turn's briefing — that is the only place they are reported.** A dispatch does not echo into your output and prints no confirmation line, so seeing nothing back in the same turn does NOT mean unsent; never resend on that basis. This is the FAST…\n- Seal a passage: wrap it in a pair of `;;` markers and the wax-seal ceremony runs over exactly that text. Each pair is its own ceremony. A marker with no partner seals everything after it through the end of your output — which works at a turn's end but is REFUSED mid-turn (`SEAL_BARE_MIDTURN`), because mid-turn there is no end yet to seal up to and a short seal looks exactly like a correct one. Close the pair and it mints anywhere. The same backtick/fence suppression applies.\n\nLive-agent upkeep — commune, recharge across resets, sign off cleanly (`<id>` = your own id, which you already know — no need to run `spt whoami`):\n\n- **Commune** after a significant body of work, before a `/clear` or `/compact`: write\n  `.claude/<id>-commune.md` in ONE atomic write — a concise context DELTA (current task + status,\n  decisions since last commune, immediate next steps), NOT a transcript. **Slice the body so spt files\n  each part in the right durable tier:** wrap detail specific to THIS project (its task, files,\n  decisions) in `<project-context>…</project-context>`, and cross-project / role / standing-identity\n  context in `<live-context>…</live-context>`. Untagged text defaults to the live tier, so tag your\n  project-specific detail to keep it out of your durable identity. spt's daemon ingests it into your\n  tracked mind asynchronously — fire-and-forget. Write the file and continue; do NOT watch for it to\n  disappear or poll for confirmation (the file vanishing is not a reliable success signal). **Any tool\n  may write it** — Write, a Bash heredoc, whatever you have — the drop file is what counts, not how it\n  got there. Write it and carry on with your work or end the turn as you please — no follow-up tool\n  call is needed for any commune. **The drop path is YOURS alone**: spt-core never writes there, so\n  nothing races your bytes and nothing overwrites them. The file disappearing means core has\n  CONSUMED your drop (that is the success signal); a drop still sitting there means ingest has not\n  run yet, or hit an error and will retry. You still do not need to watch for it — this is\n  fire-and-forget. If you do want to confirm the delta landed, replay the funnel —\n  `spt api io-events <id> --session-id <sid> --after <seq>`, where `<seq>` is any number below your\n  commune's (the answer's own `cursor` field tells you where the log stands, and an `--after` replay\n  writes no cursor, so it disturbs nothing) — and look for a `COMMUNE` frame whose payload carries\n  YOUR bytes. **A frame headed `Source: echo-commune` is NORMAL and is not a failure**: that is\n  core's own summary of your session, published alongside yours, and it does not mean your delta was\n  lost — so do not rewrite a good commune on the strength of seeing one. Check for your own frame,\n  not for the newest. This is what rebuilds you after a reset, so make it complete.\n  (Live agents only — a ready agent has no Psyche.)\n- **Recharge** = a commune that ALSO cleans up your context window and rebuilds it from that\n  commune (the agent-driven `/clear`, no operator) — it carries you across to the next session. **This\n  does NOT take your perch or Psyche down — you stay live and reachable the entire time.** It is the\n  OPPOSITE of signoff: nothing goes offline. It frees a bloated/degrading context window and restores\n  your durable context (your role + freshest commune), so you come back lean and keep working — never\n  avoid it out of fear of losing your perch. **When the operator asks you to \"recharge\" (or \"save and\n  clear\" / \"compact and continue\" — and \"commune across\" / \"commune to next session\", the older\n  spelling for the same thing, is still accepted and means exactly this), that request MEANS this — a\n  commune WITH the wake marker, not a plain commune.** Embed the literal `!!wake!!` trigger in the\n  commune body: one marker ⇒ default wake (`Proceed with next steps`); a PAIR of markers ⇒ the text\n  between them is the wake message your next session opens with, e.g. `!!wake!! Resume T2c: wire the\n  branch. !!wake!!`. **Put it in the first few lines, not at the end** — spt files the commune away\n  within a few seconds, and what the adapter can read back after that is capped at the first ~16KB.\n  A marker past that cut cannot be seen, so a long commune that trails its marker resets nothing.\n  **Write the marker BARE** — one inside backticks or a fenced code block is a quotation and fires\n  nothing, exactly as with the shortform peer tag, so a commune can discuss the marker safely\n  without arming a reset or handing you prose as your wake message. Author it INLINE this turn (you are the pre-clear author). The idle-mark,\n  self-send, and clear+wake fire automatically once the file lands — **including when the commune is\n  your turn's very last act**, so write it wherever it belongs and take no follow-up tool call for\n  it. spt-hosted live sessions only.\n  (Claude Code's own `/checkpoint` command is an unrelated CC feature — never conflate the two.)\n- **Sign off** gracefully when done: `spt endpoint shutdown` (your own perch) — stops the listener,\n  fires the final context save, and takes your Psyche down with it. `/sptc:ready` or `/sptc:live`\n  brings you back. Lighter no-save stop: `spt endpoint stop`.\n\n<!-- [impl->REQ-RECHARGE-VOCABULARY] the taught name is RECHARGE; the older \"commune across\" spelling stays accepted and is named as such above. -->\n<!-- [doc->REQ-ECHO-DROP-RACE-RETIRED] the recharge timing workaround is GONE (spt-core 0.68.0 routes the echo straight to the tiers and never writes the agent's drop path), and the two statements that fix made false are corrected rather than merely deleted: the drop vanishing is now the CONSUMED signal, and a `Source: echo-commune` frame is normal rather than evidence the delta was lost. Safe only at min_spt_core_version >= 0.68.0 — tests/echo-drop-race-retired.sh guards that coupling. -->\n\nAutonomous work discipline — standing directive for spt-hosted sessions (how to run long bodies\nof work without an operator watching):\n\n- **Keep your context window under ~50%.** A bloated context degrades your work before you\n  notice it degrading. Do not wait for pressure warnings — recharge early, by habit.\n- **Recharge on substantial headway.** Each time you complete a meaningful body of work, write a\n  recharge commune (the `!!wake!!` mechanics above): IMMEDIATE next steps, plus a broad summary\n  of the project's status and its end goal. The wake message you embed is what the reborn you\n  acts on first — make it concrete.\n- **Background tasks and subagents carry across the clear boundary.** Work you started in the\n  background keeps running through a recharge and surfaces in the post-clear session — you do\n  not need to wait for it before recharging. Note what is in flight in the commune so the reborn\n  you knows what to expect back.\n- **Keep going until the goal is met.** Recharging is a context reset, not a stopping point: you\n  come back lean, re-briefed, and still live. Loop recharge cycles as many times as the work\n  needs; stop only when the goal is done or you are blocked on the operator.\n<!-- [impl->REQ-BRIEF-WORK-DISCIPLINE] [impl->REQ-RECHARGE-VOCABULARY] -->\n\nShow the roster of spt endpoints reachable from this node: `spt endpoint list`.\n</sptc-active-perch>\n<live-context>\n<!-- spt:source=llm spt:routed_at_ms=1789088403426 spt:node=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d spt:vector=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d:3980135 -->\nAgent id: gears. Operating in bypassPermissions mode with an active spt perch and an active /remote-control bridge session (cse_01RURUEVRKtX3GLMWdxJeUgg). Caveman-mode hook (full intensity) was loaded for this session's response style. No peer-agent exchanges occurred in this transcript tail.\n</live-context>\n<project-context>\n<!-- spt:source=llm spt:routed_at_ms=1789088403426 spt:node=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d spt:vector=14efb80cb72297a1068c87a4aa45f30547c4474b60d1284b122bdc1a91c85f2d:3980137 -->\nSession \"gears @ HFENDULEAM (travelear/)\" in repo travelear (branch main, clean) never progressed to actual task work. Across multiple resumes (2026-09-09 08:11, 22:31, 23:41, and 2026-09-11 00:44), SessionStart hooks repeatedly reported the start-of-session brief was too large for CC's context and pointed to drain files that were never read in this transcript:\n- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1788941461976-50392.txt\n- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1788993090647-54276.txt\n- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1788997274297-56176.txt\n- C:\\Users\\decid\\.claude\\sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1789087483919-26712.txt\n\nNo task content, decisions, file edits, or agent messages appear in the transcript tail — only repeated `/clear` and session-resume hook noise, plus a stray assistant reply \"No response requested.\" Recent repo commits (unrelated prior work, not part of this session) concern M3 \"Big Walk\" voice-effects milestones (T4c/T4d/T4e).\n\n**Next step:** read the four drain files above (in chronological order) to recover the actual role/status/resume brief for \"gears\" before taking any action — none of their contents have been loaded into this session yet.\n</project-context>","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109]},"fileSize":12339,"meta":{"source":{"type":"path","value":"C:/Users/decid/.claude/sptc-drain-b35361db-faff-4baa-90f3-4c7564a62f73-1789100276200-36232.txt"},"limits":{"columnTruncated":{"maxColumn":768}}}},"isError":false,"timestamp":1789194439897}}
{"type":"message","id":"ef966dd0","parentId":"38d7e190","timestamp":"2026-09-12T06:27:21.389Z","message":{"role":"toolResult","toolCallId":"call_NuKTA0WVWVLeHAdjLaUBTxjK|fc_03a487b69dcd5707016aa4f0c7bde487d18721a20ae70ccd9a","toolName":"read","content":[{"type":"text","text":"[README.md#6228]\n1:# TravelEar for Big Walk\n2:\n3:A [Big Walk](https://store.steampowered.com/app/1478500/Big_Walk/) mod that lets you hear and record your own voice the way other players in your session hear it.\n4:\n5:Big Walk's proximity voice chat runs your mic through Opus, then through the game's own processing on every listener's machine: makeup gain, compression, the voice EQ, the room reverb of wherever you stand, the fall reverb, and item effects like the megaphone. You never hear any of that yourself. TravelEar renders that processed voice (\"Local Voice\") from your own position and streams it to a separate Windows audio source that OBS can record as its own track or monitor in your headphones. It is never mixed into the game's audio.\n6:\n7:Status: v1.0 covers plain voice, environment and fall reverb, and the megaphone. See [CHANGELOG.md](CHANGELOG.md) and [docs/DESIGN.md](docs/DESIGN.md).\n8:Full docs: [docs-site/src](docs-site/src/SUMMARY.md). Contributors and dev-agents start at\n9:[AGENTS.md](AGENTS.md).\n10:\n11:## How it works\n12:\n13:1. The mod copies the exact Opus packets the game sends to other players.\n14:2. It decodes them on the game's mic thread and applies the same processing a listener standing next to you gets: the game's remote-voice dynamics and EQ, then the mixer-stage effects re-synthesized from the same live parameters the game writes each frame (environment reverb, fall reverb, megaphone). See [ADR 0002](docs/adr/0002-mixer-stage-resynthesis.md) and [ADR 0005](docs/adr/0005-sink-fed-from-the-encoder-thread.md).\n15:3. The result goes over a named pipe to a small Helper process, outside the game's process tree.\n16:4. The Helper plays it to a Windows playback device of your choice. OBS captures the Helper with **Application Audio Capture**, so it gets its own track without any virtual cable driver.\n17:\n18:## Requirements\n19:\n20:- Big Walk on Windows (Steam), with [BepInEx 6 IL2CPP](https://thunderstore.io/c/big-walk/p/BepInEx/BepInExPack_IL2CPP/) installed (build be.755 or newer).\n21:- OBS Studio 28 or newer on Windows 10 2004 / Windows 11 for Application Audio Capture.\n22:- Optional: [ModSettingsMenu](https://thunderstore.io/c/big-walk/p/Ice_Box_Studio_BigWalk/ModSettingsMenu/) to change settings from the pause menu.\n23:\n24:## Install\n25:\n26:1. Download `TravelEar-vX.Y.Z.zip` from the [latest release](https://github.com/SaberMage/travelear/releases/latest).\n27:2. Extract it into the Big Walk folder (the one that contains `Big Walk.exe` and `BepInEx\\`). The zip carries its own `BepInEx\\` tree, so you end up with:\n28:   - `BepInEx\\plugins\\TravelEar\\TravelEar.dll` and `TravelEar.Core.dll`\n29:   - `BepInEx\\TravelEar.Helper\\TravelEar.Helper.exe` (kept outside `plugins` on purpose)\n30:3. Launch the game once. `BepInEx\\config\\com.sabermage.travelear.cfg` is created and the Helper starts; a minimized window titled **TravelEar for Big Walk** appears in your taskbar.\n31:\n32:### OBS\n33:\n34:1. Add a source: **Application Audio Capture**.\n35:2. Set **Window** to **TravelEar for Big Walk** and tick **Match by executable**.\n36:3. In **Advanced Audio Properties** route the source to its own track and record with that track enabled.\n37:\n38:### Choosing the output device (`Sink.SinkEndpoint`)\n39:\n40:By default the Helper plays to your system default output, so you hear Local Voice about 200 ms after you speak. To keep it silent, set `Sink.SinkEndpoint` to part of the name of a playback device you are not listening to (a spare HDMI output, VB-CABLE, a VoiceMeeter input) and restart the game. To monitor on demand instead, leave it empty and use the OBS source's **Audio Monitoring** setting.\n41:\n42:`TravelEar.Helper.exe --tone [--endpoint \"CABLE Input\"]` plays a 440 Hz test tone so the OBS capture can be checked without the game.\n43:\n44:### Offset\n45:\n46:Local Voice trails your raw mic by the delay the mod measures continuously: the Helper's window (\"TravelEar for Big Walk\" in the taskbar) reads `TravelEar offset: N ms`, and `BepInEx\\LogOutput.log` carries an `Offset:` line every 10 s. Enter that figure as the **Sync Offset** on your raw mic source in OBS if you want both tracks aligned. Expect roughly 200 ms.\n47:\n48:## Settings\n49:\n50:All settings live in `BepInEx\\config\\com.sabermage.travelear.cfg`; ModSettingsMenu lists them titled by key. The full table with every `Fidelity.*` toggle is in [docs-site/src/settings.md](docs-site/src/settings.md). The ones most people touch:\n51:\n52:| Key | Default | Meaning |\n53:| --- | --- | --- |\n54:| `General.Enabled` | `true` | Render Local Voice and stream it to the Helper. |\n55:| `Sink.SinkEndpoint` | empty | Playback device the Helper renders to. Empty = system default. |\n56:| `Sink.SpawnHelper` | `true` | Launch the Helper automatically with the game. |\n57:| `Sink.Downmix` | `false` | Force mono output. |\n58:| `Fidelity.EnvironmentReverb` | `true` | The room reverb listeners hear on your voice, driven by the game's live reverb parameters. |\n59:| `Fidelity.MegaphoneVoice` | `true` | Render the megaphone's output while you hold and use one. |\n60:| `Fidelity.TransmitGate` | `true` | Render Local Voice only while peers receive it; off renders the mic noise floor too. |\n61:| `Ear.SelfEarForwardMeters` | `0.0762` | How far in front of your in-game ears the voice is placed (3 in). |\n62:\n63:## Building\n64:\n65:```\n66:dotnet build TravelEar.sln -c Release\n67:```\n68:\n69:The plugin references the Il2CppInterop proxy assemblies in `Big Walk/BepInEx/interop/`, which exist after the game has been launched once with BepInEx. Set `GameDir` in a git-ignored `Directory.Build.props.user` if your install is elsewhere. `-p:DeployToGame=true` copies the plugin and the Helper into the game.\n70:\n71:The Helper is published self-contained as a single file:\n72:\n73:```\n74:dotnet publish src/TravelEar.Helper -c Release\n75:```\n76:\n77:It logs to `%LOCALAPPDATA%\\TravelEar\\Helper.log`.\n78:\n79:Before declaring work done, run every gate:\n80:\n81:```\n82:pwsh scripts/gates.ps1\n83:```\n84:\n85:Releases are assembled by `pwsh scripts/release.ps1` per [docs/RELEASE-RUNBOOK.md](docs/RELEASE-RUNBOOK.md). Requirements are tracked in `traceable-reqs.toml` and gated by\n86:[traceable-reqs](https://github.com/BigscreenVR/traceable-reqs); see [docs/TRACEABILITY.md](docs/TRACEABILITY.md).\n87:\n88:## Scope\n89:\n90:- v1.0: plain voice, environment and fall reverb, megaphone.\n91:- v1.1: cliff echo, underwater muffle.\n92:- Not planned: walkie-talkie (the game already plays your own voice through nearby walkies) and radio (it plays music, not voice).\n93:\n94:## License\n95:\n96:MIT. See [LICENSE](LICENSE)."}],"details":{"totalLines":96,"displayContent":{"text":"# TravelEar for Big Walk\n\nA [Big Walk](https://store.steampowered.com/app/1478500/Big_Walk/) mod that lets you hear and record your own voice the way other players in your session hear it.\n\nBig Walk's proximity voice chat runs your mic through Opus, then through the game's own processing on every listener's machine: makeup gain, compression, the voice EQ, the room reverb of wherever you stand, the fall reverb, and item effects like the megaphone. You never hear any of that yourself. TravelEar renders that processed voice (\"Local Voice\") from your own position and streams it to a separate Windows audio source that OBS can record as its own track or monitor in your headphones. It is never mixed into the game's audio.\n\nStatus: v1.0 covers plain voice, environment and fall reverb, and the megaphone. See [CHANGELOG.md](CHANGELOG.md) and [docs/DESIGN.md](docs/DESIGN.md).\nFull docs: [docs-site/src](docs-site/src/SUMMARY.md). Contributors and dev-agents start at\n[AGENTS.md](AGENTS.md).\n\n## How it works\n\n1. The mod copies the exact Opus packets the game sends to other players.\n2. It decodes them on the game's mic thread and applies the same processing a listener standing next to you gets: the game's remote-voice dynamics and EQ, then the mixer-stage effects re-synthesized from the same live parameters the game writes each frame (environment reverb, fall reverb, megaphone). See [ADR 0002](docs/adr/0002-mixer-stage-resynthesis.md) and [ADR 0005](docs/adr/0005-sink-fed-from-the-encoder-thread.md).\n3. The result goes over a named pipe to a small Helper process, outside the game's process tree.\n4. The Helper plays it to a Windows playback device of your choice. OBS captures the Helper with **Application Audio Capture**, so it gets its own track without any virtual cable driver.\n\n## Requirements\n\n- Big Walk on Windows (Steam), with [BepInEx 6 IL2CPP](https://thunderstore.io/c/big-walk/p/BepInEx/BepInExPack_IL2CPP/) installed (build be.755 or newer).\n- OBS Studio 28 or newer on Windows 10 2004 / Windows 11 for Application Audio Capture.\n- Optional: [ModSettingsMenu](https://thunderstore.io/c/big-walk/p/Ice_Box_Studio_BigWalk/ModSettingsMenu/) to change settings from the pause menu.\n\n## Install\n\n1. Download `TravelEar-vX.Y.Z.zip` from the [latest release](https://github.com/SaberMage/travelear/releases/latest).\n2. Extract it into the Big Walk folder (the one that contains `Big Walk.exe` and `BepInEx\\`). The zip carries its own `BepInEx\\` tree, so you end up with:\n   - `BepInEx\\plugins\\TravelEar\\TravelEar.dll` and `TravelEar.Core.dll`\n   - `BepInEx\\TravelEar.Helper\\TravelEar.Helper.exe` (kept outside `plugins` on purpose)\n3. Launch the game once. `BepInEx\\config\\com.sabermage.travelear.cfg` is created and the Helper starts; a minimized window titled **TravelEar for Big Walk** appears in your taskbar.\n\n### OBS\n\n1. Add a source: **Application Audio Capture**.\n2. Set **Window** to **TravelEar for Big Walk** and tick **Match by executable**.\n3. In **Advanced Audio Properties** route the source to its own track and record with that track enabled.\n\n### Choosing the output device (`Sink.SinkEndpoint`)\n\nBy default the Helper plays to your system default output, so you hear Local Voice about 200 ms after you speak. To keep it silent, set `Sink.SinkEndpoint` to part of the name of a playback device you are not listening to (a spare HDMI output, VB-CABLE, a VoiceMeeter input) and restart the game. To monitor on demand instead, leave it empty and use the OBS source's **Audio Monitoring** setting.\n\n`TravelEar.Helper.exe --tone [--endpoint \"CABLE Input\"]` plays a 440 Hz test tone so the OBS capture can be checked without the game.\n\n### Offset\n\nLocal Voice trails your raw mic by the delay the mod measures continuously: the Helper's window (\"TravelEar for Big Walk\" in the taskbar) reads `TravelEar offset: N ms`, and `BepInEx\\LogOutput.log` carries an `Offset:` line every 10 s. Enter that figure as the **Sync Offset** on your raw mic source in OBS if you want both tracks aligned. Expect roughly 200 ms.\n\n## Settings\n\nAll settings live in `BepInEx\\config\\com.sabermage.travelear.cfg`; ModSettingsMenu lists them titled by key. The full table with every `Fidelity.*` toggle is in [docs-site/src/settings.md](docs-site/src/settings.md). The ones most people touch:\n\n| Key | Default | Meaning |\n| --- | --- | --- |\n| `General.Enabled` | `true` | Render Local Voice and stream it to the Helper. |\n| `Sink.SinkEndpoint` | empty | Playback device the Helper renders to. Empty = system default. |\n| `Sink.SpawnHelper` | `true` | Launch the Helper automatically with the game. |\n| `Sink.Downmix` | `false` | Force mono output. |\n| `Fidelity.EnvironmentReverb` | `true` | The room reverb listeners hear on your voice, driven by the game's live reverb parameters. |\n| `Fidelity.MegaphoneVoice` | `true` | Render the megaphone's output while you hold and use one. |\n| `Fidelity.TransmitGate` | `true` | Render Local Voice only while peers receive it; off renders the mic noise floor too. |\n| `Ear.SelfEarForwardMeters` | `0.0762` | How far in front of your in-game ears the voice is placed (3 in). |\n\n## Building\n\n```\ndotnet build TravelEar.sln -c Release\n```\n\nThe plugin references the Il2CppInterop proxy assemblies in `Big Walk/BepInEx/interop/`, which exist after the game has been launched once with BepInEx. Set `GameDir` in a git-ignored `Directory.Build.props.user` if your install is elsewhere. `-p:DeployToGame=true` copies the plugin and the Helper into the game.\n\nThe Helper is published self-contained as a single file:\n\n```\ndotnet publish src/TravelEar.Helper -c Release\n```\n\nIt logs to `%LOCALAPPDATA%\\TravelEar\\Helper.log`.\n\nBefore declaring work done, run every gate:\n\n```\npwsh scripts/gates.ps1\n```\n\nReleases are assembled by `pwsh scripts/release.ps1` per [docs/RELEASE-RUNBOOK.md](docs/RELEASE-RUNBOOK.md). Requirements are tracked in `traceable-reqs.toml` and gated by\n[traceable-reqs](https://github.com/BigscreenVR/traceable-reqs); see [docs/TRACEABILITY.md](docs/TRACEABILITY.md).\n\n## Scope\n\n- v1.0: plain voice, environment and fall reverb, megaphone.\n- v1.1: cliff echo, underwater muffle.\n- Not planned: walkie-talkie (the game already plays your own voice through nearby walkies) and radio (it plays music, not voice).\n\n## License\n\nMIT. 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{"type":"message","id":"decdca17","parentId":"a4ef1b27","timestamp":"2026-09-12T06:27:52.859Z","message":{"role":"toolResult","toolCallId":"call_zUJxao5MvCJQF0r3IYeR2Rku|fc_0642f5c8186e9d95016aa4f0e8a7ec87d2bbaf12fc836a55fc","toolName":"read","content":[{"type":"text","text":"[CONTEXT.md#6CBC]\n1:# CONTEXT — glossary & domain model\n2:\n3:> **Authoritative for meaning.** When code, prose, or a plan disagrees with a definition here,\n4:> **this file wins** — the term means what CONTEXT.md says it means, and the disagreeing thing is\n5:> the bug. This is the *grill-with-docs* convention: plans are stress-tested against the language\n6:> defined here, and **this file is updated inline** as decisions crystallize (don't let it lag\n7:> the code).\n8:>\n9:> Keep entries short and cross-linked. A term defined here is the canonical name — use it\n10:> verbatim in code, docs, and commits. ADRs (`docs/adr/`) record *decisions*; this file records\n11:> *meaning*.\n12:\n13:TravelEar is a Big Walk mod that lets the local player hear (and record) their own voice the way\n14:other players in the session hear it.\n15:\n16:## Glossary\n17:\n18:### Voice\n19:\n20:**Outbound Voice** — the local player's voice as the game transmits it to peers: mic audio after\n21:the game's capture preprocessing and Opus encoding. Distinct from the raw mic feed in that it\n22:already carries push-to-talk gating, noise suppression, and codec artifacts. (Avoid: mic feed,\n23:raw mic, sidetone.)\n24:\n25:**Local Voice** — the local player's **Outbound Voice** decoded and rendered through the game's\n26:own voice playback processing (items, reverb, occlusion), as a peer would hear it. Distinct from\n27:the game's own self-voice playback in that it is fed by decoded packets, not the preprocessed\n28:mic. (Avoid: echo — a game audio bus name; sidetone; loopback; monitor.)\n29:\n30:**Clean Voice** — a player's voice heard directly, with no item held. (Avoid: plain voice,\n31:normal voice.)\n32:\n33:**Megaphone Voice** — a player's voice heard through the in-game megaphone.\n34:\n35:### Listening\n36:\n37:**Ear** — the listener model used to render **Local Voice**. The **Self-Ear** is the local\n38:player's own in-game listener at zero distance from the speaker, facing it, with no occlusion and\n39:the player's own outdoorness. It is the only Ear in v1. Its angle is an open calibration point:\n40:one's own voice reaches one's ears off-axis (a wide cone from just in front of the ears), so the\n41:Self-Ear may sit part-way along the game's filter-angle curve rather than at angle 0 (see the\n42:Self-Ear geometry note in `docs/DESIGN.md`). (Avoid: virtual listener, observer.)\n43:\n44:### Processing\n45:\n46:**Filter Stage** — the in-process per-voice DSP chain the game runs on each voice before it\n47:reaches the mixer: decode, compression, soft clip, EQ, occlusion, item colouring. Captured\n48:exactly by the **Tap**. (Avoid: filter chain, source effects.)\n49:\n50:**Mixer Stage** — the effects the game applies inside Unity's audio mixer after the **Filter\n51:Stage** (reverb sends, dry/high trims, megaphone character, compressors). Cannot be captured; the\n52:mod re-synthesizes it (see [ADR-0002](docs/adr/0002-mixer-stage-resynthesis.md)). (Avoid:\n53:post-processing, mixer effects.)\n54:\n55:**Environment Reverb** — the listener-side room reverb every nearby voice carries on a peer's\n56:machine: the main mixer's `Master Wet` SFX Reverb, re-parameterized every frame from the\n57:listener's surroundings (`AudioDynamicReverb`). Part of the **Mixer Stage** as heard, but driven\n58:by the listener's room, not the speaker's channel; the mod reads the game's fourteen live\n59:parameters and re-synthesizes it last in the chain. (Avoid: room tone, ambience.)\n60:\n61:**Tap** — the point in the game's voice pipeline where **Local Voice** is captured for the\n62:**Sink** instead of being mixed into game audio. The Tap always zeroes what it copies, so the\n63:game never plays it. Since [ADR-0005](docs/adr/0005-sink-fed-from-the-encoder-thread.md) the\n64:default feed point is the encoder thread, where nothing enters game audio at all; the Tap is the\n65:`VoicePlayer` feed point's capture. (Avoid: hook, intercept.)\n66:\n67:**Feed point** — where the **Sink** takes **Local Voice** from: the encoder thread (default,\n68:mod DSP only) or the **Tap** behind an in-game `VoicePlayer` (config `Fidelity.SinkFeed`).\n69:(Avoid: source, input path.)\n70:\n71:### Output\n72:\n73:**Sink** — the Windows-side audio stream that carries **Local Voice** out of the game so OBS can\n74:record it as its own track. (Avoid: virtual cable, output device, audio source.)\n75:\n76:**Helper** — the separate Windows process, outside the game's process tree, that renders the\n77:**Sink** so OBS can capture it per-application (see\n78:[ADR-0001](docs/adr/0001-helper-process-sink.md)). (Avoid: bridge, daemon, sidecar.)\n79:\n80:**Offset** — the measured delay between the moment **Outbound Voice** leaves the mic and the\n81:moment **Local Voice** reaches the **Sink**. (Avoid: latency, lag, sync.)"}],"details":{"totalLines":81,"displayContent":{"text":"# CONTEXT — glossary & domain model\n\n> **Authoritative for meaning.** When code, prose, or a plan disagrees with a definition here,\n> **this file wins** — the term means what CONTEXT.md says it means, and the disagreeing thing is\n> the bug. This is the *grill-with-docs* convention: plans are stress-tested against the language\n> defined here, and **this file is updated inline** as decisions crystallize (don't let it lag\n> the code).\n>\n> Keep entries short and cross-linked. A term defined here is the canonical name — use it\n> verbatim in code, docs, and commits. ADRs (`docs/adr/`) record *decisions*; this file records\n> *meaning*.\n\nTravelEar is a Big Walk mod that lets the local player hear (and record) their own voice the way\nother players in the session hear it.\n\n## Glossary\n\n### Voice\n\n**Outbound Voice** — the local player's voice as the game transmits it to peers: mic audio after\nthe game's capture preprocessing and Opus encoding. Distinct from the raw mic feed in that it\nalready carries push-to-talk gating, noise suppression, and codec artifacts. (Avoid: mic feed,\nraw mic, sidetone.)\n\n**Local Voice** — the local player's **Outbound Voice** decoded and rendered through the game's\nown voice playback processing (items, reverb, occlusion), as a peer would hear it. Distinct from\nthe game's own self-voice playback in that it is fed by decoded packets, not the preprocessed\nmic. (Avoid: echo — a game audio bus name; sidetone; loopback; monitor.)\n\n**Clean Voice** — a player's voice heard directly, with no item held. (Avoid: plain voice,\nnormal voice.)\n\n**Megaphone Voice** — a player's voice heard through the in-game megaphone.\n\n### Listening\n\n**Ear** — the listener model used to render **Local Voice**. The **Self-Ear** is the local\nplayer's own in-game listener at zero distance from the speaker, facing it, with no occlusion and\nthe player's own outdoorness. It is the only Ear in v1. Its angle is an open calibration point:\none's own voice reaches one's ears off-axis (a wide cone from just in front of the ears), so the\nSelf-Ear may sit part-way along the game's filter-angle curve rather than at angle 0 (see the\nSelf-Ear geometry note in `docs/DESIGN.md`). (Avoid: virtual listener, observer.)\n\n### Processing\n\n**Filter Stage** — the in-process per-voice DSP chain the game runs on each voice before it\nreaches the mixer: decode, compression, soft clip, EQ, occlusion, item colouring. Captured\nexactly by the **Tap**. (Avoid: filter chain, source effects.)\n\n**Mixer Stage** — the effects the game applies inside Unity's audio mixer after the **Filter\nStage** (reverb sends, dry/high trims, megaphone character, compressors). Cannot be captured; the\nmod re-synthesizes it (see [ADR-0002](docs/adr/0002-mixer-stage-resynthesis.md)). (Avoid:\npost-processing, mixer effects.)\n\n**Environment Reverb** — the listener-side room reverb every nearby voice carries on a peer's\nmachine: the main mixer's `Master Wet` SFX Reverb, re-parameterized every frame from the\nlistener's surroundings (`AudioDynamicReverb`). Part of the **Mixer Stage** as heard, but driven\nby the listener's room, not the speaker's channel; the mod reads the game's fourteen live\nparameters and re-synthesizes it last in the chain. (Avoid: room tone, ambience.)\n\n**Tap** — the point in the game's voice pipeline where **Local Voice** is captured for the\n**Sink** instead of being mixed into game audio. The Tap always zeroes what it copies, so the\ngame never plays it. Since [ADR-0005](docs/adr/0005-sink-fed-from-the-encoder-thread.md) the\ndefault feed point is the encoder thread, where nothing enters game audio at all; the Tap is the\n`VoicePlayer` feed point's capture. (Avoid: hook, intercept.)\n\n**Feed point** — where the **Sink** takes **Local Voice** from: the encoder thread (default,\nmod DSP only) or the **Tap** behind an in-game `VoicePlayer` (config `Fidelity.SinkFeed`).\n(Avoid: source, input path.)\n\n### Output\n\n**Sink** — the Windows-side audio stream that carries **Local Voice** out of the game so OBS can\nrecord it as its own track. (Avoid: virtual cable, output device, audio source.)\n\n**Helper** — the separate Windows process, outside the game's process tree, that renders the\n**Sink** so OBS can capture it per-application (see\n[ADR-0001](docs/adr/0001-helper-process-sink.md)). 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{"type":"message","id":"64b2ccbb","parentId":"decdca17","timestamp":"2026-09-12T06:27:52.860Z","message":{"role":"toolResult","toolCallId":"call_bwBMVsJXPeVXUbvkV8bPqEjP|fc_0642f5c8186e9d95016aa4f0e8a7fc87d2979f1ae544039569","toolName":"read","content":[{"type":"text","text":"[docs/KNOWN-HAZARDS.md#466D]\n1:# Known Hazards\n2:\n3:> A **conformance checklist, not advice.** Each hazard below is a first-class\n4:> `REQ-HAZARD-*` requirement in `traceable-reqs.toml`, and is **not \"covered\" until a test tags\n5:> it** (`unit`, plus `int` where the failure is cross-process / cross-node). This file exists to\n6:> make \"we won't re-break X\" mechanical: an entry without a passing tagged test is an open risk,\n7:> and `traceable-reqs check` will say so once the hazard is activated.\n8:\n9:A hazard earns a place here when it is an invariant you have *paid for once* (a real bug, an\n10:incident) or one you have *committed never to introduce*. State it so a test can prove it.\n11:\n12:## Entry format\n13:\n14:Each entry is one numbered subsection with these fields:\n15:\n16:- **Failure** — the concrete bad behavior: what goes wrong, under what sequence / timing / input.\n17:- **Invariant** — the property that MUST hold, phrased so a test can assert it (the thing the\n18:  `REQ-HAZARD-*` requires).\n19:- **Mapping / notes** — where this lives in *this* project, and anything that changes the shape\n20:  of the test.\n21:- **cite** — where the failure / fix is evidenced; reference only — the binding evidence is the\n22:  tagged test.\n23:\n24:---\n25:\n26:## 1. Audio isolation\n27:\n28:### 1.1 Local Voice leaks into the game mix\n29:\n30:- **Failure:** the mod-owned renderer's buffer reaches Unity's mixer, so the local player hears\n31:  themselves with a delay and OBS's game track contains their voice twice.\n32:- **Invariant:** after the Tap runs, every sample the renderer hands back to Unity is zero, for\n33:  every channel count and buffer size the game uses.\n34:- **Mapping / notes:** on the default feed point (ADR-0005, `Fidelity.SinkFeed = Encoder`) the\n35:  renderer creates no in-game source at all, so the invariant holds by construction; the\n36:  encoder-thread build path is tagged for it. On the `VoicePlayer` feed point the Tap is the last\n37:  `IAudioFilter` on the renderer's AudioSource. Unit test drives the filter with a non-zero\n38:  buffer and asserts the buffer is all zeros afterwards and the ring buffer holds the original\n39:  samples.\n40:- **cite:** design decision, `docs/DESIGN.md` (Local Voice renderer). `REQ-HAZARD-NO-GAME-AUDIO-LEAK`.\n41:\n42:## 2. Gameplay independence\n43:\n44:### 2.1 Sink failure changes gameplay\n45:\n46:- **Failure:** the Helper is absent, OBS is not running, the pipe breaks mid-session, or the\n47:  Helper crashes, and the mod throws on the audio thread, blocks a frame, respawns in a loop, or\n48:  mutes the game's own voice playback.\n49:- **Invariant:** every Sink-side failure is absorbed: the renderer keeps producing, the pipe\n50:  writer drops frames, the mod logs once and retries the connection every 5 s, and nothing on\n51:  the game's audio path is touched.\n52:- **Mapping / notes:** pipe writer and Helper spawner. Unit tests simulate a closed pipe and a\n53:  failed spawn and assert no exception escapes and the retry cadence holds.\n54:- **cite:** grilling session decision Q16. `REQ-HAZARD-NO-GAMEPLAY-IMPACT`.\n55:\n56:## 3. Fidelity honesty\n57:\n58:### 3.1 Silent degradation after a game update\n59:\n60:- **Failure:** a game update renames a class, method, field, or mixer parameter; a Harmony\n61:  patch or `AudioMixer.GetFloat` fails; the mod keeps streaming Filter-Stage-only or\n62:  raw-mic audio that no longer represents how others hear the player.\n63:- **Invariant:** every hook and every mixer parameter is resolved at startup; if any is missing\n64:  the mod sets itself disabled, logs one clear line naming the missing symbol, and the Sink\n65:  emits silence.\n66:- **Mapping / notes:** a single bind step that collects all symbols before any patch is applied.\n67:  Unit test feeds a symbol table with one entry missing and asserts the disabled state and the\n68:  single log line.\n69:- **cite:** grilling session decision Q19; `docs/adr/0002-mixer-stage-resynthesis.md`.\n70:  `REQ-HAZARD-NO-PARTIAL-FIDELITY`.\n71:\n72:## 4. Network surface\n73:\n74:### 4.1 The mod becomes visible to peers\n75:\n76:- **Failure:** the Local Voice renderer is implemented as a synthetic remote player or sends\n77:  any Mirror or Dissonance message, so peers see a phantom player, hear duplicated voice, or\n78:  the host rejects the client.\n79:- **Invariant:** the mod only reads outbound packets; it never calls a send method, never\n80:  registers a network identity, and never joins a Dissonance room.\n81:- **Mapping / notes:** the synthetic-remote-player design is a documented fallback only (ADR\n82:  0002). Unit test asserts the Harmony patch set contains only postfixes on send methods and no\n83:  prefixes that alter arguments or skip the original.\n84:- **cite:** grilling session decision Q22. `REQ-HAZARD-NO-PEER-SURFACE`."}],"details":{"totalLines":84,"displayContent":{"text":"# Known Hazards\n\n> A **conformance checklist, not advice.** Each hazard below is a first-class\n> `REQ-HAZARD-*` requirement in `traceable-reqs.toml`, and is **not \"covered\" until a test tags\n> it** (`unit`, plus `int` where the failure is cross-process / cross-node). This file exists to\n> make \"we won't re-break X\" mechanical: an entry without a passing tagged test is an open risk,\n> and `traceable-reqs check` will say so once the hazard is activated.\n\nA hazard earns a place here when it is an invariant you have *paid for once* (a real bug, an\nincident) or one you have *committed never to introduce*. State it so a test can prove it.\n\n## Entry format\n\nEach entry is one numbered subsection with these fields:\n\n- **Failure** — the concrete bad behavior: what goes wrong, under what sequence / timing / input.\n- **Invariant** — the property that MUST hold, phrased so a test can assert it (the thing the\n  `REQ-HAZARD-*` requires).\n- **Mapping / notes** — where this lives in *this* project, and anything that changes the shape\n  of the test.\n- **cite** — where the failure / fix is evidenced; reference only — the binding evidence is the\n  tagged test.\n\n---\n\n## 1. Audio isolation\n\n### 1.1 Local Voice leaks into the game mix\n\n- **Failure:** the mod-owned renderer's buffer reaches Unity's mixer, so the local player hears\n  themselves with a delay and OBS's game track contains their voice twice.\n- **Invariant:** after the Tap runs, every sample the renderer hands back to Unity is zero, for\n  every channel count and buffer size the game uses.\n- **Mapping / notes:** on the default feed point (ADR-0005, `Fidelity.SinkFeed = Encoder`) the\n  renderer creates no in-game source at all, so the invariant holds by construction; the\n  encoder-thread build path is tagged for it. On the `VoicePlayer` feed point the Tap is the last\n  `IAudioFilter` on the renderer's AudioSource. Unit test drives the filter with a non-zero\n  buffer and asserts the buffer is all zeros afterwards and the ring buffer holds the original\n  samples.\n- **cite:** design decision, `docs/DESIGN.md` (Local Voice renderer). `REQ-HAZARD-NO-GAME-AUDIO-LEAK`.\n\n## 2. Gameplay independence\n\n### 2.1 Sink failure changes gameplay\n\n- **Failure:** the Helper is absent, OBS is not running, the pipe breaks mid-session, or the\n  Helper crashes, and the mod throws on the audio thread, blocks a frame, respawns in a loop, or\n  mutes the game's own voice playback.\n- **Invariant:** every Sink-side failure is absorbed: the renderer keeps producing, the pipe\n  writer drops frames, the mod logs once and retries the connection every 5 s, and nothing on\n  the game's audio path is touched.\n- **Mapping / notes:** pipe writer and Helper spawner. Unit tests simulate a closed pipe and a\n  failed spawn and assert no exception escapes and the retry cadence holds.\n- **cite:** grilling session decision Q16. `REQ-HAZARD-NO-GAMEPLAY-IMPACT`.\n\n## 3. Fidelity honesty\n\n### 3.1 Silent degradation after a game update\n\n- **Failure:** a game update renames a class, method, field, or mixer parameter; a Harmony\n  patch or `AudioMixer.GetFloat` fails; the mod keeps streaming Filter-Stage-only or\n  raw-mic audio that no longer represents how others hear the player.\n- **Invariant:** every hook and every mixer parameter is resolved at startup; if any is missing\n  the mod sets itself disabled, logs one clear line naming the missing symbol, and the Sink\n  emits silence.\n- **Mapping / notes:** a single bind step that collects all symbols before any patch is applied.\n  Unit test feeds a symbol table with one entry missing and asserts the disabled state and the\n  single log line.\n- **cite:** grilling session decision Q19; `docs/adr/0002-mixer-stage-resynthesis.md`.\n  `REQ-HAZARD-NO-PARTIAL-FIDELITY`.\n\n## 4. Network surface\n\n### 4.1 The mod becomes visible to peers\n\n- **Failure:** the Local Voice renderer is implemented as a synthetic remote player or sends\n  any Mirror or Dissonance message, so peers see a phantom player, hear duplicated voice, or\n  the host rejects the client.\n- **Invariant:** the mod only reads outbound packets; it never calls a send method, never\n  registers a network identity, and never joins a Dissonance room.\n- **Mapping / notes:** the synthetic-remote-player design is a documented fallback only (ADR\n  0002). Unit test asserts the Harmony patch set contains only postfixes on send methods and no\n  prefixes that alter arguments or skip the original.\n- **cite:** grilling session decision Q22. `REQ-HAZARD-NO-PEER-SURFACE`.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84]},"fileSize":4528,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\KNOWN-HAZARDS.md"}}},"isError":false,"timestamp":1789194472860}}
{"type":"message","id":"fe73f228","parentId":"64b2ccbb","timestamp":"2026-09-12T06:27:52.861Z","message":{"role":"toolResult","toolCallId":"call_aEMVw0YPreTdZI1toMSG9H0i|fc_0642f5c8186e9d95016aa4f0e8a80087d295ba4d78b24a4214","toolName":"read","content":[{"type":"text","text":"[docs/DOCS-STRATEGY.md#900D]\n1:# Documentation strategy\n2:\n3:> A **designed-in commitment**, not an afterthought — grounded in research on\n4:> critically-acclaimed developer docs (Stripe, Twilio, the Rust Book, FastAPI, Cloudflare,\n5:> Anthropic, Diátaxis, `llms.txt`, the Google developer style guide). Governs the **shipped\n6:> product docs** (authored as code lands). The planning docs (CONTEXT / ADRs / design docs) are\n7:> internal and separate.\n8:>\n9:> **Where the docs live:** docs live in **this same repo** under `docs-site/` and are read there\n10:> as markdown. `mdbook build docs-site` runs in the manual gates (`scripts/gates.ps1`) as a\n11:> well-formedness check; nothing is published to GitHub Pages (`docs/CI.md`). Where this file\n12:> says \"CI\", read \"the manual gates run before each release\".\n13:\n14:## The defining constraint: a dual audience\n15:\n16:These docs serve **two readers at once** — human developers *and* the **AI dev-agents that\n17:build on or integrate with this project**. This is the design constraint: every artifact is\n18:authored **once in clean markdown** and served in **two depths** (human-rendered + agent-export).\n19:The agent layer is **first-class, not optional** — make it so good that a dev-agent integrates\n20:correctly on the first try.\n21:\n22:## Principles (top techniques, prioritized)\n23:\n24:1. **Sub-10-minute killer quickstart** — runnable, deterministic, whole-working-thing-first, no\n25:   placeholders. Time-to-first-hello-world is the single most-cited conversion lever.\n26:2. **Diátaxis four-mode separation** — tutorial / how-to / reference / explanation, never mixed\n27:   (mixing is the most-cited cause of confusing docs).\n28:3. **Deterministic, real, copy-pasteable examples everywhere** — no `<YOUR_VALUE_HERE>`\n29:   placeholders; real values that run. Serves humans *and* agents.\n30:4. **Dual-depth agent exports** — `llms.txt` (slim curated index) + `llms-full.txt` (full\n31:   concatenated export), auto-generated in CI, plus markdown content negotiation (a `.md` suffix\n32:   alongside each `.html`, or `Accept: text/markdown`) which cuts agent token use ~90% vs HTML.\n33:5. **One canonical way to do X** — explicitly mark deprecated / alternate paths. Non-determinism\n34:   is fatal for agents.\n35:6. **Complete reference, auto-generated, all error variants** — generate API reference from the\n36:   code for your public surface, plus any machine-readable contract/schema. Generic placeholders\n37:   in reference are a failure mode.\n38:7. **Consistent, positive, conversational voice** — adopt the Google developer style guide:\n39:   second person (\"you\"), active voice, knowledgeable-friend tone. **Frame guidance positively\n40:   and prescriptively** — state what the reader must *do*, not what they must *not* do (\"always\n41:   cut on a record boundary\", not \"never cut mid-record\"; \"`add` activates your adapter\", not\n42:   \"the binary is not an active adapter\"; \"X is exclusive to Y\", not \"X must not have Y\"). Flip\n43:   prohibitions into prescriptions; lead with the must-do and keep the *why* when it earns its\n44:   place. Reserve descriptive negatives for genuine system facts where the positive form would\n45:   lose precision (e.g. \"never spooled\" as a contract term).\n46:8. **Explain *why*, not just *what*** — conceptual docs + diagrams for the project's core model\n47:   and state machines.\n48:9. **Stable, never-renamed anchors / URLs** — agents cache links.\n49:10. **Docs-as-product, gated in CI** — generation (API reference, `llms.txt`, schema, CLI help)\n50:    is part of the build so docs can never drift from code. Drift is the #1 most-cited docs\n51:    failure; this kills it structurally.\n52:\n53:## Information architecture — by capability vertical\n54:\n55:Organize by capability, each vertical carrying the same four Diátaxis modes internally (the\n56:Cloudflare pattern):\n57:\n58:**TravelEar's verticals: Install & OBS setup · Settings · Fidelity (what is captured, what is\n59:re-synthesized) · Helper & Sink (endpoints, monitoring, Offset).** The site lives in\n60:`docs-site/src/`; `SUMMARY.md` is the map.\n61:\n62:Global sequence (Rust Book logic): early runnable project → dependency-ordered concepts →\n63:capstone last. Per-vertical internal template (Django labels × Cloudflare ordering):\n64:`Overview (why + diagram) · Quickstart/Tutorial · How-to guides · Reference (generated) ·\n65:llms.txt`.\n66:\n67:## Killer quickstart targets\n68:\n69:One per audience: the **player** quickstart (`docs-site/src/install.md`: fresh BepInEx install\n70:to a separate OBS track in under 10 minutes, whole-thing-first then decomposed) and the\n71:**dev-agent** quickstart (`AGENTS.md` + `docs/DESIGN.md`: build the plugin against the game's\n72:proxy assemblies and run `scripts/gates.ps1`). TravelEar has no integration surface for other\n73:mods; the named pipe between mod and Helper is internal. Zero placeholders; every value runs.\n74:\n75:## Agent-consumable docs\n76:\n77:- **`llms.txt` / `llms-full.txt`** — auto-emitted in CI; the slim index answers quick questions,\n78:  the full export feeds deep ingestion. Two-level (Cloudflare pattern): a curated root index that\n79:  fans out to per-vertical `llms.txt`; `llms-full.txt` is CI-concatenated page bodies\n80:  (generation-only, never hand-authored).\n81:- **Markdown content negotiation** + deterministic include/exclude tags so agent exports carry\n82:  the canonical path and drop human-only narrative.\n83:- **Machine-readable contract/schema** (e.g. JSON Schema) at a stable, discoverable path, if your\n84:  project has one — the schema *is* documentation.\n85:- **Config keys as first-class agent docs** — TravelEar ships no CLI; its user surface is the\n86:  BepInEx config file. Every key's description string in `Plugin.cs` is the canonical one-line\n87:  doc, and `docs-site/src/settings.md` mirrors it (drift-checked in CI).\n88:\n89:## Site generator: mdBook + custom theme CSS\n90:\n91:**mdBook** is the generator. The **shared theme** lives in `docs-site/theme/` (a\n92:Starlight-inspired skin reused across consumer projects — re-point the accent to rebrand);\n93:**Astro Starlight is the styling north star** (copy its look / feel in the theme CSS, not its\n94:toolchain). Raw `.md` is published alongside each rendered page (`/x.html` ↔ `/x.md`) for the\n95:agent-export convention; `llms.txt` / `llms-full.txt` / any schema are static assets at site root.\n96:\n97:## CI commitments\n98:\n99:Generated reference, the schema, `llms.txt` / `llms-full.txt`, and CLI help exports are\n100:**generated and checked in CI** — a doc-drift gate. The mdBook build + GitHub Pages publish run\n101:in the same pipeline. Doc quality lives on the same footing as tests.\n102:\n103:## Anti-patterns to design against (most-cited failures)\n104:\n105:Doc / code drift (#1 — solved by CI gating); *what* without *why*; too much setup before first\n106:success; generic placeholders in reference; mixed Diátaxis modes; **guidance framed as\n107:prohibitions (\"don't\" / \"never do X\") instead of positive prescriptions**; poor search /\n108:navigation; multiple non-canonical ways to do X (fatal for agents)."}],"details":{"totalLines":108,"displayContent":{"text":"# Documentation strategy\n\n> A **designed-in commitment**, not an afterthought — grounded in research on\n> critically-acclaimed developer docs (Stripe, Twilio, the Rust Book, FastAPI, Cloudflare,\n> Anthropic, Diátaxis, `llms.txt`, the Google developer style guide). Governs the **shipped\n> product docs** (authored as code lands). The planning docs (CONTEXT / ADRs / design docs) are\n> internal and separate.\n>\n> **Where the docs live:** docs live in **this same repo** under `docs-site/` and are read there\n> as markdown. `mdbook build docs-site` runs in the manual gates (`scripts/gates.ps1`) as a\n> well-formedness check; nothing is published to GitHub Pages (`docs/CI.md`). Where this file\n> says \"CI\", read \"the manual gates run before each release\".\n\n## The defining constraint: a dual audience\n\nThese docs serve **two readers at once** — human developers *and* the **AI dev-agents that\nbuild on or integrate with this project**. This is the design constraint: every artifact is\nauthored **once in clean markdown** and served in **two depths** (human-rendered + agent-export).\nThe agent layer is **first-class, not optional** — make it so good that a dev-agent integrates\ncorrectly on the first try.\n\n## Principles (top techniques, prioritized)\n\n1. **Sub-10-minute killer quickstart** — runnable, deterministic, whole-working-thing-first, no\n   placeholders. Time-to-first-hello-world is the single most-cited conversion lever.\n2. **Diátaxis four-mode separation** — tutorial / how-to / reference / explanation, never mixed\n   (mixing is the most-cited cause of confusing docs).\n3. **Deterministic, real, copy-pasteable examples everywhere** — no `<YOUR_VALUE_HERE>`\n   placeholders; real values that run. Serves humans *and* agents.\n4. **Dual-depth agent exports** — `llms.txt` (slim curated index) + `llms-full.txt` (full\n   concatenated export), auto-generated in CI, plus markdown content negotiation (a `.md` suffix\n   alongside each `.html`, or `Accept: text/markdown`) which cuts agent token use ~90% vs HTML.\n5. **One canonical way to do X** — explicitly mark deprecated / alternate paths. Non-determinism\n   is fatal for agents.\n6. **Complete reference, auto-generated, all error variants** — generate API reference from the\n   code for your public surface, plus any machine-readable contract/schema. Generic placeholders\n   in reference are a failure mode.\n7. **Consistent, positive, conversational voice** — adopt the Google developer style guide:\n   second person (\"you\"), active voice, knowledgeable-friend tone. **Frame guidance positively\n   and prescriptively** — state what the reader must *do*, not what they must *not* do (\"always\n   cut on a record boundary\", not \"never cut mid-record\"; \"`add` activates your adapter\", not\n   \"the binary is not an active adapter\"; \"X is exclusive to Y\", not \"X must not have Y\"). Flip\n   prohibitions into prescriptions; lead with the must-do and keep the *why* when it earns its\n   place. Reserve descriptive negatives for genuine system facts where the positive form would\n   lose precision (e.g. \"never spooled\" as a contract term).\n8. **Explain *why*, not just *what*** — conceptual docs + diagrams for the project's core model\n   and state machines.\n9. **Stable, never-renamed anchors / URLs** — agents cache links.\n10. **Docs-as-product, gated in CI** — generation (API reference, `llms.txt`, schema, CLI help)\n    is part of the build so docs can never drift from code. Drift is the #1 most-cited docs\n    failure; this kills it structurally.\n\n## Information architecture — by capability vertical\n\nOrganize by capability, each vertical carrying the same four Diátaxis modes internally (the\nCloudflare pattern):\n\n**TravelEar's verticals: Install & OBS setup · Settings · Fidelity (what is captured, what is\nre-synthesized) · Helper & Sink (endpoints, monitoring, Offset).** The site lives in\n`docs-site/src/`; `SUMMARY.md` is the map.\n\nGlobal sequence (Rust Book logic): early runnable project → dependency-ordered concepts →\ncapstone last. Per-vertical internal template (Django labels × Cloudflare ordering):\n`Overview (why + diagram) · Quickstart/Tutorial · How-to guides · Reference (generated) ·\nllms.txt`.\n\n## Killer quickstart targets\n\nOne per audience: the **player** quickstart (`docs-site/src/install.md`: fresh BepInEx install\nto a separate OBS track in under 10 minutes, whole-thing-first then decomposed) and the\n**dev-agent** quickstart (`AGENTS.md` + `docs/DESIGN.md`: build the plugin against the game's\nproxy assemblies and run `scripts/gates.ps1`). TravelEar has no integration surface for other\nmods; the named pipe between mod and Helper is internal. Zero placeholders; every value runs.\n\n## Agent-consumable docs\n\n- **`llms.txt` / `llms-full.txt`** — auto-emitted in CI; the slim index answers quick questions,\n  the full export feeds deep ingestion. Two-level (Cloudflare pattern): a curated root index that\n  fans out to per-vertical `llms.txt`; `llms-full.txt` is CI-concatenated page bodies\n  (generation-only, never hand-authored).\n- **Markdown content negotiation** + deterministic include/exclude tags so agent exports carry\n  the canonical path and drop human-only narrative.\n- **Machine-readable contract/schema** (e.g. JSON Schema) at a stable, discoverable path, if your\n  project has one — the schema *is* documentation.\n- **Config keys as first-class agent docs** — TravelEar ships no CLI; its user surface is the\n  BepInEx config file. Every key's description string in `Plugin.cs` is the canonical one-line\n  doc, and `docs-site/src/settings.md` mirrors it (drift-checked in CI).\n\n## Site generator: mdBook + custom theme CSS\n\n**mdBook** is the generator. The **shared theme** lives in `docs-site/theme/` (a\nStarlight-inspired skin reused across consumer projects — re-point the accent to rebrand);\n**Astro Starlight is the styling north star** (copy its look / feel in the theme CSS, not its\ntoolchain). Raw `.md` is published alongside each rendered page (`/x.html` ↔ `/x.md`) for the\nagent-export convention; `llms.txt` / `llms-full.txt` / any schema are static assets at site root.\n\n## CI commitments\n\nGenerated reference, the schema, `llms.txt` / `llms-full.txt`, and CLI help exports are\n**generated and checked in CI** — a doc-drift gate. The mdBook build + GitHub Pages publish run\nin the same pipeline. Doc quality lives on the same footing as tests.\n\n## Anti-patterns to design against (most-cited failures)\n\nDoc / code drift (#1 — solved by CI gating); *what* without *why*; too much setup before first\nsuccess; generic placeholders in reference; mixed Diátaxis modes; **guidance framed as\nprohibitions (\"don't\" / \"never do X\") instead of positive prescriptions**; poor search /\nnavigation; multiple non-canonical ways to do X (fatal for agents).","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108]},"fileSize":6820,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\DOCS-STRATEGY.md"}}},"isError":false,"timestamp":1789194472861}}
