The leaf path, the plate pulse, the BGM level fix, the voice export, the focus
fix and a diagnostic flag have all landed since the gate was last run. I had been
verifying pieces against captures without once re-running the whole walk, which
is the mission's actual test.
It works. Nine steps unattended: down x4 through all five buttons, (A) into
EXTRAS, (B) back to main_menu with FOCUS RESTORED to ptbtn05 (HANDOFF Q5's rule,
live), up, (A) on OPTIONS which prints the archive gap rather than pretending.
Every shot non-blank. Filmstrip shared as 1788027380-788b1faafc3e.
THE SOUND IS VERIFIED BY A NULL CONTROL, NOT A DETECTOR. I first tried counting
sharp level rises: it found ONE onset in the walk and THE SAME ONE in the music
bed alone, which contains no cues -- a 50 ms envelope cannot see a short cue over
the bed. The right response to a detector that cannot separate its control from
its subject is to stop using it, not to widen the window until the numbers look
better.
So the technique that settled the voice: shadow the three cues with silence
through data/mods/, run the identical walk, compare.
cues playing peak +0.0003 dBFS RMS -18.36
cues silenced peak -4.74 dBFS RMS -20.78
Silencing three sound effects costs 4.74 dB of peak and 2.43 dB of RMS, and the
walk's peak is SET BY a cue rather than by the music. The mod log confirms
exactly three files shadowed. No detector, no threshold, and the control is the
same run with one input changed.
Recorded under the Dummy driver. It shows the cues reach the Master bus at the
right moments; it does not show they are the cues the game plays -- that is Q8,
and authored/audio.json still carries the offsets as measured.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N7FiFFFwbvG2uxdcEh8HyF