Tie local footstep fade ramp to movement cooldown
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@@ -1,5 +1,5 @@
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// Maintainer-controlled web client version.
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// Maintainer-controlled web client version.
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// Format: YYYY.MM.DD Rn (example: 2026.02.20 R2)
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// Format: YYYY.MM.DD Rn (example: 2026.02.20 R2)
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window.CHGRID_WEB_VERSION = "2026.02.22 R177";
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window.CHGRID_WEB_VERSION = "2026.02.22 R178";
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// Optional display timezone for timestamps. Falls back to America/Detroit if unset/invalid.
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// Optional display timezone for timestamps. Falls back to America/Detroit if unset/invalid.
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window.CHGRID_TIME_ZONE = "America/Detroit";
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window.CHGRID_TIME_ZONE = "America/Detroit";
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@@ -1104,7 +1104,7 @@ function handleMovement(): void {
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persistPlayerPosition();
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persistPlayerPosition();
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state.player.lastMoveTime = now;
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state.player.lastMoveTime = now;
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void refreshAudioSubscriptions(true);
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void refreshAudioSubscriptions(true);
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void audio.playSample(randomFootstepUrl(), FOOTSTEP_GAIN, 100);
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void audio.playSample(randomFootstepUrl(), FOOTSTEP_GAIN, MOVE_COOLDOWN_MS);
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signaling.send({ type: 'update_position', x: nextX, y: nextY });
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signaling.send({ type: 'update_position', x: nextX, y: nextY });
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const namesOnTile = getPeerNamesAtPosition(nextX, nextY);
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const namesOnTile = getPeerNamesAtPosition(nextX, nextY);
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