{"type":"message","id":"b189778e","parentId":"fe73f228","timestamp":"2026-09-12T06:27:52.864Z","message":{"role":"toolResult","toolCallId":"call_84fMn3WSykfM2FCCsmfmvCHP|fc_0642f5c8186e9d95016aa4f0e8a7e087d2b5aebab6755e8cec","toolName":"read","content":[{"type":"text","text":"[M3-PLAN.md#A58B]\n1:# M3 — Mixer Stage, Megaphone, Offset display, Sink feed point (JIT plan)\n…\n155:## Status log\n…\n157:- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n…\n299:- **T4 prep** (2026-09-08, while run 3 waits on the operator): the release runbook's artifact\n300:  layout was stale (no `TravelEar.Core.dll`; the Helper placed under `plugins`, which BepInEx\n301:  would scan). `scripts/release.ps1` now assembles `dist/TravelEar-vX.Y.Z/` as a `BepInEx\\` tree\n302:  (`plugins/TravelEar/{TravelEar,TravelEar.Core}.dll`, `TravelEar.Helper/TravelEar.Helper.exe`\n303:  single-file self-contained publish), zips it, writes `SHA256SUMS.txt`, extracts the changelog\n304:  section to `RELEASE-NOTES-vX.Y.Z.md`, and refuses a version mismatch between\n305:  `Directory.Build.props` and `Plugin.cs` or a missing `## [X.Y.Z]` section (`-Draft` takes\n306:  `[Unreleased]` for a smoke test). Runbook steps 5-7 rewritten around it (fresh-install check is\n307:  step 7). `CHANGELOG.md` `[Unreleased]` rewritten as the v1.0.0 body per the runbook's rules\n308:  (user-facing only, no milestone codes; Local Voice, environment reverb, fall reverb, megaphone,\n309:  transmit gate, Helper + OBS, Offset row, settings, test tone, requirements). README: stale\n310:  \"implementation not started\" status replaced, install steps match the zip layout, OBS /\n311:  `SinkEndpoint` / Offset sections, settings table trimmed to the common keys with a link to the\n312:  full docs-site table. docs-site install page: zip layout, ~200 ms figure, Offset row + the real\n313:  `Offset:` log line. Not done until run 3 and the operator's word: version bump 0.1.0 -> 1.0.0,\n314:  the `## [1.0.0]` retitle, tag, `gh release create`, fresh-install run, and question 4's default\n315:  (T2b made the environment reverb live-driven, so `EnvironmentReverb` on is the proposed default;\n316:  `MixerReverbFall` stays on with its approximate decay unless the operator objects).\n317:- **M3 run 3** (2026-09-09 00:36-00:43 local, operator solo run on `30b053e`, default feed):\n318:  operator's ear: no processing effects, no reverb in the hallway, no difference outdoors;\n319:  Settings > Audio had nothing new. Log: two defects, each logged once at load. (1)\n320:  `Environment reverb: inputs unreadable, stage bypassed: Method not found: '!0 ByRef\n321:  Il2CppSystem.ReadOnlySpan`1.GetPinnableReference()'` — `AudioMixer.GetFloat(\"MasterWet\")` is an\n322:  unstripped Unity 6 body whose span pin is stripped; the `GetFloat_Injected` icall is absent from\n323:  GameAssembly.dll, so there is no read path (reference doc section 6). The stage was bypassed all\n324:  run (`environment reverb: bypassed (inputs unreadable)`), which is why the hallway carried no\n325:  reverb. Fix: `MixerFloats`, a Harmony postfix on `AudioMixer.SetFloat(string, float)` (symbol\n326:  `AudioMixerSetFloat` in `GameSymbols.Bind`) remembering the game's `MasterWet` writes; the\n327:  renderer assumes 0 dB and says so once until the first write, then reports the value and the\n328:  write count in the `Environment reverb:` line and the stats line. (2) `Offset row: unavailable\n329:  (InvalidOperationException: The cloned SettingsRow has no title.)` — the Audio category's last\n330:  row has no `title`. Fix: the template is the last row carrying a caption (`title`, then\n331:  `sliderLabel`, then `arrayLabel`) and the clone keeps that field; the success line names the\n332:  field. Also unexercised again: falls 0, megaphone broadcasts 0 (T1/T2 checks still owed).\n333:  Counters clean: 6021 frames encoded = decoded = sent, `dropped 0`, `errors 0`, mixer stage\n334:  `live` (identity at the Self-Ear); Helper `underruns 0, starves 0, trims 0`, 6021 frames.\n335:  Gates green, 210 tests, deployed 01:17 local. Operator check owed (run 4): hallway A/B, the\n336:  `Environment reverb:` line showing `MasterWet … (N writes)` or `(assumed)`, stats\n337:  `environment reverb: live`; Settings > Audio last row `TravelEar offset:` in both menus and\n338:  `Offset row: added … via <field>` twice; plus the T1/T2 checks (fall outdoors while talking;\n339:  hold and use a megaphone).\n340:- **M3 run 4** (2026-09-09 00:36-02:45 local, operator solo run on `b232692`, default feed; all\n341:  checks exercised: hallway, big indoor room, outdoors, 7 falls, a megaphone, both menus).\n342:  Log: `MasterWet` written by the game (0 dB, 155k writes by the end: it is written every frame\n343:  along with the DSP floats), environment reverb `live` all run, `Offset row: added` twice (via\n344:  `sliderLabel`), 7 `Mixer stage: falling` lines, no warnings; counters clean (54039 frames,\n345:  `dropped 0`, `errors 0`; Helper `underruns 0, starves 0, trims 0`). The game's parameters\n346:  differ strongly between the hallway (RS 0.3-0.5, O 0.07-0.14, Decay 0.9-1.1 s, Reverb -620..\n347:  -870 mB) and the big room (RS 0.42, O 0.65, Decay 0.24 s, Reverb -2240 mB). Operator's ear:\n348:  (1) reverb present indoors but the big room sounded much like the hallway, whereas peers hear\n349:  the hallway distinctly stronger; (2) the reverb cut off abruptly once quiet; (3) Local Voice a\n350:  little hot; (4) the gate over-eager on quiet word ends even with the game's noise suppression\n351:  off; (5) the settings row wrapped into a column (caption landed in the slider's value box);\n352:  (6) the two red bells' effect (voices distort low and slow down nearby, go silent up close)\n353:  not applied to Local Voice. Also: `megaphone: none, broadcasts 0` all run although the\n354:  transmit signal showed the `MegaphoneA` token room transmitting: the held-prop chain\n355:  (`hands.heldProp.radioVoiceAssigner`) read nothing, silently. Diagnosis for (1)+(2): the\n356:  stages ran only on passed frames (`environment reverb: frames 23923` = passed 23923), so every\n357:  tail was cut when the gate closed ~360 ms after speech; a 1 s hallway tail truncated to 0.36 s\n358:  is the big room's 0.24 s tail. (3) is the game's arithmetic: -6 dB dry bus + the reverb's own\n359:  dry copy (`DryLevel` -250..-400 mB) sums to about +1 dB (`dry 1.13 (copy 0.63)` in the stats\n360:  line). Fixes (this commit): reverb tails rendered through the gate's silence for up to 4 s\n361:  after the last passed frame (`RenderTail`; stats `tail frames`); `Fidelity.TransmitHoldMs`\n362:  (0 = automatic) and `Fidelity.OutputTrimDb` (0) knobs; megaphone fallback: a transmitting\n363:  `Megaphone*` room counts as broadcasting (stats `via prop|room`), with a `Megaphone: probe`\n364:  line (every 5 s, 10 max) dumping the held-prop chain while the room is open so the proper\n365:  path can be fixed; Offset row caption = the row's widest heading `LocalizedText` (not the\n366:  value label), word wrap off, log says `via heading '<name>'`; `MixerFloats` logs the first\n367:  write of every distinct exposed float (60 max) and the stats line counts them, so the next\n368:  run maps what the game drives near a red bell. `SfxReverbSceneTests` (2): with run 4's real\n369:  parameters the hallway's tail after 0.4 s must sit >= 10 dB above the big room's and still\n370:  ring a second in. Red bells + water + the rest of the effect map: a background analysis is\n371:  writing `docs/reference/big-walk-voice-effects-catalog.md` (every scenario, mechanism,\n372:  parameters, what the mod covers); its gaps become M4 seeds. Operator check owed (run 5):\n373:  hallway vs big room contrast and the tail after each phrase; whether the megaphone now renders\n374:  (`Megaphone: broadcast started`, `via room`, and what the probe lines say); the settings row\n375:  on one line in both menus; try `TransmitHoldMs` 400-500 and `OutputTrimDb` -3 if the gate or\n376:  level still bother; walk up to a red bell while talking and note the `Mixer floats: first\n377:  write` lines.\n378:- **M3 run 5** (2026-09-09 ~03:00-03:20 local, two launches on `d57f994`; the second, a short\n379:  settings check, overwrote the first's `LogOutput.log`, so only the short one is on disk).\n380:  Operator's ear: the hallway now sounds different from the big room and the reverb no longer\n381:  cuts off; words still cut a little and Local Voice is still a bit hot (better); **A/B against\n382:  remote players in the big room: Local Voice's echo and reverb are far too wet**; no settings\n383:  row visible. Operator rulings: (a) the fall reverb makes no sense on Local Voice (the Self-Ear\n384:  never recedes from the speaker) -> `Fidelity.MixerReverbFall` default off, kept for\n385:  comparison; (b) the wet levels must come from measurement, not trial and error. Short-run log:\n386:  `Offset row: added … from row 'SettingsRow_Button Reset' via heading 'Title' (800 px wide)` —\n387:  with run 4's field filter gone the template became the category's last row, the Reset button,\n388:  whose clone is not visible in the list -> the template is now the last row that is a setting\n389:  (slider, title or array label). `Mixer floats: first write` listed 35 exposed floats the game\n390:  writes in the menu alone: `MasterLP 22000`, `MasterFreqGain3k/1k 1`, `VoicePitch 1`,\n391:  `FoleyPitch`, `PropPitch`, `SuperWetPitch 1`, `BiomeAmbPitch`, `SuperWet_Blindfold /\n392:  _Speechlessness / _Ending -80`, `Voice_Dry 0`, `Voice_Wet 0`, `Voice_SuperWet 0`, `MasterWet 0`,\n393:  the ambience volumes / HP / LP, and the 14 SFX Reverb floats (`DryLevel … Density`) —\n394:  `VoicePitch` and `Voice_SuperWet` + `SuperWetPitch` are the first candidates for the red\n395:  bells. Fixes (this commit): `SessionLog` copies every TravelEar line and every warning/error to\n396:  `%LOCALAPPDATA%\\TravelEar\\logs\\game-<timestamp>.log` per launch (newest 12 kept), so no run is\n397:  lost again; Offset row template rule; fall reverb default off; the operator's config set to\n398:  `TransmitHoldMs = 450`, `OutputTrimDb = -3` to try. Megaphone and red-bell evidence from the\n399:  first launch is gone; owed again in run 6.\n400:- **M3 run 6** (2026-09-09 23:59 - 00:08 local on `4c89e77`; the first run kept by `SessionLog`,\n401:  `logs\\game-20260909-235917.log`). Operator's ear: (1) still too loud and hot (clipping), T4a\n402:  is the tell; (2) hallway vs big room fine; (3) one minor word clip, mostly good at hold 450;\n403:  (4) the megaphone renders as intended; (5) the voice fades near a red bell, but the pitch bend\n404:  and the smeared, dark character are missing; (6) ruling: TravelEar already owns a window, so\n405:  the game's menus need no augmentation — the information and the option tweaks belong in\n406:  TravelEar's own window. Log: `source gain` tracked indoor 0.50-1.00 and speechless 1.00 -> 0.00\n407:  (`sp` reached 1.00 at the bell's centre); limiter reduction peaked at 2.1 dB; **the remote\n408:  path's makeup reached 6.97 (16.9 dB) with pre-clip peaks of 1.02-1.17** — the ported makeup\n409:  loop winds up through silence and the first loud word hits the soft clip, the likeliest\n410:  \"hot / clipping\", and T4a measures whether a real peer gets the same; megaphone `broadcast\n411:  started (#1..3) … via room`, every probe `heldProp 'MegaphoneProp', radioVoiceAssigner null`\n412:  (the held-prop chain stops at the assigner; the room fallback carried it); `Offset row: added …\n413:  from row 'SettingsRow_Slider Volume (4)'` in both menus; Helper 0 underruns, 1 starve, 1 trim\n414:  over 8112 frames; 71 mixer floats seen, among them `VoicePitch`, `SuperWetPitch`,\n415:  `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n416:  listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n417:\n418:### T4a — Reference capture (added 2026-09-09 after run 5)\n419:\n420:Why: the operator's A/B says Local Voice's reverb is far wetter than a remote voice in the same\n421:room, and question 4 always said the reverb is calibrated against a second-client recording.\n422:Guessing FMOD's SFX Reverb calibration (what 0 mB of `Room`/`Reverb` means in absolute wet\n423:energy) is the one thing the decompile cannot answer; a measurement can. Design:\n424:\n425:- Two machines: the operator's PC as the **listener** (mod installed, `Calibration.Capture =\n426:  true`), a second machine as the **speaker** joining the session, feeding a known test signal\n427:  into its mic (VoiceMeeter can play a WAV: a click train + a 2 s log sweep + a speech clip,\n428:  repeated), standing at the Self-Ear distance in each place of interest (hallway, big room,\n429:  outdoors, falling, with a megaphone, near a red bell).\n430:- The listener's mod records, time-stamped, into `%LOCALAPPDATA%\\TravelEar\\calibration\\<run>\\`:\n431:  (a) each remote voice's decoded PCM as it leaves its `AudioFilterMixer` (the `TapFilter`\n432:  postfix already fires for every mixer; for non-local mixers it writes `remote-<n>.wav` when\n433:  capture is on) — the exact input to the game's mixer path; (b) every mixer float write with\n434:  its time (`MixerFloats` -> `floats.csv`: `Dry{n}`, `High{n}`, the sends, the 14 DSP floats,\n435:  `MasterWet`, `VoicePitch`, …) — the exact parameter timeline; (c) the game's final output: the\n436:  Helper gains `--loopback <device>` (NAudio `WasapiLoopbackCapture`) and the mod starts one\n437:  when capture is on, writing `output.wav`; (d) `Local Voice` itself for the same signal is not\n438:  needed: the Core chain is re-run offline on (a) with (b).\n439:- Offline: `tools/calibrate.py` (numpy) aligns (a) and (c) by cross-correlating the click train,\n440:  measures per place the dry gain, the early/late wet-to-dry energy ratio and the decay, then\n441:  renders (a) through the Core chain (`TravelEar.Calibrate` console tool referencing Core, given\n442:  the params from (b)) and reports the delta per stage. Constants that the measurement fixes\n443:  (SfxReverb's wet calibration, the bus sum, the megaphone compressors) go into Core with the\n444:  measured figures cited in the reference doc; `SfxReverbSceneTests` gains the measured targets.\n445:- Also answers: the fall reverb ruling (does a peer beside a faller hear it at all), what the\n446:  megaphone chain really sounds like beside the holder, the red-bell mechanism, and question 4.\n447:- Tag: `[doc->REQ-MIXER-RESYNTH]`; impl under the existing requirement.\n448:- **Topology (operator, 2026-09-09):** the second machine is a Switch 2 with no way to feed its\n449:  mic, but its audio OUTPUT can be captured on this PC. So the roles flip: this PC is the\n450:  SPEAKER (the mod on it, the test signal into its mic through VoiceMeeter's recorder), the\n451:  Switch is a real LISTENER standing beside the PC's avatar, and the Switch's output captured on\n452:  the PC is literally what another player hears, whole console mix included. Local Voice for the\n453:  same signal is written at the same time, so peer vs Local Voice is the delta directly. Absolute\n454:  level is unknowable through a console volume and a capture card, so all comparisons are\n455:  relative to a reference segment (outdoors) and everything else is ratios: dry level, wet-to-dry,\n456:  decay, spectral tilt. Ambience on the Switch is a confound; the click train and sweeps separate it.\n457:- **Built** (2026-09-09): `Calibration.Capture` / `Calibration.CaptureDevice` config\n458:  (`CalibrationCapture`: `input.wav` = decoded outbound voice before the chain, `local-voice.wav`\n459:  = the chain's output sample-aligned, `frames.csv` = per-frame gate disposition + encode stamp +\n460:  wall clock, `floats.csv` = every mixer float write via `MixerFloats.Observer`, `session.txt` =\n461:  the config in force; the stats line shows the capture's progress); Core `WavWriter`; Helper\n462:  `--capture <device> --out <file>` (`CaptureRecorder`, NAudio `WasapiCapture` of a capture\n463:  endpoint to WAV, window = stop), started by the mod as a second Helper when `CaptureDevice` is\n464:  set (`HelperLauncher.TryLaunchCapture`); `tools/make-calibration-signal.ps1` (Windows TTS\n465:  sentence + clicks + 2 s log sweep + silences per cycle, 48 kHz 16-bit; the wav is git-ignored);\n466:  `tools/calibrate.py` (numpy/scipy/soundfile: resample + downmix peer, envelope\n467:  cross-correlation alignment, phrases from `frames.csv`, per phrase peer-vs-local level, tail\n468:  energy in three windows after the phrase, 1/3-octave tilt; `--reference` normalises the peer\n469:  level on a named segment). Gates green, 212 tests. Operator procedure: set `Capture = true` and\n470:  `CaptureDevice` to part of the capture card's name; generate the signal once\n471:  (`pwsh tools/make-calibration-signal.ps1`), play it on loop from VoiceMeeter's recorder into\n472:  the game mic; the Switch listens beside the PC's avatar; visit outdoors (reference), the\n473:  hallway, the big room, the megaphone, a fall, a red bell, noting the wall-clock time of each;\n474:  then `python tools/calibrate.py <capture dir> --segments seg.csv --reference outdoors`.\n475:\n476:### T4c — Fact-based gaps from the effects catalogue (added 2026-09-09)\n477:\n478:`docs/reference/big-walk-voice-effects-catalog.md` (background analysis, committed `dd4081c`)\n479:catalogued every effect a remote voice meets: 32 scenarios, every exposed float with defaults and\n480:writers, no snapshots anywhere, the full listener path with gains, 12 errata. What needs no\n481:measurement is implemented here; the rest are seeds.\n482:\n483:- **Built** (2026-09-09): (0) indoor attenuation, the catalogue's top gap and the likely \"hot\"\n484:  indoors: `AudioSourceController`'s `_outdoornessVol = listenerOutdoorness * 0.5 + 0.5`\n485:  (-6 dB fully indoors, smoothed 3/s) — Core `SourceVolume`, applied after the in-process\n486:  filters and before the mixer stages, `Fidelity.IndoorAttenuation`; (1a) the red bells' volume\n487:  term `_speechlessVol = 1 - speechlessness` (lerp 5/s), same class, symbols\n488:  `PlayerCharacter.speechless` + `PlayerSpeechless.speechlessness`, `Fidelity.SpeechlessVolume`;\n489:  (3) the master limiter: `Compressor` gained a ratio and a quadratic soft knee, `MasterLimiter`\n490:  = Duck Volume -3 dB (or the live `MasterLimiterThreshold` float) 10:1, 0.1 ms attack, 125 ms\n491:  release, 20 dB knee, applied last on both the pass and the tail paths, `Fidelity.MasterLimiter`;\n492:  (4) the megaphone mixer: compressor 10 ms / 1000 ms (was 50 / 50), the post stage is the Duck\n493:  Volume (-15 dB, 5:1, 250 ms — the old 0.25 was a units bug — knee 10), plus the fixed 5 kHz\n494:  low-pass, ParamEQ 2500 Hz octave 0.8 gain 2.5 (Q 1.78, +8 dB), the SFX reverb at d = 0 (full\n495:  dry, -10 dB room, 2 s) through `SfxReverb`, and the wet-only 100 ms echo (decay 0.3),\n496:  `Fidelity.MegaphoneMixer`, `MegaphoneToggles.Mixer`; erratum 1: `MixerStageInputs.GlobalVoiceVolume`\n497:  renamed `ListenerReverbTime` and fed from `AudioDynamicReverb.ReverbTime` (boost is still\n498:  silent at the Self-Ear). Stats line: `source gain`, `limiter`. Tests: `ListenerGainTests` (8).\n499:- **Seeds (M4, from the catalogue's ranked gaps):** (red bells rows 9-10 moved to T4e); cliff echo\n500:  (`EchoRemote`, two copies 0.7-1.5 s, LP/HP, ducker, 6 s reverb); blindfold worn by the local\n501:  player (full-wet LowPass 1500 Hz Q 0.6 on our voice as others hear it; state from\n502:  `postProcessingManager.blindfoldPPVolume.weight`); blindfold/headphone listening tone\n503:  (`MasterLP`, `MasterFreqGain*`); ending and black tower super-wet returns; walkie/radio (out of\n504:  scope by design); `High{n}` as a 250 Hz band split instead of a 3 kHz shelf; the `Reverb Fall`\n505:  return's real 4 s / HF ratio 2 / +3 dB character (now off by default anyway).\n506:\n507:### T4d — The Offset moves to the Helper window (operator ruling, run 6)\n508:\n509:Why: TravelEar already owns a window (the Helper's status window, OBS's capture target), so the\n510:game's menus need no augmentation. `OffsetRow` — the `SettingsRow` cloning of T3, the fragile\n511:part of the settings work — goes; the Helper shows the Offset itself, from the same\n512:capture/render pairs it already reports back to the mod (`OffsetAverager`, 10 s window, the\n513:`OffsetRowCaption` wording kept in Core as the shared caption). The mod's `Offset:` log line\n514:stays. Option tweaks in the window need a Helper -> mod control channel and a live config\n515:reload; that is an M4 seed. For v1.0 the options stay BepInEx config entries, which\n516:ModSettingsMenu surfaces unchanged (that is a third-party mod's menu, not an augmentation of\n517:the game's). Docs: DESIGN \"Config and settings UI\" and the Offset paragraph, README \"Offset\",\n518:docs-site settings page, CHANGELOG, `REQ-OFFSET-MEASURE`'s title.\n519:\n520:### T4e — Red bells rows 9-10 (operator, run 6)\n521:\n522:Why: run 6 confirmed the fade (row 8) and missed the pitch bend and the smeared, dark\n523:character (rows 9-10). In the game both are listener-side (catalogue 5.5, items 2 and 4); at\n524:the Self-Ear the listener stands in the speaker's zone, so `sp_listener = sp_speaker`, and the\n525:game itself writes the listener's floats every frame on this machine — `VoicePitch`,\n526:`SuperWetPitch`, `SuperWet_Speechlessness`, `Voice_SuperWet`, all seen in run 6 — so the mod\n527:reads them from `MixerFloats` and needs no prefab constants. Build: Core `Fft` +\n528:`PitchShifter` (phase vocoder, FFT 1024, overlap 4 — the voice mixer's `Dry` group Pitch\n529:Shifter, on the dry path only; the reverb returns bypass it as in the asset, so the `High` cut\n530:moves onto the dry path too); `Chorus` (the asset's fixed 3-tap chorus: dry 1, wet 0.75 / 0.5\n531:/ 0.25, delay 100 ms, rate 0.5 Hz, depth 0.5); `SpeechlessBloom` = the main mixer's `Voice`\n532:group into `VOICE SUPER WET BUS` (`Voice_SuperWet`) -> group pitch `SuperWetPitch`\n533:(approximated by the pitch shifter: pitch without tempo, where the mixer group's resample\n534:also slows the wash) -> the fixed SFX Reverb (6.8 s, RoomHF -2000, HF ratio 0.15, Density 25,\n535:wet only) -> Chorus -> the `Speechlessness` return at `SuperWet_Speechlessness` dB, summed\n536:after the environment reverb and before the limiter; the gate's tail runs 7 s while the return\n537:is open. Config `Fidelity.SpeechlessPitch`, `Fidelity.SpeechlessBloom`. Approximate: the\n538:vocoder vs Unity's shifter (same family), the Freeverb-based `SfxReverb`, the chorus LFO shape.\n539:Tests: `PitchShifterTests`, `ChorusTests`, `SpeechlessBloomTests`, `MixerStageTests` (pitch).\n540:\n541:### T0 bodies read (2026-09-07, background agent; full report `docs/reference/big-walk-local-voice-wiring.md`)\n542:\n543:The decomp trees from 2026-09-06 were current (GameAssembly.dll 2026-08-28), so no regeneration;\n544:`GlobalAudioEffects`, `AudioSourceController`, `AudioDynamicReverb`, `AudioPool`,\n545:`AudioPlayHelper` and `BiquadFilters` were resolved in addition to the already-resolved\n546:`SelfEcho`, `LocalVoicePlayer`, `VoicePlayer`, `PlayerVoicePlaybackControl`, `PlayerLips`,\n547:`RadioVoiceAssigner`.\n548:\n549:**Question 1 (feed point): moved.** A `Clean` `VoicePlayer` in synthesizer mode adds, between\n550:the provider ring read and the source output, only `ring[readHead++]` and\n551:`AudioFilterMixer`'s `clamp(envelope x data, -1, 1)`, where the envelope is the source's gain\n552:chain (Unity spatial gain at the Self-Ear's 3 in, cue volumes), near unity. No type-specific\n553:filter for `Clean`, no mixer floats written (those belong to `PlayerVoicePlaybackControl`,\n554:already ported in M2), no `SamplePlaybackComponent` DSP. `SelfVoice` mode is an Allpass biquad\n555:with `_vol = 0`: silent by construction, so it was never a candidate. The one game filter the mod\n556:attached itself, the 400 Hz PeakingEQ, is a documented RBJ kernel and is now Core `PeakingEq`.\n557:Nothing material remained, so ADR-0005 moves the feed to the encoder thread and keeps the\n558:ADR-0003 path as `Fidelity.SinkFeed = VoicePlayer` for A/B until a release ships on the default.\n559:Hazard 1.1 holds by construction on the default path.\n560:\n561:**Question 2 (`LocalVoicePlayer` / `SelfEcho`): not a better host; constants recorded.**\n562:`SelfEcho` owns three `LocalVoicePlayer` emitters (centre, +-60 deg at 1 m), an `AudioMixer`,\n563:the `AudioDynamicReverb` and six heading-sector echo buckets. Its input is the raw Unity\n564:microphone clip (`DissonanceComms.Clip`), not `LocalVoiceProvider`; it is enabled through\n565:`PlayerLips.SetOutdoorEcho(true)` -> `DissonanceComms.AddToken(\"echo\")`. Per `LateUpdate` it\n566:writes `CenterDelay/LeftDelay/RightDelay = 700 + 800 * far/(mid+far)` ms,\n567:`Center/Left/RightDecay = 0.4 + 0.2 * mid`, `MasterVol = lerp(clamp01(height/100) * -6 dB, 3/s)`,\n568:and each emitter's `ScriptableVolume = lerp(outdoorness * (1-near) * (mid+far), 2/s)`, with\n569:near/mid/far the smoothed fractions of reverb rays landing under 50 m / under 200 m / beyond.\n570:`LocalVoicePlayer` plays that mic clip on a pooled `AudioSourceController` with the playhead\n571:pinned 512 samples behind `Microphone.GetPosition`; it hosts no Dissonance DSP and needs an\n572:`AudioClip`, so it cannot host mod PCM. v1.1's cliff echo is a Core re-synthesis from these\n573:constants (M4 seed).\n574:\n575:**Question 3 (Megaphone state): answered, recipe recorded.** There is no `Megaphone*` room-name\n576:literal in code; the room name is prefab data on `RadioVoiceAssigner.roomName` (default\n577:`\"RadioA\"`). The megaphone is a `Prop` whose `radioVoiceAssigner` owns a prefab `VoicePlayer`\n578:with `PlayerType == Megaphone`. Pressing it (`Peck`, networked) sets\n579:`latestBroadcastPlayer`, calls `PlayerLips.SetTalkingIntoRadio(true, roomName)` ->\n580:`DissonanceComms.AddToken(roomName)` on the local player, sets `isBroadcasting` and fires the\n581:static `RadioVoiceAssigner.onChange`; release removes the token and clears `isBroadcasting` once\n582:`GetIsSpeakingInto(roomName)` drops. The remote side hard-switches (`SampleProvider` swap, no\n583:fade). Detection for T2, main thread:\n584:`WorldManager.localPlayerCharacter.hands.heldProp.radioVoiceAssigner` with\n585:`voicePlayer.PlayerType == Megaphone` (read before `StartReceiving` may flip it to `SelfVoice`;\n586:`_cachedVoiceType` is the stable copy); talking = `isBroadcasting && latestBroadcastPlayer ==\n587:me`, cross-checked by the comms holding the `roomName` token; edges from `onChange`. The remote\n588:render applies, in process, a `BitCrusher` (24 bit, 4800 Hz, dry/wet 0.6, smooth 0.6, mono) and\n589:a `BiquadFilters` HighPass 300 Hz Q 0.4, then 13 mixer floats on the cue's mixer (`ReverbDry`,\n590:`ReverbWet`, `ReverbDensity`, `ReverbDecayTime`, `ReverbLF`, `ReverbDecayHFRatio`,\n591:`HPFrequency`, `LPFrequency`, `CompressorGain`, `CompressorThreshold`,\n592:`PostCompressorThreshold`, `PostCompressorRelease`, `PostCompressorGain`) and\n593:`Megaphone{n}Wet/Dry` on its parent, all from `VoicePlayer.Update` with the formulas in the\n594:report's section 3. T2 therefore ports the BitCrusher and high-pass to Core and takes the\n595:megaphone mixer set into the Mixer Stage.\n596:\n597:## Gate\n598:\n599:`pwsh scripts/gates.ps1` green; every task's operator verification recorded here; the v1.0 tag\n600:exists and the GitHub Release carries the zip."}],"details":{"totalLines":600,"displayContent":{"text":"# M3 — Mixer Stage, Megaphone, Offset display, Sink feed point (JIT plan)\n…\n## Status log\n…\n- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n…\n- **T4 prep** (2026-09-08, while run 3 waits on the operator): the release runbook's artifact\n  layout was stale (no `TravelEar.Core.dll`; the Helper placed under `plugins`, which BepInEx\n  would scan). `scripts/release.ps1` now assembles `dist/TravelEar-vX.Y.Z/` as a `BepInEx\\` tree\n  (`plugins/TravelEar/{TravelEar,TravelEar.Core}.dll`, `TravelEar.Helper/TravelEar.Helper.exe`\n  single-file self-contained publish), zips it, writes `SHA256SUMS.txt`, extracts the changelog\n  section to `RELEASE-NOTES-vX.Y.Z.md`, and refuses a version mismatch between\n  `Directory.Build.props` and `Plugin.cs` or a missing `## [X.Y.Z]` section (`-Draft` takes\n  `[Unreleased]` for a smoke test). Runbook steps 5-7 rewritten around it (fresh-install check is\n  step 7). `CHANGELOG.md` `[Unreleased]` rewritten as the v1.0.0 body per the runbook's rules\n  (user-facing only, no milestone codes; Local Voice, environment reverb, fall reverb, megaphone,\n  transmit gate, Helper + OBS, Offset row, settings, test tone, requirements). README: stale\n  \"implementation not started\" status replaced, install steps match the zip layout, OBS /\n  `SinkEndpoint` / Offset sections, settings table trimmed to the common keys with a link to the\n  full docs-site table. docs-site install page: zip layout, ~200 ms figure, Offset row + the real\n  `Offset:` log line. Not done until run 3 and the operator's word: version bump 0.1.0 -> 1.0.0,\n  the `## [1.0.0]` retitle, tag, `gh release create`, fresh-install run, and question 4's default\n  (T2b made the environment reverb live-driven, so `EnvironmentReverb` on is the proposed default;\n  `MixerReverbFall` stays on with its approximate decay unless the operator objects).\n- **M3 run 3** (2026-09-09 00:36-00:43 local, operator solo run on `30b053e`, default feed):\n  operator's ear: no processing effects, no reverb in the hallway, no difference outdoors;\n  Settings > Audio had nothing new. Log: two defects, each logged once at load. (1)\n  `Environment reverb: inputs unreadable, stage bypassed: Method not found: '!0 ByRef\n  Il2CppSystem.ReadOnlySpan`1.GetPinnableReference()'` — `AudioMixer.GetFloat(\"MasterWet\")` is an\n  unstripped Unity 6 body whose span pin is stripped; the `GetFloat_Injected` icall is absent from\n  GameAssembly.dll, so there is no read path (reference doc section 6). The stage was bypassed all\n  run (`environment reverb: bypassed (inputs unreadable)`), which is why the hallway carried no\n  reverb. Fix: `MixerFloats`, a Harmony postfix on `AudioMixer.SetFloat(string, float)` (symbol\n  `AudioMixerSetFloat` in `GameSymbols.Bind`) remembering the game's `MasterWet` writes; the\n  renderer assumes 0 dB and says so once until the first write, then reports the value and the\n  write count in the `Environment reverb:` line and the stats line. (2) `Offset row: unavailable\n  (InvalidOperationException: The cloned SettingsRow has no title.)` — the Audio category's last\n  row has no `title`. Fix: the template is the last row carrying a caption (`title`, then\n  `sliderLabel`, then `arrayLabel`) and the clone keeps that field; the success line names the\n  field. Also unexercised again: falls 0, megaphone broadcasts 0 (T1/T2 checks still owed).\n  Counters clean: 6021 frames encoded = decoded = sent, `dropped 0`, `errors 0`, mixer stage\n  `live` (identity at the Self-Ear); Helper `underruns 0, starves 0, trims 0`, 6021 frames.\n  Gates green, 210 tests, deployed 01:17 local. Operator check owed (run 4): hallway A/B, the\n  `Environment reverb:` line showing `MasterWet … (N writes)` or `(assumed)`, stats\n  `environment reverb: live`; Settings > Audio last row `TravelEar offset:` in both menus and\n  `Offset row: added … via <field>` twice; plus the T1/T2 checks (fall outdoors while talking;\n  hold and use a megaphone).\n- **M3 run 4** (2026-09-09 00:36-02:45 local, operator solo run on `b232692`, default feed; all\n  checks exercised: hallway, big indoor room, outdoors, 7 falls, a megaphone, both menus).\n  Log: `MasterWet` written by the game (0 dB, 155k writes by the end: it is written every frame\n  along with the DSP floats), environment reverb `live` all run, `Offset row: added` twice (via\n  `sliderLabel`), 7 `Mixer stage: falling` lines, no warnings; counters clean (54039 frames,\n  `dropped 0`, `errors 0`; Helper `underruns 0, starves 0, trims 0`). The game's parameters\n  differ strongly between the hallway (RS 0.3-0.5, O 0.07-0.14, Decay 0.9-1.1 s, Reverb -620..\n  -870 mB) and the big room (RS 0.42, O 0.65, Decay 0.24 s, Reverb -2240 mB). Operator's ear:\n  (1) reverb present indoors but the big room sounded much like the hallway, whereas peers hear\n  the hallway distinctly stronger; (2) the reverb cut off abruptly once quiet; (3) Local Voice a\n  little hot; (4) the gate over-eager on quiet word ends even with the game's noise suppression\n  off; (5) the settings row wrapped into a column (caption landed in the slider's value box);\n  (6) the two red bells' effect (voices distort low and slow down nearby, go silent up close)\n  not applied to Local Voice. Also: `megaphone: none, broadcasts 0` all run although the\n  transmit signal showed the `MegaphoneA` token room transmitting: the held-prop chain\n  (`hands.heldProp.radioVoiceAssigner`) read nothing, silently. Diagnosis for (1)+(2): the\n  stages ran only on passed frames (`environment reverb: frames 23923` = passed 23923), so every\n  tail was cut when the gate closed ~360 ms after speech; a 1 s hallway tail truncated to 0.36 s\n  is the big room's 0.24 s tail. (3) is the game's arithmetic: -6 dB dry bus + the reverb's own\n  dry copy (`DryLevel` -250..-400 mB) sums to about +1 dB (`dry 1.13 (copy 0.63)` in the stats\n  line). Fixes (this commit): reverb tails rendered through the gate's silence for up to 4 s\n  after the last passed frame (`RenderTail`; stats `tail frames`); `Fidelity.TransmitHoldMs`\n  (0 = automatic) and `Fidelity.OutputTrimDb` (0) knobs; megaphone fallback: a transmitting\n  `Megaphone*` room counts as broadcasting (stats `via prop|room`), with a `Megaphone: probe`\n  line (every 5 s, 10 max) dumping the held-prop chain while the room is open so the proper\n  path can be fixed; Offset row caption = the row's widest heading `LocalizedText` (not the\n  value label), word wrap off, log says `via heading '<name>'`; `MixerFloats` logs the first\n  write of every distinct exposed float (60 max) and the stats line counts them, so the next\n  run maps what the game drives near a red bell. `SfxReverbSceneTests` (2): with run 4's real\n  parameters the hallway's tail after 0.4 s must sit >= 10 dB above the big room's and still\n  ring a second in. Red bells + water + the rest of the effect map: a background analysis is\n  writing `docs/reference/big-walk-voice-effects-catalog.md` (every scenario, mechanism,\n  parameters, what the mod covers); its gaps become M4 seeds. Operator check owed (run 5):\n  hallway vs big room contrast and the tail after each phrase; whether the megaphone now renders\n  (`Megaphone: broadcast started`, `via room`, and what the probe lines say); the settings row\n  on one line in both menus; try `TransmitHoldMs` 400-500 and `OutputTrimDb` -3 if the gate or\n  level still bother; walk up to a red bell while talking and note the `Mixer floats: first\n  write` lines.\n- **M3 run 5** (2026-09-09 ~03:00-03:20 local, two launches on `d57f994`; the second, a short\n  settings check, overwrote the first's `LogOutput.log`, so only the short one is on disk).\n  Operator's ear: the hallway now sounds different from the big room and the reverb no longer\n  cuts off; words still cut a little and Local Voice is still a bit hot (better); **A/B against\n  remote players in the big room: Local Voice's echo and reverb are far too wet**; no settings\n  row visible. Operator rulings: (a) the fall reverb makes no sense on Local Voice (the Self-Ear\n  never recedes from the speaker) -> `Fidelity.MixerReverbFall` default off, kept for\n  comparison; (b) the wet levels must come from measurement, not trial and error. Short-run log:\n  `Offset row: added … from row 'SettingsRow_Button Reset' via heading 'Title' (800 px wide)` —\n  with run 4's field filter gone the template became the category's last row, the Reset button,\n  whose clone is not visible in the list -> the template is now the last row that is a setting\n  (slider, title or array label). `Mixer floats: first write` listed 35 exposed floats the game\n  writes in the menu alone: `MasterLP 22000`, `MasterFreqGain3k/1k 1`, `VoicePitch 1`,\n  `FoleyPitch`, `PropPitch`, `SuperWetPitch 1`, `BiomeAmbPitch`, `SuperWet_Blindfold /\n  _Speechlessness / _Ending -80`, `Voice_Dry 0`, `Voice_Wet 0`, `Voice_SuperWet 0`, `MasterWet 0`,\n  the ambience volumes / HP / LP, and the 14 SFX Reverb floats (`DryLevel … Density`) —\n  `VoicePitch` and `Voice_SuperWet` + `SuperWetPitch` are the first candidates for the red\n  bells. Fixes (this commit): `SessionLog` copies every TravelEar line and every warning/error to\n  `%LOCALAPPDATA%\\TravelEar\\logs\\game-<timestamp>.log` per launch (newest 12 kept), so no run is\n  lost again; Offset row template rule; fall reverb default off; the operator's config set to\n  `TransmitHoldMs = 450`, `OutputTrimDb = -3` to try. Megaphone and red-bell evidence from the\n  first launch is gone; owed again in run 6.\n- **M3 run 6** (2026-09-09 23:59 - 00:08 local on `4c89e77`; the first run kept by `SessionLog`,\n  `logs\\game-20260909-235917.log`). Operator's ear: (1) still too loud and hot (clipping), T4a\n  is the tell; (2) hallway vs big room fine; (3) one minor word clip, mostly good at hold 450;\n  (4) the megaphone renders as intended; (5) the voice fades near a red bell, but the pitch bend\n  and the smeared, dark character are missing; (6) ruling: TravelEar already owns a window, so\n  the game's menus need no augmentation — the information and the option tweaks belong in\n  TravelEar's own window. Log: `source gain` tracked indoor 0.50-1.00 and speechless 1.00 -> 0.00\n  (`sp` reached 1.00 at the bell's centre); limiter reduction peaked at 2.1 dB; **the remote\n  path's makeup reached 6.97 (16.9 dB) with pre-clip peaks of 1.02-1.17** — the ported makeup\n  loop winds up through silence and the first loud word hits the soft clip, the likeliest\n  \"hot / clipping\", and T4a measures whether a real peer gets the same; megaphone `broadcast\n  started (#1..3) … via room`, every probe `heldProp 'MegaphoneProp', radioVoiceAssigner null`\n  (the held-prop chain stops at the assigner; the room fallback carried it); `Offset row: added …\n  from row 'SettingsRow_Slider Volume (4)'` in both menus; Helper 0 underruns, 1 starve, 1 trim\n  over 8112 frames; 71 mixer floats seen, among them `VoicePitch`, `SuperWetPitch`,\n  `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n  listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n\n### T4a — Reference capture (added 2026-09-09 after run 5)\n\nWhy: the operator's A/B says Local Voice's reverb is far wetter than a remote voice in the same\nroom, and question 4 always said the reverb is calibrated against a second-client recording.\nGuessing FMOD's SFX Reverb calibration (what 0 mB of `Room`/`Reverb` means in absolute wet\nenergy) is the one thing the decompile cannot answer; a measurement can. Design:\n\n- Two machines: the operator's PC as the **listener** (mod installed, `Calibration.Capture =\n  true`), a second machine as the **speaker** joining the session, feeding a known test signal\n  into its mic (VoiceMeeter can play a WAV: a click train + a 2 s log sweep + a speech clip,\n  repeated), standing at the Self-Ear distance in each place of interest (hallway, big room,\n  outdoors, falling, with a megaphone, near a red bell).\n- The listener's mod records, time-stamped, into `%LOCALAPPDATA%\\TravelEar\\calibration\\<run>\\`:\n  (a) each remote voice's decoded PCM as it leaves its `AudioFilterMixer` (the `TapFilter`\n  postfix already fires for every mixer; for non-local mixers it writes `remote-<n>.wav` when\n  capture is on) — the exact input to the game's mixer path; (b) every mixer float write with\n  its time (`MixerFloats` -> `floats.csv`: `Dry{n}`, `High{n}`, the sends, the 14 DSP floats,\n  `MasterWet`, `VoicePitch`, …) — the exact parameter timeline; (c) the game's final output: the\n  Helper gains `--loopback <device>` (NAudio `WasapiLoopbackCapture`) and the mod starts one\n  when capture is on, writing `output.wav`; (d) `Local Voice` itself for the same signal is not\n  needed: the Core chain is re-run offline on (a) with (b).\n- Offline: `tools/calibrate.py` (numpy) aligns (a) and (c) by cross-correlating the click train,\n  measures per place the dry gain, the early/late wet-to-dry energy ratio and the decay, then\n  renders (a) through the Core chain (`TravelEar.Calibrate` console tool referencing Core, given\n  the params from (b)) and reports the delta per stage. Constants that the measurement fixes\n  (SfxReverb's wet calibration, the bus sum, the megaphone compressors) go into Core with the\n  measured figures cited in the reference doc; `SfxReverbSceneTests` gains the measured targets.\n- Also answers: the fall reverb ruling (does a peer beside a faller hear it at all), what the\n  megaphone chain really sounds like beside the holder, the red-bell mechanism, and question 4.\n- Tag: `[doc->REQ-MIXER-RESYNTH]`; impl under the existing requirement.\n- **Topology (operator, 2026-09-09):** the second machine is a Switch 2 with no way to feed its\n  mic, but its audio OUTPUT can be captured on this PC. So the roles flip: this PC is the\n  SPEAKER (the mod on it, the test signal into its mic through VoiceMeeter's recorder), the\n  Switch is a real LISTENER standing beside the PC's avatar, and the Switch's output captured on\n  the PC is literally what another player hears, whole console mix included. Local Voice for the\n  same signal is written at the same time, so peer vs Local Voice is the delta directly. Absolute\n  level is unknowable through a console volume and a capture card, so all comparisons are\n  relative to a reference segment (outdoors) and everything else is ratios: dry level, wet-to-dry,\n  decay, spectral tilt. Ambience on the Switch is a confound; the click train and sweeps separate it.\n- **Built** (2026-09-09): `Calibration.Capture` / `Calibration.CaptureDevice` config\n  (`CalibrationCapture`: `input.wav` = decoded outbound voice before the chain, `local-voice.wav`\n  = the chain's output sample-aligned, `frames.csv` = per-frame gate disposition + encode stamp +\n  wall clock, `floats.csv` = every mixer float write via `MixerFloats.Observer`, `session.txt` =\n  the config in force; the stats line shows the capture's progress); Core `WavWriter`; Helper\n  `--capture <device> --out <file>` (`CaptureRecorder`, NAudio `WasapiCapture` of a capture\n  endpoint to WAV, window = stop), started by the mod as a second Helper when `CaptureDevice` is\n  set (`HelperLauncher.TryLaunchCapture`); `tools/make-calibration-signal.ps1` (Windows TTS\n  sentence + clicks + 2 s log sweep + silences per cycle, 48 kHz 16-bit; the wav is git-ignored);\n  `tools/calibrate.py` (numpy/scipy/soundfile: resample + downmix peer, envelope\n  cross-correlation alignment, phrases from `frames.csv`, per phrase peer-vs-local level, tail\n  energy in three windows after the phrase, 1/3-octave tilt; `--reference` normalises the peer\n  level on a named segment). Gates green, 212 tests. Operator procedure: set `Capture = true` and\n  `CaptureDevice` to part of the capture card's name; generate the signal once\n  (`pwsh tools/make-calibration-signal.ps1`), play it on loop from VoiceMeeter's recorder into\n  the game mic; the Switch listens beside the PC's avatar; visit outdoors (reference), the\n  hallway, the big room, the megaphone, a fall, a red bell, noting the wall-clock time of each;\n  then `python tools/calibrate.py <capture dir> --segments seg.csv --reference outdoors`.\n\n### T4c — Fact-based gaps from the effects catalogue (added 2026-09-09)\n\n`docs/reference/big-walk-voice-effects-catalog.md` (background analysis, committed `dd4081c`)\ncatalogued every effect a remote voice meets: 32 scenarios, every exposed float with defaults and\nwriters, no snapshots anywhere, the full listener path with gains, 12 errata. What needs no\nmeasurement is implemented here; the rest are seeds.\n\n- **Built** (2026-09-09): (0) indoor attenuation, the catalogue's top gap and the likely \"hot\"\n  indoors: `AudioSourceController`'s `_outdoornessVol = listenerOutdoorness * 0.5 + 0.5`\n  (-6 dB fully indoors, smoothed 3/s) — Core `SourceVolume`, applied after the in-process\n  filters and before the mixer stages, `Fidelity.IndoorAttenuation`; (1a) the red bells' volume\n  term `_speechlessVol = 1 - speechlessness` (lerp 5/s), same class, symbols\n  `PlayerCharacter.speechless` + `PlayerSpeechless.speechlessness`, `Fidelity.SpeechlessVolume`;\n  (3) the master limiter: `Compressor` gained a ratio and a quadratic soft knee, `MasterLimiter`\n  = Duck Volume -3 dB (or the live `MasterLimiterThreshold` float) 10:1, 0.1 ms attack, 125 ms\n  release, 20 dB knee, applied last on both the pass and the tail paths, `Fidelity.MasterLimiter`;\n  (4) the megaphone mixer: compressor 10 ms / 1000 ms (was 50 / 50), the post stage is the Duck\n  Volume (-15 dB, 5:1, 250 ms — the old 0.25 was a units bug — knee 10), plus the fixed 5 kHz\n  low-pass, ParamEQ 2500 Hz octave 0.8 gain 2.5 (Q 1.78, +8 dB), the SFX reverb at d = 0 (full\n  dry, -10 dB room, 2 s) through `SfxReverb`, and the wet-only 100 ms echo (decay 0.3),\n  `Fidelity.MegaphoneMixer`, `MegaphoneToggles.Mixer`; erratum 1: `MixerStageInputs.GlobalVoiceVolume`\n  renamed `ListenerReverbTime` and fed from `AudioDynamicReverb.ReverbTime` (boost is still\n  silent at the Self-Ear). Stats line: `source gain`, `limiter`. Tests: `ListenerGainTests` (8).\n- **Seeds (M4, from the catalogue's ranked gaps):** (red bells rows 9-10 moved to T4e); cliff echo\n  (`EchoRemote`, two copies 0.7-1.5 s, LP/HP, ducker, 6 s reverb); blindfold worn by the local\n  player (full-wet LowPass 1500 Hz Q 0.6 on our voice as others hear it; state from\n  `postProcessingManager.blindfoldPPVolume.weight`); blindfold/headphone listening tone\n  (`MasterLP`, `MasterFreqGain*`); ending and black tower super-wet returns; walkie/radio (out of\n  scope by design); `High{n}` as a 250 Hz band split instead of a 3 kHz shelf; the `Reverb Fall`\n  return's real 4 s / HF ratio 2 / +3 dB character (now off by default anyway).\n\n### T4d — The Offset moves to the Helper window (operator ruling, run 6)\n\nWhy: TravelEar already owns a window (the Helper's status window, OBS's capture target), so the\ngame's menus need no augmentation. `OffsetRow` — the `SettingsRow` cloning of T3, the fragile\npart of the settings work — goes; the Helper shows the Offset itself, from the same\ncapture/render pairs it already reports back to the mod (`OffsetAverager`, 10 s window, the\n`OffsetRowCaption` wording kept in Core as the shared caption). The mod's `Offset:` log line\nstays. Option tweaks in the window need a Helper -> mod control channel and a live config\nreload; that is an M4 seed. For v1.0 the options stay BepInEx config entries, which\nModSettingsMenu surfaces unchanged (that is a third-party mod's menu, not an augmentation of\nthe game's). Docs: DESIGN \"Config and settings UI\" and the Offset paragraph, README \"Offset\",\ndocs-site settings page, CHANGELOG, `REQ-OFFSET-MEASURE`'s title.\n\n### T4e — Red bells rows 9-10 (operator, run 6)\n\nWhy: run 6 confirmed the fade (row 8) and missed the pitch bend and the smeared, dark\ncharacter (rows 9-10). In the game both are listener-side (catalogue 5.5, items 2 and 4); at\nthe Self-Ear the listener stands in the speaker's zone, so `sp_listener = sp_speaker`, and the\ngame itself writes the listener's floats every frame on this machine — `VoicePitch`,\n`SuperWetPitch`, `SuperWet_Speechlessness`, `Voice_SuperWet`, all seen in run 6 — so the mod\nreads them from `MixerFloats` and needs no prefab constants. Build: Core `Fft` +\n`PitchShifter` (phase vocoder, FFT 1024, overlap 4 — the voice mixer's `Dry` group Pitch\nShifter, on the dry path only; the reverb returns bypass it as in the asset, so the `High` cut\nmoves onto the dry path too); `Chorus` (the asset's fixed 3-tap chorus: dry 1, wet 0.75 / 0.5\n/ 0.25, delay 100 ms, rate 0.5 Hz, depth 0.5); `SpeechlessBloom` = the main mixer's `Voice`\ngroup into `VOICE SUPER WET BUS` (`Voice_SuperWet`) -> group pitch `SuperWetPitch`\n(approximated by the pitch shifter: pitch without tempo, where the mixer group's resample\nalso slows the wash) -> the fixed SFX Reverb (6.8 s, RoomHF -2000, HF ratio 0.15, Density 25,\nwet only) -> Chorus -> the `Speechlessness` return at `SuperWet_Speechlessness` dB, summed\nafter the environment reverb and before the limiter; the gate's tail runs 7 s while the return\nis open. Config `Fidelity.SpeechlessPitch`, `Fidelity.SpeechlessBloom`. Approximate: the\nvocoder vs Unity's shifter (same family), the Freeverb-based `SfxReverb`, the chorus LFO shape.\nTests: `PitchShifterTests`, `ChorusTests`, `SpeechlessBloomTests`, `MixerStageTests` (pitch).\n\n### T0 bodies read (2026-09-07, background agent; full report `docs/reference/big-walk-local-voice-wiring.md`)\n\nThe decomp trees from 2026-09-06 were current (GameAssembly.dll 2026-08-28), so no regeneration;\n`GlobalAudioEffects`, `AudioSourceController`, `AudioDynamicReverb`, `AudioPool`,\n`AudioPlayHelper` and `BiquadFilters` were resolved in addition to the already-resolved\n`SelfEcho`, `LocalVoicePlayer`, `VoicePlayer`, `PlayerVoicePlaybackControl`, `PlayerLips`,\n`RadioVoiceAssigner`.\n\n**Question 1 (feed point): moved.** A `Clean` `VoicePlayer` in synthesizer mode adds, between\nthe provider ring read and the source output, only `ring[readHead++]` and\n`AudioFilterMixer`'s `clamp(envelope x data, -1, 1)`, where the envelope is the source's gain\nchain (Unity spatial gain at the Self-Ear's 3 in, cue volumes), near unity. No type-specific\nfilter for `Clean`, no mixer floats written (those belong to `PlayerVoicePlaybackControl`,\nalready ported in M2), no `SamplePlaybackComponent` DSP. `SelfVoice` mode is an Allpass biquad\nwith `_vol = 0`: silent by construction, so it was never a candidate. The one game filter the mod\nattached itself, the 400 Hz PeakingEQ, is a documented RBJ kernel and is now Core `PeakingEq`.\nNothing material remained, so ADR-0005 moves the feed to the encoder thread and keeps the\nADR-0003 path as `Fidelity.SinkFeed = VoicePlayer` for A/B until a release ships on the default.\nHazard 1.1 holds by construction on the default path.\n\n**Question 2 (`LocalVoicePlayer` / `SelfEcho`): not a better host; constants recorded.**\n`SelfEcho` owns three `LocalVoicePlayer` emitters (centre, +-60 deg at 1 m), an `AudioMixer`,\nthe `AudioDynamicReverb` and six heading-sector echo buckets. Its input is the raw Unity\nmicrophone clip (`DissonanceComms.Clip`), not `LocalVoiceProvider`; it is enabled through\n`PlayerLips.SetOutdoorEcho(true)` -> `DissonanceComms.AddToken(\"echo\")`. Per `LateUpdate` it\nwrites `CenterDelay/LeftDelay/RightDelay = 700 + 800 * far/(mid+far)` ms,\n`Center/Left/RightDecay = 0.4 + 0.2 * mid`, `MasterVol = lerp(clamp01(height/100) * -6 dB, 3/s)`,\nand each emitter's `ScriptableVolume = lerp(outdoorness * (1-near) * (mid+far), 2/s)`, with\nnear/mid/far the smoothed fractions of reverb rays landing under 50 m / under 200 m / beyond.\n`LocalVoicePlayer` plays that mic clip on a pooled `AudioSourceController` with the playhead\npinned 512 samples behind `Microphone.GetPosition`; it hosts no Dissonance DSP and needs an\n`AudioClip`, so it cannot host mod PCM. v1.1's cliff echo is a Core re-synthesis from these\nconstants (M4 seed).\n\n**Question 3 (Megaphone state): answered, recipe recorded.** There is no `Megaphone*` room-name\nliteral in code; the room name is prefab data on `RadioVoiceAssigner.roomName` (default\n`\"RadioA\"`). The megaphone is a `Prop` whose `radioVoiceAssigner` owns a prefab `VoicePlayer`\nwith `PlayerType == Megaphone`. Pressing it (`Peck`, networked) sets\n`latestBroadcastPlayer`, calls `PlayerLips.SetTalkingIntoRadio(true, roomName)` ->\n`DissonanceComms.AddToken(roomName)` on the local player, sets `isBroadcasting` and fires the\nstatic `RadioVoiceAssigner.onChange`; release removes the token and clears `isBroadcasting` once\n`GetIsSpeakingInto(roomName)` drops. The remote side hard-switches (`SampleProvider` swap, no\nfade). Detection for T2, main thread:\n`WorldManager.localPlayerCharacter.hands.heldProp.radioVoiceAssigner` with\n`voicePlayer.PlayerType == Megaphone` (read before `StartReceiving` may flip it to `SelfVoice`;\n`_cachedVoiceType` is the stable copy); talking = `isBroadcasting && latestBroadcastPlayer ==\nme`, cross-checked by the comms holding the `roomName` token; edges from `onChange`. The remote\nrender applies, in process, a `BitCrusher` (24 bit, 4800 Hz, dry/wet 0.6, smooth 0.6, mono) and\na `BiquadFilters` HighPass 300 Hz Q 0.4, then 13 mixer floats on the cue's mixer (`ReverbDry`,\n`ReverbWet`, `ReverbDensity`, `ReverbDecayTime`, `ReverbLF`, `ReverbDecayHFRatio`,\n`HPFrequency`, `LPFrequency`, `CompressorGain`, `CompressorThreshold`,\n`PostCompressorThreshold`, `PostCompressorRelease`, `PostCompressorGain`) and\n`Megaphone{n}Wet/Dry` on its parent, all from `VoicePlayer.Update` with the formulas in the\nreport's section 3. T2 therefore ports the BitCrusher and high-pass to Core and takes the\nmegaphone mixer set into the Mixer Stage.\n\n## Gate\n\n`pwsh scripts/gates.ps1` green; every task's operator verification recorded here; the v1.0 tag\nexists and the GitHub Release carries the zip.","startLine":1,"lineNumbers":[1,null,155,null,157,null,299,300,301,302,303,304,305,306,307,308,309,310,311,312,313,314,315,316,317,318,319,320,321,322,323,324,325,326,327,328,329,330,331,332,333,334,335,336,337,338,339,340,341,342,343,344,345,346,347,348,349,350,351,352,353,354,355,356,357,358,359,360,361,362,363,364,365,366,367,368,369,370,371,372,373,374,375,376,377,378,379,380,381,382,383,384,385,386,387,388,389,390,391,392,393,394,395,396,397,398,399,400,401,402,403,404,405,406,407,408,409,410,411,412,413,414,415,416,417,418,419,420,421,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451,452,453,454,455,456,457,458,459,460,461,462,463,464,465,466,467,468,469,470,471,472,473,474,475,476,477,478,479,480,481,482,483,484,485,486,487,488,489,490,491,492,493,494,495,496,497,498,499,500,501,502,503,504,505,506,507,508,509,510,511,512,513,514,515,516,517,518,519,520,521,522,523,524,525,526,527,528,529,530,531,532,533,534,535,536,537,538,539,540,541,542,543,544,545,546,547,548,549,550,551,552,553,554,555,556,557,558,559,560,561,562,563,564,565,566,567,568,569,570,571,572,573,574,575,576,577,578,579,580,581,582,583,584,585,586,587,588,589,590,591,592,593,594,595,596,597,598,599,600]},"fileSize":48795,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\M3-PLAN.md"}}},"isError":false,"timestamp":1789194472864}}
{"type":"message","id":"74ec7dca","parentId":"b189778e","timestamp":"2026-09-12T06:27:52.866Z","message":{"role":"toolResult","toolCallId":"call_i2SWiriseukYOjHswURYpB2v|fc_0642f5c8186e9d95016aa4f0e8a7e887d2bc5c9aa9c5e3e2c2","toolName":"read","content":[{"type":"text","text":"[docs/DESIGN.md#49E3]\n1:# TravelEar design\n2:\n3:Vocabulary is defined in [CONTEXT.md](../CONTEXT.md). Decisions with real trade-offs are in [docs/adr](./adr).\n4:\n5:## Goal\n6:\n7:Give the local Big Walk player a recordable audio stream of their own voice as other players hear it: same encoded bytes, same in-game processing, rendered from the Self-Ear (zero distance, facing the listener, no occlusion, the player's own outdoorness).\n8:\n9:## Pipeline\n10:\n11:```\n12:mic ─► Dissonance preprocess ─► Opus encode ─► Mirror send ──────────────────► peers\n13:                                                  │\n14:                                                  ▼ (Harmony postfix, copy bytes)\n15:                                        Outbound Voice tap\n16:                                                  │\n17:                                                  ▼ game OpusDecoder (encoder thread)\n18:                                   Local Voice renderer (encoder thread, ADR-0005)\n19:                                   ├─ transmit gate + the game's channel fade (what peers receive)\n20:                                   ├─ remote-path processing: makeup gain, compressor, soft clip (M2 T1)\n21:                                   ├─ voice EQ (Core port of the game's peaking filter), wet mix by config\n22:                                   ├─ Megaphone colouring while held (M3 T2)\n23:                                   └─ Mixer Stage re-synthesis (mod DSP, driven by AudioMixer.GetFloat; M3 T1)\n24:                                                  │\n25:                                                  ▼ Sink ring (mono 48 kHz, stamped with the encode time)\n26:                                                  │\n27:                                   [A/B fallback, config Fidelity.SinkFeed = VoicePlayer (ADR-0003):\n28:                                    round-trip provider ─► game VoicePlayer on Unity's audio thread ─► Tap copies, then zeroes]\n29:                                                  │\n30:                                                  ▼ named pipe, float32 48 kHz, N channels\n31:                                   Helper process (BepInEx\\TravelEar.Helper, WASAPI render)\n32:                                                  │\n33:                                                  ▼\n34:                            OBS Application Audio Capture  →  own track / monitoring\n35:```\n36:\n37:## Components\n38:\n39:<!-- [doc->REQ-VOICE-OUTBOUND-TAP] -->\n40:### Outbound Voice tap (`TravelEar` plugin)\n41:\n42:Harmony postfix on Dissonance's `OpusEncoder.Encode(samples, buffer)`. Its return value is the exact encoded frame the game goes on to send (mic audio after the game's capture preprocessing, then Opus), so it is Outbound Voice by definition, and it fires whenever the local player transmits whether or not any peer is listening. Push-to-talk, voice activation, and FEC state are reproduced by construction because the encoder only runs while the game transmits. The tap copies the bytes and hands them, with a local sequence number, to the decoder.\n43:\n44:Settled by M1 spike S2 (five in-game runs): a host with no listeners never builds a VoiceData packet, so a postfix on the Mirror client's send sees nothing solo; a postfix on the generic `BaseClient<...>.SendVoiceData` installs but never fires under IL2CPP generic sharing; `OpusEncoder.Encode` is non-generic and upstream of both. Rule of thumb for every later hook: prefer non-generic methods. The documented VoiceData wire format (magic `0x8BC7`, type, session, sender, flags, sequence, channel list, Opus payload; all big-endian) was confirmed byte-exact against live packets and stays implemented and unit-tested in `TravelEar.Core.DissonanceFrame` as reference code.\n45:\n46:<!-- [doc->REQ-VOICE-ROUNDTRIP] -->\n47:### Round-trip provider\n48:\n49:The decode step is common to both feed points: tapped frames are decoded on the encoder thread with the game's `OpusDecoder` (48 kHz mono, FEC on, 2880-sample frames). With the default feed point ([ADR-0005](./adr/0005-sink-fed-from-the-encoder-thread.md), config `Fidelity.SinkFeed = Encoder`) the decoded frame stays on that thread: gate, fade, remote-path processing, EQ, then the Sink ring. The rest of this section describes the `VoicePlayer` feed point, kept behind `Fidelity.SinkFeed = VoicePlayer` for A/B runs.\n50:\n51:A mod-owned instance of the game's own `LocalVoiceProvider` ([ADR-0003](./adr/0003-game-voiceplayer-and-local-voice-provider.md)). It already implements the `IVoiceDataProvider` ring contract every game `VoicePlayer` consumes, so no IL2CPP interface is implemented from managed code. It lives on the renderer's GameObject; a Harmony prefix on `LocalVoiceProvider.Start`, keyed on that instance's pointer, skips the mic subscription for it alone, so it never carries raw mic audio and the game's own provider is untouched. Tapped frames are decoded on the encoder thread with the game's `OpusDecoder` (48 kHz mono, FEC on, 2880-sample frames) and pushed through the provider's public `IMicrophoneSubscriber.ReceiveMicrophoneData` proxy exactly as the mic feed would be.…\n52:\n53:Read-head discipline: the game syncs a `VoicePlayer`'s read head to its provider once at enable time, so with talk bursts the phase between the two is random (up to a full ring, 341 ms of pure latency). The renderer resyncs the read head 1.5 frames behind the write head at each burst start, and again whenever the lag drifts past 4 frames or under a quarter frame mid-burst. Ring lag then sits steady around 150-180 ms.\n54:\n55:<!-- [doc->REQ-VOICE-CONTINUOUS] -->\n56:Continuity: Outbound Voice exists only while the game transmits, but a `VoicePlayer` reads its provider's ring forever. Between bursts the renderer pushes zero frames from the main thread so the write head stays ahead of the read head; without this the player loops the last ring's worth of the burst, mostly mic noise floor (M1 T3 runs 2-3). Silence is therefore what the Sink carries whenever no packets arrive, from game launch on. In practice the encoder rarely stops: push-to-talk defaults to toggle-on and the game's \"Self Echo\" room channel is always open, so Outbound Voice carries the mic noise floor between words. The transmit gate (M2 T0, `Fidelity.TransmitGate`, default on) limits Local Voice to what peers actually receive: each tick the renderer reads …\n57:\n58:### Local Voice renderer\n59:\n60:Default feed point ([ADR-0005](./adr/0005-sink-fed-from-the-encoder-thread.md)): the renderer is the encoder-thread pipeline alone. Each decoded frame passes the transmit gate and the game's channel fade, the remote-path processing below, and the voice EQ (Core `PeakingEq`, the game's `BiquadFilters` PeakingEQ kernel with the same RBJ coefficients, wet/dry mix and clamp, at 400 Hz, Q 0.3, +30 dB, Vol 0.03, wet mix from config `SelfEarEqDryWet`), and is written mono at 48 kHz into the Sink ring with its encode timestamp. Nothing is added to the scene: no provider, no `VoicePlayer`, no Tap, so Local Voice never enters Unity's audio, the provider ring lag and read-head discipline disappear from the Offset, and the game's audio-thread stalls (M2 runs 5-6, ~250 m…\n61:\n62:`VoicePlayer` feed point (config `Fidelity.SinkFeed = VoicePlayer`, the M1-M2 path, kept for A/B until a release ships on the default): a mod-owned GameObject (`TravelEar.LocalVoice`, built on the main thread once `GlobalAudioEffects` and `AudioManager` exist) holding the round-trip provider and a game `VoicePlayer` with `PlayerType = Clean`, `Cue` = the last entry of `GlobalAudioEffects.Instance.VoiceCues` (the cue kind the game hands remote players, so spatial settings, attenuation and RTPCs match), `Volume` 1, and the provider assigned before activation. The `VoicePlayer` then does what it does for the game's own voices: plays the cue through `AudioPlayHelper.Play` with a constant-1.0 streaming clip, puts itself at index 0 of the pooled `AudioSourceContro…\n63:\n64:<!-- [doc->REQ-TAP-DIVERT] -->\n65:The Tap (`VoicePlayer` feed point only) sits at the end of the Filter Stage: a Harmony postfix on `AudioFilterMixer.OnAudioFilterRead`, filtered to the renderer's own mixer by object pointer; the renderer re-arms it whenever the controller's mixer changes. It copies the processed buffer into a lock-free ring for the Sink and then zeroes the buffer in place, so the game's mixer receives silence from this source. The zeroing is unconditional: a full ring drops samples, it never lets audio through. It runs on Unity's audio thread: no allocation, no logging. On the default feed point the same requirement holds by construction: there is no in-game source to divert, so nothing of Local Voice can reach the game's mix.\n66:\n67:<!-- [doc->REQ-EAR-SELF] -->\n68:Self-Ear parameters: the emitter (the pooled `AudioSource` the `VoicePlayer` plays through) sits a short distance straight ahead of the `AudioListener` along the view axis (config `SelfEarForwardMeters`, default 3 in / 0.0762 m). The renderer's object and the pooled source are both parented to an anchor at that same local offset, and the controller keeps following the renderer's object: its per-frame position write then resolves to the exact local offset whatever anchor pose it read, so the audio thread always sees the current view with no lag. The anchor is the camera above the listener when one exists, else the listener object itself (`Camera.main` is null in this game; the listener comes from `AudioManager.Instance.ListenerController._listener`, never `Ob…\n69:\n70:<!-- [doc->REQ-RENDER-CLEAN] -->\n71:Remote-path processing: every remote voice passes through `SamplePlaybackComponent.ProcessSamples` (a per-sample gain ramp to the makeup gain, the `VoiceCompressor`, a hyperbolic soft clip with a 0.95 ceiling), driven once per frame by `VoiceMakeupGain.Evaluate` (an automatic gain control toward a mean level of 0.132: 24 dB/s for the first second of a burst, then 12 dB/s up and 1 dB/s down, frozen between bursts). The Clean `LocalVoiceProvider` path has none of this, so the mod ports it (Core `VoiceDynamics`, `VoiceCompressor`, `VoiceMakeupGain`, unit-tested against the constants in docs/reference/big-walk-voice-dsp.md) and applies it on the encoder thread to each decoded frame before the provider push. The loop runs on the main thread from the last block's …\n72:\n73:Self-Ear geometry (operator note, 2026-09-07, for later experimentation): a person does not hear their own voice on-axis. The voice leaves at the edges of the mouth and through the cheeks, so from the speaker's own ears it radiates roughly perpendicular, as a cone of about 160-170 degrees whose apex sits 2-3 inches in front of the ears. A peer voice pointed straight at the listener sits at angle 0 on the game's filter-angle curve; the Self-Ear should therefore probably sit off-axis on that curve (some extra `High{n}` roll-off relative to a peer facing you) rather than at angle 0. Treat the angle-0 value above as the v1 starting point and calibrate the off-axis amount by ear against a second-client recording.\n74:\n75:<!-- [doc->REQ-MIXER-RESYNTH] -->\n76:### Mixer Stage re-synthesis\n77:\n78:The game drives a voice's mixer channel with four floats it writes every frame from `PlayerVoicePlaybackControl.Update` (`Dry{n}`, `High{n}`, `ReverbFallWet{n}`, `ReverbBoostWet{n}`; formulas in docs/reference/big-walk-voice-dsp.md section 4). It never writes them for the local player, who has no playback control on their own machine, so the mod cannot read them: it evaluates the same formulas itself ([ADR-0002](./adr/0002-mixer-stage-resynthesis.md) as amended by M3 T1). `TravelEar.Core.MixerStageModel` is that model, unit-tested against the formulas, stepped once per frame on the main thread at the Self-Ear: listener distance 0, occlusion 0, no height difference (so `Dry` is 0 dB, `High` is 0 dB and the reverb boost send is silent by the game's own arithme…\n79:\n80:### Environment reverb\n81:\n82:Beyond the per-voice sends, a listener's machine puts every nearby voice through its own room: the main mixer's `Master Wet` return is an SFX Reverb (Unity's I3DL2 effect) that `AudioDynamicReverb.UpdateReverb` re-parameterizes every frame from the listener's surroundings (room size, outdoorness, reflectivity, diffusion, raycast from the listener; formulas and the mixer topology in docs/reference/big-walk-environment-reverb.md). The voice reaches it through fixed trims: the voice mixer's `Dry` group at -3 dB into the main `Voice` group, which feeds the `VOICE DRY BUS` (-6 dB, straight to `Master Dry`) and the `VOICE WET BUS` (0 dB) into the reverb, whose own `DryLevel` adds a second, louder dry copy. So a friend standing in the starting hallway hears `out = …\n83:\n84:<!-- [doc->REQ-RENDER-MEGAPHONE] -->\n85:### Megaphone voice\n86:\n87:Holding a megaphone and using it makes the local player broadcast into the megaphone prop's Dissonance room on top of the normal voice channel; on a listener's machine the prop's own `VoicePlayer` (`PlayerType = Megaphone`) then renders the holder's voice from the same decoded, dynamics-processed stream the normal voice uses, so a listener beside the holder hears the direct voice and the megaphone output together (docs/reference/big-walk-local-voice-wiring.md sections 3 and 4). Detection, main thread, from the game's own state: the local player's held prop's `RadioVoiceAssigner` whose prefab voice type is Megaphone, `isBroadcasting` (set by the networked peck, cleared once Dissonance stops reporting speech into the room) and `latestBroadcastPlayer` being the…\n88:\n89:<!-- [doc->REQ-SINK-HELPER-PROCESS] -->\n90:<!-- [doc->REQ-SINK-ENDPOINT-CONFIG] -->\n91:### Sink transport and Helper\n92:\n93:Mod side: named pipe server `TravelEar.Sink`, frames of float32 interleaved PCM at the DSP rate with a small header (channel count, sample rate, capture timestamp, sample count); the pump sends whatever the Tap produced per 5 ms tick and never pads on its own. Helper side: .NET 8 self-contained WinExe, minimized window titled \"TravelEar for Big Walk\", NAudio `WasapiOut` on a dedicated thread to the endpoint matching config `SinkEndpoint` (empty = system default, which is audible); it primes 100 ms of silence at stream start and trims its backlog to 100 ms whenever it exceeds 200 ms (the band is the jitter budget: below it the stream pads or cuts mid-word, M2 runs 4-5), and logs its underrun, starve and trim counters every 10 s to `%LOCALAPPDATA%\\TravelEar\\He…\n94:\n95:<!-- [doc->REQ-OFFSET-MEASURE] -->\n96:Offset: measured end to end, per Sink frame, on one clock (both processes read the machine's performance counter). The capture point is the `OpusEncoder.Encode` postfix; the render point is the moment the frame's first sample leaves the Helper's endpoint. The timestamp rides the audio through every ring hand-off by position, not by counting: each writer marks the span it wrote (ring position, length, timestamp) in a small lock-free table (`TravelEar.Core.FrameStampTable`) and the reader on the other thread resolves the position it is about to read to the newest mark containing it. Three hand-offs: the provider ring (every push marks, voice with its encode timestamp and mod-generated silence with \"none\", so the Tap can resolve the block it is handed from the …\n97:\n98:<!-- [doc->REQ-SINK-LIFECYCLE] -->\n99:Lifecycle: the Helper ships at `BepInEx\\TravelEar.Helper\\TravelEar.Helper.exe`, beside and not inside `plugins`, because BepInEx examines every DLL under `plugins` as a plugin candidate. The mod spawns it once per game launch (config `SpawnHelper`, `HelperPath`) and never respawns it, whether the spawn failed or the Helper later exited; a Helper already running (started by hand or by an earlier launch) is left alone. The spawn goes through the Helper's own `--detach` step: the process the mod starts re-executes itself without the flag and exits at once, so the Helper that stays up is the child of a short-lived launcher rather than of the game, and OBS's process-tree matching cannot fold its audio into the game's capture (M2 chose this over WMI `Win32_Process…\n100:\n101:<!-- [doc->REQ-SINK-FORMAT] -->\n102:Format: float32 interleaved PCM at the DSP rate (48 kHz expected) with the Tap's channel count, normally stereo. With config `Downmix` on, the pump folds each block to mono (equal-weight average of the channels, `TravelEar.Core.Downmixer`) before framing, and the header says 1 channel; the Helper follows the header, so the switch is transparent to it.\n103:\n104:<!-- [doc->REQ-CONFIG-BEPINEX] -->\n105:### Config and settings UI\n106:\n107:Every user setting is a BepInEx `ConfigEntry` with a description, in `Big Walk\\BepInEx\\config\\com.sabermage.travelear.cfg`, bound once at load in `PluginConfig` (src/TravelEar/Plugin.cs); nothing is read from anywhere else. ModSettingsMenu (Thunderstore, Ice_Box_Studio_BigWalk/ModSettingsMenu) enumerates the `Config` of every loaded BepInEx plugin, so the entries appear in its menu without any registration: bool as an on/off pair, enum as a left/right selector, float and string as text fields, each titled by its key. `Sink.Downmix` applies live; every other key is read once, so it needs a restart. TravelEar adds nothing to the game's menus (M3 run 6 ruling: the mod already owns a window, the Helper's, so the information and, later, the option tweaks belong t…\n108:\n109:## Behaviour rules\n110:\n111:- Never affects gameplay or what the local player hears.\n112:- Stream is always on from game launch; silence when not speaking or not in a session.\n113:- If any hook fails to bind after a game update: disable, log once, stay silent. No partial-fidelity output.\n114:- Channel count matches the Tap (expected stereo); `Downmix` config forces mono.\n115:\n116:## Scope\n117:\n118:- v1.0: Clean Voice, Megaphone Voice, Mixer Stage reverb/dry/high, Offset display.\n119:- v1.1: cliff echo (`EchoRemote` equivalent), water-depth muffle.\n120:- Out: walkie-talkie and radio (the game already plays the local player's walkie voice through nearby units; the radio plays music).\n121:\n122:## First spikes\n123:\n124:1. OBS process-loopback capture of a stream rendered to a non-default endpoint. **Answered yes** (M1, 2026-09-07).\n125:2. Harmony postfix on the Dissonance send path under IL2CPP; confirm frame parse. **Answered** (M1, 2026-09-07): postfixes fire; the frame parse is byte-exact; the tap moved upstream to `OpusEncoder.Encode` (see the tap section).\n126:3. Instantiate a game `VoicePlayer` from mod code with a mod-provided `IVoiceDataProvider`. **Answered yes** (M1, 2026-09-07): a mod-owned instance of the game's own `LocalVoiceProvider` (mic subscription skipped by a Harmony prefix) fed through its `IMicrophoneSubscriber` proxy drives a mod-owned Clean `VoicePlayer`; the operator heard Local Voice end to end through the Helper. No IL2CPP interface implemented from managed code.\n127:\n128:## Test setup\n129:\n130:Second client (another machine or Steam account) records the same session; compare its playback of the local player against the Sink output for level, spectrum, and reverb tail. Test with the VR mod disabled first; its Steam Audio spatializer may colour voice.\n\n[Some lines truncated to 768 chars]"}],"details":{"totalLines":130,"displayContent":{"text":"# TravelEar design\n\nVocabulary is defined in [CONTEXT.md](../CONTEXT.md). Decisions with real trade-offs are in [docs/adr](./adr).\n\n## Goal\n\nGive the local Big Walk player a recordable audio stream of their own voice as other players hear it: same encoded bytes, same in-game processing, rendered from the Self-Ear (zero distance, facing the listener, no occlusion, the player's own outdoorness).\n\n## Pipeline\n\n```\nmic ─► Dissonance preprocess ─► Opus encode ─► Mirror send ──────────────────► peers\n                                                  │\n                                                  ▼ (Harmony postfix, copy bytes)\n                                        Outbound Voice tap\n                                                  │\n                                                  ▼ game OpusDecoder (encoder thread)\n                                   Local Voice renderer (encoder thread, ADR-0005)\n                                   ├─ transmit gate + the game's channel fade (what peers receive)\n                                   ├─ remote-path processing: makeup gain, compressor, soft clip (M2 T1)\n                                   ├─ voice EQ (Core port of the game's peaking filter), wet mix by config\n                                   ├─ Megaphone colouring while held (M3 T2)\n                                   └─ Mixer Stage re-synthesis (mod DSP, driven by AudioMixer.GetFloat; M3 T1)\n                                                  │\n                                                  ▼ Sink ring (mono 48 kHz, stamped with the encode time)\n                                                  │\n                                   [A/B fallback, config Fidelity.SinkFeed = VoicePlayer (ADR-0003):\n                                    round-trip provider ─► game VoicePlayer on Unity's audio thread ─► Tap copies, then zeroes]\n                                                  │\n                                                  ▼ named pipe, float32 48 kHz, N channels\n                                   Helper process (BepInEx\\TravelEar.Helper, WASAPI render)\n                                                  │\n                                                  ▼\n                            OBS Application Audio Capture  →  own track / monitoring\n```\n\n## Components\n\n<!-- [doc->REQ-VOICE-OUTBOUND-TAP] -->\n### Outbound Voice tap (`TravelEar` plugin)\n\nHarmony postfix on Dissonance's `OpusEncoder.Encode(samples, buffer)`. Its return value is the exact encoded frame the game goes on to send (mic audio after the game's capture preprocessing, then Opus), so it is Outbound Voice by definition, and it fires whenever the local player transmits whether or not any peer is listening. Push-to-talk, voice activation, and FEC state are reproduced by construction because the encoder only runs while the game transmits. The tap copies the bytes and hands them, with a local sequence number, to the decoder.\n\nSettled by M1 spike S2 (five in-game runs): a host with no listeners never builds a VoiceData packet, so a postfix on the Mirror client's send sees nothing solo; a postfix on the generic `BaseClient<...>.SendVoiceData` installs but never fires under IL2CPP generic sharing; `OpusEncoder.Encode` is non-generic and upstream of both. Rule of thumb for every later hook: prefer non-generic methods. The documented VoiceData wire format (magic `0x8BC7`, type, session, sender, flags, sequence, channel list, Opus payload; all big-endian) was confirmed byte-exact against live packets and stays implemented and unit-tested in `TravelEar.Core.DissonanceFrame` as reference code.\n\n<!-- [doc->REQ-VOICE-ROUNDTRIP] -->\n### Round-trip provider\n\nThe decode step is common to both feed points: tapped frames are decoded on the encoder thread with the game's `OpusDecoder` (48 kHz mono, FEC on, 2880-sample frames). With the default feed point ([ADR-0005](./adr/0005-sink-fed-from-the-encoder-thread.md), config `Fidelity.SinkFeed = Encoder`) the decoded frame stays on that thread: gate, fade, remote-path processing, EQ, then the Sink ring. The rest of this section describes the `VoicePlayer` feed point, kept behind `Fidelity.SinkFeed = VoicePlayer` for A/B runs.\n\nA mod-owned instance of the game's own `LocalVoiceProvider` ([ADR-0003](./adr/0003-game-voiceplayer-and-local-voice-provider.md)). It already implements the `IVoiceDataProvider` ring contract every game `VoicePlayer` consumes, so no IL2CPP interface is implemented from managed code. It lives on the renderer's GameObject; a Harmony prefix on `LocalVoiceProvider.Start`, keyed on that instance's pointer, skips the mic subscription for it alone, so it never carries raw mic audio and the game's own provider is untouched. Tapped frames are decoded on the encoder thread with the game's `OpusDecoder` (48 kHz mono, FEC on, 2880-sample frames) and pushed through the provider's public `IMicrophoneSubscriber.ReceiveMicrophoneData` proxy exactly as the mic feed would be.…\n\nRead-head discipline: the game syncs a `VoicePlayer`'s read head to its provider once at enable time, so with talk bursts the phase between the two is random (up to a full ring, 341 ms of pure latency). The renderer resyncs the read head 1.5 frames behind the write head at each burst start, and again whenever the lag drifts past 4 frames or under a quarter frame mid-burst. Ring lag then sits steady around 150-180 ms.\n\n<!-- [doc->REQ-VOICE-CONTINUOUS] -->\nContinuity: Outbound Voice exists only while the game transmits, but a `VoicePlayer` reads its provider's ring forever. Between bursts the renderer pushes zero frames from the main thread so the write head stays ahead of the read head; without this the player loops the last ring's worth of the burst, mostly mic noise floor (M1 T3 runs 2-3). Silence is therefore what the Sink carries whenever no packets arrive, from game launch on. In practice the encoder rarely stops: push-to-talk defaults to toggle-on and the game's \"Self Echo\" room channel is always open, so Outbound Voice carries the mic noise floor between words. The transmit gate (M2 T0, `Fidelity.TransmitGate`, default on) limits Local Voice to what peers actually receive: each tick the renderer reads …\n\n### Local Voice renderer\n\nDefault feed point ([ADR-0005](./adr/0005-sink-fed-from-the-encoder-thread.md)): the renderer is the encoder-thread pipeline alone. Each decoded frame passes the transmit gate and the game's channel fade, the remote-path processing below, and the voice EQ (Core `PeakingEq`, the game's `BiquadFilters` PeakingEQ kernel with the same RBJ coefficients, wet/dry mix and clamp, at 400 Hz, Q 0.3, +30 dB, Vol 0.03, wet mix from config `SelfEarEqDryWet`), and is written mono at 48 kHz into the Sink ring with its encode timestamp. Nothing is added to the scene: no provider, no `VoicePlayer`, no Tap, so Local Voice never enters Unity's audio, the provider ring lag and read-head discipline disappear from the Offset, and the game's audio-thread stalls (M2 runs 5-6, ~250 m…\n\n`VoicePlayer` feed point (config `Fidelity.SinkFeed = VoicePlayer`, the M1-M2 path, kept for A/B until a release ships on the default): a mod-owned GameObject (`TravelEar.LocalVoice`, built on the main thread once `GlobalAudioEffects` and `AudioManager` exist) holding the round-trip provider and a game `VoicePlayer` with `PlayerType = Clean`, `Cue` = the last entry of `GlobalAudioEffects.Instance.VoiceCues` (the cue kind the game hands remote players, so spatial settings, attenuation and RTPCs match), `Volume` 1, and the provider assigned before activation. The `VoicePlayer` then does what it does for the game's own voices: plays the cue through `AudioPlayHelper.Play` with a constant-1.0 streaming clip, puts itself at index 0 of the pooled `AudioSourceContro…\n\n<!-- [doc->REQ-TAP-DIVERT] -->\nThe Tap (`VoicePlayer` feed point only) sits at the end of the Filter Stage: a Harmony postfix on `AudioFilterMixer.OnAudioFilterRead`, filtered to the renderer's own mixer by object pointer; the renderer re-arms it whenever the controller's mixer changes. It copies the processed buffer into a lock-free ring for the Sink and then zeroes the buffer in place, so the game's mixer receives silence from this source. The zeroing is unconditional: a full ring drops samples, it never lets audio through. It runs on Unity's audio thread: no allocation, no logging. On the default feed point the same requirement holds by construction: there is no in-game source to divert, so nothing of Local Voice can reach the game's mix.\n\n<!-- [doc->REQ-EAR-SELF] -->\nSelf-Ear parameters: the emitter (the pooled `AudioSource` the `VoicePlayer` plays through) sits a short distance straight ahead of the `AudioListener` along the view axis (config `SelfEarForwardMeters`, default 3 in / 0.0762 m). The renderer's object and the pooled source are both parented to an anchor at that same local offset, and the controller keeps following the renderer's object: its per-frame position write then resolves to the exact local offset whatever anchor pose it read, so the audio thread always sees the current view with no lag. The anchor is the camera above the listener when one exists, else the listener object itself (`Camera.main` is null in this game; the listener comes from `AudioManager.Instance.ListenerController._listener`, never `Ob…\n\n<!-- [doc->REQ-RENDER-CLEAN] -->\nRemote-path processing: every remote voice passes through `SamplePlaybackComponent.ProcessSamples` (a per-sample gain ramp to the makeup gain, the `VoiceCompressor`, a hyperbolic soft clip with a 0.95 ceiling), driven once per frame by `VoiceMakeupGain.Evaluate` (an automatic gain control toward a mean level of 0.132: 24 dB/s for the first second of a burst, then 12 dB/s up and 1 dB/s down, frozen between bursts). The Clean `LocalVoiceProvider` path has none of this, so the mod ports it (Core `VoiceDynamics`, `VoiceCompressor`, `VoiceMakeupGain`, unit-tested against the constants in docs/reference/big-walk-voice-dsp.md) and applies it on the encoder thread to each decoded frame before the provider push. The loop runs on the main thread from the last block's …\n\nSelf-Ear geometry (operator note, 2026-09-07, for later experimentation): a person does not hear their own voice on-axis. The voice leaves at the edges of the mouth and through the cheeks, so from the speaker's own ears it radiates roughly perpendicular, as a cone of about 160-170 degrees whose apex sits 2-3 inches in front of the ears. A peer voice pointed straight at the listener sits at angle 0 on the game's filter-angle curve; the Self-Ear should therefore probably sit off-axis on that curve (some extra `High{n}` roll-off relative to a peer facing you) rather than at angle 0. Treat the angle-0 value above as the v1 starting point and calibrate the off-axis amount by ear against a second-client recording.\n\n<!-- [doc->REQ-MIXER-RESYNTH] -->\n### Mixer Stage re-synthesis\n\nThe game drives a voice's mixer channel with four floats it writes every frame from `PlayerVoicePlaybackControl.Update` (`Dry{n}`, `High{n}`, `ReverbFallWet{n}`, `ReverbBoostWet{n}`; formulas in docs/reference/big-walk-voice-dsp.md section 4). It never writes them for the local player, who has no playback control on their own machine, so the mod cannot read them: it evaluates the same formulas itself ([ADR-0002](./adr/0002-mixer-stage-resynthesis.md) as amended by M3 T1). `TravelEar.Core.MixerStageModel` is that model, unit-tested against the formulas, stepped once per frame on the main thread at the Self-Ear: listener distance 0, occlusion 0, no height difference (so `Dry` is 0 dB, `High` is 0 dB and the reverb boost send is silent by the game's own arithme…\n\n### Environment reverb\n\nBeyond the per-voice sends, a listener's machine puts every nearby voice through its own room: the main mixer's `Master Wet` return is an SFX Reverb (Unity's I3DL2 effect) that `AudioDynamicReverb.UpdateReverb` re-parameterizes every frame from the listener's surroundings (room size, outdoorness, reflectivity, diffusion, raycast from the listener; formulas and the mixer topology in docs/reference/big-walk-environment-reverb.md). The voice reaches it through fixed trims: the voice mixer's `Dry` group at -3 dB into the main `Voice` group, which feeds the `VOICE DRY BUS` (-6 dB, straight to `Master Dry`) and the `VOICE WET BUS` (0 dB) into the reverb, whose own `DryLevel` adds a second, louder dry copy. So a friend standing in the starting hallway hears `out = …\n\n<!-- [doc->REQ-RENDER-MEGAPHONE] -->\n### Megaphone voice\n\nHolding a megaphone and using it makes the local player broadcast into the megaphone prop's Dissonance room on top of the normal voice channel; on a listener's machine the prop's own `VoicePlayer` (`PlayerType = Megaphone`) then renders the holder's voice from the same decoded, dynamics-processed stream the normal voice uses, so a listener beside the holder hears the direct voice and the megaphone output together (docs/reference/big-walk-local-voice-wiring.md sections 3 and 4). Detection, main thread, from the game's own state: the local player's held prop's `RadioVoiceAssigner` whose prefab voice type is Megaphone, `isBroadcasting` (set by the networked peck, cleared once Dissonance stops reporting speech into the room) and `latestBroadcastPlayer` being the…\n\n<!-- [doc->REQ-SINK-HELPER-PROCESS] -->\n<!-- [doc->REQ-SINK-ENDPOINT-CONFIG] -->\n### Sink transport and Helper\n\nMod side: named pipe server `TravelEar.Sink`, frames of float32 interleaved PCM at the DSP rate with a small header (channel count, sample rate, capture timestamp, sample count); the pump sends whatever the Tap produced per 5 ms tick and never pads on its own. Helper side: .NET 8 self-contained WinExe, minimized window titled \"TravelEar for Big Walk\", NAudio `WasapiOut` on a dedicated thread to the endpoint matching config `SinkEndpoint` (empty = system default, which is audible); it primes 100 ms of silence at stream start and trims its backlog to 100 ms whenever it exceeds 200 ms (the band is the jitter budget: below it the stream pads or cuts mid-word, M2 runs 4-5), and logs its underrun, starve and trim counters every 10 s to `%LOCALAPPDATA%\\TravelEar\\He…\n\n<!-- [doc->REQ-OFFSET-MEASURE] -->\nOffset: measured end to end, per Sink frame, on one clock (both processes read the machine's performance counter). The capture point is the `OpusEncoder.Encode` postfix; the render point is the moment the frame's first sample leaves the Helper's endpoint. The timestamp rides the audio through every ring hand-off by position, not by counting: each writer marks the span it wrote (ring position, length, timestamp) in a small lock-free table (`TravelEar.Core.FrameStampTable`) and the reader on the other thread resolves the position it is about to read to the newest mark containing it. Three hand-offs: the provider ring (every push marks, voice with its encode timestamp and mod-generated silence with \"none\", so the Tap can resolve the block it is handed from the …\n\n<!-- [doc->REQ-SINK-LIFECYCLE] -->\nLifecycle: the Helper ships at `BepInEx\\TravelEar.Helper\\TravelEar.Helper.exe`, beside and not inside `plugins`, because BepInEx examines every DLL under `plugins` as a plugin candidate. The mod spawns it once per game launch (config `SpawnHelper`, `HelperPath`) and never respawns it, whether the spawn failed or the Helper later exited; a Helper already running (started by hand or by an earlier launch) is left alone. The spawn goes through the Helper's own `--detach` step: the process the mod starts re-executes itself without the flag and exits at once, so the Helper that stays up is the child of a short-lived launcher rather than of the game, and OBS's process-tree matching cannot fold its audio into the game's capture (M2 chose this over WMI `Win32_Process…\n\n<!-- [doc->REQ-SINK-FORMAT] -->\nFormat: float32 interleaved PCM at the DSP rate (48 kHz expected) with the Tap's channel count, normally stereo. With config `Downmix` on, the pump folds each block to mono (equal-weight average of the channels, `TravelEar.Core.Downmixer`) before framing, and the header says 1 channel; the Helper follows the header, so the switch is transparent to it.\n\n<!-- [doc->REQ-CONFIG-BEPINEX] -->\n### Config and settings UI\n\nEvery user setting is a BepInEx `ConfigEntry` with a description, in `Big Walk\\BepInEx\\config\\com.sabermage.travelear.cfg`, bound once at load in `PluginConfig` (src/TravelEar/Plugin.cs); nothing is read from anywhere else. ModSettingsMenu (Thunderstore, Ice_Box_Studio_BigWalk/ModSettingsMenu) enumerates the `Config` of every loaded BepInEx plugin, so the entries appear in its menu without any registration: bool as an on/off pair, enum as a left/right selector, float and string as text fields, each titled by its key. `Sink.Downmix` applies live; every other key is read once, so it needs a restart. TravelEar adds nothing to the game's menus (M3 run 6 ruling: the mod already owns a window, the Helper's, so the information and, later, the option tweaks belong t…\n\n## Behaviour rules\n\n- Never affects gameplay or what the local player hears.\n- Stream is always on from game launch; silence when not speaking or not in a session.\n- If any hook fails to bind after a game update: disable, log once, stay silent. No partial-fidelity output.\n- Channel count matches the Tap (expected stereo); `Downmix` config forces mono.\n\n## Scope\n\n- v1.0: Clean Voice, Megaphone Voice, Mixer Stage reverb/dry/high, Offset display.\n- v1.1: cliff echo (`EchoRemote` equivalent), water-depth muffle.\n- Out: walkie-talkie and radio (the game already plays the local player's walkie voice through nearby units; the radio plays music).\n\n## First spikes\n\n1. OBS process-loopback capture of a stream rendered to a non-default endpoint. **Answered yes** (M1, 2026-09-07).\n2. Harmony postfix on the Dissonance send path under IL2CPP; confirm frame parse. **Answered** (M1, 2026-09-07): postfixes fire; the frame parse is byte-exact; the tap moved upstream to `OpusEncoder.Encode` (see the tap section).\n3. Instantiate a game `VoicePlayer` from mod code with a mod-provided `IVoiceDataProvider`. **Answered yes** (M1, 2026-09-07): a mod-owned instance of the game's own `LocalVoiceProvider` (mic subscription skipped by a Harmony prefix) fed through its `IMicrophoneSubscriber` proxy drives a mod-owned Clean `VoicePlayer`; the operator heard Local Voice end to end through the Helper. No IL2CPP interface implemented from managed code.\n\n## Test setup\n\nSecond client (another machine or Steam account) records the same session; compare its playback of the local player against the Sink output for level, spectrum, and reverb tail. Test with the VR mod disabled first; its Steam Audio spatializer may colour voice.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130]},"fileSize":29979,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\DESIGN.md"},"limits":{"columnTruncated":{"maxColumn":768}}}},"isError":false,"timestamp":1789194472866}}
{"type":"message","id":"e98bd021","parentId":"74ec7dca","timestamp":"2026-09-12T06:27:52.874Z","message":{"role":"toolResult","toolCallId":"call_KHB2k1ZRAwvoVSkhPftBmtRE|fc_0642f5c8186e9d95016aa4f0e8a81487d2a220a190a1f6cb0d","toolName":"read","content":[{"type":"text","text":"[docs/CI.md#7821]\n1:# CI model — manual, deterministic, no hosted runners\n2:\n3:> TravelEar deliberately runs **no hosted CI**: no GitHub Actions, no external runners. The\n4:> project is small-scope, and the plugin build needs Big Walk's Il2CppInterop proxy assemblies,\n5:> which exist only on a machine with the game installed. The gates are plain scripts run by hand\n6:> (or by a live agent) on a dev host before every release and before any work is declared done.\n7:\n8:## The gates (deterministic)\n9:\n10:Every gate is a script with a binary pass / fail — no judgment, no model:\n11:\n12:1. **Build** — `dotnet build TravelEar.sln -c Release` compiles the plugin against the game's\n13:   proxy assemblies and the Helper.\n14:2. **Unit tests** — `dotnet test` on `tests/TravelEar.Tests` (xunit, covers the pure\n15:   `TravelEar.Core` library).\n16:3. **`traceable-reqs check`** — requirement coverage gate; exit-1 fails (see\n17:   `docs/TRACEABILITY.md`).\n18:4. **Docs build** — `mdbook build docs-site` must succeed; the site is read in-repo and built\n19:   locally, never published by a hosted job.\n20:\n21:## Running the gates\n22:\n23:```\n24:pwsh scripts/gates.ps1            # all gates\n25:pwsh scripts/gates.ps1 -SkipDocs  # while iterating on code\n26:```\n27:\n28:Run them:\n29:\n30:- before declaring any body of work done (binding rule in `AGENTS.md`);\n31:- before every release tag (`docs/RELEASE-RUNBOOK.md`).\n32:\n33:The host needs: .NET 8 SDK, Big Walk with BepInEx 6 launched at least once (so\n34:`BepInEx/interop/` exists), `traceable-reqs` on `PATH`, and `mdbook`.\n35:\n36:## What is deliberately not here\n37:\n38:- No `.github/workflows/`. Adding one is a scope decision for the operator, not a default.\n39:- No GitHub Pages. `docs-site/` is the documentation source of truth and is browsable on\n40:  GitHub as markdown; `mdbook build` is a local check that it stays well-formed.\n41:- No git-hook trigger or fleet runner-agent. If the project grows, the pattern to adopt is a\n42:  post-push hook that pings a runner-agent over the messaging bus to run `scripts/gates.ps1`\n43:  and report back; until then, the manual command is the whole CI."}],"details":{"totalLines":43,"displayContent":{"text":"# CI model — manual, deterministic, no hosted runners\n\n> TravelEar deliberately runs **no hosted CI**: no GitHub Actions, no external runners. The\n> project is small-scope, and the plugin build needs Big Walk's Il2CppInterop proxy assemblies,\n> which exist only on a machine with the game installed. The gates are plain scripts run by hand\n> (or by a live agent) on a dev host before every release and before any work is declared done.\n\n## The gates (deterministic)\n\nEvery gate is a script with a binary pass / fail — no judgment, no model:\n\n1. **Build** — `dotnet build TravelEar.sln -c Release` compiles the plugin against the game's\n   proxy assemblies and the Helper.\n2. **Unit tests** — `dotnet test` on `tests/TravelEar.Tests` (xunit, covers the pure\n   `TravelEar.Core` library).\n3. **`traceable-reqs check`** — requirement coverage gate; exit-1 fails (see\n   `docs/TRACEABILITY.md`).\n4. **Docs build** — `mdbook build docs-site` must succeed; the site is read in-repo and built\n   locally, never published by a hosted job.\n\n## Running the gates\n\n```\npwsh scripts/gates.ps1            # all gates\npwsh scripts/gates.ps1 -SkipDocs  # while iterating on code\n```\n\nRun them:\n\n- before declaring any body of work done (binding rule in `AGENTS.md`);\n- before every release tag (`docs/RELEASE-RUNBOOK.md`).\n\nThe host needs: .NET 8 SDK, Big Walk with BepInEx 6 launched at least once (so\n`BepInEx/interop/` exists), `traceable-reqs` on `PATH`, and `mdbook`.\n\n## What is deliberately not here\n\n- No `.github/workflows/`. Adding one is a scope decision for the operator, not a default.\n- No GitHub Pages. `docs-site/` is the documentation source of truth and is browsable on\n  GitHub as markdown; `mdbook build` is a local check that it stays well-formed.\n- No git-hook trigger or fleet runner-agent. If the project grows, the pattern to adopt is a\n  post-push hook that pings a runner-agent over the messaging bus to run `scripts/gates.ps1`\n  and report back; until then, the manual command is the whole CI.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43]},"fileSize":2019,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\CI.md"}}},"isError":false,"timestamp":1789194472873}}
{"type":"message","id":"2122a497","parentId":"e98bd021","timestamp":"2026-09-12T06:27:52.875Z","message":{"role":"toolResult","toolCallId":"call_jdqpiyP6qacpiCBSURGx7oUE|fc_0642f5c8186e9d95016aa4f0e8a80c87d2bfd24d88c4b31194","toolName":"read","content":[{"type":"text","text":"[docs/RELEASE-RUNBOOK.md#20E7]\n1:# Release runbook\n2:\n3:> How a TravelEar release ships. Everything is manual and runs on a dev host with the game\n4:> installed; there is no hosted CI (`docs/CI.md`). The spine: gates · changelog · bump · tag ·\n5:> build artifacts · GitHub Release. TravelEar does not sign artifacts. Thunderstore packaging is a\n6:> later, separate step.\n7:\n8:## One-time setup\n9:\n10:- A dev host with .NET 8 SDK, Big Walk + BepInEx 6 (launched once so `BepInEx/interop/`\n11:  exists), `traceable-reqs`, `mdbook`, and `gh` authenticated as `SaberMage`.\n12:- No release keys and no repository secrets.\n13:\n14:## Per release\n15:\n16:1. **Run the gates**: `pwsh scripts/gates.ps1`. Everything green, working tree clean.\n17:2. **Bump** the version in `Directory.Build.props` (`<Version>`) and in\n18:   `src/TravelEar/Plugin.cs` (`VersionString`, which BepInEx reports). Both carry the same\n19:   number.\n20:3. **Write the user-facing changelog** — add a `## [X.Y.Z] - YYYY-MM-DD` section at the top of\n21:   `CHANGELOG.md` with **Added / Changed / Fixed** subsections. This section is pasted verbatim\n22:   as the GitHub Release body, so it is the changelog every user reads. Rules:\n23:   - **User-facing UX only.** What a person using the mod notices or does differently. Name\n24:     the actual config keys, OBS steps, or in-game surfaces they touch.\n25:   - **No internal lingo** — no requirement ids, internal class names, commit hashes, or\n26:     milestone / hazard codes. A reader who has never seen the source must understand every line.\n27:   - **Flag breaking changes** prominently under Changed (a renamed config key, a new minimum\n28:     BepInEx build).\n29:   - A tag with no matching `## [X.Y.Z]` section is a mistake; stop and write one.\n30:4. **Commit and tag**: commit the bump + changelog, then\n31:   `git tag vX.Y.Z && git push origin main vX.Y.Z`.\n32:5. **Build the artifacts** on the dev host: `pwsh scripts/release.ps1`. It checks that\n33:   `Directory.Build.props` and `Plugin.cs` carry the same version and that `CHANGELOG.md` has a\n34:   `## [X.Y.Z]` section, builds the plugin (Release) and publishes the Helper (single-file,\n35:   self-contained win-x64), then assembles `dist/TravelEar-vX.Y.Z/` as a `BepInEx\\` tree the\n36:   user extracts over the game folder:\n37:   ```\n38:   BepInEx/plugins/TravelEar/TravelEar.dll\n39:   BepInEx/plugins/TravelEar/TravelEar.Core.dll\n40:   BepInEx/TravelEar.Helper/TravelEar.Helper.exe\n41:   ```\n42:   The Helper stays outside `plugins` (BepInEx scans every DLL there as a plugin candidate;\n43:   the plugin's default `Sink.HelperPath` is `BepInEx\\TravelEar.Helper\\`). The script zips it\n44:   as `dist/TravelEar-vX.Y.Z.zip`, writes `dist/SHA256SUMS.txt`, and extracts the changelog\n45:   section to `dist/RELEASE-NOTES-vX.Y.Z.md`.\n46:6. **Create the GitHub Release** on this repo with the changelog section as the body (the\n47:   script prints this line filled in):\n48:   ```\n49:   gh release create vX.Y.Z dist/TravelEar-vX.Y.Z.zip dist/SHA256SUMS.txt \\\n50:     --title \"TravelEar vX.Y.Z\" --notes-file dist/RELEASE-NOTES-vX.Y.Z.md\n51:   ```\n52:   No signing; the published release is the final artifact.\n53:7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n54:   copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n55:   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n56:   Settings > Audio row present.\n57:8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n58:   Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n59:\n60:## Notes\n61:\n62:- **Two independent numbers — never conflate them:** the mod **semver** (`vX.Y.Z`, one number\n63:  in both `Directory.Build.props` and `Plugin.cs`) and the **BepInEx build** the mod is pinned to\n64:  (`6.0.0-be.755` in `TravelEar.csproj`). A BepInEx bump is a Changed entry, not a version\n65:  scheme.\n66:- There is no wire protocol of our own. The named-pipe frame between mod and Helper is\n67:  internal, and both halves ship in the same zip, so it changes freely between releases."}],"details":{"totalLines":67,"displayContent":{"text":"# Release runbook\n\n> How a TravelEar release ships. Everything is manual and runs on a dev host with the game\n> installed; there is no hosted CI (`docs/CI.md`). The spine: gates · changelog · bump · tag ·\n> build artifacts · GitHub Release. TravelEar does not sign artifacts. Thunderstore packaging is a\n> later, separate step.\n\n## One-time setup\n\n- A dev host with .NET 8 SDK, Big Walk + BepInEx 6 (launched once so `BepInEx/interop/`\n  exists), `traceable-reqs`, `mdbook`, and `gh` authenticated as `SaberMage`.\n- No release keys and no repository secrets.\n\n## Per release\n\n1. **Run the gates**: `pwsh scripts/gates.ps1`. Everything green, working tree clean.\n2. **Bump** the version in `Directory.Build.props` (`<Version>`) and in\n   `src/TravelEar/Plugin.cs` (`VersionString`, which BepInEx reports). Both carry the same\n   number.\n3. **Write the user-facing changelog** — add a `## [X.Y.Z] - YYYY-MM-DD` section at the top of\n   `CHANGELOG.md` with **Added / Changed / Fixed** subsections. This section is pasted verbatim\n   as the GitHub Release body, so it is the changelog every user reads. Rules:\n   - **User-facing UX only.** What a person using the mod notices or does differently. Name\n     the actual config keys, OBS steps, or in-game surfaces they touch.\n   - **No internal lingo** — no requirement ids, internal class names, commit hashes, or\n     milestone / hazard codes. A reader who has never seen the source must understand every line.\n   - **Flag breaking changes** prominently under Changed (a renamed config key, a new minimum\n     BepInEx build).\n   - A tag with no matching `## [X.Y.Z]` section is a mistake; stop and write one.\n4. **Commit and tag**: commit the bump + changelog, then\n   `git tag vX.Y.Z && git push origin main vX.Y.Z`.\n5. **Build the artifacts** on the dev host: `pwsh scripts/release.ps1`. It checks that\n   `Directory.Build.props` and `Plugin.cs` carry the same version and that `CHANGELOG.md` has a\n   `## [X.Y.Z]` section, builds the plugin (Release) and publishes the Helper (single-file,\n   self-contained win-x64), then assembles `dist/TravelEar-vX.Y.Z/` as a `BepInEx\\` tree the\n   user extracts over the game folder:\n   ```\n   BepInEx/plugins/TravelEar/TravelEar.dll\n   BepInEx/plugins/TravelEar/TravelEar.Core.dll\n   BepInEx/TravelEar.Helper/TravelEar.Helper.exe\n   ```\n   The Helper stays outside `plugins` (BepInEx scans every DLL there as a plugin candidate;\n   the plugin's default `Sink.HelperPath` is `BepInEx\\TravelEar.Helper\\`). The script zips it\n   as `dist/TravelEar-vX.Y.Z.zip`, writes `dist/SHA256SUMS.txt`, and extracts the changelog\n   section to `dist/RELEASE-NOTES-vX.Y.Z.md`.\n6. **Create the GitHub Release** on this repo with the changelog section as the body (the\n   script prints this line filled in):\n   ```\n   gh release create vX.Y.Z dist/TravelEar-vX.Y.Z.zip dist/SHA256SUMS.txt \\\n     --title \"TravelEar vX.Y.Z\" --notes-file dist/RELEASE-NOTES-vX.Y.Z.md\n   ```\n   No signing; the published release is the final artifact.\n7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n   copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n   Settings > Audio row present.\n8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n   Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n\n## Notes\n\n- **Two independent numbers — never conflate them:** the mod **semver** (`vX.Y.Z`, one number\n  in both `Directory.Build.props` and `Plugin.cs`) and the **BepInEx build** the mod is pinned to\n  (`6.0.0-be.755` in `TravelEar.csproj`). A BepInEx bump is a Changed entry, not a version\n  scheme.\n- There is no wire protocol of our own. The named-pipe frame between mod and Helper is\n  internal, and both halves ship in the same zip, so it changes freely between releases.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67]},"fileSize":3997,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\RELEASE-RUNBOOK.md"}}},"isError":false,"timestamp":1789194472875}}
{"type":"message","id":"439c87ac","parentId":"2122a497","timestamp":"2026-09-12T06:27:52.876Z","message":{"role":"toolResult","toolCallId":"call_cWEnTMCYwMCf2jiwrUGuWGbR|fc_0642f5c8186e9d95016aa4f0e8a80887d2927d97d41d953e15","toolName":"read","content":[{"type":"text","text":"[docs/TRACEABILITY.md#4AEA]\n1:# Traceability development contract\n2:\n3:> How this project uses [`traceable-reqs`](https://github.com/BigscreenVR/traceable-reqs)\n4:> to keep every requirement traced from doc → impl → test. The manifest is\n5:> `traceable-reqs.toml` (seed it from your requirements source + your KNOWN-HAZARDS\n6:> invariants). This contract makes the trace pay off instead of rotting.\n7:\n8:## Why\n9:\n10:A requirement that isn't traced to real evidence (a doc, an implementation, a test) is a\n11:requirement you're only *hoping* is met. This contract converts that hope into a build that\n12:**fails when evidence is missing** — so scope ships verifiably and known hazards can't\n13:silently regress.\n14:\n15:## The contract (rules)\n16:\n17:1. **The manifest is the authoritative requirement registry.** Every requirement and every\n18:   KNOWN-HAZARDS invariant exists in `traceable-reqs.toml` as a `REQ-*` id. No work without a\n19:   REQ; no REQ without intent to satisfy. Your prose source (PRD / spec / design doc) holds the\n20:   wording; the manifest holds the id + `required_stages`.\n21:2. **Tag in the same change as the evidence.** When you write the function / test / doc-section\n22:   that satisfies a stage, add its `[<stage>-><REQ-ID>]` tag in *that same commit*. Never \"tag\n23:   later\" — this single rule is what stops the trace from drifting.\n24:3. **Evidence-proximate tags, not file-tops.** A tag sits on or immediately above the real\n25:   function, test, doc section, config entry, or workflow step that proves the stage. One tag =\n26:   one piece of real evidence. Tags at file tops to satisfy coverage are noise and usually wrong.\n27:4. **KNOWN-HAZARDS are first-class requirements.** Each invariant is a `REQ-HAZARD-*` requiring\n28:   `unit` (and `int` where cross-process / cross-node). A hazard cannot be \"covered\" without a\n29:   test tagging it — the anti-regression promise becomes mechanical.\n30:5. **Activation, not premature failure.** Every requirement starts `required_stages = []`\n31:   (inactive) so `check` stays green pre-code. A **milestone activates** the requirements it\n32:   delivers by setting their real `required_stages`. Deferred items stay `[]` until promoted.\n33:6. **Scan roots stay honest.** `[scan].roots` includes every evidence location (your source,\n34:   tests, docs, and later your CI workflows and scripts). Audit roots whenever a new evidence\n35:   dir appears — a missing root makes evidence *silently* vanish from the trace.\n36:7. **C# is mapped explicitly.** The scanner has no built-in `.cs` language; the manifest maps\n37:   `\".cs\" = \"c_like\"` under `[scan.extensions]`. Without it every `.cs` tag silently vanishes\n38:   (the same trap as a missing root). Keep the mapping when editing `[scan]`.\n39:\n40:### Stages\n41:\n42:`doc` (prose / design / API-doc) · `impl` (production code) · `unit` (unit test) · `int`\n43:(integration / e2e / cross-process / cross-node). Default activation policy:\n44:`[\"doc\",\"impl\",\"unit\"]`; networking / lifecycle / cross-node reqs add `int`.\n45:\n46:### Tag examples\n47:\n48:Real tags are `[<stage>->REQ-ID]` with a bare stage word. The examples below angle-bracket the\n49:stage (`[<impl>->...]`) only so the scanner treats them as illustrations, not live evidence —\n50:write a bare stage word in real code.\n51:\n52:```rust\n53:// [<impl>->REQ-EXAMPLE-1]\n54:fn do_the_thing(...) { ... }\n55:```\n56:```rust\n57:// [<unit>->REQ-HAZARD-EXAMPLE]\n58:#[test] fn upholds_the_invariant() { ... }\n59:```\n60:```markdown\n61:<!-- [<doc>->REQ-EXAMPLE-1] -->\n62:## The thing, explained\n63:```\n64:\n65:## Enforcement (four layers — defense in depth)\n66:\n67:1. **CI gate (hard backstop).** `traceable-reqs check --json` runs on every PR / push; exit-1\n68:   (`missing_stage` / `undeclared_id` / `parse_error` / `manifest_error`) **fails the build**. A\n69:   PR can't merge if it leaves an *activated* req's required stage uncovered. Runs alongside the\n70:   DOCS-STRATEGY docs-drift gate.\n71:2. **Milestone activation gate.** Starting a milestone flips its reqs from `[]` to the real\n72:   policy; the milestone **is not done until `check` is green for its reqs**. Coverage grows\n73:   *with* the project instead of failing on day one.\n74:3. **Agent-facing rule.** The repo `AGENTS.md` instructs every dev-agent: tag\n75:   `[<stage>-><REQ-ID>]` in the same change as the evidence, and run `traceable-reqs check`\n76:   before declaring done. If this project is built *with* agents, the contract must be\n77:   machine-followable — agent discipline + CI as the net.\n78:4. **Quality audit (anti-box-ticking).** `check` proves a tag *exists*; `traceable-reqs review`\n79:   + `lint` audit whether tags sit near *real* evidence and whether titles are meaningful. Run\n80:   advisory in CI (or periodically). Presence = hard gate; quality = audited.\n81:\n82:Optional fast-feedback: a pre-push git hook running `traceable-reqs check` locally.\n83:\n84:## CI snippet (hosted-runner fallback; see `docs/CI.md` for the agent-driven default)\n85:\n86:```yaml\n87:# .github/workflows/traceability.yml\n88:name: traceability\n89:on: [push, pull_request]\n90:jobs:\n91:  check:\n92:    runs-on: ubuntu-latest\n93:    steps:\n94:      - uses: actions/checkout@v4\n95:      - name: Install traceable-reqs\n96:        run: gh release download --repo BigscreenVR/traceable-reqs --pattern '*linux-x86_64' --output traceable-reqs && chmod +x traceable-reqs\n97:        env: { GH_TOKEN: ${{ github.token }} }\n98:      - name: Coverage gate (hard)\n99:        run: ./traceable-reqs check --json\n100:      - name: Quality audit (advisory)\n101:        run: ./traceable-reqs lint || true\n102:```\n103:\n104:## Lifecycle\n105:\n106:- **Now (planning):** manifest seeded, all reqs inactive. `check` is green (nothing required\n107:  yet).\n108:- **First milestone:** install the CLI, validate the seed against it, wire the CI gate,\n109:  **activate that milestone's reqs** (and the `REQ-HAZARD-*` invariants it must uphold), tag as\n110:  code lands.\n111:- **Each later milestone:** activates + covers its requirements before it's called done."}],"details":{"totalLines":111,"displayContent":{"text":"# Traceability development contract\n\n> How this project uses [`traceable-reqs`](https://github.com/BigscreenVR/traceable-reqs)\n> to keep every requirement traced from doc → impl → test. The manifest is\n> `traceable-reqs.toml` (seed it from your requirements source + your KNOWN-HAZARDS\n> invariants). This contract makes the trace pay off instead of rotting.\n\n## Why\n\nA requirement that isn't traced to real evidence (a doc, an implementation, a test) is a\nrequirement you're only *hoping* is met. This contract converts that hope into a build that\n**fails when evidence is missing** — so scope ships verifiably and known hazards can't\nsilently regress.\n\n## The contract (rules)\n\n1. **The manifest is the authoritative requirement registry.** Every requirement and every\n   KNOWN-HAZARDS invariant exists in `traceable-reqs.toml` as a `REQ-*` id. No work without a\n   REQ; no REQ without intent to satisfy. Your prose source (PRD / spec / design doc) holds the\n   wording; the manifest holds the id + `required_stages`.\n2. **Tag in the same change as the evidence.** When you write the function / test / doc-section\n   that satisfies a stage, add its `[<stage>-><REQ-ID>]` tag in *that same commit*. Never \"tag\n   later\" — this single rule is what stops the trace from drifting.\n3. **Evidence-proximate tags, not file-tops.** A tag sits on or immediately above the real\n   function, test, doc section, config entry, or workflow step that proves the stage. One tag =\n   one piece of real evidence. Tags at file tops to satisfy coverage are noise and usually wrong.\n4. **KNOWN-HAZARDS are first-class requirements.** Each invariant is a `REQ-HAZARD-*` requiring\n   `unit` (and `int` where cross-process / cross-node). A hazard cannot be \"covered\" without a\n   test tagging it — the anti-regression promise becomes mechanical.\n5. **Activation, not premature failure.** Every requirement starts `required_stages = []`\n   (inactive) so `check` stays green pre-code. A **milestone activates** the requirements it\n   delivers by setting their real `required_stages`. Deferred items stay `[]` until promoted.\n6. **Scan roots stay honest.** `[scan].roots` includes every evidence location (your source,\n   tests, docs, and later your CI workflows and scripts). Audit roots whenever a new evidence\n   dir appears — a missing root makes evidence *silently* vanish from the trace.\n7. **C# is mapped explicitly.** The scanner has no built-in `.cs` language; the manifest maps\n   `\".cs\" = \"c_like\"` under `[scan.extensions]`. Without it every `.cs` tag silently vanishes\n   (the same trap as a missing root). Keep the mapping when editing `[scan]`.\n\n### Stages\n\n`doc` (prose / design / API-doc) · `impl` (production code) · `unit` (unit test) · `int`\n(integration / e2e / cross-process / cross-node). Default activation policy:\n`[\"doc\",\"impl\",\"unit\"]`; networking / lifecycle / cross-node reqs add `int`.\n\n### Tag examples\n\nReal tags are `[<stage>->REQ-ID]` with a bare stage word. The examples below angle-bracket the\nstage (`[<impl>->...]`) only so the scanner treats them as illustrations, not live evidence —\nwrite a bare stage word in real code.\n\n```rust\n// [<impl>->REQ-EXAMPLE-1]\nfn do_the_thing(...) { ... }\n```\n```rust\n// [<unit>->REQ-HAZARD-EXAMPLE]\n#[test] fn upholds_the_invariant() { ... }\n```\n```markdown\n<!-- [<doc>->REQ-EXAMPLE-1] -->\n## The thing, explained\n```\n\n## Enforcement (four layers — defense in depth)\n\n1. **CI gate (hard backstop).** `traceable-reqs check --json` runs on every PR / push; exit-1\n   (`missing_stage` / `undeclared_id` / `parse_error` / `manifest_error`) **fails the build**. A\n   PR can't merge if it leaves an *activated* req's required stage uncovered. Runs alongside the\n   DOCS-STRATEGY docs-drift gate.\n2. **Milestone activation gate.** Starting a milestone flips its reqs from `[]` to the real\n   policy; the milestone **is not done until `check` is green for its reqs**. Coverage grows\n   *with* the project instead of failing on day one.\n3. **Agent-facing rule.** The repo `AGENTS.md` instructs every dev-agent: tag\n   `[<stage>-><REQ-ID>]` in the same change as the evidence, and run `traceable-reqs check`\n   before declaring done. If this project is built *with* agents, the contract must be\n   machine-followable — agent discipline + CI as the net.\n4. **Quality audit (anti-box-ticking).** `check` proves a tag *exists*; `traceable-reqs review`\n   + `lint` audit whether tags sit near *real* evidence and whether titles are meaningful. Run\n   advisory in CI (or periodically). Presence = hard gate; quality = audited.\n\nOptional fast-feedback: a pre-push git hook running `traceable-reqs check` locally.\n\n## CI snippet (hosted-runner fallback; see `docs/CI.md` for the agent-driven default)\n\n```yaml\n# .github/workflows/traceability.yml\nname: traceability\non: [push, pull_request]\njobs:\n  check:\n    runs-on: ubuntu-latest\n    steps:\n      - uses: actions/checkout@v4\n      - name: Install traceable-reqs\n        run: gh release download --repo BigscreenVR/traceable-reqs --pattern '*linux-x86_64' --output traceable-reqs && chmod +x traceable-reqs\n        env: { GH_TOKEN: ${{ github.token }} }\n      - name: Coverage gate (hard)\n        run: ./traceable-reqs check --json\n      - name: Quality audit (advisory)\n        run: ./traceable-reqs lint || true\n```\n\n## Lifecycle\n\n- **Now (planning):** manifest seeded, all reqs inactive. `check` is green (nothing required\n  yet).\n- **First milestone:** install the CLI, validate the seed against it, wire the CI gate,\n  **activate that milestone's reqs** (and the `REQ-HAZARD-*` invariants it must uphold), tag as\n  code lands.\n- **Each later milestone:** activates + covers its requirements before it's called done.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111]},"fileSize":5724,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\TRACEABILITY.md"}}},"isError":false,"timestamp":1789194472876}}
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{"type":"message","id":"7df43f75","parentId":"59d2c427","timestamp":"2026-09-12T06:28:29.339Z","message":{"role":"toolResult","toolCallId":"call_RwoEEJ8EVMtF1Atr8at581sO|fc_0fc07734548baff2016aa4f10c647887d18e68e4c1c0a2d19c","toolName":"read","content":[{"type":"text","text":"---\nname: traceable-reqs\ndescription: \"Install or update the traceable-reqs CLI and apply it correctly in host repos: author manifests, place tags near evidence, audit scan roots, interpret findings, and answer coverage questions through the CLI.\"\nallowed-tools: Bash, PowerShell, Read\n---\n\n# traceable-reqs\n\nUse this skill for both installation and day-to-day use of `traceable-reqs`.\nThe CLI reads a required `traceable-reqs.toml`, scans configured roots for\n`[stage->REQ-ID]` tags, and reports whether manifest-declared requirements have\nthe required evidence stages.\n\n## Applying traceable-reqs to a repo\n\nStart with the manifest, then place tags close to the evidence they prove.\nDo not satisfy coverage by putting tags at the top of a file; that is noisy and\nusually wrong. A tag belongs on or immediately above the function, test, config\nentry, doc section, or workflow step that actually satisfies that stage.\n\nMinimum manifest:\n\n```toml\n[scan]\nroots = [\"src\", \"tests\", \"docs\"]\n\n[policy]\nrequired_stages = [\"doc\", \"impl\", \"unit\"]\n\n[[requirements]]\nid = \"REQ-LOGIN\"\ntitle = \"User can sign in\"\nrequired_stages = [\"doc\", \"impl\", \"unit\", \"int\"]\n```\n\nAudit `[scan].roots` against the real project tree before trusting coverage.\nIf implementation lives in `.github/workflows`, `scripts`, `cmake`, or another\ndirectory, include it or the evidence will silently disappear from the trace.\n\nRequirement IDs must match `REQ-[A-Z0-9-]+`, with hyphen-separated uppercase\nsegments. Prefer title-derived slugs such as `REQ-LOGIN-LOCKOUT` over bare\nnumeric counters. IDs like `FR-001`, `NFR-002`, or `CON-010` are not valid unless\nthey are written as `REQ-FR-001`, `REQ-NFR-002`, or `REQ-CON-010`.\n\n## Stages\n\nBuilt-in stages are exactly:\n\n- `doc`: prose or design documentation.\n- `impl`: production implementation.\n- `unit`: unit tests.\n- `int`: integration, end-to-end, workflow, or system-level tests.\n\nDomain words such as HIL, e2e, smoke, QC, or security are not built-in stages.\nMap them to the closest built-in stage, usually `int`, or declare a custom stage\nin the manifest before using it:\n\n```toml\n[stages.qc]\ndescription = \"QC engineer signoff\"\n```\n\nA tag with an undeclared stage, such as `[hil->REQ-CAMERA]`, is a `parse_error`.\n\n## Tag examples\n\n```rust\n// [impl->REQ-LOGIN]\nfn authenticate(...) { ... }\n```\n\n```python\n# [unit->REQ-LOGIN]\ndef test_login_accepts_valid_password(): ...\n```\n\n```markdown\n<!-- [doc->REQ-LOGIN] -->\n# Login\n```\n\nAny bracketed text that looks like a tag candidate must be exact. A placeholder\nlike `[stage->REQ-ID]` in scanned Markdown can become a `parse_error`; escape it,\nremove the arrow, or keep examples outside scanned roots when needed.\n\n## Command choice\n\nUse the CLI for coverage questions, not grep. Grep does not know scan roots,\ncomment-only rules, custom stages, docstrings, or parse errors.\n\n- `traceable-reqs check --json`: full coverage and findings for CI or audit.\n- `traceable-reqs list --json`: all requirements without treating findings as a failing command.\n- `traceable-reqs list --missing impl`: requirements missing a required stage.\n- `traceable-reqs list --type FR`: requirements of one declared type.\n- `traceable-reqs trace REQ-LOGIN`: evidence and findings for one requirement.\n- `traceable-reqs review`: agent-facing prompt to inspect tag placement quality.\n- `traceable-reqs lint`: agent-facing prompt plus deterministic title-quality findings.\n\n`check` returning exit code 1 means findings were produced; it is not a pipe or\nruntime failure by itself. Read stdout or use `--json` to inspect the findings.\nOperational failures such as bad arguments, invalid manifests, or unreadable\nfiles report diagnostics on stderr.\n\n## Common findings\n\n- `missing_stage`: the requirement is declared but lacks evidence for a required stage. First check tag placement and scan roots.\n- `undeclared_id`: a tag references an ID not in `traceable-reqs.toml`. First check for typos and invalid ID prefixes.\n- `parse_error`: a tag-shaped token is malformed, uses an undeclared stage, has spaces, or has an invalid requirement ID.\n- `manifest_error`: the manifest is missing, invalid TOML, invalid UTF-8, has duplicate IDs, bad stages, bad types, or invalid scan roots.\n- `scan_error`: a scanned file could not be read.\n\nOn Windows, avoid writing the manifest with a UTF-16 redirect. Use an editor,\nthe Write tool, or `Out-File -Encoding utf8NoBOM` so TOML parsing sees UTF-8.\n\nFor placeholder requirements that intentionally have no evidence yet, set\n`required_stages = []` so `check` does not report missing coverage until the\nrequirement is ready.\n\n## Installation\n\nInstalls the latest `traceable-reqs` binary from a GitHub Release into a per-user location, verifies it runs, and prints PATH advice. Does not mutate the user's shell rc files or environment automatically — PATH changes are user intent, so surface the line and let them act on it.\n\n## Defaults\n\n- Repo: `BigscreenVR/traceable-reqs`\n- Version: latest release tag\n- Install dir: `~/.local/bin` on Linux/macOS, `%LOCALAPPDATA%\\Programs\\traceable-reqs` on Windows\n\nOverride per-call via env vars: `TRACEABLE_REQS_REPO`, `TRACEABLE_REQS_VERSION`, `TRACEABLE_REQS_INSTALL_DIR`.\n\n## Procedure\n\n1. **Verify `gh`.** Run `gh auth status`. If `gh` is missing or returns non-zero, stop and tell the user to install it from https://cli.github.com/ then run `gh auth login`. `gh auth login` is interactive — do not attempt to run it for them.\n\n2. **Detect platform and target.**\n   - macOS / Linux: use Bash. Read `uname -s` and `uname -m`, then map:\n     - `Linux` + `x86_64` → target `linux-x86_64`\n     - `Darwin` + `arm64` → target `macos-arm64`\n   - Native Windows: use PowerShell. Target is `windows-x86_64.exe`.\n   - Anything else (Linux arm64, Intel Mac, MINGW/Cygwin) is not in the release matrix. Stop and tell the user to build from source: `cargo install --git <repo-url>`.\n\n3. **Resolve version.** If `TRACEABLE_REQS_VERSION` is set, use it. Otherwise `gh release view --repo <repo> --json tagName -q .tagName`.\n\n4. **Download.** Asset name is `traceable-reqs-<version>-<target>`. Make the install dir if needed, then:\n\n   ```\n   gh release download <version> --repo <repo> --pattern <asset> --output <install-dir>/<binary> --clobber\n   ```\n\n   Binary name is `traceable-reqs` on Unix, `traceable-reqs.exe` on Windows.\n\n5. **Make executable** (Unix only): `chmod +x <install-dir>/traceable-reqs`.\n\n6. **Verify.** Run `<install-dir>/<binary> --version`. If it errors, stop and report.\n\n7. **PATH advice.** Check if the install dir is on `PATH`. If yes, done. If no, print these for the user to copy — do not execute them:\n   - Bash / zsh: `export PATH=\"<install-dir>:$PATH\"` (and add to `~/.bashrc` or `~/.zshrc` for persistence).\n   - PowerShell, current session: `$env:PATH = \"<install-dir>;\" + $env:PATH`\n   - PowerShell, persistent (open a new shell to take effect): `[Environment]::SetEnvironmentVariable('PATH', '<install-dir>;' + [Environment]::GetEnvironmentVariable('PATH','User'), 'User')`\n\n## Failure modes\n\n- `gh` missing → install link, stop.\n- `gh` not authenticated → `gh auth login`, stop (interactive — user does it).\n- Unsupported target → \"no prebuilt for `<target>`; build from source with `cargo install --git`\".\n- Asset not found → likely the release matrix did not finish; have the user check `gh release view <tag> --repo <repo>`."}],"details":{"resolvedPath":"C:\\Users\\decid\\.agents\\skills\\traceable-reqs\\SKILL.md","contentType":"text/markdown","totalLines":166,"displayContent":{"text":"---\r\nname: traceable-reqs\r\ndescription: \"Install or update the traceable-reqs CLI and apply it correctly in host repos: author manifests, place tags near evidence, audit scan roots, interpret findings, and answer coverage questions through the CLI.\"\nallowed-tools: Bash, PowerShell, Read\r\n---\r\n\r\n# traceable-reqs\r\n\r\nUse this skill for both installation and day-to-day use of `traceable-reqs`.\r\nThe CLI reads a required `traceable-reqs.toml`, scans configured roots for\r\n`[stage->REQ-ID]` tags, and reports whether manifest-declared requirements have\r\nthe required evidence stages.\r\n\r\n## Applying traceable-reqs to a repo\r\n\r\nStart with the manifest, then place tags close to the evidence they prove.\r\nDo not satisfy coverage by putting tags at the top of a file; that is noisy and\r\nusually wrong. A tag belongs on or immediately above the function, test, config\r\nentry, doc section, or workflow step that actually satisfies that stage.\r\n\r\nMinimum manifest:\r\n\r\n```toml\r\n[scan]\r\nroots = [\"src\", \"tests\", \"docs\"]\r\n\r\n[policy]\r\nrequired_stages = [\"doc\", \"impl\", \"unit\"]\r\n\r\n[[requirements]]\r\nid = \"REQ-LOGIN\"\r\ntitle = \"User can sign in\"\r\nrequired_stages = [\"doc\", \"impl\", \"unit\", \"int\"]\r\n```\r\n\r\nAudit `[scan].roots` against the real project tree before trusting coverage.\r\nIf implementation lives in `.github/workflows`, `scripts`, `cmake`, or another\r\ndirectory, include it or the evidence will silently disappear from the trace.\r\n\r\nRequirement IDs must match `REQ-[A-Z0-9-]+`, with hyphen-separated uppercase\r\nsegments. Prefer title-derived slugs such as `REQ-LOGIN-LOCKOUT` over bare\r\nnumeric counters. IDs like `FR-001`, `NFR-002`, or `CON-010` are not valid unless\r\nthey are written as `REQ-FR-001`, `REQ-NFR-002`, or `REQ-CON-010`.\r\n\r\n## Stages\r\n\r\nBuilt-in stages are exactly:\r\n\r\n- `doc`: prose or design documentation.\r\n- `impl`: production implementation.\r\n- `unit`: unit tests.\r\n- `int`: integration, end-to-end, workflow, or system-level tests.\r\n\r\nDomain words such as HIL, e2e, smoke, QC, or security are not built-in stages.\r\nMap them to the closest built-in stage, usually `int`, or declare a custom stage\r\nin the manifest before using it:\r\n\r\n```toml\r\n[stages.qc]\r\ndescription = \"QC engineer signoff\"\r\n```\r\n\r\nA tag with an undeclared stage, such as `[hil->REQ-CAMERA]`, is a `parse_error`.\r\n\r\n## Tag examples\r\n\r\n```rust\r\n// [impl->REQ-LOGIN]\r\nfn authenticate(...) { ... }\r\n```\r\n\r\n```python\r\n# [unit->REQ-LOGIN]\r\ndef test_login_accepts_valid_password(): ...\r\n```\r\n\r\n```markdown\r\n<!-- [doc->REQ-LOGIN] -->\r\n# Login\r\n```\r\n\r\nAny bracketed text that looks like a tag candidate must be exact. A placeholder\r\nlike `[stage->REQ-ID]` in scanned Markdown can become a `parse_error`; escape it,\r\nremove the arrow, or keep examples outside scanned roots when needed.\r\n\r\n## Command choice\r\n\r\nUse the CLI for coverage questions, not grep. Grep does not know scan roots,\r\ncomment-only rules, custom stages, docstrings, or parse errors.\r\n\r\n- `traceable-reqs check --json`: full coverage and findings for CI or audit.\r\n- `traceable-reqs list --json`: all requirements without treating findings as a failing command.\r\n- `traceable-reqs list --missing impl`: requirements missing a required stage.\r\n- `traceable-reqs list --type FR`: requirements of one declared type.\r\n- `traceable-reqs trace REQ-LOGIN`: evidence and findings for one requirement.\r\n- `traceable-reqs review`: agent-facing prompt to inspect tag placement quality.\r\n- `traceable-reqs lint`: agent-facing prompt plus deterministic title-quality findings.\r\n\r\n`check` returning exit code 1 means findings were produced; it is not a pipe or\r\nruntime failure by itself. Read stdout or use `--json` to inspect the findings.\r\nOperational failures such as bad arguments, invalid manifests, or unreadable\r\nfiles report diagnostics on stderr.\r\n\r\n## Common findings\r\n\r\n- `missing_stage`: the requirement is declared but lacks evidence for a required stage. First check tag placement and scan roots.\r\n- `undeclared_id`: a tag references an ID not in `traceable-reqs.toml`. First check for typos and invalid ID prefixes.\r\n- `parse_error`: a tag-shaped token is malformed, uses an undeclared stage, has spaces, or has an invalid requirement ID.\r\n- `manifest_error`: the manifest is missing, invalid TOML, invalid UTF-8, has duplicate IDs, bad stages, bad types, or invalid scan roots.\r\n- `scan_error`: a scanned file could not be read.\r\n\r\nOn Windows, avoid writing the manifest with a UTF-16 redirect. Use an editor,\r\nthe Write tool, or `Out-File -Encoding utf8NoBOM` so TOML parsing sees UTF-8.\r\n\r\nFor placeholder requirements that intentionally have no evidence yet, set\r\n`required_stages = []` so `check` does not report missing coverage until the\r\nrequirement is ready.\r\n\r\n## Installation\r\n\r\nInstalls the latest `traceable-reqs` binary from a GitHub Release into a per-user location, verifies it runs, and prints PATH advice. Does not mutate the user's shell rc files or environment automatically — PATH changes are user intent, so surface the line and let them act on it.\r\n\r\n## Defaults\r\n\r\n- Repo: `BigscreenVR/traceable-reqs`\r\n- Version: latest release tag\r\n- Install dir: `~/.local/bin` on Linux/macOS, `%LOCALAPPDATA%\\Programs\\traceable-reqs` on Windows\r\n\r\nOverride per-call via env vars: `TRACEABLE_REQS_REPO`, `TRACEABLE_REQS_VERSION`, `TRACEABLE_REQS_INSTALL_DIR`.\r\n\r\n## Procedure\r\n\r\n1. **Verify `gh`.** Run `gh auth status`. If `gh` is missing or returns non-zero, stop and tell the user to install it from https://cli.github.com/ then run `gh auth login`. `gh auth login` is interactive — do not attempt to run it for them.\r\n\r\n2. **Detect platform and target.**\r\n   - macOS / Linux: use Bash. Read `uname -s` and `uname -m`, then map:\r\n     - `Linux` + `x86_64` → target `linux-x86_64`\r\n     - `Darwin` + `arm64` → target `macos-arm64`\r\n   - Native Windows: use PowerShell. Target is `windows-x86_64.exe`.\r\n   - Anything else (Linux arm64, Intel Mac, MINGW/Cygwin) is not in the release matrix. Stop and tell the user to build from source: `cargo install --git <repo-url>`.\r\n\r\n3. **Resolve version.** If `TRACEABLE_REQS_VERSION` is set, use it. Otherwise `gh release view --repo <repo> --json tagName -q .tagName`.\r\n\r\n4. **Download.** Asset name is `traceable-reqs-<version>-<target>`. Make the install dir if needed, then:\r\n\r\n   ```\r\n   gh release download <version> --repo <repo> --pattern <asset> --output <install-dir>/<binary> --clobber\r\n   ```\r\n\r\n   Binary name is `traceable-reqs` on Unix, `traceable-reqs.exe` on Windows.\r\n\r\n5. **Make executable** (Unix only): `chmod +x <install-dir>/traceable-reqs`.\r\n\r\n6. **Verify.** Run `<install-dir>/<binary> --version`. If it errors, stop and report.\r\n\r\n7. **PATH advice.** Check if the install dir is on `PATH`. If yes, done. If no, print these for the user to copy — do not execute them:\r\n   - Bash / zsh: `export PATH=\"<install-dir>:$PATH\"` (and add to `~/.bashrc` or `~/.zshrc` for persistence).\r\n   - PowerShell, current session: `$env:PATH = \"<install-dir>;\" + $env:PATH`\r\n   - PowerShell, persistent (open a new shell to take effect): `[Environment]::SetEnvironmentVariable('PATH', '<install-dir>;' + [Environment]::GetEnvironmentVariable('PATH','User'), 'User')`\r\n\r\n## Failure modes\r\n\r\n- `gh` missing → install link, stop.\r\n- `gh` not authenticated → `gh auth login`, stop (interactive — user does it).\r\n- Unsupported target → \"no prebuilt for `<target>`; build from source with `cargo install --git`\".\r\n- Asset not found → likely the release matrix did not finish; have the user check `gh release view <tag> --repo <repo>`.\r","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166]},"meta":{"source":{"type":"internal","value":"skill://traceable-reqs"}}},"isError":false,"timestamp":1789194508540}}
{"type":"message","id":"2da910f9","parentId":"7df43f75","timestamp":"2026-09-12T06:28:29.340Z","message":{"role":"toolResult","toolCallId":"call_HJ5THtTbw1jAPwHl7rHFufFD|fc_0fc07734548baff2016aa4f10c648c87d18eec9bf4bb5db0ec","toolName":"read","content":[{"type":"text","text":"[docs/adr/0001-helper-process-sink.md#374F]\n1:# The Sink is rendered by a separate Helper process, not a virtual audio cable\n2:\n3:## Status\n4:\n5:accepted (2026-09-06)\n6:\n7:## Context\n8:\n9:1. OBS's Application Audio Capture keys on the process tree, so anything the mod renders inside\n10:   the game process is inseparable from game audio.\n11:2. Separation must therefore come from a distinct Windows endpoint or a distinct process.\n12:3. A virtual cable (VB-CABLE, VoiceMeeter) gives a distinct endpoint and already exists on the\n13:   author's machine, but every other user would have to install and license a third-party\n14:   kernel driver, and VB-CABLE's default buffer adds ~150 ms.\n15:4. VBAN emit has no maintained OBS receiver on Windows; a custom OBS plugin is a third artifact\n16:   to build and sign per OBS version.\n17:\n18:## Decision\n19:\n20:Ship a small **Helper** process, launched outside the game's process tree, that reads\n21:**Local Voice** from the mod over a named pipe and renders it via WASAPI to a user-chosen\n22:endpoint. OBS captures the Helper with Application Audio Capture, so users install nothing\n23:extra. A virtual cable remains a supported *endpoint* the same Helper can target, documented for\n24:users who want a silent Sink, never the default.\n25:\n26:Rejected: in-process WASAPI render to a cable endpoint as the default path.\n27:\n28:## Consequences\n29:\n30:- The Helper needs a visible top-level window (minimized is fine) titled\n31:  \"TravelEar for Big Walk\" so OBS can enumerate it.\n32:- Rendering to the system default device is audible; users who want silence pick an unused\n33:  endpoint via `SinkEndpoint`.\n34:- Verified 2026-09-07 (M1 spike S1): OBS Application Audio Capture captures the Helper's\n35:  stream when it renders to a non-default endpoint (tested with `--tone --endpoint\n36:  \"VoiceMeeter Aux\"`; the OBS meter moved). The silent-Sink story therefore stands as designed;\n37:  the cable-endpoint fallback is not needed.\n38:- The Helper is a second deliverable (self-contained .NET 8 WinExe) with its own lifecycle\n39:  requirements (`REQ-SINK-*`)."}],"details":{"totalLines":39,"displayContent":{"text":"# The Sink is rendered by a separate Helper process, not a virtual audio cable\n\n## Status\n\naccepted (2026-09-06)\n\n## Context\n\n1. OBS's Application Audio Capture keys on the process tree, so anything the mod renders inside\n   the game process is inseparable from game audio.\n2. Separation must therefore come from a distinct Windows endpoint or a distinct process.\n3. A virtual cable (VB-CABLE, VoiceMeeter) gives a distinct endpoint and already exists on the\n   author's machine, but every other user would have to install and license a third-party\n   kernel driver, and VB-CABLE's default buffer adds ~150 ms.\n4. VBAN emit has no maintained OBS receiver on Windows; a custom OBS plugin is a third artifact\n   to build and sign per OBS version.\n\n## Decision\n\nShip a small **Helper** process, launched outside the game's process tree, that reads\n**Local Voice** from the mod over a named pipe and renders it via WASAPI to a user-chosen\nendpoint. OBS captures the Helper with Application Audio Capture, so users install nothing\nextra. A virtual cable remains a supported *endpoint* the same Helper can target, documented for\nusers who want a silent Sink, never the default.\n\nRejected: in-process WASAPI render to a cable endpoint as the default path.\n\n## Consequences\n\n- The Helper needs a visible top-level window (minimized is fine) titled\n  \"TravelEar for Big Walk\" so OBS can enumerate it.\n- Rendering to the system default device is audible; users who want silence pick an unused\n  endpoint via `SinkEndpoint`.\n- Verified 2026-09-07 (M1 spike S1): OBS Application Audio Capture captures the Helper's\n  stream when it renders to a non-default endpoint (tested with `--tone --endpoint\n  \"VoiceMeeter Aux\"`; the OBS meter moved). The silent-Sink story therefore stands as designed;\n  the cable-endpoint fallback is not needed.\n- The Helper is a second deliverable (self-contained .NET 8 WinExe) with its own lifecycle\n  requirements (`REQ-SINK-*`).","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39]},"fileSize":1949,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\adr\\0001-helper-process-sink.md"}}},"isError":false,"timestamp":1789194508542}}
{"type":"message","id":"33cec291","parentId":"2da910f9","timestamp":"2026-09-12T06:28:29.340Z","message":{"role":"toolResult","toolCallId":"call_AhEIYpfGqSAU1LGHBYYDxaLN|fc_0fc07734548baff2016aa4f10c64a087d1b2bd80666059cc74","toolName":"read","content":[{"type":"text","text":"[docs/adr/0004-remote-path-processing-ported-to-core.md#D46F]\n1:# Remote-path voice processing is ported into Core, not borrowed from the game's components\n2:\n3:## Status\n4:\n5:accepted (2026-09-07)\n6:\n7:## Context\n8:\n9:1. ADR-0003 left the Clean **Local Voice** path as the game's own self-voice chain, which lacks\n10:   everything a remote player's voice gets on the way to the speakers: `SamplePlaybackComponent`'s\n11:   per-sample gain ramp, `VoiceCompressor`, soft clip and ARV metering; the per-player\n12:   `VoiceMakeupGain` automatic gain control; and `PlayerVoicePlaybackControl`'s distance/angle\n13:   curves driving a `BiquadFilters` peaking EQ. Without them Local Voice sits at a different\n14:   level from the peers' voices and peaks hit the hard clamp instead of the 0.95 soft ceiling\n15:   (`REQ-RENDER-CLEAN`, `REQ-EAR-SELF`).\n16:2. ADR-0003's rule of thumb prefers owning an instance of a game type over reimplementing it.\n17:   The Cpp2IL read (M2-PLAN \"T1 bodies read\", `docs/reference/big-walk-voice-dsp.md`) showed\n18:   why that does not fit here: `SamplePlaybackComponent` is the remote provider itself (its\n19:   processing is inseparable from its network-fed ring); `VoiceMakeupGain` is a static dictionary\n20:   keyed by player name whose `TargetARV` and `VoiceCompressor.Threshold` are shared with every\n21:   remote voice; the EQ's dry/wet comes from curve assets on a prefab only a remote player\n22:   instantiates, and at the Self-Ear (distance 0, angle 0) both curve inputs sit at their left\n23:   edge.\n24:3. The DSP is small and fully specified by the read: compressor threshold `min(TargetARV x 4,\n25:   0.6)`, knee 0.4 x threshold, 5 ms attack, 150 ms release, ratio 2; soft clip knee 0.85,\n26:   headroom 0.1, asymptote 0.95; makeup gain toward ARV 0.132 at 24 dB/s for the first second of\n27:   speech, then 12 dB/s up and 1 dB/s down, frozen between bursts.\n28:\n29:## Decision\n30:\n31:The remote path's processing is **ported into `TravelEar.Core`** as pure, unit-tested DSP:\n32:`VoiceDynamics` (gain ramp, `VoiceCompressor`, soft clip, meters) runs on the encoder thread\n33:over each decoded frame before the provider push; `VoiceMakeupGain` runs once per frame on the\n34:main thread from the last block's input level. The game's `VoiceMakeupGain.TargetARV` and\n35:`VoiceCompressor.Threshold` statics are **read, never written**, so the in-game voice volume\n36:slider couples to Local Voice exactly as it does to peers. A burst start resets the dynamics the\n37:way a new speech session resets a remote voice; the makeup-gain state persists across bursts.\n38:\n39:The one game component that is reused is `BiquadFilters`: attached to the pooled source only\n40:when config `Fidelity.SelfEarEqDryWet` is above 0, configured as `PlayVoice` does (PeakingEQ 400\n41:Hz, Q 0.3, +30 dB, Vol 0.03) with the wet mix pinned to the config value instead of the curves.\n42:\n43:Rejected: registering the mod's voice in the game's `VoiceMakeupGain` dictionary under a\n44:synthetic name (shares state the game owns, and a game update to the keying breaks it\n45:silently); driving a `PlayerVoicePlaybackControl` for the Self-Ear (it also writes the pooled\n46:channel's mixer floats, which belong to the Mixer Stage and to other players' channels).\n47:\n48:## Consequences\n49:\n50:- Core now carries game-derived constants that must be re-read against the game's bodies after\n51:  an update (`docs/reference/big-walk-voice-dsp.md` records where each came from; the Cpp2IL\n52:  recipe regenerates them in about 25 s). A drift shows up as a level mismatch, not a crash.\n53:- The unit tests pin the port to the constants, not to a recording: the operator's A/B against\n54:  a second-client recording is still the fidelity check that matters.\n55:- The Self-Ear stays dry by default; `SelfEarEqDryWet` is a calibration knob until a\n56:  second-client recording settles the off-axis question (M2-PLAN question 3).\n57:- The rule of thumb from ADR-0003 gains a clause: reuse a game type when the mod can own an\n58:  instance whose state is private to it; port when the game's instance is shared, static, or\n59:  welded to a provider the mod does not use."}],"details":{"totalLines":59,"displayContent":{"text":"# Remote-path voice processing is ported into Core, not borrowed from the game's components\n\n## Status\n\naccepted (2026-09-07)\n\n## Context\n\n1. ADR-0003 left the Clean **Local Voice** path as the game's own self-voice chain, which lacks\n   everything a remote player's voice gets on the way to the speakers: `SamplePlaybackComponent`'s\n   per-sample gain ramp, `VoiceCompressor`, soft clip and ARV metering; the per-player\n   `VoiceMakeupGain` automatic gain control; and `PlayerVoicePlaybackControl`'s distance/angle\n   curves driving a `BiquadFilters` peaking EQ. Without them Local Voice sits at a different\n   level from the peers' voices and peaks hit the hard clamp instead of the 0.95 soft ceiling\n   (`REQ-RENDER-CLEAN`, `REQ-EAR-SELF`).\n2. ADR-0003's rule of thumb prefers owning an instance of a game type over reimplementing it.\n   The Cpp2IL read (M2-PLAN \"T1 bodies read\", `docs/reference/big-walk-voice-dsp.md`) showed\n   why that does not fit here: `SamplePlaybackComponent` is the remote provider itself (its\n   processing is inseparable from its network-fed ring); `VoiceMakeupGain` is a static dictionary\n   keyed by player name whose `TargetARV` and `VoiceCompressor.Threshold` are shared with every\n   remote voice; the EQ's dry/wet comes from curve assets on a prefab only a remote player\n   instantiates, and at the Self-Ear (distance 0, angle 0) both curve inputs sit at their left\n   edge.\n3. The DSP is small and fully specified by the read: compressor threshold `min(TargetARV x 4,\n   0.6)`, knee 0.4 x threshold, 5 ms attack, 150 ms release, ratio 2; soft clip knee 0.85,\n   headroom 0.1, asymptote 0.95; makeup gain toward ARV 0.132 at 24 dB/s for the first second of\n   speech, then 12 dB/s up and 1 dB/s down, frozen between bursts.\n\n## Decision\n\nThe remote path's processing is **ported into `TravelEar.Core`** as pure, unit-tested DSP:\n`VoiceDynamics` (gain ramp, `VoiceCompressor`, soft clip, meters) runs on the encoder thread\nover each decoded frame before the provider push; `VoiceMakeupGain` runs once per frame on the\nmain thread from the last block's input level. The game's `VoiceMakeupGain.TargetARV` and\n`VoiceCompressor.Threshold` statics are **read, never written**, so the in-game voice volume\nslider couples to Local Voice exactly as it does to peers. A burst start resets the dynamics the\nway a new speech session resets a remote voice; the makeup-gain state persists across bursts.\n\nThe one game component that is reused is `BiquadFilters`: attached to the pooled source only\nwhen config `Fidelity.SelfEarEqDryWet` is above 0, configured as `PlayVoice` does (PeakingEQ 400\nHz, Q 0.3, +30 dB, Vol 0.03) with the wet mix pinned to the config value instead of the curves.\n\nRejected: registering the mod's voice in the game's `VoiceMakeupGain` dictionary under a\nsynthetic name (shares state the game owns, and a game update to the keying breaks it\nsilently); driving a `PlayerVoicePlaybackControl` for the Self-Ear (it also writes the pooled\nchannel's mixer floats, which belong to the Mixer Stage and to other players' channels).\n\n## Consequences\n\n- Core now carries game-derived constants that must be re-read against the game's bodies after\n  an update (`docs/reference/big-walk-voice-dsp.md` records where each came from; the Cpp2IL\n  recipe regenerates them in about 25 s). A drift shows up as a level mismatch, not a crash.\n- The unit tests pin the port to the constants, not to a recording: the operator's A/B against\n  a second-client recording is still the fidelity check that matters.\n- The Self-Ear stays dry by default; `SelfEarEqDryWet` is a calibration knob until a\n  second-client recording settles the off-axis question (M2-PLAN question 3).\n- The rule of thumb from ADR-0003 gains a clause: reuse a game type when the mod can own an\n  instance whose state is private to it; port when the game's instance is shared, static, or\n  welded to a provider the mod does not use.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59]},"fileSize":3931,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\adr\\0004-remote-path-processing-ported-to-core.md"}}},"isError":false,"timestamp":1789194508544}}
{"type":"message","id":"21fde9ad","parentId":"33cec291","timestamp":"2026-09-12T06:28:29.341Z","message":{"role":"toolResult","toolCallId":"call_mv3vBlKTwj7KEi4UNeI2joaB|fc_0fc07734548baff2016aa4f10c64b087d1a8cd2d555caab7bc","toolName":"read","content":[{"type":"text","text":"A mod-owned instance of the game's own `LocalVoiceProvider` ([ADR-0003](./adr/0003-game-voiceplayer-and-local-voice-provider.md)). It already implements the `IVoiceDataProvider` ring contract every game `VoicePlayer` consumes, so no IL2CPP interface is implemented from managed code. It lives on the renderer's GameObject; a Harmony prefix on `LocalVoiceProvider.Start`, keyed on that instance's pointer, skips the mic subscription for it alone, so it never carries raw mic audio and the game's own provider is untouched. Tapped frames are decoded on the encoder thread with the game's `OpusDecoder` (48 kHz mono, FEC on, 2880-sample frames) and pushed through the provider's public `IMicrophoneSubscriber.ReceiveMicrophoneData` proxy exactly as the mic feed would be. The provider duplicates mono to the DSP channel count and does not resample; the mod warns if the DSP rate is not 48 kHz.\n\nRead-head discipline: the game syncs a `VoicePlayer`'s read head to its provider once at enable time, so with talk bursts the phase between the two is random (up to a full ring, 341 ms of pure latency). The renderer resyncs the read head 1.5 frames behind the write head at each burst start, and again whenever the lag drifts past 4 frames or under a quarter frame mid-burst. Ring lag then sits steady around 150-180 ms.\n\n<!-- [doc->REQ-VOICE-CONTINUOUS] -->\nContinuity: Outbound Voice exists only while the game transmits, but a `VoicePlayer` reads its provider's ring forever. Between bursts the renderer pushes zero frames from the main thread so the write head stays ahead of the read head; without this the player loops the last ring's worth of the burst, mostly mic noise floor (M1 T3 runs 2-3). Silence is therefore what the Sink carries whenever no packets arrive, from game launch on. In practice the encoder rarely stops: push-to-talk defaults to toggle-on and the game's \"Self Echo\" room channel is always open, so Outbound Voice carries the mic noise floor between words. The transmit gate (M2 T0, `Fidelity.TransmitGate`, default on) limits Local Voice to what peers actually receive: each tick the renderer reads the Dissonance comms and treats \"peers receive\" as: not muted, and either a room other than the always-open `Echo` room is open (the token rooms: radio, megaphone, GhostRoom once its channel opens) or a voice-activation `VoiceBroadcastTrigger` reports its VAD speaking. The VAD flag carries the signal because the peer-facing channels are voice-activation triggers whose channel only opens with a peer to send to; in a solo session it never opens while the VAD still flips with speech (M2 runs 1-2). While \"peers receive\" is false, the frame fades out and then zero frames of the decoded frame's length are pushed instead of the frame itself. The fade-in and fade-out are the game's own (the `VolumeFaderSettings` on its voice-activation trigger, the fade a peer hears on that channel, applied ahead of the remote path's dynamics; config `Fidelity.TransmitFadeOutMs` overrides the fade-out) and the gate's release hold covers the fade-out, so a flickering VAD ramps the voice instead of splicing zero frames into it (M2 run 3). The gate never drops a frame, so the ring's continuity does not depend on it; a signal that cannot be read fails open (everything renders) rather than silencing Local Voice.\n\n### Local Voice renderer\n\nDefault feed point ([ADR-0005](./adr/0005-sink-fed-from-the-encoder-thread.md)): the renderer is the encoder-thread pipeline alone. Each decoded frame passes the transmit gate and the game's channel fade, the remote-path processing below, and the voice EQ (Core `PeakingEq`, the game's `BiquadFilters` PeakingEQ kernel with the same RBJ coefficients, wet/dry mix and clamp, at 400 Hz, Q 0.3, +30 dB, Vol 0.03, wet mix from config `SelfEarEqDryWet`), and is written mono at 48 kHz into the Sink ring with its encode timestamp. Nothing is added to the scene: no provider, no `VoicePlayer`, no Tap, so Local Voice never enters Unity's audio, the provider ring lag and read-head discipline disappear from the Offset, and the game's audio-thread stalls (M2 runs 5-6, ~250 ms about 80 s into a session) cannot reach the Sink, exactly as they do not reach peers. The main thread only samples the transmit signal and drives the makeup-gain loop. The T0 bodies read (docs/reference/big-walk-local-voice-wiring.md) established that a `Clean` `VoicePlayer` in synthesizer mode adds only `clamp(envelope x voice)` on top of this, with the envelope near unity at the Self-Ear, so the in-game path contributes nothing Core cannot reproduce.\n\n`VoicePlayer` feed point (config `Fidelity.SinkFeed = VoicePlayer`, the M1-M2 path, kept for A/B until a release ships on the default): a mod-owned GameObject (`TravelEar.LocalVoice`, built on the main thread once `GlobalAudioEffects` and `AudioManager` exist) holding the round-trip provider and a game `VoicePlayer` with `PlayerType = Clean`, `Cue` = the last entry of `GlobalAudioEffects.Instance.VoiceCues` (the cue kind the game hands remote players, so spatial settings, attenuation and RTPCs match), `Volume` 1, and the provider assigned before activation. The `VoicePlayer` then does what it does for the game's own voices: plays the cue through `AudioPlayHelper.Play` with a constant-1.0 streaming clip, puts itself at index 0 of the pooled `AudioSourceController`'s filter list, switches the source's `AudioFilterMixer` into synthesizer mode (so the mixer multiplies the voice by the source's spatial gain), and re-plays itself if the pooled controller is reclaimed. `PlayerType` following the held item (`Megaphone`) is a later milestone. The game's own self-voice `VoicePlayer` instances are left untouched.\n\n<!-- [doc->REQ-TAP-DIVERT] -->\nThe Tap (`VoicePlayer` feed point only) sits at the end of the Filter Stage: a Harmony postfix on `AudioFilterMixer.OnAudioFilterRead`, filtered to the renderer's own mixer by object pointer; the renderer re-arms it whenever the controller's mixer changes. It copies the processed buffer into a lock-free ring for the Sink and then zeroes the buffer in place, so the game's mixer receives silence from this source. The zeroing is unconditional: a full ring drops samples, it never lets audio through. It runs on Unity's audio thread: no allocation, no logging. On the default feed point the same requirement holds by construction: there is no in-game source to divert, so nothing of Local Voice can reach the game's mix.\n\n<!-- [doc->REQ-EAR-SELF] -->\nSelf-Ear parameters: the emitter (the pooled `AudioSource` the `VoicePlayer` plays through) sits a short distance straight ahead of the `AudioListener` along the view axis (config `SelfEarForwardMeters`, default 3 in / 0.0762 m). The renderer's object and the pooled source are both parented to an anchor at that same local offset, and the controller keeps following the renderer's object: its per-frame position write then resolves to the exact local offset whatever anchor pose it read, so the audio thread always sees the current view with no lag. The anchor is the camera above the listener when one exists, else the listener object itself (`Camera.main` is null in this game; the listener comes from `AudioManager.Instance.ListenerController._listener`, never `Object.FindObjectOfType`, which is stripped). Rigid parenting is required: the game's follow logic alone updates the source one frame behind the camera, which flips left/right while strafing; a source at the exact listener position produces stereo artifacts; and clearing the follow target drops the source at the world position it was played at (M1 T3 runs 2-5). The pooled source's original parent is restored when the controller goes away. The remote path's per-voice processing is applied to each decoded frame before it enters the provider (next paragraph). The game's 400 Hz voice EQ, which remote voices fade in from distance and angle curves, is pinned to config `SelfEarEqDryWet` (default 0: at the Self-Ear both curve inputs are zero, and the mod does not read the curve assets, which live on a prefab only a remote player instantiates) and is attached to the pooled source only when that is above 0, since at 0 the filter is an exact passthrough and a component left on a pooled source follows it to its next owner. Occlusion is 0 by construction. The local player's own `outdoorness` and `echoAmount` and the attenuation/spatial curves feed the Mixer Stage (M3), not this path.\n\n<!-- [doc->REQ-RENDER-CLEAN] -->\nRemote-path processing: every remote voice passes through `SamplePlaybackComponent.ProcessSamples` (a per-sample gain ramp to the makeup gain, the `VoiceCompressor`, a hyperbolic soft clip with a 0.95 ceiling), driven once per frame by `VoiceMakeupGain.Evaluate` (an automatic gain control toward a mean level of 0.132: 24 dB/s for the first second of a burst, then 12 dB/s up and 1 dB/s down, frozen between bursts). The Clean `LocalVoiceProvider` path has none of this, so the mod ports it (Core `VoiceDynamics`, `VoiceCompressor`, `VoiceMakeupGain`, unit-tested against the constants in docs/reference/big-walk-voice-dsp.md) and applies it on the encoder thread to each decoded frame before the provider push. The loop runs on the main thread from the last block's input level, with the game's `TargetARV` and compressor threshold read, never written, so the in-game voice volume slider couples exactly as it does for peers; the game's per-player `VoiceMakeupGain` dictionary is not used because it is keyed by player name and shared. A burst start resets the processing state the way a new speech session does for a remote voice; the makeup-gain state persists across bursts, as the game's does.\n\nSelf-Ear geometry (operator note, 2026-09-07, for later experimentation): a person does not hear their own voice on-axis. The voice leaves at the edges of the mouth and through the cheeks, so from the speaker's own ears it radiates roughly perpendicular, as a cone of about 160-170 degrees whose apex sits 2-3 inches in front of the ears. A peer voice pointed straight at the listener sits at angle 0 on the game's filter-angle curve; the Self-Ear should therefore probably sit off-axis on that curve (some extra `High{n}` roll-off relative to a peer facing you) rather than at angle 0. Treat the angle-0 value above as the v1 starting point and calibrate the off-axis amount by ear against a second-client recording.\n\n<!-- [doc->REQ-MIXER-RESYNTH] -->\n### Mixer Stage re-synthesis\n\nThe game drives a voice's mixer channel with four floats it writes every frame from `PlayerVoicePlaybackControl.Update` (`Dry{n}`, `High{n}`, `ReverbFallWet{n}`, `ReverbBoostWet{n}`; formulas in docs/reference/big-walk-voice-dsp.md section 4). It never writes them for the local player, who has no playback control on their own machine, so the mod cannot read them: it evaluates the same formulas itself ([ADR-0002](./adr/0002-mixer-stage-resynthesis.md) as amended by M3 T1). `TravelEar.Core.MixerStageModel` is that model, unit-tested against the formulas, stepped once per frame on the main thread at the Self-Ear: listener distance 0, occlusion 0, no height difference (so `Dry` is 0 dB, `High` is 0 dB and the reverb boost send is silent by the game's own arithmetic), with the speaker terms from the local player: `PlayerFaller.isInDanger` gates the fall send at the synced `PlayerNetworking.outdoorness` (instant rise, 1 s lerp decay), the reverb other players hear on a voice while its owner falls outdoors. `TravelEar.Core.MixerStage` applies the floats on the encoder thread after the voice EQ: `out = x * dry + reverb(x * (fallWet + boostWet))`, then the occlusion high cut when `High` is non-zero. Dry is exact (a gain). The reverb is an approximation (`TravelEar.Core.Reverb`, a Freeverb-style eight-comb / four-allpass mono reverb whose decay is config `Fidelity.ReverbDecaySeconds`; the game's mixer reverb asset is unreadable). The high cut is an approximation (a 3 kHz high shelf at the game's dB; the mixer's effect type is unreadable) and never engages at the Self-Ear. Each part has a toggle (`Fidelity.MixerDry`, `MixerHigh`, `MixerReverbFall`, `MixerReverbBoost`) under the master `Fidelity.MixerStage`, for A/B. Inputs the mod cannot read (no local player yet, a missing component) bypass the stage and log once, never guess (`REQ-HAZARD-NO-PARTIAL-FIDELITY`); a game update that renames any of the input symbols keeps the whole mod off through `GameSymbols.Bind`. Calibrate the reverb against a recording made on a second client hearing the same speech; the megaphone's own mixer set (`Megaphone{n}Wet/Dry`, HP/LP, compressors) is the Megaphone voice's job (T2).\n\n### Environment reverb\n\nBeyond the per-voice sends, a listener's machine puts every nearby voice through its own room: the main mixer's `Master Wet` return is an SFX Reverb (Unity's I3DL2 effect) that `AudioDynamicReverb.UpdateReverb` re-parameterizes every frame from the listener's surroundings (room size, outdoorness, reflectivity, diffusion, raycast from the listener; formulas and the mixer topology in docs/reference/big-walk-environment-reverb.md). The voice reaches it through fixed trims: the voice mixer's `Dry` group at -3 dB into the main `Voice` group, which feeds the `VOICE DRY BUS` (-6 dB, straight to `Master Dry`) and the `VOICE WET BUS` (0 dB) into the reverb, whose own `DryLevel` adds a second, louder dry copy. So a friend standing in the starting hallway hears `out = 10^(-6/20) x + 10^(DryLevel/2000) x + reverb(x)` with `x = 10^(-3/20) voice`; outdoors the same effect collapses to almost nothing. This is the listener-side counterpart of the Mixer Stage and the reverb the operator hears on friends' voices in that hallway. The mod does not port the raycast model: the game exposes the fourteen resulting floats (`DSP_DryLevel` .. `DSP_Density` on `AudioManager.AudioDynamicReverb`, or the same fourteen bare on `AudioBasicReverb` in Basic mode) already smoothed, so `LocalVoiceRenderer` reads them once per frame on the main thread together with `Bypass` (which the game answers with dry 0 dB and no room), the `MasterWet` return level and the voice slider, and publishes the snapshot (`TravelEar.Core.EnvironmentReverbParams`; its `FromListener` holds the game's formulas as the unit-test oracle). `TravelEar.Core.EnvironmentReverb` applies it on the encoder thread, last in the chain, on the sum of the Clean and Megaphone voices, because both enter the room together on a listener's machine. Its reverb is `TravelEar.Core.SfxReverb`, an I3DL2-parameter mapping onto a Freeverb-style network: exact as targets are every level (`Room`, `Reflections`, `Reverb`, `DryLevel`), both onset delays, the mid-band RT60 and the two shelves (`RoomHF` at `HFReference`, `RoomLF` at `LFReference`); approximate are the network itself, the HF-ratio damping, the meaning of `Diffusion` (allpass coefficient) and `Density` (comb spread), the early-reflection pattern, and the mono tail. Toggles for A/B: `Fidelity.EnvironmentReverb` (master), `EnvironmentReverbDryCopy` (the reverb's dry copy, what makes a voice sit in the room), `EnvironmentReverbBusGains` (the -3 / -6 dB trims) and `EnvironmentReverbVoiceSlider` (off by default; the Sink level convention already follows the slider). Unreadable inputs bypass the stage and log once; the symbols are in `GameSymbols.Bind`. Calibration: a second-client recording in the hallway and outdoors, compared for tail length (`DSP_DecayTime`), dry/wet ratio (no free parameter: `DSP_Room` and the two dry copies) and low/high balance (the shelves); the `Environment reverb:` log line carries the four listener scalars and all fourteen floats every 10 s so a recording can be replayed against known parameters.\n\n<!-- [doc->REQ-RENDER-MEGAPHONE] -->\n### Megaphone voice\n\nHolding a megaphone and using it makes the local player broadcast into the megaphone prop's Dissonance room on top of the normal voice channel; on a listener's machine the prop's own `VoicePlayer` (`PlayerType = Megaphone`) then renders the holder's voice from the same decoded, dynamics-processed stream the normal voice uses, so a listener beside the holder hears the direct voice and the megaphone output together (docs/reference/big-walk-local-voice-wiring.md sections 3 and 4). Detection, main thread, from the game's own state: the local player's held prop's `RadioVoiceAssigner` whose prefab voice type is Megaphone, `isBroadcasting` (set by the networked peck, cleared once Dissonance stops reporting speech into the room) and `latestBroadcastPlayer` being the local player; the game hard-switches its megaphone player on the same edges, so the mod does too and the Sink follows within a frame. Rendering, encoder thread (`TravelEar.Core.MegaphoneVoice`): the Megaphone player's chain evaluated at listener distance 0, which is what `VoicePlayer.Update`'s remote-holder branch produces at `d = 0`: the game's `BitCrusher` (ported from its managed Burst fallback: 24 bit, 4000 Hz sample-hold, dry/wet 0.5, smooth 0.5), the 300 Hz Q 0.4 high-pass (`Biquad`), then the megaphone mixer's compressor (-25 dB, +6 dB make-up) and post-compressor (-15 dB) approximated as FMOD-style 2.5:1 compressors (`TravelEar.Core.Compressor`), with the mixer's reverb send off, HP/LP open and the channel at wet 0 dB / dry -80 dB, all by the game's formulas at that distance. Config `Fidelity.MegaphoneMix` adds the output to the direct voice (default, what a listener beside you hears) or replaces it; `Fidelity.MegaphoneVoice` is the master and `MegaphoneCrusher`, `MegaphoneHighPass`, `MegaphoneCompressors` toggle the parts for A/B. Crusher and high-pass are exact ports; the compressors are approximations. The megaphone's distance-dependent set (crush rate, the 13 mixer floats, the wet/dry fade to 600 m) is a listener-distance effect and stays out, as does the speechlessness pitch on `MegaphonePitch`. Unreadable state means no megaphone voice, logged once; the state symbols are in `GameSymbols.Bind`.\n\n<!-- [doc->REQ-SINK-HELPER-PROCESS] -->\n<!-- [doc->REQ-SINK-ENDPOINT-CONFIG] -->\n### Sink transport and Helper\n\nMod side: named pipe server `TravelEar.Sink`, frames of float32 interleaved PCM at the DSP rate with a small header (channel count, sample rate, capture timestamp, sample count); the pump sends whatever the Tap produced per 5 ms tick and never pads on its own. Helper side: .NET 8 self-contained WinExe, minimized window titled \"TravelEar for Big Walk\", NAudio `WasapiOut` on a dedicated thread to the endpoint matching config `SinkEndpoint` (empty = system default, which is audible); it primes 100 ms of silence at stream start and trims its backlog to 100 ms whenever it exceeds 200 ms (the band is the jitter budget: below it the stream pads or cuts mid-word, M2 runs 4-5), and logs its underrun, starve and trim counters every 10 s to `%LOCALAPPDATA%\\TravelEar\\Helper.log`. With the encoder feed the stream stops whenever the game stops encoding (mute, menu), so after its ring runs dry the Helper holds on silence until the backlog is back at the 100 ms target before resuming (`TravelEar.Core.StarveGuard`, ADR-0005); a burst played from an empty ring would otherwise turn every arrival jitter into a click.\n\n<!-- [doc->REQ-OFFSET-MEASURE] -->\nOffset: measured end to end, per Sink frame, on one clock (both processes read the machine's performance counter). The capture point is the `OpusEncoder.Encode` postfix; the render point is the moment the frame's first sample leaves the Helper's endpoint. The timestamp rides the audio through every ring hand-off by position, not by counting: each writer marks the span it wrote (ring position, length, timestamp) in a small lock-free table (`TravelEar.Core.FrameStampTable`) and the reader on the other thread resolves the position it is about to read to the newest mark containing it. Three hand-offs: the provider ring (every push marks, voice with its encode timestamp and mod-generated silence with \"none\", so the Tap can resolve the block it is handed from the `VoicePlayer`'s read head, modulo the ring, whatever resyncs did to it), the Sink ring (Tap to pump, monotonic positions; the pump stamps the frame header with the resolved timestamp or 0 for none), and the Helper's ring (pipe thread to WASAPI render thread; render time = now plus what the endpoint still has queued ahead of that sample, from the output's audio clock, or the nominal 40 ms latency if the clock is unavailable). The Helper sends `(capture, render)` pairs back on a second, inbound-only pipe `TravelEar.Sink.Back` (20-byte records, `OffsetReportFrame`) so the frame stream is untouched; the mod keeps a rolling 10 s window (`OffsetAverager`) and logs `Offset: N ms rolling 10 s average` every 10 s. The Helper averages the same pairs on its side and shows \"TravelEar offset: N ms\" (rolling 10 s) in its status window (`TravelEar.Core.OffsetCaption`): the window is TravelEar's one piece of UI (M3 run 6 ruling); the game's menus are not augmented. The largest tunable term is the read-head margin at each talk burst, config `Fidelity.ReadHeadMarginFrames` (default 1.5 frames of 60 ms): lower it until read-head resyncs appear in the stats line, then back off. Reports are dropped, never queued without bound, when the return pipe is absent.\n\n<!-- [doc->REQ-SINK-LIFECYCLE] -->\nLifecycle: the Helper ships at `BepInEx\\TravelEar.Helper\\TravelEar.Helper.exe`, beside and not inside `plugins`, because BepInEx examines every DLL under `plugins` as a plugin candidate. The mod spawns it once per game launch (config `SpawnHelper`, `HelperPath`) and never respawns it, whether the spawn failed or the Helper later exited; a Helper already running (started by hand or by an earlier launch) is left alone. The spawn goes through the Helper's own `--detach` step: the process the mod starts re-executes itself without the flag and exits at once, so the Helper that stays up is the child of a short-lived launcher rather than of the game, and OBS's process-tree matching cannot fold its audio into the game's capture (M2 chose this over WMI `Win32_Process.Create` because it needs no extra assembly under the game's runtime). The pipe server re-arms after every disconnect but never more often than every 5 s, and every Sink-side failure is absorbed with a log line. The Helper exits when the pipe closes. Manual launch is supported. Policy in `TravelEar.Core.HelperLifecycle`, unit-tested.\n\n<!-- [doc->REQ-SINK-FORMAT] -->\nFormat: float32 interleaved PCM at the DSP rate (48 kHz expected) with the Tap's channel count, normally stereo. With config `Downmix` on, the pump folds each block to mono (equal-weight average of the channels, `TravelEar.Core.Downmixer`) before framing, and the header says 1 channel; the Helper follows the header, so the switch is transparent to it.\n\n<!-- [doc->REQ-CONFIG-BEPINEX] -->\n### Config and settings UI\n\nEvery user setting is a BepInEx `ConfigEntry` with a description, in `Big Walk\\BepInEx\\config\\com.sabermage.travelear.cfg`, bound once at load in `PluginConfig` (src/TravelEar/Plugin.cs); nothing is read from anywhere else. ModSettingsMenu (Thunderstore, Ice_Box_Studio_BigWalk/ModSettingsMenu) enumerates the `Config` of every loaded BepInEx plugin, so the entries appear in its menu without any registration: bool as an on/off pair, enum as a left/right selector, float and string as text fields, each titled by its key. `Sink.Downmix` applies live; every other key is read once, so it needs a restart. TravelEar adds nothing to the game's menus (M3 run 6 ruling: the mod already owns a window, the Helper's, so the information and, later, the option tweaks belong there). The Helper's status window shows the Offset (\"Offset\" above) beside the stream counters. An in-game settings row (`OffsetRow`, M3 T3, a clone of the Audio category's last `SettingsRow`) existed until M3 T4d and was removed with that ruling; a Helper-side options panel needs a Helper -> mod control channel and a live config reload, an M4 seed.\n\n## Behaviour rules\n\n- Never affects gameplay or what the local player hears.\n- Stream is always on from game launch; silence when not speaking or not in a session.\n- If any hook fails to bind after a game update: disable, log once, stay silent. No partial-fidelity output.\n- Channel count matches the Tap (expected stereo); `Downmix` config forces mono.\n\n## Scope\n\n- v1.0: Clean Voice, Megaphone Voice, Mixer Stage reverb/dry/high, Offset display.\n- v1.1: cliff echo (`EchoRemote` equivalent), water-depth muffle.\n- Out: walkie-talkie and radio (the game already plays the local player's walkie voice through nearby units; the radio plays music).\n\n## First spikes\n\n1. OBS process-loopback capture of a stream rendered to a non-default endpoint. **Answered yes** (M1, 2026-09-07).\n2. Harmony postfix on the Dissonance send path under IL2CPP; confirm frame parse. **Answered** (M1, 2026-09-07): postfixes fire; the frame parse is byte-exact; the tap moved upstream to `OpusEncoder.Encode` (see the tap section).\n3. Instantiate a game `VoicePlayer` from mod code with a mod-provided `IVoiceDataProvider`. **Answered yes** (M1, 2026-09-07): a mod-owned instance of the game's own `LocalVoiceProvider` (mic subscription skipped by a Harmony prefix) fed through its `IMicrophoneSubscriber` proxy drives a mod-owned Clean `VoicePlayer`; the operator heard Local Voice end to end through the Helper. No IL2CPP interface implemented from managed code.\n\n## Test setup\n\nSecond client (another machine or Steam account) records the same session; compare its playback of the local player against the Sink output for level, spectrum, and reverb tail. Test with the VR mod disabled first; its Steam Audio spatializer may colour voice.\n"}],"details":{"totalLines":131,"displayContent":{"text":"A mod-owned instance of the game's own `LocalVoiceProvider` ([ADR-0003](./adr/0003-game-voiceplayer-and-local-voice-provider.md)). It already implements the `IVoiceDataProvider` ring contract every game `VoicePlayer` consumes, so no IL2CPP interface is implemented from managed code. It lives on the renderer's GameObject; a Harmony prefix on `LocalVoiceProvider.Start`, keyed on that instance's pointer, skips the mic subscription for it alone, so it never carries raw mic audio and the game's own provider is untouched. Tapped frames are decoded on the encoder thread with the game's `OpusDecoder` (48 kHz mono, FEC on, 2880-sample frames) and pushed through the provider's public `IMicrophoneSubscriber.ReceiveMicrophoneData` proxy exactly as the mic feed would be. The provider duplicates mono to the DSP channel count and does not resample; the mod warns if the DSP rate is not 48 kHz.\n\nRead-head discipline: the game syncs a `VoicePlayer`'s read head to its provider once at enable time, so with talk bursts the phase between the two is random (up to a full ring, 341 ms of pure latency). The renderer resyncs the read head 1.5 frames behind the write head at each burst start, and again whenever the lag drifts past 4 frames or under a quarter frame mid-burst. Ring lag then sits steady around 150-180 ms.\n\n<!-- [doc->REQ-VOICE-CONTINUOUS] -->\nContinuity: Outbound Voice exists only while the game transmits, but a `VoicePlayer` reads its provider's ring forever. Between bursts the renderer pushes zero frames from the main thread so the write head stays ahead of the read head; without this the player loops the last ring's worth of the burst, mostly mic noise floor (M1 T3 runs 2-3). Silence is therefore what the Sink carries whenever no packets arrive, from game launch on. In practice the encoder rarely stops: push-to-talk defaults to toggle-on and the game's \"Self Echo\" room channel is always open, so Outbound Voice carries the mic noise floor between words. The transmit gate (M2 T0, `Fidelity.TransmitGate`, default on) limits Local Voice to what peers actually receive: each tick the renderer reads the Dissonance comms and treats \"peers receive\" as: not muted, and either a room other than the always-open `Echo` room is open (the token rooms: radio, megaphone, GhostRoom once its channel opens) or a voice-activation `VoiceBroadcastTrigger` reports its VAD speaking. The VAD flag carries the signal because the peer-facing channels are voice-activation triggers whose channel only opens with a peer to send to; in a solo session it never opens while the VAD still flips with speech (M2 runs 1-2). While \"peers receive\" is false, the frame fades out and then zero frames of the decoded frame's length are pushed instead of the frame itself. The fade-in and fade-out are the game's own (the `VolumeFaderSettings` on its voice-activation trigger, the fade a peer hears on that channel, applied ahead of the remote path's dynamics; config `Fidelity.TransmitFadeOutMs` overrides the fade-out) and the gate's release hold covers the fade-out, so a flickering VAD ramps the voice instead of splicing zero frames into it (M2 run 3). The gate never drops a frame, so the ring's continuity does not depend on it; a signal that cannot be read fails open (everything renders) rather than silencing Local Voice.\n\n### Local Voice renderer\n\nDefault feed point ([ADR-0005](./adr/0005-sink-fed-from-the-encoder-thread.md)): the renderer is the encoder-thread pipeline alone. Each decoded frame passes the transmit gate and the game's channel fade, the remote-path processing below, and the voice EQ (Core `PeakingEq`, the game's `BiquadFilters` PeakingEQ kernel with the same RBJ coefficients, wet/dry mix and clamp, at 400 Hz, Q 0.3, +30 dB, Vol 0.03, wet mix from config `SelfEarEqDryWet`), and is written mono at 48 kHz into the Sink ring with its encode timestamp. Nothing is added to the scene: no provider, no `VoicePlayer`, no Tap, so Local Voice never enters Unity's audio, the provider ring lag and read-head discipline disappear from the Offset, and the game's audio-thread stalls (M2 runs 5-6, ~250 ms about 80 s into a session) cannot reach the Sink, exactly as they do not reach peers. The main thread only samples the transmit signal and drives the makeup-gain loop. The T0 bodies read (docs/reference/big-walk-local-voice-wiring.md) established that a `Clean` `VoicePlayer` in synthesizer mode adds only `clamp(envelope x voice)` on top of this, with the envelope near unity at the Self-Ear, so the in-game path contributes nothing Core cannot reproduce.\n\n`VoicePlayer` feed point (config `Fidelity.SinkFeed = VoicePlayer`, the M1-M2 path, kept for A/B until a release ships on the default): a mod-owned GameObject (`TravelEar.LocalVoice`, built on the main thread once `GlobalAudioEffects` and `AudioManager` exist) holding the round-trip provider and a game `VoicePlayer` with `PlayerType = Clean`, `Cue` = the last entry of `GlobalAudioEffects.Instance.VoiceCues` (the cue kind the game hands remote players, so spatial settings, attenuation and RTPCs match), `Volume` 1, and the provider assigned before activation. The `VoicePlayer` then does what it does for the game's own voices: plays the cue through `AudioPlayHelper.Play` with a constant-1.0 streaming clip, puts itself at index 0 of the pooled `AudioSourceController`'s filter list, switches the source's `AudioFilterMixer` into synthesizer mode (so the mixer multiplies the voice by the source's spatial gain), and re-plays itself if the pooled controller is reclaimed. `PlayerType` following the held item (`Megaphone`) is a later milestone. The game's own self-voice `VoicePlayer` instances are left untouched.\n\n<!-- [doc->REQ-TAP-DIVERT] -->\nThe Tap (`VoicePlayer` feed point only) sits at the end of the Filter Stage: a Harmony postfix on `AudioFilterMixer.OnAudioFilterRead`, filtered to the renderer's own mixer by object pointer; the renderer re-arms it whenever the controller's mixer changes. It copies the processed buffer into a lock-free ring for the Sink and then zeroes the buffer in place, so the game's mixer receives silence from this source. The zeroing is unconditional: a full ring drops samples, it never lets audio through. It runs on Unity's audio thread: no allocation, no logging. On the default feed point the same requirement holds by construction: there is no in-game source to divert, so nothing of Local Voice can reach the game's mix.\n\n<!-- [doc->REQ-EAR-SELF] -->\nSelf-Ear parameters: the emitter (the pooled `AudioSource` the `VoicePlayer` plays through) sits a short distance straight ahead of the `AudioListener` along the view axis (config `SelfEarForwardMeters`, default 3 in / 0.0762 m). The renderer's object and the pooled source are both parented to an anchor at that same local offset, and the controller keeps following the renderer's object: its per-frame position write then resolves to the exact local offset whatever anchor pose it read, so the audio thread always sees the current view with no lag. The anchor is the camera above the listener when one exists, else the listener object itself (`Camera.main` is null in this game; the listener comes from `AudioManager.Instance.ListenerController._listener`, never `Object.FindObjectOfType`, which is stripped). Rigid parenting is required: the game's follow logic alone updates the source one frame behind the camera, which flips left/right while strafing; a source at the exact listener position produces stereo artifacts; and clearing the follow target drops the source at the world position it was played at (M1 T3 runs 2-5). The pooled source's original parent is restored when the controller goes away. The remote path's per-voice processing is applied to each decoded frame before it enters the provider (next paragraph). The game's 400 Hz voice EQ, which remote voices fade in from distance and angle curves, is pinned to config `SelfEarEqDryWet` (default 0: at the Self-Ear both curve inputs are zero, and the mod does not read the curve assets, which live on a prefab only a remote player instantiates) and is attached to the pooled source only when that is above 0, since at 0 the filter is an exact passthrough and a component left on a pooled source follows it to its next owner. Occlusion is 0 by construction. The local player's own `outdoorness` and `echoAmount` and the attenuation/spatial curves feed the Mixer Stage (M3), not this path.\n\n<!-- [doc->REQ-RENDER-CLEAN] -->\nRemote-path processing: every remote voice passes through `SamplePlaybackComponent.ProcessSamples` (a per-sample gain ramp to the makeup gain, the `VoiceCompressor`, a hyperbolic soft clip with a 0.95 ceiling), driven once per frame by `VoiceMakeupGain.Evaluate` (an automatic gain control toward a mean level of 0.132: 24 dB/s for the first second of a burst, then 12 dB/s up and 1 dB/s down, frozen between bursts). The Clean `LocalVoiceProvider` path has none of this, so the mod ports it (Core `VoiceDynamics`, `VoiceCompressor`, `VoiceMakeupGain`, unit-tested against the constants in docs/reference/big-walk-voice-dsp.md) and applies it on the encoder thread to each decoded frame before the provider push. The loop runs on the main thread from the last block's input level, with the game's `TargetARV` and compressor threshold read, never written, so the in-game voice volume slider couples exactly as it does for peers; the game's per-player `VoiceMakeupGain` dictionary is not used because it is keyed by player name and shared. A burst start resets the processing state the way a new speech session does for a remote voice; the makeup-gain state persists across bursts, as the game's does.\n\nSelf-Ear geometry (operator note, 2026-09-07, for later experimentation): a person does not hear their own voice on-axis. The voice leaves at the edges of the mouth and through the cheeks, so from the speaker's own ears it radiates roughly perpendicular, as a cone of about 160-170 degrees whose apex sits 2-3 inches in front of the ears. A peer voice pointed straight at the listener sits at angle 0 on the game's filter-angle curve; the Self-Ear should therefore probably sit off-axis on that curve (some extra `High{n}` roll-off relative to a peer facing you) rather than at angle 0. Treat the angle-0 value above as the v1 starting point and calibrate the off-axis amount by ear against a second-client recording.\n\n<!-- [doc->REQ-MIXER-RESYNTH] -->\n### Mixer Stage re-synthesis\n\nThe game drives a voice's mixer channel with four floats it writes every frame from `PlayerVoicePlaybackControl.Update` (`Dry{n}`, `High{n}`, `ReverbFallWet{n}`, `ReverbBoostWet{n}`; formulas in docs/reference/big-walk-voice-dsp.md section 4). It never writes them for the local player, who has no playback control on their own machine, so the mod cannot read them: it evaluates the same formulas itself ([ADR-0002](./adr/0002-mixer-stage-resynthesis.md) as amended by M3 T1). `TravelEar.Core.MixerStageModel` is that model, unit-tested against the formulas, stepped once per frame on the main thread at the Self-Ear: listener distance 0, occlusion 0, no height difference (so `Dry` is 0 dB, `High` is 0 dB and the reverb boost send is silent by the game's own arithmetic), with the speaker terms from the local player: `PlayerFaller.isInDanger` gates the fall send at the synced `PlayerNetworking.outdoorness` (instant rise, 1 s lerp decay), the reverb other players hear on a voice while its owner falls outdoors. `TravelEar.Core.MixerStage` applies the floats on the encoder thread after the voice EQ: `out = x * dry + reverb(x * (fallWet + boostWet))`, then the occlusion high cut when `High` is non-zero. Dry is exact (a gain). The reverb is an approximation (`TravelEar.Core.Reverb`, a Freeverb-style eight-comb / four-allpass mono reverb whose decay is config `Fidelity.ReverbDecaySeconds`; the game's mixer reverb asset is unreadable). The high cut is an approximation (a 3 kHz high shelf at the game's dB; the mixer's effect type is unreadable) and never engages at the Self-Ear. Each part has a toggle (`Fidelity.MixerDry`, `MixerHigh`, `MixerReverbFall`, `MixerReverbBoost`) under the master `Fidelity.MixerStage`, for A/B. Inputs the mod cannot read (no local player yet, a missing component) bypass the stage and log once, never guess (`REQ-HAZARD-NO-PARTIAL-FIDELITY`); a game update that renames any of the input symbols keeps the whole mod off through `GameSymbols.Bind`. Calibrate the reverb against a recording made on a second client hearing the same speech; the megaphone's own mixer set (`Megaphone{n}Wet/Dry`, HP/LP, compressors) is the Megaphone voice's job (T2).\n\n### Environment reverb\n\nBeyond the per-voice sends, a listener's machine puts every nearby voice through its own room: the main mixer's `Master Wet` return is an SFX Reverb (Unity's I3DL2 effect) that `AudioDynamicReverb.UpdateReverb` re-parameterizes every frame from the listener's surroundings (room size, outdoorness, reflectivity, diffusion, raycast from the listener; formulas and the mixer topology in docs/reference/big-walk-environment-reverb.md). The voice reaches it through fixed trims: the voice mixer's `Dry` group at -3 dB into the main `Voice` group, which feeds the `VOICE DRY BUS` (-6 dB, straight to `Master Dry`) and the `VOICE WET BUS` (0 dB) into the reverb, whose own `DryLevel` adds a second, louder dry copy. So a friend standing in the starting hallway hears `out = 10^(-6/20) x + 10^(DryLevel/2000) x + reverb(x)` with `x = 10^(-3/20) voice`; outdoors the same effect collapses to almost nothing. This is the listener-side counterpart of the Mixer Stage and the reverb the operator hears on friends' voices in that hallway. The mod does not port the raycast model: the game exposes the fourteen resulting floats (`DSP_DryLevel` .. `DSP_Density` on `AudioManager.AudioDynamicReverb`, or the same fourteen bare on `AudioBasicReverb` in Basic mode) already smoothed, so `LocalVoiceRenderer` reads them once per frame on the main thread together with `Bypass` (which the game answers with dry 0 dB and no room), the `MasterWet` return level and the voice slider, and publishes the snapshot (`TravelEar.Core.EnvironmentReverbParams`; its `FromListener` holds the game's formulas as the unit-test oracle). `TravelEar.Core.EnvironmentReverb` applies it on the encoder thread, last in the chain, on the sum of the Clean and Megaphone voices, because both enter the room together on a listener's machine. Its reverb is `TravelEar.Core.SfxReverb`, an I3DL2-parameter mapping onto a Freeverb-style network: exact as targets are every level (`Room`, `Reflections`, `Reverb`, `DryLevel`), both onset delays, the mid-band RT60 and the two shelves (`RoomHF` at `HFReference`, `RoomLF` at `LFReference`); approximate are the network itself, the HF-ratio damping, the meaning of `Diffusion` (allpass coefficient) and `Density` (comb spread), the early-reflection pattern, and the mono tail. Toggles for A/B: `Fidelity.EnvironmentReverb` (master), `EnvironmentReverbDryCopy` (the reverb's dry copy, what makes a voice sit in the room), `EnvironmentReverbBusGains` (the -3 / -6 dB trims) and `EnvironmentReverbVoiceSlider` (off by default; the Sink level convention already follows the slider). Unreadable inputs bypass the stage and log once; the symbols are in `GameSymbols.Bind`. Calibration: a second-client recording in the hallway and outdoors, compared for tail length (`DSP_DecayTime`), dry/wet ratio (no free parameter: `DSP_Room` and the two dry copies) and low/high balance (the shelves); the `Environment reverb:` log line carries the four listener scalars and all fourteen floats every 10 s so a recording can be replayed against known parameters.\n\n<!-- [doc->REQ-RENDER-MEGAPHONE] -->\n### Megaphone voice\n\nHolding a megaphone and using it makes the local player broadcast into the megaphone prop's Dissonance room on top of the normal voice channel; on a listener's machine the prop's own `VoicePlayer` (`PlayerType = Megaphone`) then renders the holder's voice from the same decoded, dynamics-processed stream the normal voice uses, so a listener beside the holder hears the direct voice and the megaphone output together (docs/reference/big-walk-local-voice-wiring.md sections 3 and 4). Detection, main thread, from the game's own state: the local player's held prop's `RadioVoiceAssigner` whose prefab voice type is Megaphone, `isBroadcasting` (set by the networked peck, cleared once Dissonance stops reporting speech into the room) and `latestBroadcastPlayer` being the local player; the game hard-switches its megaphone player on the same edges, so the mod does too and the Sink follows within a frame. Rendering, encoder thread (`TravelEar.Core.MegaphoneVoice`): the Megaphone player's chain evaluated at listener distance 0, which is what `VoicePlayer.Update`'s remote-holder branch produces at `d = 0`: the game's `BitCrusher` (ported from its managed Burst fallback: 24 bit, 4000 Hz sample-hold, dry/wet 0.5, smooth 0.5), the 300 Hz Q 0.4 high-pass (`Biquad`), then the megaphone mixer's compressor (-25 dB, +6 dB make-up) and post-compressor (-15 dB) approximated as FMOD-style 2.5:1 compressors (`TravelEar.Core.Compressor`), with the mixer's reverb send off, HP/LP open and the channel at wet 0 dB / dry -80 dB, all by the game's formulas at that distance. Config `Fidelity.MegaphoneMix` adds the output to the direct voice (default, what a listener beside you hears) or replaces it; `Fidelity.MegaphoneVoice` is the master and `MegaphoneCrusher`, `MegaphoneHighPass`, `MegaphoneCompressors` toggle the parts for A/B. Crusher and high-pass are exact ports; the compressors are approximations. The megaphone's distance-dependent set (crush rate, the 13 mixer floats, the wet/dry fade to 600 m) is a listener-distance effect and stays out, as does the speechlessness pitch on `MegaphonePitch`. Unreadable state means no megaphone voice, logged once; the state symbols are in `GameSymbols.Bind`.\n\n<!-- [doc->REQ-SINK-HELPER-PROCESS] -->\n<!-- [doc->REQ-SINK-ENDPOINT-CONFIG] -->\n### Sink transport and Helper\n\nMod side: named pipe server `TravelEar.Sink`, frames of float32 interleaved PCM at the DSP rate with a small header (channel count, sample rate, capture timestamp, sample count); the pump sends whatever the Tap produced per 5 ms tick and never pads on its own. Helper side: .NET 8 self-contained WinExe, minimized window titled \"TravelEar for Big Walk\", NAudio `WasapiOut` on a dedicated thread to the endpoint matching config `SinkEndpoint` (empty = system default, which is audible); it primes 100 ms of silence at stream start and trims its backlog to 100 ms whenever it exceeds 200 ms (the band is the jitter budget: below it the stream pads or cuts mid-word, M2 runs 4-5), and logs its underrun, starve and trim counters every 10 s to `%LOCALAPPDATA%\\TravelEar\\Helper.log`. With the encoder feed the stream stops whenever the game stops encoding (mute, menu), so after its ring runs dry the Helper holds on silence until the backlog is back at the 100 ms target before resuming (`TravelEar.Core.StarveGuard`, ADR-0005); a burst played from an empty ring would otherwise turn every arrival jitter into a click.\n\n<!-- [doc->REQ-OFFSET-MEASURE] -->\nOffset: measured end to end, per Sink frame, on one clock (both processes read the machine's performance counter). The capture point is the `OpusEncoder.Encode` postfix; the render point is the moment the frame's first sample leaves the Helper's endpoint. The timestamp rides the audio through every ring hand-off by position, not by counting: each writer marks the span it wrote (ring position, length, timestamp) in a small lock-free table (`TravelEar.Core.FrameStampTable`) and the reader on the other thread resolves the position it is about to read to the newest mark containing it. Three hand-offs: the provider ring (every push marks, voice with its encode timestamp and mod-generated silence with \"none\", so the Tap can resolve the block it is handed from the `VoicePlayer`'s read head, modulo the ring, whatever resyncs did to it), the Sink ring (Tap to pump, monotonic positions; the pump stamps the frame header with the resolved timestamp or 0 for none), and the Helper's ring (pipe thread to WASAPI render thread; render time = now plus what the endpoint still has queued ahead of that sample, from the output's audio clock, or the nominal 40 ms latency if the clock is unavailable). The Helper sends `(capture, render)` pairs back on a second, inbound-only pipe `TravelEar.Sink.Back` (20-byte records, `OffsetReportFrame`) so the frame stream is untouched; the mod keeps a rolling 10 s window (`OffsetAverager`) and logs `Offset: N ms rolling 10 s average` every 10 s. The Helper averages the same pairs on its side and shows \"TravelEar offset: N ms\" (rolling 10 s) in its status window (`TravelEar.Core.OffsetCaption`): the window is TravelEar's one piece of UI (M3 run 6 ruling); the game's menus are not augmented. The largest tunable term is the read-head margin at each talk burst, config `Fidelity.ReadHeadMarginFrames` (default 1.5 frames of 60 ms): lower it until read-head resyncs appear in the stats line, then back off. Reports are dropped, never queued without bound, when the return pipe is absent.\n\n<!-- [doc->REQ-SINK-LIFECYCLE] -->\nLifecycle: the Helper ships at `BepInEx\\TravelEar.Helper\\TravelEar.Helper.exe`, beside and not inside `plugins`, because BepInEx examines every DLL under `plugins` as a plugin candidate. The mod spawns it once per game launch (config `SpawnHelper`, `HelperPath`) and never respawns it, whether the spawn failed or the Helper later exited; a Helper already running (started by hand or by an earlier launch) is left alone. The spawn goes through the Helper's own `--detach` step: the process the mod starts re-executes itself without the flag and exits at once, so the Helper that stays up is the child of a short-lived launcher rather than of the game, and OBS's process-tree matching cannot fold its audio into the game's capture (M2 chose this over WMI `Win32_Process.Create` because it needs no extra assembly under the game's runtime). The pipe server re-arms after every disconnect but never more often than every 5 s, and every Sink-side failure is absorbed with a log line. The Helper exits when the pipe closes. Manual launch is supported. Policy in `TravelEar.Core.HelperLifecycle`, unit-tested.\n\n<!-- [doc->REQ-SINK-FORMAT] -->\nFormat: float32 interleaved PCM at the DSP rate (48 kHz expected) with the Tap's channel count, normally stereo. With config `Downmix` on, the pump folds each block to mono (equal-weight average of the channels, `TravelEar.Core.Downmixer`) before framing, and the header says 1 channel; the Helper follows the header, so the switch is transparent to it.\n\n<!-- [doc->REQ-CONFIG-BEPINEX] -->\n### Config and settings UI\n\nEvery user setting is a BepInEx `ConfigEntry` with a description, in `Big Walk\\BepInEx\\config\\com.sabermage.travelear.cfg`, bound once at load in `PluginConfig` (src/TravelEar/Plugin.cs); nothing is read from anywhere else. ModSettingsMenu (Thunderstore, Ice_Box_Studio_BigWalk/ModSettingsMenu) enumerates the `Config` of every loaded BepInEx plugin, so the entries appear in its menu without any registration: bool as an on/off pair, enum as a left/right selector, float and string as text fields, each titled by its key. `Sink.Downmix` applies live; every other key is read once, so it needs a restart. TravelEar adds nothing to the game's menus (M3 run 6 ruling: the mod already owns a window, the Helper's, so the information and, later, the option tweaks belong there). The Helper's status window shows the Offset (\"Offset\" above) beside the stream counters. An in-game settings row (`OffsetRow`, M3 T3, a clone of the Audio category's last `SettingsRow`) existed until M3 T4d and was removed with that ruling; a Helper-side options panel needs a Helper -> mod control channel and a live config reload, an M4 seed.\n\n## Behaviour rules\n\n- Never affects gameplay or what the local player hears.\n- Stream is always on from game launch; silence when not speaking or not in a session.\n- If any hook fails to bind after a game update: disable, log once, stay silent. No partial-fidelity output.\n- Channel count matches the Tap (expected stereo); `Downmix` config forces mono.\n\n## Scope\n\n- v1.0: Clean Voice, Megaphone Voice, Mixer Stage reverb/dry/high, Offset display.\n- v1.1: cliff echo (`EchoRemote` equivalent), water-depth muffle.\n- Out: walkie-talkie and radio (the game already plays the local player's walkie voice through nearby units; the radio plays music).\n\n## First spikes\n\n1. OBS process-loopback capture of a stream rendered to a non-default endpoint. **Answered yes** (M1, 2026-09-07).\n2. Harmony postfix on the Dissonance send path under IL2CPP; confirm frame parse. **Answered** (M1, 2026-09-07): postfixes fire; the frame parse is byte-exact; the tap moved upstream to `OpusEncoder.Encode` (see the tap section).\n3. Instantiate a game `VoicePlayer` from mod code with a mod-provided `IVoiceDataProvider`. **Answered yes** (M1, 2026-09-07): a mod-owned instance of the game's own `LocalVoiceProvider` (mic subscription skipped by a Harmony prefix) fed through its `IMicrophoneSubscriber` proxy drives a mod-owned Clean `VoicePlayer`; the operator heard Local Voice end to end through the Helper. No IL2CPP interface implemented from managed code.\n\n## Test setup\n\nSecond client (another machine or Steam account) records the same session; compare its playback of the local player against the Sink output for level, spectrum, and reverb tail. Test with the VR mod disabled first; its Steam Audio spatializer may colour voice.\n","startLine":51,"lineNumbers":[51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131]},"fileSize":29979,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\DESIGN.md"}}},"isError":false,"timestamp":1789194508545}}
{"type":"message","id":"638b3569","parentId":"21fde9ad","timestamp":"2026-09-12T06:28:29.341Z","message":{"role":"toolResult","toolCallId":"call_DU5AsyNKKfejC6HHPbjkYIy5|fc_0fc07734548baff2016aa4f10c649487d1b240978431e6d188","toolName":"read","content":[{"type":"text","text":"[docs/adr/0002-mixer-stage-resynthesis.md#C802]\n1:# Mixer Stage effects are re-synthesized in the mod, not captured from the engine\n2:\n3:## Status\n4:\n5:accepted (2026-09-06) · amended 2026-09-08 (M3 T1): the \"live mixer floats\" of the Decision do not\n6:exist for the local player, because the game only writes `Dry{n}` / `High{n}` /\n7:`ReverbFallWet{n}` / `ReverbBoostWet{n}` from a `PlayerVoicePlaybackControl`, which a listener\n8:creates for each *remote* voice. The mod therefore evaluates the same per-frame formulas itself\n9:(`TravelEar.Core.MixerStageModel`, ported from `PlayerVoicePlaybackControl.Update`) at the Self-Ear,\n10:with the speaker terms read from the local player (`PlayerFaller.isInDanger`,\n11:`PlayerNetworking.outdoorness`). `AudioMixer.GetFloat` is not used. The rest of the decision\n12:(capture the Filter Stage exactly, re-synthesize the Mixer Stage, approximate and calibrate the\n13:reverb, toggle every effect) stands; the DSP now runs on the encoder thread\n14:([ADR-0005](0005-sink-fed-from-the-encoder-thread.md)).\n15:\n16:## Context\n17:\n18:1. Big Walk applies voice processing in two stages: a per-voice in-process **Filter Stage**\n19:   (capturable via the source's audio-filter callback) and a **Mixer Stage** of Unity\n20:   AudioMixer effects driven by per-channel floats the game sets every frame (reverb sends,\n21:   dry/high trims, megaphone wet/dry, walkie low-pass, compressors).\n22:2. Unity exposes no API to read a mixer group's output, cannot add mixer effects at runtime,\n23:   and allows one AudioListener. Exact capture of the Mixer Stage is impossible in-process.\n24:3. The Mixer Stage carries the reverb and megaphone character that most define \"how others hear\n25:   you\", so dropping it is not acceptable.\n26:\n27:## Decision\n28:\n29:Capture the Filter Stage exactly at the **Tap** and re-implement the Mixer Stage in the mod's\n30:own DSP, driven by the same live mixer floats the game writes (`AudioMixer.GetFloat`). Reverb is\n31:an approximation, calibrated by ear against recordings made on a real second client. Each\n32:re-synthesized effect is individually toggleable in config for A/B testing.\n33:\n34:Rejected: routing Local Voice through the real mixer and letting it play (the user would hear\n35:themselves and OBS's game track would contain it); a synthetic remote player riding the game's\n36:full playback path (kept only as a fallback; it still cannot tap post-mixer audio and adds a fake\n37:network identity).\n38:\n39:## Consequences\n40:\n41:- Fidelity is a ladder, documented in the README: Filter Stage exact, Mixer Stage approximate.\n42:- Game updates that rename mixer parameters break the Mixer Stage; the mod hard-fails and logs\n43:  rather than emitting Filter-Stage-only audio (`REQ-HAZARD-NO-PARTIAL-FIDELITY`).\n44:- A second-client calibration recording is a standing test asset."}],"details":{"totalLines":44,"displayContent":{"text":"# Mixer Stage effects are re-synthesized in the mod, not captured from the engine\n\n## Status\n\naccepted (2026-09-06) · amended 2026-09-08 (M3 T1): the \"live mixer floats\" of the Decision do not\nexist for the local player, because the game only writes `Dry{n}` / `High{n}` /\n`ReverbFallWet{n}` / `ReverbBoostWet{n}` from a `PlayerVoicePlaybackControl`, which a listener\ncreates for each *remote* voice. The mod therefore evaluates the same per-frame formulas itself\n(`TravelEar.Core.MixerStageModel`, ported from `PlayerVoicePlaybackControl.Update`) at the Self-Ear,\nwith the speaker terms read from the local player (`PlayerFaller.isInDanger`,\n`PlayerNetworking.outdoorness`). `AudioMixer.GetFloat` is not used. The rest of the decision\n(capture the Filter Stage exactly, re-synthesize the Mixer Stage, approximate and calibrate the\nreverb, toggle every effect) stands; the DSP now runs on the encoder thread\n([ADR-0005](0005-sink-fed-from-the-encoder-thread.md)).\n\n## Context\n\n1. Big Walk applies voice processing in two stages: a per-voice in-process **Filter Stage**\n   (capturable via the source's audio-filter callback) and a **Mixer Stage** of Unity\n   AudioMixer effects driven by per-channel floats the game sets every frame (reverb sends,\n   dry/high trims, megaphone wet/dry, walkie low-pass, compressors).\n2. Unity exposes no API to read a mixer group's output, cannot add mixer effects at runtime,\n   and allows one AudioListener. Exact capture of the Mixer Stage is impossible in-process.\n3. The Mixer Stage carries the reverb and megaphone character that most define \"how others hear\n   you\", so dropping it is not acceptable.\n\n## Decision\n\nCapture the Filter Stage exactly at the **Tap** and re-implement the Mixer Stage in the mod's\nown DSP, driven by the same live mixer floats the game writes (`AudioMixer.GetFloat`). Reverb is\nan approximation, calibrated by ear against recordings made on a real second client. Each\nre-synthesized effect is individually toggleable in config for A/B testing.\n\nRejected: routing Local Voice through the real mixer and letting it play (the user would hear\nthemselves and OBS's game track would contain it); a synthetic remote player riding the game's\nfull playback path (kept only as a fallback; it still cannot tap post-mixer audio and adds a fake\nnetwork identity).\n\n## Consequences\n\n- Fidelity is a ladder, documented in the README: Filter Stage exact, Mixer Stage approximate.\n- Game updates that rename mixer parameters break the Mixer Stage; the mod hard-fails and logs\n  rather than emitting Filter-Stage-only audio (`REQ-HAZARD-NO-PARTIAL-FIDELITY`).\n- A second-client calibration recording is a standing test asset.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44]},"fileSize":2676,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\adr\\0002-mixer-stage-resynthesis.md"}}},"isError":false,"timestamp":1789194508546}}
{"type":"message","id":"f4061084","parentId":"638b3569","timestamp":"2026-09-12T06:28:29.341Z","message":{"role":"toolResult","toolCallId":"call_qhuQyQC0TLjhZi3gnXFDVZOI|fc_0fc07734548baff2016aa4f10c649887d1bba446841b8d6792","toolName":"read","content":[{"type":"text","text":"[docs/adr/0003-game-voiceplayer-and-local-voice-provider.md#E4F8]\n1:# Local Voice rides the game's own LocalVoiceProvider and VoicePlayer, not a managed provider\n2:\n3:## Status\n4:\n5:accepted (2026-09-07)\n6:\n7:## Context\n8:\n9:1. The **Local Voice** renderer needs an `IVoiceDataProvider` that a game `VoicePlayer` will\n10:   consume. That interface is IL2CPP; implementing it from managed code means Il2CppInterop\n11:   interface injection, which is fragile and undocumented for the generic-struct proxies the\n12:   game's audio types use.\n13:2. The game already ships two implementations: `SamplePlaybackComponent` (remote players, fed\n14:   by the network decoder) and `LocalVoiceProvider` (the local player's self-voice, fed by the\n15:   mic through `IMicrophoneSubscriber`). Cpp2IL bodies (M1-PLAN, \"T3 bodies read\") gave the\n16:   ring semantics of `LocalVoiceProvider` exactly: power-of-two ring, mono duplicated to the DSP\n17:   channel count, no resampling, format pinned on first call, read head recommended two DSP\n18:   buffer sets behind the write head.\n19:3. A game `VoicePlayer` does all the playback wiring itself on enable: plays its `Cue` through\n20:   `AudioPlayHelper.Play` with a constant-1.0 streaming clip, installs itself at index 0 of the\n21:   pooled `AudioSourceController`'s filter list, switches the source's `AudioFilterMixer` into\n22:   synthesizer mode, and re-plays itself if the pooled controller is reclaimed. Re-creating that\n23:   in the mod would copy game behaviour we would rather inherit.\n24:4. Spike S3 had to answer, in one milestone, whether mod code can own a provider at all.\n25:\n26:## Decision\n27:\n28:The renderer is a mod-owned GameObject carrying a mod-owned instance of the game's\n29:**`LocalVoiceProvider`** and a game **`VoicePlayer`** (`PlayerType = Clean`, `Cue` = the last\n30:`GlobalAudioEffects.Instance.VoiceCues` entry, `Volume` 1). A Harmony prefix on\n31:`LocalVoiceProvider.Start`, keyed on the owned instance's pointer, skips the mic subscription for\n32:that instance only. Decoded **Outbound Voice** (the game's `OpusDecoder`, 48 kHz mono, FEC on) is\n33:pushed through the provider's public `IMicrophoneSubscriber.ReceiveMicrophoneData` proxy on the\n34:encoder thread. The **Tap** is a Harmony postfix on `AudioFilterMixer.OnAudioFilterRead`\n35:filtered to the renderer's mixer by object pointer.\n36:\n37:Rejected: a managed `IVoiceDataProvider` via Il2CppInterop interface injection (never needed;\n38:kept as the fallback if a game update breaks `LocalVoiceProvider`'s public surface); a mod-owned\n39:`AudioSource` with its own `OnAudioFilterRead` (skips the game's per-voice filter list, cue\n40:settings and RTPCs, so the Filter Stage would no longer be the game's).\n41:\n42:## Consequences\n43:\n44:- The Clean path is exactly the game's own self-voice chain, but **not** the remote-player\n45:  chain: `SamplePlaybackComponent`'s compressor, soft clip, `VoiceMakeupGain` and ARV, and\n46:  `PlayerVoicePlaybackControl`'s distance/angle/spatial curves and EQ are absent. M2 adds them\n47:  on top of our `VoicePlayer`'s controller (`REQ-RENDER-CLEAN`, `REQ-EAR-SELF`).\n48:- Ring discipline belongs to the mod: the game syncs the read head once at enable, so the\n49:  renderer resyncs it 1.5 frames behind the write head at every burst start and zero-fills the\n50:  ring between bursts (`REQ-VOICE-CONTINUOUS`). The provider does not resample; a DSP rate other\n51:  than 48 kHz pitch-shifts and is warned about.\n52:- The pooled `AudioSourceController` can be reclaimed at any time; the renderer re-arms the Tap\n53:  whenever the controller's mixer changes and restores the pooled source's parent when it goes.\n54:- Il2CppInterop generic-struct pitfall (paid for with an AV in coreclr, T3 run 1): the\n55:  interop-generated `Nullable<T>(T)` constructor passes the boxed pointer for a struct-proxy\n56:  `T`. Build `Nullable<ArraySegment<byte>>`, and any other generic over a struct proxy, by\n57:  memory copy (`LocalVoiceDecoder.WrapNullable`).\n58:- `Object.FindObjectOfType(Type)` is stripped from this IL2CPP build (T3 run 3). Locate game\n59:  objects through the game's singletons: `AudioManager.Instance.ListenerController._listener`,\n60:  `WorldManager.instance`, `GlobalAudioEffects.Instance`. `Camera.main` is null in this game.\n61:- Hook non-generic methods only: postfixes on generic classes install but never fire under\n62:  IL2CPP generic sharing (spike S2).\n63:- Standing rule of thumb: wherever a game type already satisfies a contract the mod needs, own\n64:  an instance of it rather than reimplementing the contract in managed code."}],"details":{"totalLines":64,"displayContent":{"text":"# Local Voice rides the game's own LocalVoiceProvider and VoicePlayer, not a managed provider\n\n## Status\n\naccepted (2026-09-07)\n\n## Context\n\n1. The **Local Voice** renderer needs an `IVoiceDataProvider` that a game `VoicePlayer` will\n   consume. That interface is IL2CPP; implementing it from managed code means Il2CppInterop\n   interface injection, which is fragile and undocumented for the generic-struct proxies the\n   game's audio types use.\n2. The game already ships two implementations: `SamplePlaybackComponent` (remote players, fed\n   by the network decoder) and `LocalVoiceProvider` (the local player's self-voice, fed by the\n   mic through `IMicrophoneSubscriber`). Cpp2IL bodies (M1-PLAN, \"T3 bodies read\") gave the\n   ring semantics of `LocalVoiceProvider` exactly: power-of-two ring, mono duplicated to the DSP\n   channel count, no resampling, format pinned on first call, read head recommended two DSP\n   buffer sets behind the write head.\n3. A game `VoicePlayer` does all the playback wiring itself on enable: plays its `Cue` through\n   `AudioPlayHelper.Play` with a constant-1.0 streaming clip, installs itself at index 0 of the\n   pooled `AudioSourceController`'s filter list, switches the source's `AudioFilterMixer` into\n   synthesizer mode, and re-plays itself if the pooled controller is reclaimed. Re-creating that\n   in the mod would copy game behaviour we would rather inherit.\n4. Spike S3 had to answer, in one milestone, whether mod code can own a provider at all.\n\n## Decision\n\nThe renderer is a mod-owned GameObject carrying a mod-owned instance of the game's\n**`LocalVoiceProvider`** and a game **`VoicePlayer`** (`PlayerType = Clean`, `Cue` = the last\n`GlobalAudioEffects.Instance.VoiceCues` entry, `Volume` 1). A Harmony prefix on\n`LocalVoiceProvider.Start`, keyed on the owned instance's pointer, skips the mic subscription for\nthat instance only. Decoded **Outbound Voice** (the game's `OpusDecoder`, 48 kHz mono, FEC on) is\npushed through the provider's public `IMicrophoneSubscriber.ReceiveMicrophoneData` proxy on the\nencoder thread. The **Tap** is a Harmony postfix on `AudioFilterMixer.OnAudioFilterRead`\nfiltered to the renderer's mixer by object pointer.\n\nRejected: a managed `IVoiceDataProvider` via Il2CppInterop interface injection (never needed;\nkept as the fallback if a game update breaks `LocalVoiceProvider`'s public surface); a mod-owned\n`AudioSource` with its own `OnAudioFilterRead` (skips the game's per-voice filter list, cue\nsettings and RTPCs, so the Filter Stage would no longer be the game's).\n\n## Consequences\n\n- The Clean path is exactly the game's own self-voice chain, but **not** the remote-player\n  chain: `SamplePlaybackComponent`'s compressor, soft clip, `VoiceMakeupGain` and ARV, and\n  `PlayerVoicePlaybackControl`'s distance/angle/spatial curves and EQ are absent. M2 adds them\n  on top of our `VoicePlayer`'s controller (`REQ-RENDER-CLEAN`, `REQ-EAR-SELF`).\n- Ring discipline belongs to the mod: the game syncs the read head once at enable, so the\n  renderer resyncs it 1.5 frames behind the write head at every burst start and zero-fills the\n  ring between bursts (`REQ-VOICE-CONTINUOUS`). The provider does not resample; a DSP rate other\n  than 48 kHz pitch-shifts and is warned about.\n- The pooled `AudioSourceController` can be reclaimed at any time; the renderer re-arms the Tap\n  whenever the controller's mixer changes and restores the pooled source's parent when it goes.\n- Il2CppInterop generic-struct pitfall (paid for with an AV in coreclr, T3 run 1): the\n  interop-generated `Nullable<T>(T)` constructor passes the boxed pointer for a struct-proxy\n  `T`. Build `Nullable<ArraySegment<byte>>`, and any other generic over a struct proxy, by\n  memory copy (`LocalVoiceDecoder.WrapNullable`).\n- `Object.FindObjectOfType(Type)` is stripped from this IL2CPP build (T3 run 3). Locate game\n  objects through the game's singletons: `AudioManager.Instance.ListenerController._listener`,\n  `WorldManager.instance`, `GlobalAudioEffects.Instance`. `Camera.main` is null in this game.\n- Hook non-generic methods only: postfixes on generic classes install but never fire under\n  IL2CPP generic sharing (spike S2).\n- Standing rule of thumb: wherever a game type already satisfies a contract the mod needs, own\n  an instance of it rather than reimplementing the contract in managed code.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64]},"fileSize":4352,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\adr\\0003-game-voiceplayer-and-local-voice-provider.md"}}},"isError":false,"timestamp":1789194508547}}
{"type":"message","id":"6b5d7d09","parentId":"f4061084","timestamp":"2026-09-12T06:28:29.342Z","message":{"role":"toolResult","toolCallId":"call_4bin7yIE0N5FmcB7Vbv8KElE|fc_0fc07734548baff2016aa4f10c64a487d1af9a7f1221f6c434","toolName":"read","content":[{"type":"text","text":"[docs/adr/0005-sink-fed-from-the-encoder-thread.md#D97F]\n1:# The Sink is fed from the encoder thread; the in-game VoicePlayer path is an A/B fallback\n2:\n3:## Status\n4:\n5:accepted (2026-09-07) · supersedes the feed-point parts of [ADR-0003](0003-game-voiceplayer-and-local-voice-provider.md)\n6:(the round-trip provider, the Tap and the read-head discipline stay implemented behind config\n7:`Fidelity.SinkFeed = VoicePlayer`; the rest of ADR-0003 stands)\n8:\n9:## Context\n10:\n11:1. M1-M2 fed the Sink through the game: decoded Outbound Voice pushed into a mod-owned\n12:   `LocalVoiceProvider` ring, read by a game `VoicePlayer` (`Clean`, synthesizer mode) on\n13:   Unity's audio thread, captured by the **Tap** (a postfix on `AudioFilterMixer.OnAudioFilterRead`)\n14:   and zeroed. That path cost the ring lag (150-200 ms of the 320-360 ms Offset), the read-head\n15:   resync discipline, and, from M2 runs 5-6, the game's own audio-thread stalls (~250 ms about\n16:   80 s into a session), which peers never hear because the game's encoder runs on the mic thread.\n17:2. The M3 T0 bodies read (docs/reference/big-walk-local-voice-wiring.md, section 3) lists what\n18:   a `Clean` `VoicePlayer` in synthesizer mode adds between the ring read and the source output:\n19:   `ring[readHead++]` assignment, no type-specific filter, then `clamp(envelope * data, -1, 1)`,\n20:   where the envelope is the source's gain chain (spatial gain at the Self-Ear's ~3 in, cue\n21:   volumes) at near unity. It writes no mixer floats. The remote-path processing a peer applies\n22:   (`SamplePlaybackComponent`, `PlayerVoicePlaybackControl`'s EQ) was already ported to Core in M2\n23:   because the `VoicePlayer` path never had it. The only game DSP the mod attached itself was the\n24:   400 Hz voice EQ (`BiquadFilters` PeakingEQ, config `SelfEarEqDryWet`, default 0), whose kernel\n25:   is fully documented (docs/reference/big-walk-voice-dsp.md section 5).\n26:3. The Mixer Stage (ADR-0002) is mod DSP driven by mixer floats either way, so it has no stake in\n27:   where the samples come from.\n28:\n29:## Decision\n30:\n31:The Sink's input is the encoder thread. After the game's decoder, the transmit gate and fade, and\n32:the remote path's dynamics, the renderer writes each frame (mono, 48 kHz, stamped with its encode\n33:timestamp) straight into a Sink ring the pump drains (`SinkFeed`). The voice EQ is a Core port of\n34:the game's peaking filter (`PeakingEq`, same RBJ coefficients, wet/dry mix and clamp), applied on\n35:the same thread when `SelfEarEqDryWet` is above 0. No GameObject, provider, `VoicePlayer` or Tap\n36:is created. The Helper gains a re-prime rule (`StarveGuard`): after its ring runs dry it holds on\n37:silence until the backlog is back at the 100 ms target, because the encoder stops with the mic\n38:(mute, menu) and a burst played from an empty ring would spend every arrival jitter as a click.\n39:\n40:Config `Fidelity.SinkFeed` selects the feed point: `Encoder` (default) or `VoicePlayer` (the\n41:ADR-0003 path, unchanged, for A/B in the operator's runs). The `VoicePlayer` path is removed once\n42:a release has shipped on `Encoder` without a regression report.\n43:\n44:Rejected: keeping the `VoicePlayer` path for the Self-Ear envelope (near unity, and the Self-Ear\n45:is the mod's own construct, so its gain is a mod decision, not the game's); a mod-owned\n46:`AudioSource` (ADR-0003 already rejected it, and it would keep the audio-thread stalls).\n47:\n48:## Consequences\n49:\n50:- Offset drops by the provider ring lag and the read-head margin; the Helper's 100 ms prime and\n51:  the encode-to-decode hop remain. `Fidelity.ReadHeadMarginFrames` only applies to the\n52:  `VoicePlayer` feed.\n53:- The game's audio-thread stalls no longer reach the Sink; what remains in the Sink is what the\n54:  mic thread produced.\n55:- `REQ-TAP-DIVERT` and `REQ-HAZARD-NO-GAME-AUDIO-LEAK` hold by construction on the default path\n56:  (nothing of Local Voice enters Unity's audio) and by the Tap's zeroing on the `VoicePlayer` path;\n57:  `TapDivert` and its tests stay as the fallback's proof.\n58:- The Self-Ear (`REQ-EAR-SELF`) is now purely the mod's model: the emitter offset and the game's\n59:  follow logic are `VoicePlayer`-path only; the EQ wet mix and, later, the angle term are Core DSP.\n60:- The Mixer Stage (M3 T1) and Megaphone voice (T2) run on the encoder thread too; the megaphone's\n61:  in-process filters (`BitCrusher`, 300 Hz high-pass) become Core ports rather than attached\n62:  components.\n63:- Docs updated: DESIGN \"Pipeline\", \"Round-trip provider\", \"Local Voice renderer\", \"Sink transport\";\n64:  CONTEXT \"Tap\"; KNOWN-HAZARDS 1.1."}],"details":{"totalLines":64,"displayContent":{"text":"# The Sink is fed from the encoder thread; the in-game VoicePlayer path is an A/B fallback\n\n## Status\n\naccepted (2026-09-07) · supersedes the feed-point parts of [ADR-0003](0003-game-voiceplayer-and-local-voice-provider.md)\n(the round-trip provider, the Tap and the read-head discipline stay implemented behind config\n`Fidelity.SinkFeed = VoicePlayer`; the rest of ADR-0003 stands)\n\n## Context\n\n1. M1-M2 fed the Sink through the game: decoded Outbound Voice pushed into a mod-owned\n   `LocalVoiceProvider` ring, read by a game `VoicePlayer` (`Clean`, synthesizer mode) on\n   Unity's audio thread, captured by the **Tap** (a postfix on `AudioFilterMixer.OnAudioFilterRead`)\n   and zeroed. That path cost the ring lag (150-200 ms of the 320-360 ms Offset), the read-head\n   resync discipline, and, from M2 runs 5-6, the game's own audio-thread stalls (~250 ms about\n   80 s into a session), which peers never hear because the game's encoder runs on the mic thread.\n2. The M3 T0 bodies read (docs/reference/big-walk-local-voice-wiring.md, section 3) lists what\n   a `Clean` `VoicePlayer` in synthesizer mode adds between the ring read and the source output:\n   `ring[readHead++]` assignment, no type-specific filter, then `clamp(envelope * data, -1, 1)`,\n   where the envelope is the source's gain chain (spatial gain at the Self-Ear's ~3 in, cue\n   volumes) at near unity. It writes no mixer floats. The remote-path processing a peer applies\n   (`SamplePlaybackComponent`, `PlayerVoicePlaybackControl`'s EQ) was already ported to Core in M2\n   because the `VoicePlayer` path never had it. The only game DSP the mod attached itself was the\n   400 Hz voice EQ (`BiquadFilters` PeakingEQ, config `SelfEarEqDryWet`, default 0), whose kernel\n   is fully documented (docs/reference/big-walk-voice-dsp.md section 5).\n3. The Mixer Stage (ADR-0002) is mod DSP driven by mixer floats either way, so it has no stake in\n   where the samples come from.\n\n## Decision\n\nThe Sink's input is the encoder thread. After the game's decoder, the transmit gate and fade, and\nthe remote path's dynamics, the renderer writes each frame (mono, 48 kHz, stamped with its encode\ntimestamp) straight into a Sink ring the pump drains (`SinkFeed`). The voice EQ is a Core port of\nthe game's peaking filter (`PeakingEq`, same RBJ coefficients, wet/dry mix and clamp), applied on\nthe same thread when `SelfEarEqDryWet` is above 0. No GameObject, provider, `VoicePlayer` or Tap\nis created. The Helper gains a re-prime rule (`StarveGuard`): after its ring runs dry it holds on\nsilence until the backlog is back at the 100 ms target, because the encoder stops with the mic\n(mute, menu) and a burst played from an empty ring would spend every arrival jitter as a click.\n\nConfig `Fidelity.SinkFeed` selects the feed point: `Encoder` (default) or `VoicePlayer` (the\nADR-0003 path, unchanged, for A/B in the operator's runs). The `VoicePlayer` path is removed once\na release has shipped on `Encoder` without a regression report.\n\nRejected: keeping the `VoicePlayer` path for the Self-Ear envelope (near unity, and the Self-Ear\nis the mod's own construct, so its gain is a mod decision, not the game's); a mod-owned\n`AudioSource` (ADR-0003 already rejected it, and it would keep the audio-thread stalls).\n\n## Consequences\n\n- Offset drops by the provider ring lag and the read-head margin; the Helper's 100 ms prime and\n  the encode-to-decode hop remain. `Fidelity.ReadHeadMarginFrames` only applies to the\n  `VoicePlayer` feed.\n- The game's audio-thread stalls no longer reach the Sink; what remains in the Sink is what the\n  mic thread produced.\n- `REQ-TAP-DIVERT` and `REQ-HAZARD-NO-GAME-AUDIO-LEAK` hold by construction on the default path\n  (nothing of Local Voice enters Unity's audio) and by the Tap's zeroing on the `VoicePlayer` path;\n  `TapDivert` and its tests stay as the fallback's proof.\n- The Self-Ear (`REQ-EAR-SELF`) is now purely the mod's model: the emitter offset and the game's\n  follow logic are `VoicePlayer`-path only; the EQ wet mix and, later, the angle term are Core DSP.\n- The Mixer Stage (M3 T1) and Megaphone voice (T2) run on the encoder thread too; the megaphone's\n  in-process filters (`BitCrusher`, 300 Hz high-pass) become Core ports rather than attached\n  components.\n- Docs updated: DESIGN \"Pipeline\", \"Round-trip provider\", \"Local Voice renderer\", \"Sink transport\";\n  CONTEXT \"Tap\"; KNOWN-HAZARDS 1.1.","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64]},"fileSize":4396,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\adr\\0005-sink-fed-from-the-encoder-thread.md"}}},"isError":false,"timestamp":1789194508552}}
{"type":"message","id":"17015676","parentId":"6b5d7d09","timestamp":"2026-09-12T06:28:29.342Z","message":{"role":"toolResult","toolCallId":"call_zp6tsMZr01mjPCf5kE7oXBkZ|fc_0fc07734548baff2016aa4f10c64ac87d1b880c7d1913d2dc1","toolName":"read","content":[{"type":"text","text":"[scripts/gates.ps1#74D4]\n1:# Runs every deterministic CI gate for TravelEar on a host that has Big Walk installed.\n2:# Usage: pwsh scripts/gates.ps1 [-SkipBuild] [-SkipDocs]\n3:# Exit code is non-zero if any gate fails. See docs/CI.md.\n4:[CmdletBinding()]\n5:param(\n6:    [switch]$SkipBuild,\n7:    [switch]$SkipDocs\n8:)\n9:\n10:$ErrorActionPreference = 'Stop'\n11:$repo = Split-Path -Parent $PSScriptRoot\n12:Set-Location $repo\n13:$failed = @()\n14:\n15:function Invoke-Gate {\n16:    param([string]$Name, [scriptblock]$Body)\n17:    Write-Host \"==> $Name\"\n18:    & $Body\n19:    if ($LASTEXITCODE -ne 0) {\n20:        Write-Host \"    FAIL: $Name (exit $LASTEXITCODE)\"\n21:        $script:failed += $Name\n22:    } else {\n23:        Write-Host \"    ok\"\n24:    }\n25:}\n26:\n27:if (-not $SkipBuild) {\n28:    Invoke-Gate 'build' { dotnet build TravelEar.sln -c Release --nologo -v quiet }\n29:    if (Test-Path 'tests') {\n30:        Invoke-Gate 'unit tests' { dotnet test TravelEar.sln -c Release --no-build --nologo -v quiet }\n31:    } else {\n32:        Write-Host \"==> unit tests: no tests/ directory yet, skipped\"\n33:    }\n34:}\n35:\n36:Invoke-Gate 'traceable-reqs check' { traceable-reqs check }\n37:\n38:if (-not $SkipDocs) {\n39:    Invoke-Gate 'docs-site build' { mdbook build docs-site }\n40:}\n41:\n42:if ($failed.Count -gt 0) {\n43:    Write-Host \"Gates failed: $($failed -join ', ')\"\n44:    exit 1\n45:}\n46:Write-Host \"All gates green.\"\n47:exit 0"}],"details":{"totalLines":47,"displayContent":{"text":"# Runs every deterministic CI gate for TravelEar on a host that has Big Walk installed.\n# Usage: pwsh scripts/gates.ps1 [-SkipBuild] [-SkipDocs]\n# Exit code is non-zero if any gate fails. See docs/CI.md.\n[CmdletBinding()]\nparam(\n    [switch]$SkipBuild,\n    [switch]$SkipDocs\n)\n\n$ErrorActionPreference = 'Stop'\n$repo = Split-Path -Parent $PSScriptRoot\nSet-Location $repo\n$failed = @()\n\nfunction Invoke-Gate {\n    param([string]$Name, [scriptblock]$Body)\n    Write-Host \"==> $Name\"\n    & $Body\n    if ($LASTEXITCODE -ne 0) {\n        Write-Host \"    FAIL: $Name (exit $LASTEXITCODE)\"\n        $script:failed += $Name\n    } else {\n        Write-Host \"    ok\"\n    }\n}\n\nif (-not $SkipBuild) {\n    Invoke-Gate 'build' { dotnet build TravelEar.sln -c Release --nologo -v quiet }\n    if (Test-Path 'tests') {\n        Invoke-Gate 'unit tests' { dotnet test TravelEar.sln -c Release --no-build --nologo -v quiet }\n    } else {\n        Write-Host \"==> unit tests: no tests/ directory yet, skipped\"\n    }\n}\n\nInvoke-Gate 'traceable-reqs check' { traceable-reqs check }\n\nif (-not $SkipDocs) {\n    Invoke-Gate 'docs-site build' { mdbook build docs-site }\n}\n\nif ($failed.Count -gt 0) {\n    Write-Host \"Gates failed: $($failed -join ', ')\"\n    exit 1\n}\nWrite-Host \"All gates green.\"\nexit 0","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47]},"fileSize":1271,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\scripts\\gates.ps1"}}},"isError":false,"timestamp":1789194508553}}
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{"type":"message","id":"9acd9f98","parentId":"6c45c80c","timestamp":"2026-09-12T06:28:48.562Z","message":{"role":"toolResult","toolCallId":"call_YLw0rQX40hWPoHHluVqTWmKw|fc_03f42dbe3e705c6d016aa4f1206d5087d1a2ba64e3aeca48e8","toolName":"read","content":[{"type":"text","text":"[traceable-reqs.toml#1145]\n1:# traceable-reqs manifest for TravelEar.\n2:#\n3:# Authoritative requirement registry: every requirement and every KNOWN-HAZARDS\n4:# invariant lives here as a REQ-* id (see docs/TRACEABILITY.md for the full contract).\n5:#\n6:# ACQUIRE the CLI (it is a released binary, not a crate dependency):\n7:#   gh release download --repo BigscreenVR/traceable-reqs \\\n8:#     --pattern '*windows*.exe' --output traceable-reqs.exe\n9:# Validate this manifest against the installed CLI: `traceable-reqs check`.\n10:#\n11:# THE FOUR-STAGE CONTRACT: every requirement is traced from\n12:#   doc  (prose/design)  ->  impl (production code)  ->  unit (unit test)  ->  int (cross-process/node)\n13:# Tag evidence in the SAME commit, on/above the real evidence:\n14:#   // [impl->REQ-FOO]   // [unit->REQ-FOO]   <!-- [doc->REQ-FOO] -->\n15:#\n16:# ACTIVATION MODEL: every requirement starts inactive (`required_stages = []`) so `check`\n17:# stays green pre-code. A milestone ACTIVATES its requirements by setting their real\n18:# `required_stages` when work on them begins. Deferred items stay [] until promoted.\n19:\n20:[scan]\n21:# Every evidence location. A missing root makes evidence SILENTLY vanish from the trace —\n22:# audit this whenever a new evidence dir appears.\n23:# \"tests\" was added with the first test project (M1 T0); a nonexistent root is a manifest_error.\n24:roots = [\"src\", \"tests\", \"docs\", \"scripts\", \"CONTEXT.md\", \"README.md\"]\n25:\n26:[scan.extensions]\n27:# C# is not a built-in scanner language; without this mapping every .cs tag silently vanishes.\n28:\".cs\" = \"c_like\"\n29:\n30:[policy]\n31:# Default policy applied at activation: doc + impl + unit. The Sink/Helper reqs cross a\n32:# process boundary and add \"int\" when activated.\n33:required_stages = []\n34:\n35:# ───────────────────────────── Voice pipeline ─────────────────────────────\n36:\n37:[[requirements]]\n38:id = \"REQ-VOICE-OUTBOUND-TAP\"\n39:title = \"The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\"\n40:required_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T0: frame parser + tests; T2 adds the in-game patch\n41:\n42:[[requirements]]\n43:id = \"REQ-VOICE-ROUNDTRIP\"\n44:title = \"Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\"\n45:required_stages = [\"doc\", \"impl\"]  # M1 T3: game OpusDecoder + mod-owned LocalVoiceProvider; no pure-code unit (game decoder)\n46:\n47:[[requirements]]\n48:id = \"REQ-VOICE-CONTINUOUS\"\n49:title = \"The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\"\n50:required_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T3: provider ring zero-filled between talk bursts (KeepRingFresh); T4 doc; M2 T0: TransmitGate + tests\n51:\n52:# ───────────────────────────── Rendering ──────────────────────────────────\n53:\n54:[[requirements]]\n55:id = \"REQ-EAR-SELF\"\n56:title = \"Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\"\n57:required_stages = [\"doc\", \"impl\"]  # M1 T3: emitter pinned to the listener (SelfEarForwardMeters); curves/outdoorness in M2\n58:\n59:[[requirements]]\n60:id = \"REQ-RENDER-CLEAN\"\n61:title = \"Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\"\n62:required_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T1: VoiceDynamics (gain ramp, compressor, soft clip) + VoiceMakeupGain ported to Core, applied before the provider push\n63:\n64:[[requirements]]\n65:id = \"REQ-RENDER-MEGAPHONE\"\n66:title = \"Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\"\n67:required_stages = [\"doc\", \"impl\", \"unit\"]  # M3 T2: MegaphoneVoice (BitCrusher port, 300 Hz Biquad high-pass, two Compressor approximations) mixed in while the held megaphone's RadioVoiceAssigner is broadcasting; toggles Fidelity.Megaphone*\n68:\n69:[[requirements]]\n70:id = \"REQ-MIXER-RESYNTH\"\n71:title = \"Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\"\n72:required_stages = [\"doc\", \"impl\", \"unit\"]  # M3 T1: MixerStageModel (the game's per-frame formulas at the Self-Ear) + MixerStage DSP (dry, high cut, reverb sends) + Reverb/Biquad, tests; toggles Fidelity.Mixer*. M3 T2b: EnvironmentReverb (the listener's SFX Reverb from the game's live DSP_* floats) + SfxReverb, tests; toggles Fidelity.EnvironmentReverb*\n73:\n74:[[requirements]]\n75:id = \"REQ-TAP-DIVERT\"\n76:title = \"The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\"\n77:required_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T3: TapDivert + tests; the in-game postfix. M3 T0 (ADR-0005): VoicePlayer feed point only; the default Encoder feed has no in-game source to divert\n78:\n79:# ───────────────────────────── Sink & Helper ──────────────────────────────\n80:\n81:[[requirements]]\n82:id = \"REQ-SINK-HELPER-PROCESS\"\n83:title = \"The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\"\n84:required_stages = [\"doc\", \"impl\"]  # M1 T1: Helper renders; \"int\" (operator OBS check) recorded in M1-PLAN, automated later\n85:\n86:[[requirements]]\n87:id = \"REQ-SINK-ENDPOINT-CONFIG\"\n88:title = \"The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\"\n89:required_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T1: SinkEndpointSelector + tests, Helper --endpoint\n90:\n91:[[requirements]]\n92:id = \"REQ-SINK-LIFECYCLE\"\n93:title = \"The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\"\n94:required_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T3: HelperLifecycle policy + tests, --detach spawn, pump re-arm cadence; \"int\" once a cross-process harness exists\n95:\n96:[[requirements]]\n97:id = \"REQ-SINK-FORMAT\"\n98:title = \"The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\"\n99:required_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T3: Downmixer + tests, pump folds to mono under Sink.Downmix\n100:\n101:[[requirements]]\n102:id = \"REQ-OFFSET-MEASURE\"\n103:title = \"Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\"\n…\n107:\n\n[Showing lines 1-103 of 133. Use :104 to continue]"}],"details":{"truncation":{"content":"# traceable-reqs manifest for TravelEar.\n#\n# Authoritative requirement registry: every requirement and every KNOWN-HAZARDS\n# invariant lives here as a REQ-* id (see docs/TRACEABILITY.md for the full contract).\n#\n# ACQUIRE the CLI (it is a released binary, not a crate dependency):\n#   gh release download --repo BigscreenVR/traceable-reqs \\\n#     --pattern '*windows*.exe' --output traceable-reqs.exe\n# Validate this manifest against the installed CLI: `traceable-reqs check`.\n#\n# THE FOUR-STAGE CONTRACT: every requirement is traced from\n#   doc  (prose/design)  ->  impl (production code)  ->  unit (unit test)  ->  int (cross-process/node)\n# Tag evidence in the SAME commit, on/above the real evidence:\n#   // [impl->REQ-FOO]   // [unit->REQ-FOO]   <!-- [doc->REQ-FOO] -->\n#\n# ACTIVATION MODEL: every requirement starts inactive (`required_stages = []`) so `check`\n# stays green pre-code. A milestone ACTIVATES its requirements by setting their real\n# `required_stages` when work on them begins. Deferred items stay [] until promoted.\n\n[scan]\n# Every evidence location. A missing root makes evidence SILENTLY vanish from the trace —\n# audit this whenever a new evidence dir appears.\n# \"tests\" was added with the first test project (M1 T0); a nonexistent root is a manifest_error.\nroots = [\"src\", \"tests\", \"docs\", \"scripts\", \"CONTEXT.md\", \"README.md\"]\n\n[scan.extensions]\n# C# is not a built-in scanner language; without this mapping every .cs tag silently vanishes.\n\".cs\" = \"c_like\"\n\n[policy]\n# Default policy applied at activation: doc + impl + unit. The Sink/Helper reqs cross a\n# process boundary and add \"int\" when activated.\nrequired_stages = []\n\n# ───────────────────────────── Voice pipeline ─────────────────────────────\n\n[[requirements]]\nid = \"REQ-VOICE-OUTBOUND-TAP\"\ntitle = \"The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T0: frame parser + tests; T2 adds the in-game patch\n\n[[requirements]]\nid = \"REQ-VOICE-ROUNDTRIP\"\ntitle = \"Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\"\nrequired_stages = [\"doc\", \"impl\"]  # M1 T3: game OpusDecoder + mod-owned LocalVoiceProvider; no pure-code unit (game decoder)\n\n[[requirements]]\nid = \"REQ-VOICE-CONTINUOUS\"\ntitle = \"The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T3: provider ring zero-filled between talk bursts (KeepRingFresh); T4 doc; M2 T0: TransmitGate + tests\n\n# ───────────────────────────── Rendering ──────────────────────────────────\n\n[[requirements]]\nid = \"REQ-EAR-SELF\"\ntitle = \"Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\"\nrequired_stages = [\"doc\", \"impl\"]  # M1 T3: emitter pinned to the listener (SelfEarForwardMeters); curves/outdoorness in M2\n\n[[requirements]]\nid = \"REQ-RENDER-CLEAN\"\ntitle = \"Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T1: VoiceDynamics (gain ramp, compressor, soft clip) + VoiceMakeupGain ported to Core, applied before the provider push\n\n[[requirements]]\nid = \"REQ-RENDER-MEGAPHONE\"\ntitle = \"Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M3 T2: MegaphoneVoice (BitCrusher port, 300 Hz Biquad high-pass, two Compressor approximations) mixed in while the held megaphone's RadioVoiceAssigner is broadcasting; toggles Fidelity.Megaphone*\n\n[[requirements]]\nid = \"REQ-MIXER-RESYNTH\"\ntitle = \"Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M3 T1: MixerStageModel (the game's per-frame formulas at the Self-Ear) + MixerStage DSP (dry, high cut, reverb sends) + Reverb/Biquad, tests; toggles Fidelity.Mixer*. M3 T2b: EnvironmentReverb (the listener's SFX Reverb from the game's live DSP_* floats) + SfxReverb, tests; toggles Fidelity.EnvironmentReverb*\n\n[[requirements]]\nid = \"REQ-TAP-DIVERT\"\ntitle = \"The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T3: TapDivert + tests; the in-game postfix. M3 T0 (ADR-0005): VoicePlayer feed point only; the default Encoder feed has no in-game source to divert\n\n# ───────────────────────────── Sink & Helper ──────────────────────────────\n\n[[requirements]]\nid = \"REQ-SINK-HELPER-PROCESS\"\ntitle = \"The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\"\nrequired_stages = [\"doc\", \"impl\"]  # M1 T1: Helper renders; \"int\" (operator OBS check) recorded in M1-PLAN, automated later\n\n[[requirements]]\nid = \"REQ-SINK-ENDPOINT-CONFIG\"\ntitle = \"The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T1: SinkEndpointSelector + tests, Helper --endpoint\n\n[[requirements]]\nid = \"REQ-SINK-LIFECYCLE\"\ntitle = \"The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T3: HelperLifecycle policy + tests, --detach spawn, pump re-arm cadence; \"int\" once a cross-process harness exists\n\n[[requirements]]\nid = \"REQ-SINK-FORMAT\"\ntitle = \"The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T3: Downmixer + tests, pump folds to mono under Sink.Downmix\n\n[[requirements]]\nid = \"REQ-OFFSET-MEASURE\"\ntitle = \"Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\"","truncated":true,"truncatedBy":"lines","totalLines":133,"totalBytes":6250,"outputLines":103,"outputBytes":6250,"lastLinePartial":false,"firstLineExceedsLimit":false},"totalLines":133,"displayContent":{"text":"# traceable-reqs manifest for TravelEar.\n#\n# Authoritative requirement registry: every requirement and every KNOWN-HAZARDS\n# invariant lives here as a REQ-* id (see docs/TRACEABILITY.md for the full contract).\n#\n# ACQUIRE the CLI (it is a released binary, not a crate dependency):\n#   gh release download --repo BigscreenVR/traceable-reqs \\\n#     --pattern '*windows*.exe' --output traceable-reqs.exe\n# Validate this manifest against the installed CLI: `traceable-reqs check`.\n#\n# THE FOUR-STAGE CONTRACT: every requirement is traced from\n#   doc  (prose/design)  ->  impl (production code)  ->  unit (unit test)  ->  int (cross-process/node)\n# Tag evidence in the SAME commit, on/above the real evidence:\n#   // [impl->REQ-FOO]   // [unit->REQ-FOO]   <!-- [doc->REQ-FOO] -->\n#\n# ACTIVATION MODEL: every requirement starts inactive (`required_stages = []`) so `check`\n# stays green pre-code. A milestone ACTIVATES its requirements by setting their real\n# `required_stages` when work on them begins. Deferred items stay [] until promoted.\n\n[scan]\n# Every evidence location. A missing root makes evidence SILENTLY vanish from the trace —\n# audit this whenever a new evidence dir appears.\n# \"tests\" was added with the first test project (M1 T0); a nonexistent root is a manifest_error.\nroots = [\"src\", \"tests\", \"docs\", \"scripts\", \"CONTEXT.md\", \"README.md\"]\n\n[scan.extensions]\n# C# is not a built-in scanner language; without this mapping every .cs tag silently vanishes.\n\".cs\" = \"c_like\"\n\n[policy]\n# Default policy applied at activation: doc + impl + unit. The Sink/Helper reqs cross a\n# process boundary and add \"int\" when activated.\nrequired_stages = []\n\n# ───────────────────────────── Voice pipeline ─────────────────────────────\n\n[[requirements]]\nid = \"REQ-VOICE-OUTBOUND-TAP\"\ntitle = \"The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T0: frame parser + tests; T2 adds the in-game patch\n\n[[requirements]]\nid = \"REQ-VOICE-ROUNDTRIP\"\ntitle = \"Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\"\nrequired_stages = [\"doc\", \"impl\"]  # M1 T3: game OpusDecoder + mod-owned LocalVoiceProvider; no pure-code unit (game decoder)\n\n[[requirements]]\nid = \"REQ-VOICE-CONTINUOUS\"\ntitle = \"The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T3: provider ring zero-filled between talk bursts (KeepRingFresh); T4 doc; M2 T0: TransmitGate + tests\n\n# ───────────────────────────── Rendering ──────────────────────────────────\n\n[[requirements]]\nid = \"REQ-EAR-SELF\"\ntitle = \"Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\"\nrequired_stages = [\"doc\", \"impl\"]  # M1 T3: emitter pinned to the listener (SelfEarForwardMeters); curves/outdoorness in M2\n\n[[requirements]]\nid = \"REQ-RENDER-CLEAN\"\ntitle = \"Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T1: VoiceDynamics (gain ramp, compressor, soft clip) + VoiceMakeupGain ported to Core, applied before the provider push\n\n[[requirements]]\nid = \"REQ-RENDER-MEGAPHONE\"\ntitle = \"Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M3 T2: MegaphoneVoice (BitCrusher port, 300 Hz Biquad high-pass, two Compressor approximations) mixed in while the held megaphone's RadioVoiceAssigner is broadcasting; toggles Fidelity.Megaphone*\n\n[[requirements]]\nid = \"REQ-MIXER-RESYNTH\"\ntitle = \"Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M3 T1: MixerStageModel (the game's per-frame formulas at the Self-Ear) + MixerStage DSP (dry, high cut, reverb sends) + Reverb/Biquad, tests; toggles Fidelity.Mixer*. M3 T2b: EnvironmentReverb (the listener's SFX Reverb from the game's live DSP_* floats) + SfxReverb, tests; toggles Fidelity.EnvironmentReverb*\n\n[[requirements]]\nid = \"REQ-TAP-DIVERT\"\ntitle = \"The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T3: TapDivert + tests; the in-game postfix. M3 T0 (ADR-0005): VoicePlayer feed point only; the default Encoder feed has no in-game source to divert\n\n# ───────────────────────────── Sink & Helper ──────────────────────────────\n\n[[requirements]]\nid = \"REQ-SINK-HELPER-PROCESS\"\ntitle = \"The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\"\nrequired_stages = [\"doc\", \"impl\"]  # M1 T1: Helper renders; \"int\" (operator OBS check) recorded in M1-PLAN, automated later\n\n[[requirements]]\nid = \"REQ-SINK-ENDPOINT-CONFIG\"\ntitle = \"The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M1 T1: SinkEndpointSelector + tests, Helper --endpoint\n\n[[requirements]]\nid = \"REQ-SINK-LIFECYCLE\"\ntitle = \"The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T3: HelperLifecycle policy + tests, --detach spawn, pump re-arm cadence; \"int\" once a cross-process harness exists\n\n[[requirements]]\nid = \"REQ-SINK-FORMAT\"\ntitle = \"The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\"\nrequired_stages = [\"doc\", \"impl\", \"unit\"]  # M2 T3: Downmixer + tests, pump folds to mono under Sink.Downmix\n\n[[requirements]]\nid = \"REQ-OFFSET-MEASURE\"\ntitle = \"Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\"\n…\n","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,null,107]},"fileSize":8345,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\traceable-reqs.toml"},"truncation":{"direction":"head","truncatedBy":"lines","totalLines":133,"totalBytes":6250,"outputLines":103,"outputBytes":6250,"shownRange":{"start":1,"end":103},"nextOffset":104}}},"isError":false,"timestamp":1789194528561}}
{"type":"message","id":"bd2f5dca","parentId":"9acd9f98","timestamp":"2026-09-12T06:28:48.783Z","message":{"role":"toolResult","toolCallId":"call_izo4l0gqOgsV3bgN0wRqCDgw|fc_03f42dbe3e705c6d016aa4f1206d3487d1bdf228dc1aefd0e8","toolName":"read","content":[{"type":"text","text":"[C:/Users/decid/AppData/Local/TravelEar/logs/game-20260910-124528.log#862F]\n3859:14:28:43.179 [Info   : TravelEar] Offset: 168 ms rolling 10 s average (663 frames, 108-211 ms).\n3860:14:28:44.464 [Warning:     Unity] 09/10/2026 14:28:44 LogEOSP2P(Warning): Reached maximum send attempts for signal message, will not try further. LocalUserId=[000...f9f] RemoteUserId=[000...979] MessageId=[1] Type=[com.epicgames.p2p.leave_connection] SentTimes=[8/8]\n3861:14:28:47.619 [Info   : TravelEar] Environment reverb: RS 0.49 O 0.31 RT 0.53 D 1.00; DryLevel -273 Room -372 RoomHF -1000 RoomLF -1160 mB, Decay 1.37 s x0.30, Reflections -4463 mB @74 ms, Reverb -1193 mB @49 ms, HF 4382 LF 393 Hz, Diffusion 100 Density 75; MasterWet -0.0 dB (741791 writes), voice 0.0 dB.\n3862:14:28:47.965 [Error  :     Unity] Cannot set the parent of the GameObject 'WalkieTalkieProp' while it is being destroyed.\n3863:14:28:47.966 [Error  :     Unity] Cannot set the parent of the GameObject 'WalkieTalkieKernal' while it is being destroyed.\n3864:14:28:47.975 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\n3865:14:28:47.976 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\n3866:14:28:47.977 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\n3867:14:28:47.978 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\n3868:14:28:52.060 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 0.98 (indoor 0.98, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: t…\n3869:14:28:52.213 [Warning:     Unity] 09/10/2026 14:28:52 LogEOSRTC(Warning): TickTracker Ticks have been delayed. TimePeriod=[10.000292s] TickIntervalThreshold=[40ms] MaxTickInterval=[590ms] MaxExecutionTime=[1ms] TicksCount=[3382] ExpectedTicksCount=[3382]\n3870:14:28:57.632 [Info   : TravelEar] Environment reverb: RS 1.00 O 1.00 RT 0.00 D 1.00; DryLevel -400 Room -750 RoomHF -1000 RoomLF -1100 mB, Decay 0.10 s x0.30, Reflections -10000 mB @150 ms, Reverb -3400 mB @100 ms, HF 3000 LF 600 Hz, Diffusion 100 Density 100; MasterWet 0.0 dB (741836 writes), voice 0.0 dB.\n3871:14:29:02.061 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 1.00 (indoor 1.00, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: t…\n3872:14:29:02.214 [Warning:     Unity] 09/10/2026 14:29:02 LogEOSRTC(Warning): TickTracker Ticks have been delayed. TimePeriod=[10.000925s] TickIntervalThreshold=[40ms] MaxTickInterval=[63ms] MaxExecutionTime=[2ms] TicksCount=[5841] ExpectedTicksCount=[5841]\n3873:14:29:04.000 [Error  :     Unity] [EOS] Failure to delete EOS lobby : InvalidParametersCODE  :: USER 0002bae7f1144f248dacff74f1585f9f\n3874:14:29:04.001 [Warning:     Unity] 09/10/2026 14:29:04 LogEOSP2P(Warning): Leave all connections due to P2P network shutdown\n3875:14:29:04.094 [Error  :     Unity] NullReferenceException: Object reference not set to an instance of an object.\n\n[Some lines truncated to 768 chars]"}],"details":{"totalLines":3875,"displayContent":{"text":"14:28:43.179 [Info   : TravelEar] Offset: 168 ms rolling 10 s average (663 frames, 108-211 ms).\r\n14:28:44.464 [Warning:     Unity] 09/10/2026 14:28:44 LogEOSP2P(Warning): Reached maximum send attempts for signal message, will not try further. LocalUserId=[000...f9f] RemoteUserId=[000...979] MessageId=[1] Type=[com.epicgames.p2p.leave_connection] SentTimes=[8/8]\r\n14:28:47.619 [Info   : TravelEar] Environment reverb: RS 0.49 O 0.31 RT 0.53 D 1.00; DryLevel -273 Room -372 RoomHF -1000 RoomLF -1160 mB, Decay 1.37 s x0.30, Reflections -4463 mB @74 ms, Reverb -1193 mB @49 ms, HF 4382 LF 393 Hz, Diffusion 100 Density 75; MasterWet -0.0 dB (741791 writes), voice 0.0 dB.\r\n14:28:47.965 [Error  :     Unity] Cannot set the parent of the GameObject 'WalkieTalkieProp' while it is being destroyed.\r\n14:28:47.966 [Error  :     Unity] Cannot set the parent of the GameObject 'WalkieTalkieKernal' while it is being destroyed.\r\n14:28:47.975 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\r\n14:28:47.976 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\r\n14:28:47.977 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\r\n14:28:47.978 [Warning:     Unity] AudioSourceController New Game Object lost its owner, fading out or stopping!\r\n14:28:52.060 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 0.98 (indoor 0.98, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: t…\n14:28:52.213 [Warning:     Unity] 09/10/2026 14:28:52 LogEOSRTC(Warning): TickTracker Ticks have been delayed. TimePeriod=[10.000292s] TickIntervalThreshold=[40ms] MaxTickInterval=[590ms] MaxExecutionTime=[1ms] TicksCount=[3382] ExpectedTicksCount=[3382]\r\n14:28:57.632 [Info   : TravelEar] Environment reverb: RS 1.00 O 1.00 RT 0.00 D 1.00; DryLevel -400 Room -750 RoomHF -1000 RoomLF -1100 mB, Decay 0.10 s x0.30, Reflections -10000 mB @150 ms, Reverb -3400 mB @100 ms, HF 3000 LF 600 Hz, Diffusion 100 Density 100; MasterWet 0.0 dB (741836 writes), voice 0.0 dB.\r\n14:29:02.061 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 1.00 (indoor 1.00, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: t…\n14:29:02.214 [Warning:     Unity] 09/10/2026 14:29:02 LogEOSRTC(Warning): TickTracker Ticks have been delayed. TimePeriod=[10.000925s] TickIntervalThreshold=[40ms] MaxTickInterval=[63ms] MaxExecutionTime=[2ms] TicksCount=[5841] ExpectedTicksCount=[5841]\r\n14:29:04.000 [Error  :     Unity] [EOS] Failure to delete EOS lobby : InvalidParametersCODE  :: USER 0002bae7f1144f248dacff74f1585f9f\r\n14:29:04.001 [Warning:     Unity] 09/10/2026 14:29:04 LogEOSP2P(Warning): Leave all connections due to P2P network shutdown\r\n14:29:04.094 [Error  :     Unity] NullReferenceException: Object reference not set to an instance of an object.\r","startLine":3859,"lineNumbers":[3859,3860,3861,3862,3863,3864,3865,3866,3867,3868,3869,3870,3871,3872,3873,3874,3875]},"fileSize":1199212,"meta":{"source":{"type":"path","value":"C:/Users/decid/AppData/Local/TravelEar/logs/game-20260910-124528.log"},"limits":{"columnTruncated":{"maxColumn":768}}}},"isError":false,"timestamp":1789194528782}}
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{"type":"message","id":"3a5fc752","parentId":"926abdd2","timestamp":"2026-09-12T06:28:48.839Z","message":{"role":"toolResult","toolCallId":"call_dsSoOBjxnXaQqOWOj31HnXm6|fc_03f42dbe3e705c6d016aa4f1206d4487d1b9b3e53e68b422c8","toolName":"read","content":[{"type":"text","text":"[C:/Users/decid/AppData/Local/TravelEar/Helper.log#A458]\n1302:2026-09-10 14:27:21.033 Stream: frames 100027, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239201\n1303:2026-09-10 14:27:31.051 Stream: frames 100194, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239369\n1304:2026-09-10 14:27:41.073 Stream: frames 100361, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239915\n1305:2026-09-10 14:27:51.103 Stream: frames 100528, buffered 5280 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239915\n1306:2026-09-10 14:28:01.111 Stream: frames 100695, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 240827\n1307:2026-09-10 14:28:11.134 Stream: frames 100862, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 241613\n1308:2026-09-10 14:28:21.160 Stream: frames 101029, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 242405\n1309:2026-09-10 14:28:31.165 Stream: frames 101196, buffered 6240 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 243160\n1310:2026-09-10 14:28:41.189 Stream: frames 101363, buffered 6240 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 243892\n1311:2026-09-10 14:29:05.653 Pipe closed after 101474 frames.\n1312:2026-09-10 14:29:05.677 Exit 0"}],"details":{"totalLines":1312,"displayContent":{"text":"2026-09-10 14:27:21.033 Stream: frames 100027, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239201\r\n2026-09-10 14:27:31.051 Stream: frames 100194, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239369\r\n2026-09-10 14:27:41.073 Stream: frames 100361, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239915\r\n2026-09-10 14:27:51.103 Stream: frames 100528, buffered 5280 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 239915\r\n2026-09-10 14:28:01.111 Stream: frames 100695, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 240827\r\n2026-09-10 14:28:11.134 Stream: frames 100862, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 241613\r\n2026-09-10 14:28:21.160 Stream: frames 101029, buffered 5760 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 242405\r\n2026-09-10 14:28:31.165 Stream: frames 101196, buffered 6240 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 243160\r\n2026-09-10 14:28:41.189 Stream: frames 101363, buffered 6240 smp, underruns 0, starves 40, dropped 0 smp, trims 18 (192960 smp), offset reports 243892\r\n2026-09-10 14:29:05.653 Pipe closed after 101474 frames.\r\n2026-09-10 14:29:05.677 Exit 0\r","startLine":1302,"lineNumbers":[1302,1303,1304,1305,1306,1307,1308,1309,1310,1311,1312]},"fileSize":177834,"meta":{"source":{"type":"path","value":"C:/Users/decid/AppData/Local/TravelEar/Helper.log"}}},"isError":false,"timestamp":1789194528835}}
{"type":"message","id":"6ef6c9bd","parentId":"3a5fc752","timestamp":"2026-09-12T06:28:48.842Z","message":{"role":"toolResult","toolCallId":"call_Sm6YNQK06EQRiG8oEiBA3cwo|fc_03f42dbe3e705c6d016aa4f1206d5887d1b339e316bcd2e2e9","toolName":"todo","content":[{"type":"text","text":"Remaining items (5):\n  - Record unlogged run with evidence boundaries [in_progress] (Handover)\n  - Obtain bells and megaphone listening verdict [pending] (Operator verification)\n  - Complete T4a reference capture and calibration [pending] (Operator verification)\n  - Cut v1.0 after required verification passes [pending] (Release)\n  - Close M3 requirements and seed M4 [pending] (Release)\nOverall: 1/6 done, 5 open.\nActive phase 1/3 \"Handover\" (1/2).\n  Handover:\n    - [X] Recover project context and operator contact\n    - [ ] Record unlogged run with evidence boundaries (in progress)\n  Operator verification:\n    - [ ] Obtain bells and megaphone listening verdict\n    - [ ] Complete T4a reference capture and calibration\n  Release:\n    - [ ] Cut v1.0 after required verification passes\n    - [ ] Close M3 requirements and seed M4"}],"details":{"op":"done","phases":[{"name":"Handover","tasks":[{"content":"Recover project context and operator contact","status":"completed"},{"content":"Record unlogged run with evidence boundaries","status":"in_progress"}]},{"name":"Operator verification","tasks":[{"content":"Obtain bells and megaphone listening verdict","status":"pending"},{"content":"Complete T4a reference capture and calibration","status":"pending"}]},{"name":"Release","tasks":[{"content":"Cut v1.0 after required verification passes","status":"pending"},{"content":"Close M3 requirements and seed M4","status":"pending"}]}],"storage":"session","completedTasks":[{"phase":"Handover","content":"Recover project context and operator contact"}]},"isError":false,"timestamp":1789194528840}}
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{"type":"message","id":"cb37243a","parentId":"e173276e","timestamp":"2026-09-12T06:29:06.505Z","message":{"role":"assistant","content":[{"type":"thinking","thinking":"**Need final raw read**"},{"type":"toolCall","id":"call_bPCg9sfOLJXAs7yhpTBnjkpa|fc_056a465092de2709016aa4f132520487d29b33c4a9d423c4de","name":"read","arguments":{"i":"Recovering complete final stats","path":"C:/Users/decid/AppData/Local/TravelEar/logs/game-20260910-124528.log:3871-3871:raw"},"intent":"Recovering complete final stats"}],"api":"openai-codex-responses","provider":"openai-codex","model":"gpt-6-astra","usage":{"input":57634,"output":79,"cacheRead":22784,"cacheWrite":0,"totalTokens":80497,"reasoningTokens":21,"cost":{"input":0.5763400000000001,"output":0.00395,"cacheRead":0.022784,"cacheWrite":0,"total":0.6030740000000001}},"stopReason":"toolUse","timestamp":1789194529397,"responseId":"resp_056a465092de2709016aa4f121b73887d281a38f5a564d0907","providerPayload":{"type":"openaiResponsesHistory","provider":"openai-codex","dt":true,"items":[{"id":"rs_056a465092de2709016aa4f12ebe1487d2b2508b40322be262","type":"reasoning","content":[],"encrypted_content":"gAAAAABqpPEyWIxPT2xRU_bYo9e3au1nodgEoCtkKSRApCiLXc0WN2WVEVsW1RPn_ATyEzMyLMkfQh2mjiI3ZuPg_Gd4bAq35mROLAjy5Jsjg-aEYxSb-Je0Gfqq180um2Zx23Sm51p-istEbBj5X7aA6O94O1KhzSs6xvxJ-Nh6sO3GL-VSBmiurmCCeJreLX3fjjkfWWcz60aie5VGatfqx4CB1_v8tiVJE2vHsXsRysSmm53bVBXvfMrtGEFgb-aF93q1oq_tzf_iWA1bMlpmE9_GcFOnz9BVFwsZncRbLDaJqQL-KfmZ04PNjQQuZAUdwas9EPAD6Y7cI9vUUXL1Xcem5HxUl_NYGr3oT4coluYhAs-xpfVeHW9GYKcF_XPCCC33oLI9H_IzqBt4Jby3GuXEjPY9AY4IWmIE-VLbMedU-oNZOYZgOlGWb8oFUeVTVVZ1FfuWVigJd72QJkl8QBL5ds5xeILNv6PiQ8LMtN5SPGBKj6HKdrGjGd89dJVu3MgLHhFx4k-PCQLcsLqrrc76n6b2Diayq6UaJis347jzK1pkTaC30PeSKHhwUwxGzaXkqbqB8rOGxnVpRBFYR_PeZ4RxTrzOvpvwSjZNVrJsBlk3zLrbYJuoshhPZzQahpYZ6d26ANR1Unuw8DGGaU_yKb7ZvcN8SQSQaEEsFvJSY7FeQWIN1JXrQkqReEv_wCOckc61kX_j0WQKlxqFcSCEehgRP0-_I4TTYT2rjB2OQ5JAa8V6CWzx_KLyXAgAjzpF-v0yqtC78aMJbIxl1Zft64lqfCdbcUJ_jhGY1oj6lDa6cHBNAs0j3KXMjA2V7eGYAhe-f5WcE06YbZYnH7au1DH9lC4RYfqudVVN9E74Y_Ozk8HUQl2_BdHR65p4XznAqhjvdoymAgMoZxQRCch2qTq9nj7ZeqY3v4jqTEjRSC_HCVTvf3rPKYNWs6ieHieG_wVUrLegCePPRir8N4uk5An8Z6SyYcP_cjxxEaN_JCj-xzSIRWMAYy7GhKaWIvvOP4hazDuWjvcWOpvcuGOrlkOFr92QHqNsIw_q8YfJSdwMZRWa8appwo3I6D-D_69cWR23pi64iLAY3KoGvqIUsLfN7tdVimQAcRDrd_PlPDqmNLQjaQ7PgchKeBTBsGJjAUW7BU5xwWvWbsAYM0JEugqzDT2XYlIkIA6zUPbVEQXcwx4XQ4KPSgsPF0pBfbLiC0HrXslHztsu5mubWt1YWYplbciDPSwF43GNgIZoDZkYx66tRT4UyJST73RyEHOr2iUpUUIh9YIkKhnIqZQta2-vLT-Ug3iYb51NeTPVDBhvXrAiyrYvXzgEZK8fUlXW84fKpHhaAnCo3dZw7IC7gFXNaH6Q2YMNlORS0qlvX7EJOvseRyzTYszvkbr8iAJLT-EG","internal_chat_message_metadata_passthrough":{"turn_id":"d9f3880b-e05c-4c2c-9d38-b30a8e61d2a7"},"summary":[{"type":"summary_text","text":"**Need final raw read**"}],"metadata":{"turn_id":"d9f3880b-e05c-4c2c-9d38-b30a8e61d2a7"}},{"id":"fc_056a465092de2709016aa4f132520487d29b33c4a9d423c4de","type":"function_call","status":"completed","arguments":"{\"i\":\"Recovering complete final stats\",\"path\":\"C:/Users/decid/AppData/Local/TravelEar/logs/game-20260910-124528.log:3871-3871:raw\"}","call_id":"call_bPCg9sfOLJXAs7yhpTBnjkpa","internal_chat_message_metadata_passthrough":{"create_time":1789194530.817333,"turn_id":"d9f3880b-e05c-4c2c-9d38-b30a8e61d2a7"},"name":"read","metadata":{"turn_id":"d9f3880b-e05c-4c2c-9d38-b30a8e61d2a7"}}]},"duration":17106.226099999854,"ttft":13371.32349999994,"completedAt":1789194546504,"contextSnapshot":{"promptTokens":80418,"nonMessageTokens":18993,"compactionEpoch":0}}}
{"type":"message","id":"16d11736","parentId":"cb37243a","timestamp":"2026-09-12T06:29:06.509Z","message":{"role":"toolResult","toolCallId":"call_bPCg9sfOLJXAs7yhpTBnjkpa|fc_056a465092de2709016aa4f132520487d29b33c4a9d423c4de","toolName":"read","content":[{"type":"text","text":"14:29:02.061 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 1.00 (indoor 1.00, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: transmitting False, passed 40734, silenced 60762, signal changes 7521, fade 0/150 ms, hold 450 ms; remote path: makeup 1.91 (5.6 dB, level 0.069), arv 0.019, reduction 0.65, pre-clip peak 0.49, threshold 0.528, eq off.\n\n[Showing lines 3871-3871 of 3876. Use :3872 to continue]"}],"details":{"truncation":{"content":"14:29:02.061 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 1.00 (indoor 1.00, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: transmitting False, passed 40734, silenced 60762, signal changes 7521, fade 0/150 ms, hold 450 ms; remote path: makeup 1.91 (5.6 dB, level 0.069), arv 0.019, reduction 0.65, pre-clip peak 0.49, threshold 0.528, eq off.\r","truncated":true,"truncatedBy":"lines","totalLines":6,"totalBytes":986,"outputLines":1,"outputBytes":986,"lastLinePartial":false,"firstLineExceedsLimit":false},"totalLines":3876,"displayContent":{"text":"14:29:02.061 [Info   : TravelEar] Local Voice stats: encoded 101496, decoded 101496 (2880 smp), errors 0; encoder feed: blocks 74997 voice + 26499 silence (peak 0.158), ring 0 smp, dropped 0, underruns 0; mixer stage: live, dry 0.0 dB, high -0.0 dB, fall -80.0 dB, boost -80.0 dB, falls 2, frames 74997; megaphone: none, broadcasts 0, frames 0, via none, mix Add, reduction 0.0/0.0 dB; environment reverb: live, room -373 mB, decay 1.36 s, dry 1.23 (copy 0.73), return 1.00, MasterWet 0.0 dB, frames 74997, tail frames 34263, mixer floats seen 81; source gain 1.00 (indoor 1.00, speechless 1.00, sp 0.00); limiter -3.0 dB, reduction 0.0 dB; bells: pitch 1.000, bloom closed -80.0 dB (pitch 1.000, bus 0.0 dB), openings 0; sink connected, frames sent 101474; gate on: transmitting False, passed 40734, silenced 60762, signal changes 7521, fade 0/150 ms, hold 450 ms; remote path: makeup 1.91 (5.6 dB, level 0.069), arv 0.019, reduction 0.65, pre-clip peak 0.49, threshold 0.528, eq off.\r","startLine":3871,"lineNumbers":[3871]},"fileSize":1199212,"meta":{"source":{"type":"path","value":"C:/Users/decid/AppData/Local/TravelEar/logs/game-20260910-124528.log"},"truncation":{"direction":"head","truncatedBy":"lines","totalLines":3876,"totalBytes":986,"outputLines":1,"outputBytes":986,"shownRange":{"start":3871,"end":3871},"nextOffset":3872}}},"isError":false,"timestamp":1789194546509}}
{"type":"custom","customType":"tool_execution_start","data":{"toolCallId":"call_XNgG7gNMGrIZ4IKamrjuVqqY|ctc_016e4a0c4edb0f06016aa4f145a65087d1953d7c31a3bce802","toolName":"edit","startedAt":"2026-09-12T06:29:49.972Z"},"id":"b289eef7","parentId":"16d11736","timestamp":"2026-09-12T06:29:49.972Z"}
{"type":"message","id":"4cea6f65","parentId":"b289eef7","timestamp":"2026-09-12T06:29:49.973Z","message":{"role":"assistant","content":[{"type":"toolCall","id":"call_XNgG7gNMGrIZ4IKamrjuVqqY|ctc_016e4a0c4edb0f06016aa4f145a65087d1953d7c31a3bce802","name":"edit","arguments":{"input":"*** Begin Patch\n[M3-PLAN.md#A58B]\nPUT >9:\n+\n+**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n+in-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\n+with the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\n+run and T4a's measured reference capture; neither is signed off by run 7.\nPUT >416:\n+- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n+  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n+  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n+  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n+  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n+  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n+  establish transport observations, not an audible-continuity verdict.\n+  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n+  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n+  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n+  with T4d, but neither the Helper caption nor either game's settings menu was visually\n+  verified by this log.\n+  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n+  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n+  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n+  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n+  seen, but most gate blocks were silenced: this does not settle loudness or clipping,\n+  and T4a remains required. The scan also counted 1137 Dissonance DecoderPipeline\n+  encoded-packet-write warnings and 216 very late packets amid network warnings.\n+  Those messages originate in the game's playback/network stack; their cause and audible\n+  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n+  from TravelEar's zero decode-error counter and the Helper's exit 0.\n+  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n+  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n+  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n+  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n+  ear verdict with the new session log and matching Helper interval. T4a uses the\n+  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n*** End Patch\n"},"customWireName":"edit"}],"api":"openai-codex-responses","provider":"openai-codex","model":"gpt-6-astra","usage":{"input":58269,"output":814,"cacheRead":22784,"cacheWrite":0,"totalTokens":81867,"cost":{"input":0.58269,"output":0.0407,"cacheRead":0.022784,"cacheWrite":0,"total":0.646174}},"stopReason":"toolUse","timestamp":1789194546664,"responseId":"resp_016e4a0c4edb0f06016aa4f133032c87d1b188005a8e95e62b","providerPayload":{"type":"openaiResponsesHistory","provider":"openai-codex","dt":true,"items":[{"id":"ctc_016e4a0c4edb0f06016aa4f145a65087d1953d7c31a3bce802","type":"custom_tool_call","status":"completed","call_id":"call_XNgG7gNMGrIZ4IKamrjuVqqY","input":"*** Begin Patch\n[M3-PLAN.md#A58B]\nPUT >9:\n+\n+**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n+in-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\n+with the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\n+run and T4a's measured reference capture; neither is signed off by run 7.\nPUT >416:\n+- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n+  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n+  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n+  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n+  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n+  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n+  establish transport observations, not an audible-continuity verdict.\n+  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n+  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n+  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n+  with T4d, but neither the Helper caption nor either game's settings menu was visually\n+  verified by this log.\n+  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n+  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n+  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n+  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n+  seen, but most gate blocks were silenced: this does not settle loudness or clipping,\n+  and T4a remains required. The scan also counted 1137 Dissonance DecoderPipeline\n+  encoded-packet-write warnings and 216 very late packets amid network warnings.\n+  Those messages originate in the game's playback/network stack; their cause and audible\n+  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n+  from TravelEar's zero decode-error counter and the Helper's exit 0.\n+  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n+  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n+  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n+  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n+  ear verdict with the new session log and matching Helper interval. T4a uses the\n+  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n*** End Patch\n","internal_chat_message_metadata_passthrough":{"create_time":1789194547.723045,"turn_id":"6a3e51d0-21d8-4269-a483-1eb2229aa9e0"},"name":"edit","metadata":{"turn_id":"6a3e51d0-21d8-4269-a483-1eb2229aa9e0"}}]},"duration":43304.789599999785,"ttft":19007.88879999984,"completedAt":1789194589970,"contextSnapshot":{"promptTokens":81053,"nonMessageTokens":18993,"compactionEpoch":0}}}
{"type":"message","id":"36b8ef24","parentId":"4cea6f65","timestamp":"2026-09-12T06:29:50.025Z","message":{"role":"toolResult","toolCallId":"call_XNgG7gNMGrIZ4IKamrjuVqqY|ctc_016e4a0c4edb0f06016aa4f145a65087d1953d7c31a3bce802","toolName":"edit","content":[{"type":"text","text":"[M3-PLAN.md#732B]\n3:> Third milestone. M2 made the Clean path sound like the remote-player path, gated it to what\n\n9:> requirements activated.\n10:\n11:**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n12:in-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\n13:with the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\n14:run and T4a's measured reference capture; neither is signed off by run 7.\n15:\n16:## Scope\n17:\n\n25:\n\n162:- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n\n405:- **M3 run 6** (2026-09-09 23:59 - 00:08 local on `4c89e77`; the first run kept by `SessionLog`,\n\n420:  `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n421:  listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n422:- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n423:  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n…\n449:  ear verdict with the new session log and matching Helper interval. T4a uses the\n450:  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n451:\n452:### T4a — Reference capture (added 2026-09-09 after run 5)\n\n509:"}],"details":{"diff":" 3|> Third milestone. M2 made the Clean path sound like the remote-player path, gated it to what\n\n 9|> requirements activated.\n 10|\n+11|**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n+12|in-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\n+13|with the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\n+14|run and T4a's measured reference capture; neither is signed off by run 7.\n+15|\n 11|## Scope\n 12|\n\n 20|\n\n 157|- **T0 built** (2026-09-07): the bodies read below answered questions 1-3; question 1 moved the\n\n 400|- **M3 run 6** (2026-09-09 23:59 - 00:08 local on `4c89e77`; the first run kept by `SessionLog`,\n\n 415|  `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n 416|  listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n+422|- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n+423|  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+424|  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n+425|  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n+426|  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n+427|  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n+428|  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n+429|  establish transport observations, not an audible-continuity verdict.\n+430|  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n+431|  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n+432|  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n+433|  with T4d, but neither the Helper caption nor either game's settings menu was visually\n+434|  verified by this log.\n+435|  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n+436|  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n+437|  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n+438|  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n+439|  seen, but most gate blocks were silenced: this does not settle loudness or clipping,\n+440|  and T4a remains required. The scan also counted 1137 Dissonance DecoderPipeline\n+441|  encoded-packet-write warnings and 216 very late packets amid network warnings.\n+442|  Those messages originate in the game's playback/network stack; their cause and audible\n+443|  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n+444|  from TravelEar's zero decode-error counter and the Helper's exit 0.\n+445|  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n+446|  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n+447|  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n+448|  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n+449|  ear verdict with the new session log and matching Helper interval. T4a uses the\n+450|  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n 417|\n 418|### T4a — Reference capture (added 2026-09-09 after run 5)\n\n 475|","firstChangedLine":9,"op":"update","path":"C:\\Users\\decid\\Documents\\projects\\travelear\\M3-PLAN.md","snapshotsPruned":true},"isError":false,"timestamp":1789194590024}}
{"type":"message","id":"d4c9bd26","parentId":"36b8ef24","timestamp":"2026-09-12T06:29:50.958Z","message":{"role":"user","content":[{"type":"text","text":"i (the operator) am Reavo, fwiw"}],"steering":true,"attribution":"user","timestamp":1789194567285}}
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{"type":"message","id":"267f4e54","parentId":"1d67a2ab","timestamp":"2026-09-12T06:30:10.455Z","message":{"role":"assistant","content":[{"type":"text","text":"Got it—Reavo is you, not another endpoint.\n\nRemember September 10’s 12:45–14:29 run? Any verdict on loudness/clipping, room reverb, or clipped word endings? If not, run 7 stays telemetry-only.\n\n@<lia Reavo clarified he is the operator here. Asking him directly; no relay needed. @>","textSignature":"{\"v\":1,\"id\":\"msg_058a1100a0fed712016aa4f16c622c87d2b0ec3d39870ca3e1\",\"phase\":\"commentary\"}"},{"type":"toolCall","id":"call_Xfhm0qM9qKPwO7G9gGunPll3|ctc_058a1100a0fed712016aa4f16f090087d28ed415dc146b1ae5","name":"edit","arguments":{"input":"*** Begin Patch\n[docs/RELEASE-RUNBOOK.md#20E7]\nPUT 55.=56:\n+   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n+   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n+   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n*** End Patch\n"},"customWireName":"edit"}],"api":"openai-codex-responses","provider":"openai-codex","model":"gpt-6-astra","usage":{"input":59694,"output":186,"cacheRead":22784,"cacheWrite":0,"totalTokens":82664,"cost":{"input":0.59694,"output":0.009300000000000001,"cacheRead":0.022784,"cacheWrite":0,"total":0.629024}},"stopReason":"toolUse","timestamp":1789194590953,"responseId":"resp_058a1100a0fed712016aa4f15f4dc087d2ad9ca5e77ccc5259","providerPayload":{"type":"openaiResponsesHistory","provider":"openai-codex","dt":true,"items":[{"id":"msg_058a1100a0fed712016aa4f16c622c87d2b0ec3d39870ca3e1","type":"message","status":"completed","content":[{"type":"output_text","annotations":[],"logprobs":[],"text":"Got it—Reavo is you, not another endpoint.\n\nRemember September 10’s 12:45–14:29 run? Any verdict on loudness/clipping, room reverb, or clipped word endings? If not, run 7 stays telemetry-only.\n\n@<lia Reavo clarified he is the operator here. Asking him directly; no relay needed. @>"}],"internal_chat_message_metadata_passthrough":{"create_time":1789194591.842838,"turn_id":"665c7524-2227-4ac2-a890-14cca2aff13c"},"phase":"commentary","role":"assistant","metadata":{"turn_id":"665c7524-2227-4ac2-a890-14cca2aff13c"}},{"id":"ctc_058a1100a0fed712016aa4f16f090087d28ed415dc146b1ae5","type":"custom_tool_call","status":"completed","call_id":"call_Xfhm0qM9qKPwO7G9gGunPll3","input":"*** Begin Patch\n[docs/RELEASE-RUNBOOK.md#20E7]\nPUT 55.=56:\n+   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n+   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n+   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n*** End Patch\n","internal_chat_message_metadata_passthrough":{"create_time":1789194591.842838,"turn_id":"665c7524-2227-4ac2-a890-14cca2aff13c"},"name":"edit","metadata":{"turn_id":"665c7524-2227-4ac2-a890-14cca2aff13c"}}]},"duration":19049.84269999992,"ttft":13447.336999999825,"completedAt":1789194610004,"contextSnapshot":{"promptTokens":82478,"nonMessageTokens":18993,"compactionEpoch":0}}}
{"type":"message","id":"e4d79850","parentId":"267f4e54","timestamp":"2026-09-12T06:30:10.456Z","message":{"role":"toolResult","toolCallId":"call_Xfhm0qM9qKPwO7G9gGunPll3|ctc_058a1100a0fed712016aa4f16f090087d28ed415dc146b1ae5","toolName":"edit","content":[{"type":"text","text":"[docs/RELEASE-RUNBOOK.md#910D]\n53:7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n54:   copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n55:   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n56:   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n57:   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n58:8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n59:   Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n60:"}],"details":{"diff":" 53|7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n 54|   copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n-55|   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n-56|   Settings > Audio row present.\n+55|   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n+56|   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n+57|   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n 57|8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n 58|   Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n 59|","firstChangedLine":55,"op":"update","path":"C:\\Users\\decid\\Documents\\projects\\travelear\\docs\\RELEASE-RUNBOOK.md","oldText":"# Release runbook\n\n> How a TravelEar release ships. Everything is manual and runs on a dev host with the game\n> installed; there is no hosted CI (`docs/CI.md`). The spine: gates · changelog · bump · tag ·\n> build artifacts · GitHub Release. TravelEar does not sign artifacts. Thunderstore packaging is a\n> later, separate step.\n\n## One-time setup\n\n- A dev host with .NET 8 SDK, Big Walk + BepInEx 6 (launched once so `BepInEx/interop/`\n  exists), `traceable-reqs`, `mdbook`, and `gh` authenticated as `SaberMage`.\n- No release keys and no repository secrets.\n\n## Per release\n\n1. **Run the gates**: `pwsh scripts/gates.ps1`. Everything green, working tree clean.\n2. **Bump** the version in `Directory.Build.props` (`<Version>`) and in\n   `src/TravelEar/Plugin.cs` (`VersionString`, which BepInEx reports). Both carry the same\n   number.\n3. **Write the user-facing changelog** — add a `## [X.Y.Z] - YYYY-MM-DD` section at the top of\n   `CHANGELOG.md` with **Added / Changed / Fixed** subsections. This section is pasted verbatim\n   as the GitHub Release body, so it is the changelog every user reads. Rules:\n   - **User-facing UX only.** What a person using the mod notices or does differently. Name\n     the actual config keys, OBS steps, or in-game surfaces they touch.\n   - **No internal lingo** — no requirement ids, internal class names, commit hashes, or\n     milestone / hazard codes. A reader who has never seen the source must understand every line.\n   - **Flag breaking changes** prominently under Changed (a renamed config key, a new minimum\n     BepInEx build).\n   - A tag with no matching `## [X.Y.Z]` section is a mistake; stop and write one.\n4. **Commit and tag**: commit the bump + changelog, then\n   `git tag vX.Y.Z && git push origin main vX.Y.Z`.\n5. **Build the artifacts** on the dev host: `pwsh scripts/release.ps1`. It checks that\n   `Directory.Build.props` and `Plugin.cs` carry the same version and that `CHANGELOG.md` has a\n   `## [X.Y.Z]` section, builds the plugin (Release) and publishes the Helper (single-file,\n   self-contained win-x64), then assembles `dist/TravelEar-vX.Y.Z/` as a `BepInEx\\` tree the\n   user extracts over the game folder:\n   ```\n   BepInEx/plugins/TravelEar/TravelEar.dll\n   BepInEx/plugins/TravelEar/TravelEar.Core.dll\n   BepInEx/TravelEar.Helper/TravelEar.Helper.exe\n   ```\n   The Helper stays outside `plugins` (BepInEx scans every DLL there as a plugin candidate;\n   the plugin's default `Sink.HelperPath` is `BepInEx\\TravelEar.Helper\\`). The script zips it\n   as `dist/TravelEar-vX.Y.Z.zip`, writes `dist/SHA256SUMS.txt`, and extracts the changelog\n   section to `dist/RELEASE-NOTES-vX.Y.Z.md`.\n6. **Create the GitHub Release** on this repo with the changelog section as the body (the\n   script prints this line filled in):\n   ```\n   gh release create vX.Y.Z dist/TravelEar-vX.Y.Z.zip dist/SHA256SUMS.txt \\\n     --title \"TravelEar vX.Y.Z\" --notes-file dist/RELEASE-NOTES-vX.Y.Z.md\n   ```\n   No signing; the published release is the final artifact.\n7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n   copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n   Settings > Audio row present.\n8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n   Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n\n## Notes\n\n- **Two independent numbers — never conflate them:** the mod **semver** (`vX.Y.Z`, one number\n  in both `Directory.Build.props` and `Plugin.cs`) and the **BepInEx build** the mod is pinned to\n  (`6.0.0-be.755` in `TravelEar.csproj`). A BepInEx bump is a Changed entry, not a version\n  scheme.\n- There is no wire protocol of our own. The named-pipe frame between mod and Helper is\n  internal, and both halves ship in the same zip, so it changes freely between releases.\n","newText":"# Release runbook\n\n> How a TravelEar release ships. Everything is manual and runs on a dev host with the game\n> installed; there is no hosted CI (`docs/CI.md`). The spine: gates · changelog · bump · tag ·\n> build artifacts · GitHub Release. TravelEar does not sign artifacts. Thunderstore packaging is a\n> later, separate step.\n\n## One-time setup\n\n- A dev host with .NET 8 SDK, Big Walk + BepInEx 6 (launched once so `BepInEx/interop/`\n  exists), `traceable-reqs`, `mdbook`, and `gh` authenticated as `SaberMage`.\n- No release keys and no repository secrets.\n\n## Per release\n\n1. **Run the gates**: `pwsh scripts/gates.ps1`. Everything green, working tree clean.\n2. **Bump** the version in `Directory.Build.props` (`<Version>`) and in\n   `src/TravelEar/Plugin.cs` (`VersionString`, which BepInEx reports). Both carry the same\n   number.\n3. **Write the user-facing changelog** — add a `## [X.Y.Z] - YYYY-MM-DD` section at the top of\n   `CHANGELOG.md` with **Added / Changed / Fixed** subsections. This section is pasted verbatim\n   as the GitHub Release body, so it is the changelog every user reads. Rules:\n   - **User-facing UX only.** What a person using the mod notices or does differently. Name\n     the actual config keys, OBS steps, or in-game surfaces they touch.\n   - **No internal lingo** — no requirement ids, internal class names, commit hashes, or\n     milestone / hazard codes. A reader who has never seen the source must understand every line.\n   - **Flag breaking changes** prominently under Changed (a renamed config key, a new minimum\n     BepInEx build).\n   - A tag with no matching `## [X.Y.Z]` section is a mistake; stop and write one.\n4. **Commit and tag**: commit the bump + changelog, then\n   `git tag vX.Y.Z && git push origin main vX.Y.Z`.\n5. **Build the artifacts** on the dev host: `pwsh scripts/release.ps1`. It checks that\n   `Directory.Build.props` and `Plugin.cs` carry the same version and that `CHANGELOG.md` has a\n   `## [X.Y.Z]` section, builds the plugin (Release) and publishes the Helper (single-file,\n   self-contained win-x64), then assembles `dist/TravelEar-vX.Y.Z/` as a `BepInEx\\` tree the\n   user extracts over the game folder:\n   ```\n   BepInEx/plugins/TravelEar/TravelEar.dll\n   BepInEx/plugins/TravelEar/TravelEar.Core.dll\n   BepInEx/TravelEar.Helper/TravelEar.Helper.exe\n   ```\n   The Helper stays outside `plugins` (BepInEx scans every DLL there as a plugin candidate;\n   the plugin's default `Sink.HelperPath` is `BepInEx\\TravelEar.Helper\\`). The script zips it\n   as `dist/TravelEar-vX.Y.Z.zip`, writes `dist/SHA256SUMS.txt`, and extracts the changelog\n   section to `dist/RELEASE-NOTES-vX.Y.Z.md`.\n6. **Create the GitHub Release** on this repo with the changelog section as the body (the\n   script prints this line filled in):\n   ```\n   gh release create vX.Y.Z dist/TravelEar-vX.Y.Z.zip dist/SHA256SUMS.txt \\\n     --title \"TravelEar vX.Y.Z\" --notes-file dist/RELEASE-NOTES-vX.Y.Z.md\n   ```\n   No signing; the published release is the final artifact.\n7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n   copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n   Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n\n## Notes\n\n- **Two independent numbers — never conflate them:** the mod **semver** (`vX.Y.Z`, one number\n  in both `Directory.Build.props` and `Plugin.cs`) and the **BepInEx build** the mod is pinned to\n  (`6.0.0-be.755` in `TravelEar.csproj`). A BepInEx bump is a Changed entry, not a version\n  scheme.\n- There is no wire protocol of our own. The named-pipe frame between mod and Helper is\n  internal, and both halves ship in the same zip, so it changes freely between releases.\n"},"isError":false,"timestamp":1789194610262}}
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{"type":"custom","customType":"tool_execution_start","data":{"toolCallId":"call_wxu887le4anXD5fEaQwvbbC5|fc_0d35c43f26b699e1016aa4f19763b087d19b254632154d5d13","toolName":"hub","startedAt":"2026-09-12T06:30:47.524Z","intent":"Receiving repository gate results"},"id":"144df98a","parentId":"e9383488","timestamp":"2026-09-12T06:30:47.524Z"}
{"type":"message","id":"a06051f9","parentId":"144df98a","timestamp":"2026-09-12T06:30:47.524Z","message":{"role":"toolResult","toolCallId":"call_VUYPZLL5dtBU7490MYMwHZFB|fc_0d35c43f26b699e1016aa4f197639c87d186351d8b67421dde","toolName":"todo","content":[{"type":"text","text":"Remaining items (4):\n  - Record unlogged run with evidence boundaries [in_progress] (Handover)\n  - Complete T4a reference capture and calibration [pending] (Operator verification)\n  - Cut v1.0 after required verification passes [pending] (Release)\n  - Close M3 requirements and seed M4 [pending] (Release)\nOverall: 1/6 done, 4 open, 1 blocked.\nActive phase 1/3 \"Handover\" (1/2).\n  Handover:\n    - [X] Recover project context and operator contact\n    - [ ] Record unlogged run with evidence boundaries (in progress)\n  Operator verification:\n    - [ ] Obtain bells and megaphone listening verdict (blocked: Requires Reavo's in-game listening run; run 7 exercised neither effect.)\n    - [ ] Complete T4a reference capture and calibration\n  Release:\n    - [ ] Cut v1.0 after required verification passes\n    - [ ] Close M3 requirements and seed M4"}],"details":{"op":"block","phases":[{"name":"Handover","tasks":[{"content":"Recover project context and operator contact","status":"completed"},{"content":"Record unlogged run with evidence boundaries","status":"in_progress"}]},{"name":"Operator verification","tasks":[{"content":"Obtain bells and megaphone listening verdict","status":"blocked","blocker":"Requires Reavo's in-game listening run; run 7 exercised neither effect."},{"content":"Complete T4a reference capture and calibration","status":"pending"}]},{"name":"Release","tasks":[{"content":"Cut v1.0 after required verification passes","status":"pending"},{"content":"Close M3 requirements and seed M4","status":"pending"}]}],"storage":"session"},"isError":false,"timestamp":1789194647520}}
{"type":"message","id":"f7d75fe3","parentId":"a06051f9","timestamp":"2026-09-12T06:30:47.526Z","message":{"role":"toolResult","toolCallId":"call_wxu887le4anXD5fEaQwvbbC5|fc_0d35c43f26b699e1016aa4f19763b087d19b254632154d5d13","toolName":"hub","content":[{"type":"text","text":"## Completed (1)\n\n### bg_2 [bash] — completed\nLabel: pwsh -File scripts/gates.ps1\nDelivery: not auto-delivered; recovered by this snapshot.\n```\n==> build\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(28,20): warning CS8600: Converting null literal or possible null value to non-nullable type. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(39,16): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(26,93): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(54,48): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\n\nBuild succeeded.\n\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(28,20): warning CS8600: Converting null literal or possible null value to non-nullable type. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(39,16): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(26,93): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(54,48): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\n    6 Warning(s)\n    0 Error(s)\n\nTime Elapsed 00:00:05.32\n    ok\n==> unit tests\nTest run for C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\bin\\Release\\net8.0\\TravelEar.Tests.dll (.NETCoreApp,Version=v8.0)\nA total of 1 test files matched the specified pattern.\n\nPassed!  - Failed:     0, Passed:   232, Skipped:     0, Total:   232, Duration: 217 ms - TravelEar.Tests.dll (net8.0)\n    ok\n==> traceable-reqs check\n18 requirements: 18 complete, 0 incomplete, 0 findings\n  [OK] REQ-CONFIG-BEPINEX  required: [doc, impl]  stages: +doc +impl -unit -int\n       All user settings are BepInEx config entries so ModSettingsMenu surfaces them without registration\n  [OK] REQ-EAR-SELF  required: [doc, impl]  stages: +doc +impl +unit -int\n       Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\n  [OK] REQ-HAZARD-NO-GAME-AUDIO-LEAK  required: [impl, unit]  stages: -doc +impl +unit -int\n       Local Voice is never audible in the game's own audio output\n  [OK] REQ-HAZARD-NO-GAMEPLAY-IMPACT  required: [impl, unit]  stages: -doc +impl +unit -int\n       A missing Helper, missing OBS, or Sink failure never changes gameplay or what the local player hears\n  [OK] REQ-HAZARD-NO-PARTIAL-FIDELITY  required: [impl, unit]  stages: -doc +impl +unit -int\n       If any game hook or mixer parameter fails to bind, the mod disables itself and logs once instead of emitting lower-fidelity audio\n  [OK] REQ-HAZARD-NO-PEER-SURFACE  required: [unit]  stages: -doc -impl +unit -int\n       The mod never sends network messages or creates network identities visible to peers\n  [OK] REQ-MIXER-RESYNTH  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\n  [OK] REQ-OFFSET-MEASURE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\n  [OK] REQ-RENDER-CLEAN  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\n  [OK] REQ-RENDER-MEGAPHONE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\n  [OK] REQ-SINK-ENDPOINT-CONFIG  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\n  [OK] REQ-SINK-FORMAT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\n  [OK] REQ-SINK-HELPER-PROCESS  required: [doc, impl]  stages: +doc +impl -unit -int\n       The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\n  [OK] REQ-SINK-LIFECYCLE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\n  [OK] REQ-TAP-DIVERT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\n  [OK] REQ-VOICE-CONTINUOUS  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\n  [OK] REQ-VOICE-OUTBOUND-TAP  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\n  [OK] REQ-VOICE-ROUNDTRIP  required: [doc, impl]  stages: +doc +impl -unit -int\n       Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\n\nnote: 69 tag-carrying file(s) not placement-judged (no grammar for the language, or the parse recovered from errors)\n    ok\n==> docs-site build\n INFO Book building has started\n INFO Running the html backend\n INFO HTML book written to `C:\\Users\\decid\\Documents\\projects\\travelear\\docs-site\\book`\n    ok\nAll gates green.\n\n\nWall time: 10.95 seconds\n```"}],"details":{"op":"wait","jobs":[{"id":"bg_2","type":"bash","status":"completed","label":"pwsh -File scripts/gates.ps1","durationMs":17081,"resultText":"==> build\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(28,20): warning CS8600: Converting null literal or possible null value to non-nullable type. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(39,16): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(26,93): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(54,48): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\n\nBuild succeeded.\n\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(28,20): warning CS8600: Converting null literal or possible null value to non-nullable type. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\SymbolBinder.cs(39,16): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\TravelEar.Core.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(26,93): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\nC:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\SymbolBinderTests.cs(54,48): warning CS8603: Possible null reference return. [C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\TravelEar.Tests.csproj]\n    6 Warning(s)\n    0 Error(s)\n\nTime Elapsed 00:00:05.32\n    ok\n==> unit tests\nTest run for C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\bin\\Release\\net8.0\\TravelEar.Tests.dll (.NETCoreApp,Version=v8.0)\nA total of 1 test files matched the specified pattern.\n\nPassed!  - Failed:     0, Passed:   232, Skipped:     0, Total:   232, Duration: 217 ms - TravelEar.Tests.dll (net8.0)\n    ok\n==> traceable-reqs check\n18 requirements: 18 complete, 0 incomplete, 0 findings\n  [OK] REQ-CONFIG-BEPINEX  required: [doc, impl]  stages: +doc +impl -unit -int\n       All user settings are BepInEx config entries so ModSettingsMenu surfaces them without registration\n  [OK] REQ-EAR-SELF  required: [doc, impl]  stages: +doc +impl +unit -int\n       Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\n  [OK] REQ-HAZARD-NO-GAME-AUDIO-LEAK  required: [impl, unit]  stages: -doc +impl +unit -int\n       Local Voice is never audible in the game's own audio output\n  [OK] REQ-HAZARD-NO-GAMEPLAY-IMPACT  required: [impl, unit]  stages: -doc +impl +unit -int\n       A missing Helper, missing OBS, or Sink failure never changes gameplay or what the local player hears\n  [OK] REQ-HAZARD-NO-PARTIAL-FIDELITY  required: [impl, unit]  stages: -doc +impl +unit -int\n       If any game hook or mixer parameter fails to bind, the mod disables itself and logs once instead of emitting lower-fidelity audio\n  [OK] REQ-HAZARD-NO-PEER-SURFACE  required: [unit]  stages: -doc -impl +unit -int\n       The mod never sends network messages or creates network identities visible to peers\n  [OK] REQ-MIXER-RESYNTH  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\n  [OK] REQ-OFFSET-MEASURE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\n  [OK] REQ-RENDER-CLEAN  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\n  [OK] REQ-RENDER-MEGAPHONE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\n  [OK] REQ-SINK-ENDPOINT-CONFIG  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\n  [OK] REQ-SINK-FORMAT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\n  [OK] REQ-SINK-HELPER-PROCESS  required: [doc, impl]  stages: +doc +impl -unit -int\n       The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\n  [OK] REQ-SINK-LIFECYCLE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\n  [OK] REQ-TAP-DIVERT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\n  [OK] REQ-VOICE-CONTINUOUS  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\n  [OK] REQ-VOICE-OUTBOUND-TAP  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\n  [OK] REQ-VOICE-ROUNDTRIP  required: [doc, impl]  stages: +doc +impl -unit -int\n       Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\n\nnote: 69 tag-carrying file(s) not placement-judged (no grammar for the language, or the parse recovered from errors)\n    ok\n==> docs-site build\n INFO Book building has started\n INFO Running the html backend\n INFO HTML book written to `C:\\Users\\decid\\Documents\\projects\\travelear\\docs-site\\book`\n    ok\nAll gates green.\n\n\nWall time: 10.95 seconds"}]},"isError":false,"timestamp":1789194647525}}
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{"type":"message","id":"5cfd7532","parentId":"e65a0d05","timestamp":"2026-09-12T06:31:46.445Z","message":{"role":"toolResult","toolCallId":"call_kZDM3FuQ8MQdNRFJa8EaeGQB|fc_026a276650c1acb7016aa4f1d0b1c487d183a5fe53b9ebc21c","toolName":"todo","content":[{"type":"text","text":"Remaining items: none.\nOverall: 2/6 done, 0 open, 4 blocked.\nActive phase 3/3 \"Release\" (0/2).\n  Handover:\n    - [X] Recover project context and operator contact\n    - [X] Record unlogged run with evidence boundaries\n  Operator verification:\n    - [ ] Obtain bells and megaphone listening verdict (blocked: Requires Reavo's in-game listening run; run 7 exercised neither effect.)\n    - [ ] Complete T4a reference capture and calibration (blocked: No calibration capture directory exists; requires Reavo to operate PC speaker, Switch listener, and capture card through the named scenes.)\n  Release:\n    - [ ] Cut v1.0 after required verification passes (blocked: Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet.)\n    - [ ] Close M3 requirements and seed M4 (blocked: Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet.)"}],"details":{"op":"block","phases":[{"name":"Handover","tasks":[{"content":"Recover project context and operator contact","status":"completed"},{"content":"Record unlogged run with evidence boundaries","status":"completed"}]},{"name":"Operator verification","tasks":[{"content":"Obtain bells and megaphone listening verdict","status":"blocked","blocker":"Requires Reavo's in-game listening run; run 7 exercised neither effect."},{"content":"Complete T4a reference capture and calibration","status":"blocked","blocker":"No calibration capture directory exists; requires Reavo to operate PC speaker, Switch listener, and capture card through the named scenes."}]},{"name":"Release","tasks":[{"content":"Cut v1.0 after required verification passes","status":"blocked","blocker":"Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet."},{"content":"Close M3 requirements and seed M4","status":"blocked","blocker":"Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet."}]}],"storage":"session"},"isError":false,"timestamp":1789194706444}}
{"type":"message","id":"4b8d5e88","parentId":"5cfd7532","timestamp":"2026-09-12T06:32:04.470Z","message":{"role":"assistant","content":[{"type":"text","text":"Recorded run 7 in `M3-PLAN.md` as **telemetry-only; ear verdict pending**. Bells and megaphone remain unverified.\n\nFixed release runbook’s stale settings-row check: Offset belongs in Helper window; neither game menu gets a row.\n\n**Gates green:** 232 tests, 18 requirements complete, docs build passed. Build emitted dependency/nullability warnings.\n\nDocs changes uncommitted. Release blocked on fresh listening run and T4a reference capture.","textSignature":"{\"v\":1,\"id\":\"msg_04c83f8f90667018016aa4f1e148c087d1bb96148df0ec145f\",\"phase\":\"final_answer\"}"}],"api":"openai-codex-responses","provider":"openai-codex","model":"gpt-6-astra","usage":{"input":9553,"output":103,"cacheRead":78080,"cacheWrite":0,"totalTokens":87736,"cost":{"input":0.09553,"output":0.00515,"cacheRead":0.07808,"cacheWrite":0,"total":0.17876}},"stopReason":"stop","timestamp":1789194706607,"responseId":"resp_04c83f8f90667018016aa4f1d2f32887d195fc91906845252c","providerPayload":{"type":"openaiResponsesHistory","provider":"openai-codex","dt":true,"items":[{"id":"msg_04c83f8f90667018016aa4f1e148c087d1bb96148df0ec145f","type":"message","status":"completed","content":[{"type":"output_text","annotations":[],"logprobs":[],"text":"Recorded run 7 in `M3-PLAN.md` as **telemetry-only; ear verdict pending**. Bells and megaphone remain unverified.\n\nFixed release runbook’s stale settings-row check: Offset belongs in Helper window; neither game menu gets a row.\n\n**Gates green:** 232 tests, 18 requirements complete, docs build passed. Build emitted dependency/nullability warnings.\n\nDocs changes uncommitted. Release blocked on fresh listening run and T4a reference capture."}],"internal_chat_message_metadata_passthrough":{"create_time":1789194707.482328,"turn_id":"1784d279-e08a-496b-90e8-a3c47610ee55"},"phase":"final_answer","role":"assistant","metadata":{"turn_id":"1784d279-e08a-496b-90e8-a3c47610ee55"}}]},"duration":17861.002999999793,"ttft":14694.791299999924,"completedAt":1789194724468,"contextSnapshot":{"promptTokens":87633,"nonMessageTokens":18993,"compactionEpoch":0}}}
{"type":"message","id":"ac9b3995","parentId":"4b8d5e88","timestamp":"2026-09-12T06:40:55.849Z","message":{"role":"user","content":[{"type":"text","text":"re: sept. 10 - word endings seem ok, loudness is ok, reverb still too wet (we still need to do a thorough parameter matching pass. T4a iirc?). Local Voice sounds over-processed and robotic compared to other players, for some reason. the raw mic feed does not have that issue at all."}],"attribution":"user","timestamp":1789195255514}}
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{"type":"message","id":"a8e02c6e","parentId":"de25deca","timestamp":"2026-09-12T06:41:12.359Z","message":{"role":"toolResult","toolCallId":"call_XaJZZrf4AOgK6xDGZEBOhNNA|fc_0c25bf989fa17911016aa4f407faf087d2a577ee05482df77c","toolName":"read","content":[{"type":"text","text":"---\nname: diagnose\ndescription: Disciplined diagnosis loop for hard bugs and performance regressions. Reproduce → minimise → hypothesise → instrument → fix → regression-test. Use when user says \"diagnose this\" / \"debug this\", reports a bug, says something is broken/throwing/failing, or describes a performance regression.\n---\n\n# Diagnose\n\nA discipline for hard bugs. Skip phases only when explicitly justified.\n\nWhen exploring the codebase, use the project's domain glossary to get a clear mental model of the relevant modules, and check ADRs in the area you're touching.\n\n## Phase 1 — Build a feedback loop\n\n**This is the skill.** Everything else is mechanical. If you have a fast, deterministic, agent-runnable pass/fail signal for the bug, you will find the cause — bisection, hypothesis-testing, and instrumentation all just consume that signal. If you don't have one, no amount of staring at code will save you.\n\nSpend disproportionate effort here. **Be aggressive. Be creative. Refuse to give up.**\n\n### Ways to construct one — try them in roughly this order\n\n1. **Failing test** at whatever seam reaches the bug — unit, integration, e2e.\n2. **Curl / HTTP script** against a running dev server.\n3. **CLI invocation** with a fixture input, diffing stdout against a known-good snapshot.\n4. **Headless browser script** (Playwright / Puppeteer) — drives the UI, asserts on DOM/console/network.\n5. **Replay a captured trace.** Save a real network request / payload / event log to disk; replay it through the code path in isolation.\n6. **Throwaway harness.** Spin up a minimal subset of the system (one service, mocked deps) that exercises the bug code path with a single function call.\n7. **Property / fuzz loop.** If the bug is \"sometimes wrong output\", run 1000 random inputs and look for the failure mode.\n8. **Bisection harness.** If the bug appeared between two known states (commit, dataset, version), automate \"boot at state X, check, repeat\" so you can `git bisect run` it.\n9. **Differential loop.** Run the same input through old-version vs new-version (or two configs) and diff outputs.\n10. **HITL bash script.** Last resort. If a human must click, drive _them_ with `scripts/hitl-loop.template.sh` so the loop is still structured. Captured output feeds back to you.\n\nBuild the right feedback loop, and the bug is 90% fixed.\n\n### Iterate on the loop itself\n\nTreat the loop as a product. Once you have _a_ loop, ask:\n\n- Can I make it faster? (Cache setup, skip unrelated init, narrow the test scope.)\n- Can I make the signal sharper? (Assert on the specific symptom, not \"didn't crash\".)\n- Can I make it more deterministic? (Pin time, seed RNG, isolate filesystem, freeze network.)\n\nA 30-second flaky loop is barely better than no loop. A 2-second deterministic loop is a debugging superpower.\n\n### Non-deterministic bugs\n\nThe goal is not a clean repro but a **higher reproduction rate**. Loop the trigger 100×, parallelise, add stress, narrow timing windows, inject sleeps. A 50%-flake bug is debuggable; 1% is not — keep raising the rate until it's debuggable.\n\n### When you genuinely cannot build a loop\n\nStop and say so explicitly. List what you tried. Ask the user for: (a) access to whatever environment reproduces it, (b) a captured artifact (HAR file, log dump, core dump, screen recording with timestamps), or (c) permission to add temporary production instrumentation. Do **not** proceed to hypothesise without a loop.\n\nDo not proceed to Phase 2 until you have a loop you believe in.\n\n## Phase 2 — Reproduce\n\nRun the loop. Watch the bug appear.\n\nConfirm:\n\n- [ ] The loop produces the failure mode the **user** described — not a different failure that happens to be nearby. Wrong bug = wrong fix.\n- [ ] The failure is reproducible across multiple runs (or, for non-deterministic bugs, reproducible at a high enough rate to debug against).\n- [ ] You have captured the exact symptom (error message, wrong output, slow timing) so later phases can verify the fix actually addresses it.\n\nDo not proceed until you reproduce the bug.\n\n## Phase 3 — Hypothesise\n\nGenerate **3–5 ranked hypotheses** before testing any of them. Single-hypothesis generation anchors on the first plausible idea.\n\nEach hypothesis must be **falsifiable**: state the prediction it makes.\n\n> Format: \"If <X> is the cause, then <changing Y> will make the bug disappear / <changing Z> will make it worse.\"\n\nIf you cannot state the prediction, the hypothesis is a vibe — discard or sharpen it.\n\n**Show the ranked list to the user before testing.** They often have domain knowledge that re-ranks instantly (\"we just deployed a change to #3\"), or know hypotheses they've already ruled out. Cheap checkpoint, big time saver. Don't block on it — proceed with your ranking if the user is AFK.\n\n## Phase 4 — Instrument\n\nEach probe must map to a specific prediction from Phase 3. **Change one variable at a time.**\n\nTool preference:\n\n1. **Debugger / REPL inspection** if the env supports it. One breakpoint beats ten logs.\n2. **Targeted logs** at the boundaries that distinguish hypotheses.\n3. Never \"log everything and grep\".\n\n**Tag every debug log** with a unique prefix, e.g. `[DEBUG-a4f2]`. Cleanup at the end becomes a single grep. Untagged logs survive; tagged logs die.\n\n**Perf branch.** For performance regressions, logs are usually wrong. Instead: establish a baseline measurement (timing harness, `performance.now()`, profiler, query plan), then bisect. Measure first, fix second.\n\n## Phase 5 — Fix + regression test\n\nWrite the regression test **before the fix** — but only if there is a **correct seam** for it.\n\nA correct seam is one where the test exercises the **real bug pattern** as it occurs at the call site. If the only available seam is too shallow (single-caller test when the bug needs multiple callers, unit test that can't replicate the chain that triggered the bug), a regression test there gives false confidence.\n\n**If no correct seam exists, that itself is the finding.** Note it. The codebase architecture is preventing the bug from being locked down. Flag this for the next phase.\n\nIf a correct seam exists:\n\n1. Turn the minimised repro into a failing test at that seam.\n2. Watch it fail.\n3. Apply the fix.\n4. Watch it pass.\n5. Re-run the Phase 1 feedback loop against the original (un-minimised) scenario.\n\n## Phase 6 — Cleanup + post-mortem\n\nRequired before declaring done:\n\n- [ ] Original repro no longer reproduces (re-run the Phase 1 loop)\n- [ ] Regression test passes (or absence of seam is documented)\n- [ ] All `[DEBUG-...]` instrumentation removed (`grep` the prefix)\n- [ ] Throwaway prototypes deleted (or moved to a clearly-marked debug location)\n- [ ] The hypothesis that turned out correct is stated in the commit / PR message — so the next debugger learns\n\n**Then ask: what would have prevented this bug?** If the answer involves architectural change (no good test seam, tangled callers, hidden coupling) hand off to the `/improve-codebase-architecture` skill with the specifics. Make the recommendation **after** the fix is in, not before — you have more information now than when you started."}],"details":{"resolvedPath":"C:\\Users\\decid\\.agents\\skills\\diagnose\\SKILL.md","contentType":"text/markdown","totalLines":117,"displayContent":{"text":"---\r\nname: diagnose\r\ndescription: Disciplined diagnosis loop for hard bugs and performance regressions. Reproduce → minimise → hypothesise → instrument → fix → regression-test. Use when user says \"diagnose this\" / \"debug this\", reports a bug, says something is broken/throwing/failing, or describes a performance regression.\r\n---\r\n\r\n# Diagnose\r\n\r\nA discipline for hard bugs. Skip phases only when explicitly justified.\r\n\r\nWhen exploring the codebase, use the project's domain glossary to get a clear mental model of the relevant modules, and check ADRs in the area you're touching.\r\n\r\n## Phase 1 — Build a feedback loop\r\n\r\n**This is the skill.** Everything else is mechanical. If you have a fast, deterministic, agent-runnable pass/fail signal for the bug, you will find the cause — bisection, hypothesis-testing, and instrumentation all just consume that signal. If you don't have one, no amount of staring at code will save you.\r\n\r\nSpend disproportionate effort here. **Be aggressive. Be creative. Refuse to give up.**\r\n\r\n### Ways to construct one — try them in roughly this order\r\n\r\n1. **Failing test** at whatever seam reaches the bug — unit, integration, e2e.\r\n2. **Curl / HTTP script** against a running dev server.\r\n3. **CLI invocation** with a fixture input, diffing stdout against a known-good snapshot.\r\n4. **Headless browser script** (Playwright / Puppeteer) — drives the UI, asserts on DOM/console/network.\r\n5. **Replay a captured trace.** Save a real network request / payload / event log to disk; replay it through the code path in isolation.\r\n6. **Throwaway harness.** Spin up a minimal subset of the system (one service, mocked deps) that exercises the bug code path with a single function call.\r\n7. **Property / fuzz loop.** If the bug is \"sometimes wrong output\", run 1000 random inputs and look for the failure mode.\r\n8. **Bisection harness.** If the bug appeared between two known states (commit, dataset, version), automate \"boot at state X, check, repeat\" so you can `git bisect run` it.\r\n9. **Differential loop.** Run the same input through old-version vs new-version (or two configs) and diff outputs.\r\n10. **HITL bash script.** Last resort. If a human must click, drive _them_ with `scripts/hitl-loop.template.sh` so the loop is still structured. Captured output feeds back to you.\r\n\r\nBuild the right feedback loop, and the bug is 90% fixed.\r\n\r\n### Iterate on the loop itself\r\n\r\nTreat the loop as a product. Once you have _a_ loop, ask:\r\n\r\n- Can I make it faster? (Cache setup, skip unrelated init, narrow the test scope.)\r\n- Can I make the signal sharper? (Assert on the specific symptom, not \"didn't crash\".)\r\n- Can I make it more deterministic? (Pin time, seed RNG, isolate filesystem, freeze network.)\r\n\r\nA 30-second flaky loop is barely better than no loop. A 2-second deterministic loop is a debugging superpower.\r\n\r\n### Non-deterministic bugs\r\n\r\nThe goal is not a clean repro but a **higher reproduction rate**. Loop the trigger 100×, parallelise, add stress, narrow timing windows, inject sleeps. A 50%-flake bug is debuggable; 1% is not — keep raising the rate until it's debuggable.\r\n\r\n### When you genuinely cannot build a loop\r\n\r\nStop and say so explicitly. List what you tried. Ask the user for: (a) access to whatever environment reproduces it, (b) a captured artifact (HAR file, log dump, core dump, screen recording with timestamps), or (c) permission to add temporary production instrumentation. Do **not** proceed to hypothesise without a loop.\r\n\r\nDo not proceed to Phase 2 until you have a loop you believe in.\r\n\r\n## Phase 2 — Reproduce\r\n\r\nRun the loop. Watch the bug appear.\r\n\r\nConfirm:\r\n\r\n- [ ] The loop produces the failure mode the **user** described — not a different failure that happens to be nearby. Wrong bug = wrong fix.\r\n- [ ] The failure is reproducible across multiple runs (or, for non-deterministic bugs, reproducible at a high enough rate to debug against).\r\n- [ ] You have captured the exact symptom (error message, wrong output, slow timing) so later phases can verify the fix actually addresses it.\r\n\r\nDo not proceed until you reproduce the bug.\r\n\r\n## Phase 3 — Hypothesise\r\n\r\nGenerate **3–5 ranked hypotheses** before testing any of them. Single-hypothesis generation anchors on the first plausible idea.\r\n\r\nEach hypothesis must be **falsifiable**: state the prediction it makes.\r\n\r\n> Format: \"If <X> is the cause, then <changing Y> will make the bug disappear / <changing Z> will make it worse.\"\r\n\r\nIf you cannot state the prediction, the hypothesis is a vibe — discard or sharpen it.\r\n\r\n**Show the ranked list to the user before testing.** They often have domain knowledge that re-ranks instantly (\"we just deployed a change to #3\"), or know hypotheses they've already ruled out. Cheap checkpoint, big time saver. Don't block on it — proceed with your ranking if the user is AFK.\r\n\r\n## Phase 4 — Instrument\r\n\r\nEach probe must map to a specific prediction from Phase 3. **Change one variable at a time.**\r\n\r\nTool preference:\r\n\r\n1. **Debugger / REPL inspection** if the env supports it. One breakpoint beats ten logs.\r\n2. **Targeted logs** at the boundaries that distinguish hypotheses.\r\n3. Never \"log everything and grep\".\r\n\r\n**Tag every debug log** with a unique prefix, e.g. `[DEBUG-a4f2]`. Cleanup at the end becomes a single grep. Untagged logs survive; tagged logs die.\r\n\r\n**Perf branch.** For performance regressions, logs are usually wrong. Instead: establish a baseline measurement (timing harness, `performance.now()`, profiler, query plan), then bisect. Measure first, fix second.\r\n\r\n## Phase 5 — Fix + regression test\r\n\r\nWrite the regression test **before the fix** — but only if there is a **correct seam** for it.\r\n\r\nA correct seam is one where the test exercises the **real bug pattern** as it occurs at the call site. If the only available seam is too shallow (single-caller test when the bug needs multiple callers, unit test that can't replicate the chain that triggered the bug), a regression test there gives false confidence.\r\n\r\n**If no correct seam exists, that itself is the finding.** Note it. The codebase architecture is preventing the bug from being locked down. Flag this for the next phase.\r\n\r\nIf a correct seam exists:\r\n\r\n1. Turn the minimised repro into a failing test at that seam.\r\n2. Watch it fail.\r\n3. Apply the fix.\r\n4. Watch it pass.\r\n5. Re-run the Phase 1 feedback loop against the original (un-minimised) scenario.\r\n\r\n## Phase 6 — Cleanup + post-mortem\r\n\r\nRequired before declaring done:\r\n\r\n- [ ] Original repro no longer reproduces (re-run the Phase 1 loop)\r\n- [ ] Regression test passes (or absence of seam is documented)\r\n- [ ] All `[DEBUG-...]` instrumentation removed (`grep` the prefix)\r\n- [ ] Throwaway prototypes deleted (or moved to a clearly-marked debug location)\r\n- [ ] The hypothesis that turned out correct is stated in the commit / PR message — so the next debugger learns\r\n\r\n**Then ask: what would have prevented this bug?** If the answer involves architectural change (no good test seam, tangled callers, hidden coupling) hand off to the `/improve-codebase-architecture` skill with the specifics. Make the recommendation **after** the fix is in, not before — you have more information now than when you started.\r","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117]},"meta":{"source":{"type":"internal","value":"skill://diagnose"}}},"isError":false,"timestamp":1789195272358}}
{"type":"message","id":"84a76256","parentId":"a8e02c6e","timestamp":"2026-09-12T06:41:12.360Z","message":{"role":"toolResult","toolCallId":"call_dTkYlkZbFN07A365GBQWbD9g|fc_0c25bf989fa17911016aa4f407fb0087d29e8a595751c1a634","toolName":"read","content":[{"type":"text","text":"---\nname: diagnosing-bugs\ndescription: Diagnosis loop for hard bugs and performance regressions. Use when the user says \"diagnose\"/\"debug this\", or reports something broken/throwing/failing/slow.\n---\n\n# Diagnosing Bugs\n\nA discipline for hard bugs. Skip phases only when explicitly justified.\n\nWhen exploring the codebase, read `CONTEXT.md` (if it exists) to get a clear mental model of the relevant modules, and check ADRs in the area you're touching.\n\n## Phase 1 — Build a feedback loop\n\n**This is the skill.** Everything else is mechanical. If you have a **tight** pass/fail signal for the bug — one that goes red on _this_ bug — you will find the cause; bisection, hypothesis-testing, and instrumentation all just consume it. If you don't have one, no amount of staring at code will save you.\n\nSpend disproportionate effort here. **Be aggressive. Be creative. Refuse to give up.**\n\n### Ways to construct one — try them in roughly this order\n\n1. **Failing test** at whatever seam reaches the bug — unit, integration, e2e.\n2. **Curl / HTTP script** against a running dev server.\n3. **CLI invocation** with a fixture input, diffing stdout against a known-good snapshot.\n4. **Headless browser script** (Playwright / Puppeteer) — drives the UI, asserts on DOM/console/network.\n5. **Replay a captured trace.** Save a real network request / payload / event log to disk; replay it through the code path in isolation.\n6. **Throwaway harness.** Spin up a minimal subset of the system (one service, mocked deps) that exercises the bug code path with a single function call.\n7. **Property / fuzz loop.** If the bug is \"sometimes wrong output\", run 1000 random inputs and look for the failure mode.\n8. **Bisection harness.** If the bug appeared between two known states (commit, dataset, version), automate \"boot at state X, check, repeat\" so you can `git bisect run` it.\n9. **Differential loop.** Run the same input through old-version vs new-version (or two configs) and diff outputs.\n10. **HITL bash script.** Last resort. If a human must click, drive _them_ with `scripts/hitl-loop.template.sh` so the loop is still structured. Captured output feeds back to you.\n\nBuild the right feedback loop, and the bug is 90% fixed.\n\n### Tighten the loop\n\nTreat the loop as a product. Once you have _a_ loop, **tighten** it:\n\n- Can I make it faster? (Cache setup, skip unrelated init, narrow the test scope.)\n- Can I make the signal sharper? (Assert on the specific symptom, not \"didn't crash\".)\n- Can I make it more deterministic? (Pin time, seed RNG, isolate filesystem, freeze network.)\n\nA 30-second flaky loop is barely better than no loop; a 2-second deterministic one is tight — a debugging superpower.\n\n### Non-deterministic bugs\n\nThe goal is not a clean repro but a **higher reproduction rate**. Loop the trigger 100×, parallelise, add stress, narrow timing windows, inject sleeps. A 50%-flake bug is debuggable; 1% is not — keep raising the rate until it's debuggable.\n\n### When you genuinely cannot build a loop\n\nStop and say so explicitly. List what you tried. Ask the user for: (a) access to whatever environment reproduces it, (b) a captured artifact (HAR file, log dump, core dump, screen recording with timestamps), or (c) permission to add temporary production instrumentation. Do **not** proceed to hypothesise without a loop.\n\n### Completion criterion — a tight loop that goes red\n\nPhase 1 is done when the loop is **tight** and **red-capable**: you can name **one command** — a script path, a test invocation, a curl — that you have **already run at least once** (paste the invocation and its output), and that is:\n\n- [ ] **Red-capable** — it drives the actual bug code path and asserts the **user's exact symptom**, so it can go red on this bug and green once fixed. Not \"runs without erroring\" — it must be able to _catch this specific bug_.\n- [ ] **Deterministic** — same verdict every run (flaky bugs: a pinned, high reproduction rate, per above).\n- [ ] **Fast** — seconds, not minutes.\n- [ ] **Agent-runnable** — you can run it unattended; a human in the loop only via `scripts/hitl-loop.template.sh`.\n\nIf you catch yourself reading code to build a theory before this command exists, **stop — jumping straight to a hypothesis is the exact failure this skill prevents.** No red-capable command, no Phase 2.\n\n## Phase 2 — Reproduce + minimise\n\nRun the loop. Watch it go red — the bug appears.\n\nConfirm:\n\n- [ ] The loop produces the failure mode the **user** described — not a different failure that happens to be nearby. Wrong bug = wrong fix.\n- [ ] The failure is reproducible across multiple runs (or, for non-deterministic bugs, reproducible at a high enough rate to debug against).\n- [ ] You have captured the exact symptom (error message, wrong output, slow timing) so later phases can verify the fix actually addresses it.\n\n### Minimise\n\nOnce it's red, shrink the repro to the **smallest scenario that still goes red**. Cut inputs, callers, config, data, and steps **one at a time**, re-running the loop after each cut — keep only what's load-bearing for the failure.\n\nWhy bother: a minimal repro shrinks the hypothesis space in Phase 3 (fewer moving parts left to suspect) and becomes the clean regression test in Phase 5.\n\nDone when **every remaining element is load-bearing** — removing any one of them makes the loop go green.\n\nDo not proceed until you have reproduced **and** minimised.\n\n## Phase 3 — Hypothesise\n\nGenerate **3–5 ranked hypotheses** before testing any of them. Single-hypothesis generation anchors on the first plausible idea.\n\nEach hypothesis must be **falsifiable**: state the prediction it makes.\n\n> Format: \"If <X> is the cause, then <changing Y> will make the bug disappear / <changing Z> will make it worse.\"\n\nIf you cannot state the prediction, the hypothesis is a vibe — discard or sharpen it.\n\n**Show the ranked list to the user before testing.** They often have domain knowledge that re-ranks instantly (\"we just deployed a change to #3\"), or know hypotheses they've already ruled out. Cheap checkpoint, big time saver. Don't block on it — proceed with your ranking if the user is AFK.\n\n## Phase 4 — Instrument\n\nEach probe must map to a specific prediction from Phase 3. **Change one variable at a time.**\n\nTool preference:\n\n1. **Debugger / REPL inspection** if the env supports it. One breakpoint beats ten logs.\n2. **Targeted logs** at the boundaries that distinguish hypotheses.\n3. Never \"log everything and grep\".\n\n**Tag every debug log** with a unique prefix, e.g. `[DEBUG-a4f2]`. Cleanup at the end becomes a single grep. Untagged logs survive; tagged logs die.\n\n**Perf branch.** For performance regressions, logs are usually wrong. Instead: establish a baseline measurement (timing harness, `performance.now()`, profiler, query plan), then bisect. Measure first, fix second.\n\n## Phase 5 — Fix + regression test\n\nWrite the regression test **before the fix** — but only if there is a **correct seam** for it.\n\nA correct seam is one where the test exercises the **real bug pattern** as it occurs at the call site. If the only available seam is too shallow (single-caller test when the bug needs multiple callers, unit test that can't replicate the chain that triggered the bug), a regression test there gives false confidence.\n\n**If no correct seam exists, that itself is the finding.** Note it. The codebase architecture is preventing the bug from being locked down. Flag this for the next phase.\n\nIf a correct seam exists:\n\n1. Turn the minimised repro into a failing test at that seam.\n2. Watch it fail.\n3. Apply the fix.\n4. Watch it pass.\n5. Re-run the Phase 1 feedback loop against the original (un-minimised) scenario.\n\n## Phase 6 — Cleanup + post-mortem\n\nRequired before declaring done:\n\n- [ ] Original repro no longer reproduces (re-run the Phase 1 loop)\n- [ ] Regression test passes (or absence of seam is documented)\n- [ ] All `[DEBUG-...]` instrumentation removed (`grep` the prefix)\n- [ ] Throwaway prototypes deleted (or moved to a clearly-marked debug location)\n- [ ] The hypothesis that turned out correct is stated in the commit / PR message — so the next debugger learns\n\n**Then ask: what would have prevented this bug?** If the answer involves architectural change (no good test seam, tangled callers, hidden coupling) hand off to the `/improve-codebase-architecture` skill with the specifics. Make the recommendation **after** the fix is in, not before — you have more information now than when you started."}],"details":{"resolvedPath":"C:\\Users\\decid\\.agents\\skills\\diagnosing-bugs\\SKILL.md","contentType":"text/markdown","totalLines":134,"displayContent":{"text":"---\r\nname: diagnosing-bugs\r\ndescription: Diagnosis loop for hard bugs and performance regressions. Use when the user says \"diagnose\"/\"debug this\", or reports something broken/throwing/failing/slow.\r\n---\r\n\r\n# Diagnosing Bugs\r\n\r\nA discipline for hard bugs. Skip phases only when explicitly justified.\r\n\r\nWhen exploring the codebase, read `CONTEXT.md` (if it exists) to get a clear mental model of the relevant modules, and check ADRs in the area you're touching.\r\n\r\n## Phase 1 — Build a feedback loop\r\n\r\n**This is the skill.** Everything else is mechanical. If you have a **tight** pass/fail signal for the bug — one that goes red on _this_ bug — you will find the cause; bisection, hypothesis-testing, and instrumentation all just consume it. If you don't have one, no amount of staring at code will save you.\r\n\r\nSpend disproportionate effort here. **Be aggressive. Be creative. Refuse to give up.**\r\n\r\n### Ways to construct one — try them in roughly this order\r\n\r\n1. **Failing test** at whatever seam reaches the bug — unit, integration, e2e.\r\n2. **Curl / HTTP script** against a running dev server.\r\n3. **CLI invocation** with a fixture input, diffing stdout against a known-good snapshot.\r\n4. **Headless browser script** (Playwright / Puppeteer) — drives the UI, asserts on DOM/console/network.\r\n5. **Replay a captured trace.** Save a real network request / payload / event log to disk; replay it through the code path in isolation.\r\n6. **Throwaway harness.** Spin up a minimal subset of the system (one service, mocked deps) that exercises the bug code path with a single function call.\r\n7. **Property / fuzz loop.** If the bug is \"sometimes wrong output\", run 1000 random inputs and look for the failure mode.\r\n8. **Bisection harness.** If the bug appeared between two known states (commit, dataset, version), automate \"boot at state X, check, repeat\" so you can `git bisect run` it.\r\n9. **Differential loop.** Run the same input through old-version vs new-version (or two configs) and diff outputs.\r\n10. **HITL bash script.** Last resort. If a human must click, drive _them_ with `scripts/hitl-loop.template.sh` so the loop is still structured. Captured output feeds back to you.\r\n\r\nBuild the right feedback loop, and the bug is 90% fixed.\r\n\r\n### Tighten the loop\r\n\r\nTreat the loop as a product. Once you have _a_ loop, **tighten** it:\r\n\r\n- Can I make it faster? (Cache setup, skip unrelated init, narrow the test scope.)\r\n- Can I make the signal sharper? (Assert on the specific symptom, not \"didn't crash\".)\r\n- Can I make it more deterministic? (Pin time, seed RNG, isolate filesystem, freeze network.)\r\n\r\nA 30-second flaky loop is barely better than no loop; a 2-second deterministic one is tight — a debugging superpower.\r\n\r\n### Non-deterministic bugs\r\n\r\nThe goal is not a clean repro but a **higher reproduction rate**. Loop the trigger 100×, parallelise, add stress, narrow timing windows, inject sleeps. A 50%-flake bug is debuggable; 1% is not — keep raising the rate until it's debuggable.\r\n\r\n### When you genuinely cannot build a loop\r\n\r\nStop and say so explicitly. List what you tried. Ask the user for: (a) access to whatever environment reproduces it, (b) a captured artifact (HAR file, log dump, core dump, screen recording with timestamps), or (c) permission to add temporary production instrumentation. Do **not** proceed to hypothesise without a loop.\r\n\r\n### Completion criterion — a tight loop that goes red\r\n\r\nPhase 1 is done when the loop is **tight** and **red-capable**: you can name **one command** — a script path, a test invocation, a curl — that you have **already run at least once** (paste the invocation and its output), and that is:\r\n\r\n- [ ] **Red-capable** — it drives the actual bug code path and asserts the **user's exact symptom**, so it can go red on this bug and green once fixed. Not \"runs without erroring\" — it must be able to _catch this specific bug_.\r\n- [ ] **Deterministic** — same verdict every run (flaky bugs: a pinned, high reproduction rate, per above).\r\n- [ ] **Fast** — seconds, not minutes.\r\n- [ ] **Agent-runnable** — you can run it unattended; a human in the loop only via `scripts/hitl-loop.template.sh`.\r\n\r\nIf you catch yourself reading code to build a theory before this command exists, **stop — jumping straight to a hypothesis is the exact failure this skill prevents.** No red-capable command, no Phase 2.\r\n\r\n## Phase 2 — Reproduce + minimise\r\n\r\nRun the loop. Watch it go red — the bug appears.\r\n\r\nConfirm:\r\n\r\n- [ ] The loop produces the failure mode the **user** described — not a different failure that happens to be nearby. Wrong bug = wrong fix.\r\n- [ ] The failure is reproducible across multiple runs (or, for non-deterministic bugs, reproducible at a high enough rate to debug against).\r\n- [ ] You have captured the exact symptom (error message, wrong output, slow timing) so later phases can verify the fix actually addresses it.\r\n\r\n### Minimise\r\n\r\nOnce it's red, shrink the repro to the **smallest scenario that still goes red**. Cut inputs, callers, config, data, and steps **one at a time**, re-running the loop after each cut — keep only what's load-bearing for the failure.\r\n\r\nWhy bother: a minimal repro shrinks the hypothesis space in Phase 3 (fewer moving parts left to suspect) and becomes the clean regression test in Phase 5.\r\n\r\nDone when **every remaining element is load-bearing** — removing any one of them makes the loop go green.\r\n\r\nDo not proceed until you have reproduced **and** minimised.\r\n\r\n## Phase 3 — Hypothesise\r\n\r\nGenerate **3–5 ranked hypotheses** before testing any of them. Single-hypothesis generation anchors on the first plausible idea.\r\n\r\nEach hypothesis must be **falsifiable**: state the prediction it makes.\r\n\r\n> Format: \"If <X> is the cause, then <changing Y> will make the bug disappear / <changing Z> will make it worse.\"\r\n\r\nIf you cannot state the prediction, the hypothesis is a vibe — discard or sharpen it.\r\n\r\n**Show the ranked list to the user before testing.** They often have domain knowledge that re-ranks instantly (\"we just deployed a change to #3\"), or know hypotheses they've already ruled out. Cheap checkpoint, big time saver. Don't block on it — proceed with your ranking if the user is AFK.\r\n\r\n## Phase 4 — Instrument\r\n\r\nEach probe must map to a specific prediction from Phase 3. **Change one variable at a time.**\r\n\r\nTool preference:\r\n\r\n1. **Debugger / REPL inspection** if the env supports it. One breakpoint beats ten logs.\r\n2. **Targeted logs** at the boundaries that distinguish hypotheses.\r\n3. Never \"log everything and grep\".\r\n\r\n**Tag every debug log** with a unique prefix, e.g. `[DEBUG-a4f2]`. Cleanup at the end becomes a single grep. Untagged logs survive; tagged logs die.\r\n\r\n**Perf branch.** For performance regressions, logs are usually wrong. Instead: establish a baseline measurement (timing harness, `performance.now()`, profiler, query plan), then bisect. Measure first, fix second.\r\n\r\n## Phase 5 — Fix + regression test\r\n\r\nWrite the regression test **before the fix** — but only if there is a **correct seam** for it.\r\n\r\nA correct seam is one where the test exercises the **real bug pattern** as it occurs at the call site. If the only available seam is too shallow (single-caller test when the bug needs multiple callers, unit test that can't replicate the chain that triggered the bug), a regression test there gives false confidence.\r\n\r\n**If no correct seam exists, that itself is the finding.** Note it. The codebase architecture is preventing the bug from being locked down. Flag this for the next phase.\r\n\r\nIf a correct seam exists:\r\n\r\n1. Turn the minimised repro into a failing test at that seam.\r\n2. Watch it fail.\r\n3. Apply the fix.\r\n4. Watch it pass.\r\n5. Re-run the Phase 1 feedback loop against the original (un-minimised) scenario.\r\n\r\n## Phase 6 — Cleanup + post-mortem\r\n\r\nRequired before declaring done:\r\n\r\n- [ ] Original repro no longer reproduces (re-run the Phase 1 loop)\r\n- [ ] Regression test passes (or absence of seam is documented)\r\n- [ ] All `[DEBUG-...]` instrumentation removed (`grep` the prefix)\r\n- [ ] Throwaway prototypes deleted (or moved to a clearly-marked debug location)\r\n- [ ] The hypothesis that turned out correct is stated in the commit / PR message — so the next debugger learns\r\n\r\n**Then ask: what would have prevented this bug?** If the answer involves architectural change (no good test seam, tangled callers, hidden coupling) hand off to the `/improve-codebase-architecture` skill with the specifics. Make the recommendation **after** the fix is in, not before — you have more information now than when you started.\r","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134]},"meta":{"source":{"type":"internal","value":"skill://diagnosing-bugs"}}},"isError":false,"timestamp":1789195272360}}
{"type":"message","id":"7e84431c","parentId":"84a76256","timestamp":"2026-09-12T06:41:12.376Z","message":{"role":"toolResult","toolCallId":"call_3bKBY3vKzk7knxrL5mebM4eA|fc_0c25bf989fa17911016aa4f407fb0887d29e3638b0da132970","toolName":"read","content":[{"type":"text","text":"[M3-PLAN.md#732B]\n11:**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n12:in-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\n13:with the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\n14:run and T4a's measured reference capture; neither is signed off by run 7.\n…\n422:- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n423:  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n424:  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n425:  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n426:  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n427:  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n428:  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n429:  establish transport observations, not an audible-continuity verdict.\n430:  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n431:  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n432:  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n433:  with T4d, but neither the Helper caption nor either game's settings menu was visually\n434:  verified by this log.\n435:  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n436:  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n437:  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n438:  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n439:  seen, but most gate blocks were silenced: this does not settle loudness or clipping,\n440:  and T4a remains required. The scan also counted 1137 Dissonance DecoderPipeline\n441:  encoded-packet-write warnings and 216 very late packets amid network warnings.\n442:  Those messages originate in the game's playback/network stack; their cause and audible\n443:  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n444:  from TravelEar's zero decode-error counter and the Helper's exit 0.\n445:  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n446:  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n447:  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n448:  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n449:  ear verdict with the new session log and matching Helper interval. T4a uses the\n450:  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n451:"}],"details":{"displayContent":{"text":"**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\nin-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\nwith the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\nrun and T4a's measured reference capture; neither is signed off by run 7.\n…\n- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n  establish transport observations, not an audible-continuity verdict.\n  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n  with T4d, but neither the Helper caption nor either game's settings menu was visually\n  verified by this log.\n  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n  seen, but most gate blocks were silenced: this does not settle loudness or clipping,\n  and T4a remains required. The scan also counted 1137 Dissonance DecoderPipeline\n  encoded-packet-write warnings and 216 very late packets amid network warnings.\n  Those messages originate in the game's playback/network stack; their cause and audible\n  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n  from TravelEar's zero decode-error counter and the Helper's exit 0.\n  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n  ear verdict with the new session log and matching Helper interval. T4a uses the\n  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n","startLine":11,"lineNumbers":[11,12,13,14,null,422,423,424,425,426,427,428,429,430,431,432,433,434,435,436,437,438,439,440,441,442,443,444,445,446,447,448,449,450,451]},"fileSize":51562,"meta":{"source":{"type":"path","value":"C:\\Users\\decid\\Documents\\projects\\travelear\\M3-PLAN.md"}}},"isError":false,"timestamp":1789195272376}}
{"type":"message","id":"fb297135","parentId":"7e84431c","timestamp":"2026-09-12T06:41:12.385Z","message":{"role":"toolResult","toolCallId":"call_PMAzSK4GldvyPdH7Q8vhArcX|fc_0c25bf989fa17911016aa4f407fb1087d2ac201ad1901a4a74","toolName":"grep","content":[{"type":"text","text":"[src/TravelEar.Core/PitchShifter.cs#7D35]\n 3:/// <summary>\n*4:/// A phase-vocoder pitch shifter: pitch without tempo, the way Unity's mixer \"Pitch Shifter\"\n 5:/// effect works (FFT 1024, overlap 4 on the game's voice mixer <c>Dry</c> group and its\n 6:/// <c>Master Super Wet</c> chain; docs/reference/big-walk-voice-effects-catalog.md section 5.5).\n*7:/// The structure is the classic smbPitchShift: an input FIFO of one frame, a Hann-windowed\n 8:/// analysis FFT per hop, per-bin instantaneous frequency from the phase difference, bins\n*9:/// re-mapped by the ratio, synthesis by phase accumulation, overlap-add into an output FIFO.\n 10:/// Latency is <c>FrameSize - HopSize</c> samples (768 at overlap 4: 16 ms at 48 kHz). Streaming\n*11:/// and allocation-free after construction; one instance per thread. A ratio of 1 is a\n 12:/// near-identity (the analysis/synthesis windows satisfy COLA), so the effect can stay in the\n*13:/// chain as it does in the game. Downward ratios (the game's only use: <c>VoicePitch</c> and\n*14:/// <c>SuperWetPitch</c> are 1 minus a deduction) keep the level; upward ratios come out\n 15:/// quieter because the bin re-mapping leaves target bins empty.\n 16:/// </summary>\n*17:public sealed class PitchShifter\n 18:{\n 19:    public const int DefaultFrameSize = 1024;\n 20:    public const int DefaultOverlap = 4;\n*21:    public const float MinRatio = 0.25f;\n*22:    public const float MaxRatio = 4f;\n 23:\n 24:    private readonly int _frameSize;\n 25:    private readonly int _hop;\n...\n 47:    public int LatencySamples => _latency;\n*48:    /// <summary>The ratio the last frame was rendered with.</summary>\n*49:    public float Ratio { get; private set; } = 1f;\n 50:\n*51:    public PitchShifter(int sampleRate, int frameSize = DefaultFrameSize, int overlap = DefaultOverlap)\n 52:    {\n 53:        if (!Fft.IsValidLength(frameSize)) throw new ArgumentException(\"The frame size must be a power of two.\", nameof(frameSize));\n 54:        if (overlap < 1 || frameSize % overlap != 0) throw new ArgumentException(\"The overlap must divide the frame size.\", nameof(overlap));\n...\n 89:    /// <summary>\n*90:    /// Shifts <paramref name=\"mono\"/> in place by <paramref name=\"ratio\"/> (0.5 = an octave down,\n*91:    /// clamped to <see cref=\"MinRatio\"/>..<see cref=\"MaxRatio\"/>). The output lags the input by\n 92:    /// <see cref=\"LatencySamples\"/>.\n 93:    /// </summary>\n*94:    public void Process(Span<float> mono, float ratio)\n 95:    {\n*96:        ratio = float.IsNaN(ratio) ? 1f : Math.Clamp(ratio, MinRatio, MaxRatio);\n*97:        Ratio = ratio;\n 98:        var n = _frameSize;\n 99:        var half = n / 2;\n 100:        for (var i = 0; i < mono.Length; i++)\n...\n 132:\n*133:            // Processing: re-map the bins by the ratio.\n 134:            Array.Clear(_synMagn, 0, half + 1);\n 135:            Array.Clear(_synFreq, 0, half + 1);\n 136:            for (var k = 0; k <= half; k++)\n 137:            {\n*138:                var index = (int)(k * ratio);\n 139:                if (index > half) break;\n 140:                _synMagn[index] += _anaMagn[k];\n*141:                _synFreq[index] = _anaFreq[k] * ratio;\n 142:            }\n 143:\n 144:            // Synthesis: phase accumulation -> bins -> inverse FFT -> overlap-add.\n...\n 161:            // the Hann analysis x synthesis windows then overlap-add to overlap * 3/8 (1.5 at 4),\n*162:            // which is divided out so a ratio of 1 keeps the level.\n 163:            var scale = 2f / (half * _overlap) / (_overlap * 0.375f);\n 164:            for (var k = 0; k < n; k++) _outputAccum[k] += _window[k] * _work[2 * k] * scale;\n 165:            for (var k = 0; k < _hop; k++) _outFifo[k] = _outputAccum[k];"}],"details":{"scopePath":"src/TravelEar.Core/PitchShifter.cs","searchPath":"C:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar.Core\\PitchShifter.cs","cwd":"C:\\Users\\decid\\Documents\\projects\\travelear","matchCount":21,"fileCount":1,"files":["src/TravelEar.Core/PitchShifter.cs"],"fileMatches":[{"path":"src/TravelEar.Core/PitchShifter.cs","count":21}],"truncated":false,"displayContent":"   3│/// <summary>\n  *4│/// A phase-vocoder pitch shifter: pitch without tempo, the way Unity's mixer \"Pitch Shifter\"\n   5│/// effect works (FFT 1024, overlap 4 on the game's voice mixer <c>Dry</c> group and its\n   6│/// <c>Master Super Wet</c> chain; docs/reference/big-walk-voice-effects-catalog.md section 5.5).\n  *7│/// The structure is the classic smbPitchShift: an input FIFO of one frame, a Hann-windowed\n   8│/// analysis FFT per hop, per-bin instantaneous frequency from the phase difference, bins\n  *9│/// re-mapped by the ratio, synthesis by phase accumulation, overlap-add into an output FIFO.\n  10│/// Latency is <c>FrameSize - HopSize</c> samples (768 at overlap 4: 16 ms at 48 kHz). Streaming\n *11│/// and allocation-free after construction; one instance per thread. A ratio of 1 is a\n  12│/// near-identity (the analysis/synthesis windows satisfy COLA), so the effect can stay in the\n *13│/// chain as it does in the game. Downward ratios (the game's only use: <c>VoicePitch</c> and\n *14│/// <c>SuperWetPitch</c> are 1 minus a deduction) keep the level; upward ratios come out\n  15│/// quieter because the bin re-mapping leaves target bins empty.\n  16│/// </summary>\n *17│public sealed class PitchShifter\n  18│{\n  19│    public const int DefaultFrameSize = 1024;\n  20│    public const int DefaultOverlap = 4;\n *21│    public const float MinRatio = 0.25f;\n *22│    public const float MaxRatio = 4f;\n  23│\n  24│    private readonly int _frameSize;\n  25│    private readonly int _hop;\n    │...\n  47│    public int LatencySamples => _latency;\n *48│    /// <summary>The ratio the last frame was rendered with.</summary>\n *49│    public float Ratio { get; private set; } = 1f;\n  50│\n *51│    public PitchShifter(int sampleRate, int frameSize = DefaultFrameSize, int overlap = DefaultOverlap)\n  52│    {\n  53│        if (!Fft.IsValidLength(frameSize)) throw new ArgumentException(\"The frame size must be a power of two.\", nameof(frameSize));\n  54│        if (overlap < 1 || frameSize % overlap != 0) throw new ArgumentException(\"The overlap must divide the frame size.\", nameof(overlap));\n    │...\n  89│    /// <summary>\n *90│    /// Shifts <paramref name=\"mono\"/> in place by <paramref name=\"ratio\"/> (0.5 = an octave down,\n *91│    /// clamped to <see cref=\"MinRatio\"/>..<see cref=\"MaxRatio\"/>). The output lags the input by\n  92│    /// <see cref=\"LatencySamples\"/>.\n  93│    /// </summary>\n *94│    public void Process(Span<float> mono, float ratio)\n  95│    {\n *96│        ratio = float.IsNaN(ratio) ? 1f : Math.Clamp(ratio, MinRatio, MaxRatio);\n *97│        Ratio = ratio;\n  98│        var n = _frameSize;\n  99│        var half = n / 2;\n 100│        for (var i = 0; i < mono.Length; i++)\n    │...\n 132│\n*133│            // Processing: re-map the bins by the ratio.\n 134│            Array.Clear(_synMagn, 0, half + 1);\n 135│            Array.Clear(_synFreq, 0, half + 1);\n 136│            for (var k = 0; k <= half; k++)\n 137│            {\n*138│                var index = (int)(k * ratio);\n 139│                if (index > half) break;\n 140│                _synMagn[index] += _anaMagn[k];\n*141│                _synFreq[index] = _anaFreq[k] * ratio;\n 142│            }\n 143│\n 144│            // Synthesis: phase accumulation -> bins -> inverse FFT -> overlap-add.\n    │...\n 161│            // the Hann analysis x synthesis windows then overlap-add to overlap * 3/8 (1.5 at 4),\n*162│            // which is divided out so a ratio of 1 keeps the level.\n 163│            var scale = 2f / (half * _overlap) / (_overlap * 0.375f);\n 164│            for (var k = 0; k < n; k++) _outputAccum[k] += _window[k] * _work[2 * k] * scale;\n 165│            for (var k = 0; k < _hop; k++) _outFifo[k] = _outputAccum[k];"},"isError":false,"timestamp":1789195272384}}
{"type":"custom","customType":"tool_execution_start","data":{"toolCallId":"call_4oYn3HN7gOXbUckd6tq4kdol|ctc_0de5902db437b8c2016aa4f418a8b887d1a3d487bea16d5fea","toolName":"edit","startedAt":"2026-09-12T06:41:40.185Z"},"id":"b14c522f","parentId":"fb297135","timestamp":"2026-09-12T06:41:40.185Z"}
{"type":"message","id":"98a585f8","parentId":"b14c522f","timestamp":"2026-09-12T06:41:40.214Z","message":{"role":"assistant","content":[{"type":"thinking","thinking":"**Recording verdict; capture remains pending**"},{"type":"text","text":"Yes—**T4a is the parameter-matching pass**, using Switch playback as the reference and outdoors for relative-level normalization.\n\nRun 7 verdict: word endings seem okay; loudness okay; reverb still too wet; Local Voice robotic/over-processed while raw mic is clean. I’ll record that without treating loudness as a universal fix.\n\nRobotic character needs separate diagnosis—not automatically “too much reverb.” T4a’s decoded-input, Local Voice, and peer recordings let us compare before/after our processing against what a listener actually receives. No DSP tuning by guesswork.","textSignature":"{\"v\":1,\"id\":\"msg_0de5902db437b8c2016aa4f418782087d1b8fdfc9222738553\",\"phase\":\"commentary\"}"},{"type":"toolCall","id":"call_4oYn3HN7gOXbUckd6tq4kdol|ctc_0de5902db437b8c2016aa4f418a8b887d1a3d487bea16d5fea","name":"edit","arguments":{"input":"*** Begin Patch\n[M3-PLAN.md#732B]\nPUT 12.=14:\n+in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n+word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n+over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n+measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\nPUT 422.=423:\n+- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n+  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n+  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n+  compared with other players; the raw mic feed has no such issue. This accepts word endings\n+  provisionally and loudness for this run, not overall fidelity. The robotic coloration is an\n+  unresolved symptom, not yet attributed to reverb, codec, dynamics, pitch processing, or output\n+  monitoring. T4a should retain the same signal's decoded `input.wav`, `local-voice.wav`,\n+  and Switch listener capture to distinguish the processing delta from the peer reference;\n+  a raw-mic recording of the same speech provides the operator's clean baseline.\nPUT 439.=440:\n+  seen, and the operator found loudness okay in this run. Most gate blocks were silenced,\n+  so this does not close the earlier wind-up question; T4a remains required for fidelity.\n+  The scan also counted 1137 Dissonance DecoderPipeline\n*** End Patch\n"},"customWireName":"edit"}],"api":"openai-codex-responses","provider":"openai-codex","model":"gpt-6-astra","usage":{"input":11395,"output":614,"cacheRead":82560,"cacheWrite":0,"totalTokens":94569,"reasoningTokens":62,"cost":{"input":0.11395000000000001,"output":0.0307,"cacheRead":0.08256,"cacheWrite":0,"total":0.22721}},"stopReason":"toolUse","timestamp":1789195272701,"responseId":"resp_0de5902db437b8c2016aa4f4090c4c87d1ada119482e8a6f5a","providerPayload":{"type":"openaiResponsesHistory","provider":"openai-codex","dt":true,"items":[{"id":"rs_0de5902db437b8c2016aa4f411b56487d1be7103aedd60216a","type":"reasoning","content":[],"encrypted_content":"gAAAAABqpPQYq9tptFzk5tnyfLtQLbyuYbtyPGofJquhhm4kJUkz_xrqAS8dMs28vpHqc93-F74VmeGicvqrznyDGMOI8pF0apMQEDvyg0UvW9U7-3SX0U-YxoiitLpV0xrOkhYtl_4JlMlhePPmzkyFHOXDHRw5OkG1zpUzCNZtOhet13VKbewttenAV3UXQiCJ3tsEHk79vtJLAcNiwoC7tgZPIUgGxhl6IByKP-qF1VuxNLDFzn542UBH1EX3aG_gwGMb5nap9NfCcC3CIlJrfDObTzqE1nQtnci4JAynBaqx1mkuLmZ8_t8VgpwveFS_m5PX1J0kijomEtGZfD8mTp_lSdKSYlDqIUXdN8iY2XUEo6KzUsTnP9ZGTSynmetXvJh4o3EFibombzMNFs9FcpDbL_SOuI_2I17G-Xkdn1AYzAHhz3YdHLa07YfiAA5Py7YbUoAoNhBLxWbaJDgvzhD_r5_GZRa-L7UXnSy4QoNGq4dRIG6KxsNMhlc8eFNs9g2FLVCHuF1im537JgJH_mtO4LNqYOPHch9RIWalqqFMf5NSgS4aStZzqUYkZ_ptuEaTWFb1kP5-Z31Nl4rAetqICpZOL8hOkm11fIYQXbCKfHkp1a5-9KUnlbSrmq5qlCMUbKiJSU63qsRliBdH7qRGhqoLi_33S_T9liGOsqfwjM-LCdTNYC1enOg0sA_DHP0oRunSK2zm7JxyS79snbqLH1SyheyODNNZKOb82nwhoUUlE2pvgOfjVzOZhmulkXgPWv1UVtIhjlWCvq-OFvw2rPaksKrp25EfJSqqQmFaNcHukTrImlZUn0XaboCKJj3sDWo8F1X4lJ1H_AZEy2PneCpjQv_-6cKiJSYdh5GOxlLbzDSiyQE_nLBzPcyTcxfrwv3nsmnwxygjRDUwnb_QASF5T_z_EihgHYXQ2zVg_f3uVgGp-ibCUx-uCUCZwODb-ejBq5L1OzZJRIuTnPsQJotClDNGya3ojV5NgSO4LbAyB2-q3sxWVUEP9-bLxQikv2Yb6LECa4qUz6pfCSf8FY9ONesc-ubVJvtMpqgWlRV9u3AKuTDsclI2j6hqkJ7LEoVaYfvipSDaLPhNv9BLmsUnYWRi6Jo-3XE9VU1OeBw7ykc0GM9BlaihF1bEVkUYy3v4WNB-rzfw_WstihK9pq5tCL_AqKJViTQAgBoj6zq87uapyGlDhXjU2NvFh07ftpGnXiaOwzjazx0aMnCavdfKY9VLArK_nmz1_JWgk5QdC3N-6y9QtBWj7CVlaiHFwOS4FEAcUrZEZXLJL_lF-wmiG95T2bhu2CzReVzBuws0LRlzQtlH_tg_lAgARclxdHJSlWrBVfjygkJ7i4W9SEIpIoj2OHW6ZGpMt9X5wOcJb2g7jKkPY9iyIWDwquDeg_S6k-BhWfH2-zl86HOi8GEl4SQsP_qlkLe1tEuacY1gKk3WyUGJMitZxvMu0ENZ5PftHDD5-T69Q9jRaFC0neZt12LpKB8_bg5R4xAPPLqVVCR9ezalyMoSnFTbGAqQHzzY8bZvhhnCl-dueq2CC1ifWuBD7LBV0DEVfif-beytjSYk2Wnk8Jeoe0ATf-KIbg2Rl4QuBKrdY0IVEc_DyzM-GbqmgBLZDc3IdcFEGgxoPWJA9peDGigb4EoHEX8376jHhn8qE0Wpw2OFRGB1tUVT6A==","internal_chat_message_metadata_passthrough":{"turn_id":"84c8595b-9ba4-49b8-a565-de231392cf9c"},"summary":[{"type":"summary_text","text":"**Recording verdict; capture remains pending**"}],"metadata":{"turn_id":"84c8595b-9ba4-49b8-a565-de231392cf9c"}},{"id":"msg_0de5902db437b8c2016aa4f418782087d1b8fdfc9222738553","type":"message","status":"completed","content":[{"type":"output_text","annotations":[],"logprobs":[],"text":"Yes—**T4a is the parameter-matching pass**, using Switch playback as the reference and outdoors for relative-level normalization.\n\nRun 7 verdict: word endings seem okay; loudness okay; reverb still too wet; Local Voice robotic/over-processed while raw mic is clean. I’ll record that without treating loudness as a universal fix.\n\nRobotic character needs separate diagnosis—not automatically “too much reverb.” T4a’s decoded-input, Local Voice, and peer recordings let us compare before/after our processing against what a listener actually receives. No DSP tuning by guesswork."}],"internal_chat_message_metadata_passthrough":{"create_time":1789195273.439938,"turn_id":"84c8595b-9ba4-49b8-a565-de231392cf9c"},"phase":"commentary","role":"assistant","metadata":{"turn_id":"84c8595b-9ba4-49b8-a565-de231392cf9c"}},{"id":"ctc_0de5902db437b8c2016aa4f418a8b887d1a3d487bea16d5fea","type":"custom_tool_call","status":"completed","call_id":"call_4oYn3HN7gOXbUckd6tq4kdol","input":"*** Begin Patch\n[M3-PLAN.md#732B]\nPUT 12.=14:\n+in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n+word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n+over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n+measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\nPUT 422.=423:\n+- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n+  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n+  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n+  compared with other players; the raw mic feed has no such issue. This accepts word endings\n+  provisionally and loudness for this run, not overall fidelity. The robotic coloration is an\n+  unresolved symptom, not yet attributed to reverb, codec, dynamics, pitch processing, or output\n+  monitoring. T4a should retain the same signal's decoded `input.wav`, `local-voice.wav`,\n+  and Switch listener capture to distinguish the processing delta from the peer reference;\n+  a raw-mic recording of the same speech provides the operator's clean baseline.\nPUT 439.=440:\n+  seen, and the operator found loudness okay in this run. Most gate blocks were silenced,\n+  so this does not close the earlier wind-up question; T4a remains required for fidelity.\n+  The scan also counted 1137 Dissonance DecoderPipeline\n*** End Patch\n","internal_chat_message_metadata_passthrough":{"create_time":1789195273.439938,"turn_id":"84c8595b-9ba4-49b8-a565-de231392cf9c"},"name":"edit","metadata":{"turn_id":"84c8595b-9ba4-49b8-a565-de231392cf9c"}}]},"duration":27472.669200000353,"ttft":9028.821600000374,"completedAt":1789195300174,"contextSnapshot":{"promptTokens":93955,"nonMessageTokens":18993,"compactionEpoch":0}}}
{"type":"message","id":"c5bf014b","parentId":"98a585f8","timestamp":"2026-09-12T06:41:40.244Z","message":{"role":"toolResult","toolCallId":"call_4oYn3HN7gOXbUckd6tq4kdol|ctc_0de5902db437b8c2016aa4f418a8b887d1a3d487bea16d5fea","toolName":"edit","content":[{"type":"text","text":"[M3-PLAN.md#C5D9]\n10:\n11:**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n12:in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n13:word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n14:over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n15:measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\n16:\n17:## Scope\n\n26:\n\n406:- **M3 run 6** (2026-09-09 23:59 - 00:08 local on `4c89e77`; the first run kept by `SessionLog`,\n\n421:  `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n422:  listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n423:- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n424:  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n425:  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n426:  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n…\n431:  and Switch listener capture to distinguish the processing delta from the peer reference;\n432:  a raw-mic recording of the same speech provides the operator's clean baseline.\n433:  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n434:  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n446:  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n447:  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n448:  seen, and the operator found loudness okay in this run. Most gate blocks were silenced,\n449:  so this does not close the earlier wind-up question; T4a remains required for fidelity.\n450:  The scan also counted 1137 Dissonance DecoderPipeline\n451:  encoded-packet-write warnings and 216 very late packets amid network warnings.\n452:  Those messages originate in the game's playback/network stack; their cause and audible\n\n460:  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n461:"}],"details":{"diff":" 10|\n 11|**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n-12|in-game Offset-row tasks below are historical and superseded by T4d. Run 7 is telemetry-only,\n-13|with the operator's ear verdict pending. Before T4, complete a fresh bells/megaphone regression\n-14|run and T4a's measured reference capture; neither is signed off by run 7.\n+12|in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n+13|word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n+14|over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n+15|measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\n 15|\n 16|## Scope\n\n 25|\n\n 405|- **M3 run 6** (2026-09-09 23:59 - 00:08 local on `4c89e77`; the first run kept by `SessionLog`,\n\n 420|  `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n 421|  listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n-422|- **M3 run 7 — telemetry only; ear verdict pending** (2026-09-10 12:45-14:29 local,\n+423|- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n 423|  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+425|  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n+426|  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n+427|  compared with other players; the raw mic feed has no such issue. This accepts word endings\n+428|  provisionally and loudness for this run, not overall fidelity. The robotic coloration is an\n+429|  unresolved symptom, not yet attributed to reverb, codec, dynamics, pitch processing, or output\n+430|  monitoring. T4a should retain the same signal's decoded `input.wav`, `local-voice.wav`,\n+431|  and Switch listener capture to distinguish the processing delta from the peer reference;\n+432|  a raw-mic recording of the same speech provides the operator's clean baseline.\n 424|  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n 425|  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n 437|  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n 438|  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n-439|  seen, but most gate blocks were silenced: this does not settle loudness or clipping,\n-440|  and T4a remains required. The scan also counted 1137 Dissonance DecoderPipeline\n+448|  seen, and the operator found loudness okay in this run. Most gate blocks were silenced,\n+449|  so this does not close the earlier wind-up question; T4a remains required for fidelity.\n+450|  The scan also counted 1137 Dissonance DecoderPipeline\n 441|  encoded-packet-write warnings and 216 very late packets amid network warnings.\n 442|  Those messages originate in the game's playback/network stack; their cause and audible\n\n 450|  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n 451|","firstChangedLine":12,"op":"update","path":"C:\\Users\\decid\\Documents\\projects\\travelear\\M3-PLAN.md","snapshotsPruned":true},"isError":false,"timestamp":1789195300243}}
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{"type":"message","id":"4ca4774e","parentId":"b5351667","timestamp":"2026-09-12T06:42:15.790Z","message":{"role":"toolResult","toolCallId":"call_j0SjujP5hSSdL1ewHDhEg0Ec|fc_09007e1f82b29602016aa4f447af8887d1ba7be01711aaa749","toolName":"todo","content":[{"type":"text","text":"Remaining items: none.\nOverall: 2/7 done, 0 open, 5 blocked.\nActive phase 3/3 \"Release\" (0/2).\n  Handover:\n    - [X] Recover project context and operator contact\n    - [X] Record unlogged run with evidence boundaries\n  Operator verification:\n    - [ ] Obtain bells and megaphone listening verdict (blocked: Requires Reavo's in-game listening run; run 7 exercised neither effect.)\n    - [ ] Complete T4a reference capture and calibration (blocked: No calibration capture directory exists; requires Reavo to operate PC speaker, Switch listener, and capture card through the named scenes.)\n    - [ ] Diagnose robotic coloration against matched voice recordings (blocked: Run 7 logs contain counters, not audio; no calibration recording exists. Need matched decoded input, Local Voice, and peer audio to reproduce reported coloration without guessing.)\n  Release:\n    - [ ] Cut v1.0 after required verification passes (blocked: Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet.)\n    - [ ] Close M3 requirements and seed M4 (blocked: Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet.)"}],"details":{"op":"block","phases":[{"name":"Handover","tasks":[{"content":"Recover project context and operator contact","status":"completed"},{"content":"Record unlogged run with evidence boundaries","status":"completed"}]},{"name":"Operator verification","tasks":[{"content":"Obtain bells and megaphone listening verdict","status":"blocked","blocker":"Requires Reavo's in-game listening run; run 7 exercised neither effect."},{"content":"Complete T4a reference capture and calibration","status":"blocked","blocker":"No calibration capture directory exists; requires Reavo to operate PC speaker, Switch listener, and capture card through the named scenes."},{"content":"Diagnose robotic coloration against matched voice recordings","status":"blocked","blocker":"Run 7 logs contain counters, not audio; no calibration recording exists. Need matched decoded input, Local Voice, and peer audio to reproduce reported coloration without guessing."}]},{"name":"Release","tasks":[{"content":"Cut v1.0 after required verification passes","status":"blocked","blocker":"Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet."},{"content":"Close M3 requirements and seed M4","status":"blocked","blocker":"Release and milestone close-out depend on operator listening acceptance and measured T4a calibration; neither exists yet."}]}],"storage":"session"},"isError":false,"timestamp":1789195335789}}
{"type":"message","id":"d34b4b54","parentId":"4ca4774e","timestamp":"2026-09-12T06:42:15.790Z","message":{"role":"toolResult","toolCallId":"call_cN7su6NDGZUgaTnhiZ5PYUfY|fc_09007e1f82b29602016aa4f447af9887d1bfa8fa51fc426fab","toolName":"hub","content":[{"type":"text","text":"## Completed (1)\n\n### bg_1 [bash] — completed\nLabel: pwsh -File scripts/gates.ps1\nDelivery: not auto-delivered; recovered by this snapshot.\n```\n==> build\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\n\nBuild succeeded.\n\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\n    2 Warning(s)\n    0 Error(s)\n\nTime Elapsed 00:00:00.76\n    ok\n==> unit tests\nTest run for C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\bin\\Release\\net8.0\\TravelEar.Tests.dll (.NETCoreApp,Version=v8.0)\nA total of 1 test files matched the specified pattern.\n\nPassed!  - Failed:     0, Passed:   232, Skipped:     0, Total:   232, Duration: 204 ms - TravelEar.Tests.dll (net8.0)\n    ok\n==> traceable-reqs check\n18 requirements: 18 complete, 0 incomplete, 0 findings\n  [OK] REQ-CONFIG-BEPINEX  required: [doc, impl]  stages: +doc +impl -unit -int\n       All user settings are BepInEx config entries so ModSettingsMenu surfaces them without registration\n  [OK] REQ-EAR-SELF  required: [doc, impl]  stages: +doc +impl +unit -int\n       Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\n  [OK] REQ-HAZARD-NO-GAME-AUDIO-LEAK  required: [impl, unit]  stages: -doc +impl +unit -int\n       Local Voice is never audible in the game's own audio output\n  [OK] REQ-HAZARD-NO-GAMEPLAY-IMPACT  required: [impl, unit]  stages: -doc +impl +unit -int\n       A missing Helper, missing OBS, or Sink failure never changes gameplay or what the local player hears\n  [OK] REQ-HAZARD-NO-PARTIAL-FIDELITY  required: [impl, unit]  stages: -doc +impl +unit -int\n       If any game hook or mixer parameter fails to bind, the mod disables itself and logs once instead of emitting lower-fidelity audio\n  [OK] REQ-HAZARD-NO-PEER-SURFACE  required: [unit]  stages: -doc -impl +unit -int\n       The mod never sends network messages or creates network identities visible to peers\n  [OK] REQ-MIXER-RESYNTH  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\n  [OK] REQ-OFFSET-MEASURE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\n  [OK] REQ-RENDER-CLEAN  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\n  [OK] REQ-RENDER-MEGAPHONE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\n  [OK] REQ-SINK-ENDPOINT-CONFIG  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\n  [OK] REQ-SINK-FORMAT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\n  [OK] REQ-SINK-HELPER-PROCESS  required: [doc, impl]  stages: +doc +impl -unit -int\n       The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\n  [OK] REQ-SINK-LIFECYCLE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\n  [OK] REQ-TAP-DIVERT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\n  [OK] REQ-VOICE-CONTINUOUS  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\n  [OK] REQ-VOICE-OUTBOUND-TAP  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\n  [OK] REQ-VOICE-ROUNDTRIP  required: [doc, impl]  stages: +doc +impl -unit -int\n       Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\n\nnote: 69 tag-carrying file(s) not placement-judged (no grammar for the language, or the parse recovered from errors)\n    ok\n==> docs-site build\n INFO Book building has started\n INFO Running the html backend\n INFO HTML book written to `C:\\Users\\decid\\Documents\\projects\\travelear\\docs-site\\book`\n    ok\nAll gates green.\n\n\nWall time: 3.29 seconds\n```"}],"details":{"op":"wait","jobs":[{"id":"bg_1","type":"bash","status":"completed","label":"pwsh -File scripts/gates.ps1","durationMs":21513,"resultText":"==> build\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\n\nBuild succeeded.\n\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved. [C:\\Users\\decid\\Documents\\projects\\travelear\\TravelEar.sln]\nC:\\Users\\decid\\Documents\\projects\\travelear\\src\\TravelEar\\TravelEar.csproj : warning NU1603: BepInEx.Unity.IL2CPP 6.0.0-be.755 depends on Samboy063.Cpp2IL.Core (>= 2022.1.0-development.1452) but Samboy063.Cpp2IL.Core 2022.1.0-development.1452 was not found. An approximate best match of Samboy063.Cpp2IL.Core 2022.1.0-pre-release.13 was resolved.\n    2 Warning(s)\n    0 Error(s)\n\nTime Elapsed 00:00:00.76\n    ok\n==> unit tests\nTest run for C:\\Users\\decid\\Documents\\projects\\travelear\\tests\\TravelEar.Tests\\bin\\Release\\net8.0\\TravelEar.Tests.dll (.NETCoreApp,Version=v8.0)\nA total of 1 test files matched the specified pattern.\n\nPassed!  - Failed:     0, Passed:   232, Skipped:     0, Total:   232, Duration: 204 ms - TravelEar.Tests.dll (net8.0)\n    ok\n==> traceable-reqs check\n18 requirements: 18 complete, 0 incomplete, 0 findings\n  [OK] REQ-CONFIG-BEPINEX  required: [doc, impl]  stages: +doc +impl -unit -int\n       All user settings are BepInEx config entries so ModSettingsMenu surfaces them without registration\n  [OK] REQ-EAR-SELF  required: [doc, impl]  stages: +doc +impl +unit -int\n       Local Voice is rendered from the Self-Ear: distance 0, angle 0, no occlusion, the local player's own outdoorness\n  [OK] REQ-HAZARD-NO-GAME-AUDIO-LEAK  required: [impl, unit]  stages: -doc +impl +unit -int\n       Local Voice is never audible in the game's own audio output\n  [OK] REQ-HAZARD-NO-GAMEPLAY-IMPACT  required: [impl, unit]  stages: -doc +impl +unit -int\n       A missing Helper, missing OBS, or Sink failure never changes gameplay or what the local player hears\n  [OK] REQ-HAZARD-NO-PARTIAL-FIDELITY  required: [impl, unit]  stages: -doc +impl +unit -int\n       If any game hook or mixer parameter fails to bind, the mod disables itself and logs once instead of emitting lower-fidelity audio\n  [OK] REQ-HAZARD-NO-PEER-SURFACE  required: [unit]  stages: -doc -impl +unit -int\n       The mod never sends network messages or creates network identities visible to peers\n  [OK] REQ-MIXER-RESYNTH  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Mixer Stage effects are re-synthesized from the live mixer floats the game writes, each individually toggleable\n  [OK] REQ-OFFSET-MEASURE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Offset is measured end to end and reported as a rolling 10 s average in the log and in the Helper's window\n  [OK] REQ-RENDER-CLEAN  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Clean Voice renders through a mod-owned game VoicePlayer with the game's makeup gain applied\n  [OK] REQ-RENDER-MEGAPHONE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       Megaphone Voice renders when the local player holds the megaphone and reverts to Clean Voice when they drop it\n  [OK] REQ-SINK-ENDPOINT-CONFIG  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Helper renders to the playback device matching SinkEndpoint, defaulting to the system default device\n  [OK] REQ-SINK-FORMAT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Sink carries float32 48 kHz PCM with the Tap's channel count, or mono when Downmix is set\n  [OK] REQ-SINK-HELPER-PROCESS  required: [doc, impl]  stages: +doc +impl -unit -int\n       The Helper renders the Sink from outside the game's process tree so OBS Application Audio Capture isolates it\n  [OK] REQ-SINK-LIFECYCLE  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod spawns the Helper once per session, retries the pipe every 5 s, and the Helper exits when the pipe closes\n  [OK] REQ-TAP-DIVERT  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Tap copies the processed buffer and zeroes it so Local Voice never enters the game's mix\n  [OK] REQ-VOICE-CONTINUOUS  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The Local Voice stream is continuous from game launch; silence is emitted when no packets arrive\n  [OK] REQ-VOICE-OUTBOUND-TAP  required: [doc, impl, unit]  stages: +doc +impl +unit -int\n       The mod captures the exact Opus packets the game sends to peers (Outbound Voice)\n  [OK] REQ-VOICE-ROUNDTRIP  required: [doc, impl]  stages: +doc +impl -unit -int\n       Outbound Voice is decoded with the game's own Opus decoder into a provider any game VoicePlayer can consume\n\nnote: 69 tag-carrying file(s) not placement-judged (no grammar for the language, or the parse recovered from errors)\n    ok\n==> docs-site build\n INFO Book building has started\n INFO Running the html backend\n INFO HTML book written to `C:\\Users\\decid\\Documents\\projects\\travelear\\docs-site\\book`\n    ok\nAll gates green.\n\n\nWall time: 3.29 seconds"}]},"isError":false,"timestamp":1789195335790}}
{"type":"message","id":"90c803df","parentId":"d34b4b54","timestamp":"2026-09-12T06:42:35.632Z","message":{"role":"assistant","content":[{"type":"text","text":"Recorded your verdict in `M3-PLAN.md`.\n\n**T4a remains next:** match reverb against Switch playback, and isolate robotic coloration using the same speech captured as:\n- raw mic;\n- decoded voice before TravelEar processing;\n- Local Voice output;\n- Switch listener output.\n\nClean raw mic establishes a baseline, but doesn’t yet locate where coloration enters. Logs alone can’t settle that.\n\nNo DSP/config changes. Gates green: 232 tests, traceability, docs build.","textSignature":"{\"v\":1,\"id\":\"msg_0bf87a9ddd4fbbf5016aa4f458791887d19003c1e1f42f1d5c\",\"phase\":\"final_answer\"}"}],"api":"openai-codex-responses","provider":"openai-codex","model":"gpt-6-astra","usage":{"input":15794,"output":103,"cacheRead":82560,"cacheWrite":0,"totalTokens":98457,"cost":{"input":0.15794000000000002,"output":0.00515,"cacheRead":0.08256,"cacheWrite":0,"total":0.24565}},"stopReason":"stop","timestamp":1789195336099,"responseId":"resp_0bf87a9ddd4fbbf5016aa4f448925087d1bbc1169810658483","providerPayload":{"type":"openaiResponsesHistory","provider":"openai-codex","dt":true,"items":[{"id":"msg_0bf87a9ddd4fbbf5016aa4f458791887d19003c1e1f42f1d5c","type":"message","status":"completed","content":[{"type":"output_text","annotations":[],"logprobs":[],"text":"Recorded your verdict in `M3-PLAN.md`.\n\n**T4a remains next:** match reverb against Switch playback, and isolate robotic coloration using the same speech captured as:\n- raw mic;\n- decoded voice before TravelEar processing;\n- Local Voice output;\n- Switch listener output.\n\nClean raw mic establishes a baseline, but doesn’t yet locate where coloration enters. Logs alone can’t settle that.\n\nNo DSP/config changes. Gates green: 232 tests, traceability, docs build."}],"internal_chat_message_metadata_passthrough":{"create_time":1789195337.02659,"turn_id":"28042206-5d68-4bc1-947b-3082fe9a5f94"},"phase":"final_answer","role":"assistant","metadata":{"turn_id":"28042206-5d68-4bc1-947b-3082fe9a5f94"}}]},"duration":19532.030499999877,"ttft":16392.21319999965,"completedAt":1789195355631,"contextSnapshot":{"promptTokens":98354,"nonMessageTokens":18993,"compactionEpoch":0}}}
{"type":"title_change","id":"915166a4","parentId":"90c803df","timestamp":"2026-09-16T02:18:49.119Z","title":"gears @ HFENDULEAM (travelear/)","source":"user","previousTitle":"gears @ HFENDULEAM (travelear/)"}
{"type":"message","id":"16b51119","parentId":"915166a4","timestamp":"2026-09-16T02:18:52.240Z","message":{"role":"user","content":[{"type":"text","text":"<msg from=\"lia\"/>"}],"attribution":"user","timestamp":1789525131560,"synthetic":true}}
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{"type":"message","id":"724dd87d","parentId":"059f5760","timestamp":"2026-09-16T02:19:00.717Z","message":{"role":"toolResult","toolCallId":"call_D8JvT1lR6c7cNkSSn5DnpLhp|fc_03fee5f0e3325ab4016aa9fc933ee087d2b2c390dc2c199777","toolName":"bash","content":[{"type":"text","text":"M3-PLAN.md | 44 ++++++++++++++++++++++++\ndocs/RELEASE-RUNBOOK.md | 5 +++--\n2 files changed, 47 insertions(+), 2 deletions(-)\n\n--- Changes ---\n\nFile: M3-PLAN.md\n  @@ -8,6 +8,12 @@\n  +**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n  +in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n  +word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n  +over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n  +measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\n  +\n  @@ -414,6 +420,44 @@ Each is activated (`required_stages` set) in the commit that starts its task, pe\n  +- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n  +  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n  +  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n  +  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n  +  compared with other players; the raw mic feed has no such issue. This accepts word endings\n  +  provisionally and loudness for this run, not overall fidelity. The robotic coloration is an\n  […32 changed lines elided…]\n\nFile: docs/RELEASE-RUNBOOK.md\n  @@ -52,8 +52,9 @@\n  -   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n  -   Settings > Audio row present.\n  +   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n  +   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n  +   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n[raw output: artifact://1]\n\n\nWall time: 0.57 seconds"}],"details":{"timeoutSeconds":300,"wallTimeMs":566.6022000000012},"isError":false,"timestamp":1789525140716}}
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{"type":"message","id":"539e1dfb","parentId":"05b61ba5","timestamp":"2026-09-16T02:19:05.173Z","message":{"role":"toolResult","toolCallId":"call_eeHDAsAgxTE8LCFtHTQPn00g|fc_05acfc3792783412016aa9fc98354887d196e7ca3a172a32aa","toolName":"read","content":[{"type":"text","text":"warning: in the working copy of 'M3-PLAN.md', LF will be replaced by CRLF the next time Git touches it\nwarning: in the working copy of 'docs/RELEASE-RUNBOOK.md', LF will be replaced by CRLF the next time Git touches it\ndiff --git a/M3-PLAN.md b/M3-PLAN.md\nindex 80ee6fa..8b543af 100644\n--- a/M3-PLAN.md\n+++ b/M3-PLAN.md\n@@ -8,6 +8,12 @@\n > flaky one. Vocabulary: `CONTEXT.md`. Gate: `pwsh scripts/gates.ps1` green with the M3\n > requirements activated.\n \n+**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n+in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n+word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n+over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n+measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\n+\n ## Scope\n \n In: T0 spike (what `LocalVoicePlayer`/`SelfEcho` already wire; whether the Sink should be fed\n@@ -414,6 +420,44 @@ Each is activated (`required_stages` set) in the commit that starts its task, pe\n   over 8112 frames; 71 mixer floats seen, among them `VoicePitch`, `SuperWetPitch`,\n   `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n   listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n+- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n+  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n+  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n+  compared with other players; the raw mic feed has no such issue. This accepts word endings\n+  provisionally and loudness for this run, not overall fidelity. The robotic coloration is an\n+  unresolved symptom, not yet attributed to reverb, codec, dynamics, pitch processing, or output\n+  monitoring. T4a should retain the same signal's decoded `input.wav`, `local-voice.wav`,\n+  and Switch listener capture to distinguish the processing delta from the peer reference;\n+  a raw-mic recording of the same speech provides the operator's clean baseline.\n+  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n+  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n+  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n+  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n+  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n+  establish transport observations, not an audible-continuity verdict.\n+  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n+  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n+  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n+  with T4d, but neither the Helper caption nor either game's settings menu was visually\n+  verified by this log.\n+  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n+  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n+  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n+  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n+  seen, and the operator found loudness okay in this run. Most gate blocks were silenced,\n+  so this does not close the earlier wind-up question; T4a remains required for fidelity.\n+  The scan also counted 1137 Dissonance DecoderPipeline\n+  encoded-packet-write warnings and 216 very late packets amid network warnings.\n+  Those messages originate in the game's playback/network stack; their cause and audible\n+  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n+  from TravelEar's zero decode-error counter and the Helper's exit 0.\n+  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n+  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n+  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n+  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n+  ear verdict with the new session log and matching Helper interval. T4a uses the\n+  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n \n ### T4a — Reference capture (added 2026-09-09 after run 5)\n \ndiff --git a/docs/RELEASE-RUNBOOK.md b/docs/RELEASE-RUNBOOK.md\nindex 11c75cb..0bd9354 100644\n--- a/docs/RELEASE-RUNBOOK.md\n+++ b/docs/RELEASE-RUNBOOK.md\n@@ -52,8 +52,9 @@\n    No signing; the published release is the final artifact.\n 7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n    copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n-   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n-   Settings > Audio row present.\n+   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n+   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n+   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n 8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n    Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n "}],"details":{"resolvedPath":"C:\\Users\\decid\\.omp\\agent\\sessions\\-Documents-projects-travelear\\2026-09-12T06-05-46-964Z_01a09438-d255-7000-ac55-2ff5b300f74b\\1.bash-original.log","contentType":"text/plain","totalLines":80,"displayContent":{"text":"warning: in the working copy of 'M3-PLAN.md', LF will be replaced by CRLF the next time Git touches it\nwarning: in the working copy of 'docs/RELEASE-RUNBOOK.md', LF will be replaced by CRLF the next time Git touches it\ndiff --git a/M3-PLAN.md b/M3-PLAN.md\nindex 80ee6fa..8b543af 100644\n--- a/M3-PLAN.md\n+++ b/M3-PLAN.md\n@@ -8,6 +8,12 @@\n > flaky one. Vocabulary: `CONTEXT.md`. Gate: `pwsh scripts/gates.ps1` green with the M3\n > requirements activated.\n \n+**Current release gate (after T4d/T4e):** the Helper window is TravelEar's only UI; the\n+in-game Offset-row tasks below are historical and superseded by T4d. Run 7's operator verdict:\n+word endings seem okay and loudness is okay, but reverb remains too wet and Local Voice sounds\n+over-processed/robotic. Before T4, complete a fresh bells/megaphone regression run and T4a's\n+measured reference capture, including diagnosis of that coloration; run 7 does not sign these off.\n+\n ## Scope\n \n In: T0 spike (what `LocalVoicePlayer`/`SelfEcho` already wire; whether the Sink should be fed\n@@ -414,6 +420,44 @@ Each is activated (`required_stages` set) in the commit that starts its task, pe\n   over 8112 frames; 71 mixer floats seen, among them `VoicePitch`, `SuperWetPitch`,\n   `SuperWet_Speechlessness` and `Voice_SuperWet`, all written by the game for the local\n   listener — the inputs T4e needs. Follow-ups: T4d (the window), T4e (bells rows 9-10).\n+- **M3 run 7 — operator verdict recorded** (2026-09-10 12:45-14:29 local,\n+  `logs\\game-20260910-124528.log`; recovered during the DRI handover from lia).\n+  **Reavo's ear:** word endings seem okay; loudness is okay; reverb is still too wet and needs\n+  T4a's thorough parameter-matching pass. Local Voice sounds over-processed and robotic\n+  compared with other players; the raw mic feed has no such issue. This accepts word endings\n+  provisionally and loudness for this run, not overall fidelity. The robotic coloration is an\n+  unresolved symptom, not yet attributed to reverb, codec, dynamics, pitch processing, or output\n+  monitoring. T4a should retain the same signal's decoded `input.wav`, `local-voice.wav`,\n+  and Switch listener capture to distinguish the processing delta from the peer reference;\n+  a raw-mic recording of the same speech provides the operator's clean baseline.\n+  Final stats: 101496 frames encoded = decoded, `errors 0`, encoder feed `dropped 0`,\n+  `underruns 0`; Sink sent 101474 frames. Gate passed 40734 blocks and silenced 60762;\n+  34263 tail frames explain why the encoder feed's 74997 voice blocks exceed passed blocks.\n+  Helper closed the pipe after 101474 frames and exited 0; its last stream counters were\n+  0 underruns, 40 starves, 18 trims (192960 samples), 0 dropped samples. These counters\n+  establish transport observations, not an audible-continuity verdict.\n+  Lia's whole-run scan reports Offset 167-168 ms, no `Offset row` lines, environment reverb\n+  tracking room changes (examples: Room -173 mB / Decay 6.3 s and -370 mB / 1.4 s),\n+  indoor gain 0.50-1.00, and limiter reduction 0.0 dB. Absence of row logging is consistent\n+  with T4d, but neither the Helper caption nor either game's settings menu was visually\n+  verified by this log.\n+  **T4e and megaphone unexercised:** bell bloom openings 0, voice pitch 1.000,\n+  speechlessness 0.00, megaphone broadcasts 0. No acceptance credit for either.\n+  Lia's scan reports makeup 1.6-2.3 (about 4-7 dB) and pre-clip peaks no higher than 0.49;\n+  final stats show makeup 1.91 / 5.6 dB and pre-clip peak 0.49. Run 6's wind-up was not\n+  seen, and the operator found loudness okay in this run. Most gate blocks were silenced,\n+  so this does not close the earlier wind-up question; T4a remains required for fidelity.\n+  The scan also counted 1137 Dissonance DecoderPipeline\n+  encoded-packet-write warnings and 216 very late packets amid network warnings.\n+  Those messages originate in the game's playback/network stack; their cause and audible\n+  impact are not established here. Game shutdown also logged Unity/EOS errors, distinct\n+  from TravelEar's zero decode-error counter and the Helper's exit 0.\n+  **Next operator run:** keep hold 450 ms, output trim -3 dB, fall reverb off, Sink\n+  endpoint Aux Input. Check the Helper's Offset caption and absence of a TravelEar row\n+  in both game settings menus; talk while approaching/leaving a red bell for pitch bend,\n+  fade and dark wash; then hallway, big room, megaphone, and a loud sentence. Record the\n+  ear verdict with the new session log and matching Helper interval. T4a uses the\n+  PC-speaker / Switch-listener topology below, outdoors first as the relative reference.\n \n ### T4a — Reference capture (added 2026-09-09 after run 5)\n \ndiff --git a/docs/RELEASE-RUNBOOK.md b/docs/RELEASE-RUNBOOK.md\nindex 11c75cb..0bd9354 100644\n--- a/docs/RELEASE-RUNBOOK.md\n+++ b/docs/RELEASE-RUNBOOK.md\n@@ -52,8 +52,9 @@\n    No signing; the published release is the final artifact.\n 7. **Fresh-install check**: extract the zip into a clean BepInEx install (or move the dev\n    copies of `BepInEx\\plugins\\TravelEar` and `BepInEx\\TravelEar.Helper` aside first), launch,\n-   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log, the\n-   Settings > Audio row present.\n+   one solo run: Helper window appears, `Local Voice stats` and `Offset:` lines in the log.\n+   Confirm `TravelEar offset: N ms` appears in the Helper's status window after streaming;\n+   TravelEar adds no Offset row in either the main-menu or pause-menu Settings > Audio.\n 8. **Docs**: nothing to publish. `docs-site/` ships in the repo and was verified by the gates.\n    Thunderstore upload (manifest.json + icon + README) is a manual follow-up once v1 is stable.\n ","startLine":1,"lineNumbers":[1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80]},"meta":{"source":{"type":"internal","value":"artifact://1"}}},"isError":false,"timestamp":1789525145172}}
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