feat: added rocket noises and smoke trails and adjusted AoE of rockets and damage falloff on AoE
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@@ -433,4 +433,36 @@ for i in range(int(sample_rate * mortar_duration)):
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mortar_samples.append(thunk + ring)
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write_wav('assets/sounds/mortar_fire.wav', mortar_samples)
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# 21. Rocket Flight (Deep continuous looping whoosh/rumble)
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flight_duration = 1.0 # 1 second loop
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flight_samples = []
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prev_f = 0.0
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for i in range(int(sample_rate * flight_duration)):
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t = i / sample_rate
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noise = random.uniform(-1.0, 1.0)
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alpha = 0.15 # Higher cutoff for more whoosh
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filtered = prev_f + alpha * (noise - prev_f)
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prev_f = filtered
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rumble = math.sin(t * 70.0 * 2 * math.pi) * 1.5
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raw = (filtered * 2.5 + rumble)
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# Heavy soft clipping to make it sound intensely loud
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flight_samples.append(math.tanh(raw * 2.0))
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write_wav('assets/sounds/rocket_flight.wav', flight_samples)
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# 22. Swarm Flight (Higher pitched continuous hiss)
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swarm_flight_samples = []
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prev_sf = 0.0
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for i in range(int(sample_rate * flight_duration)):
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t = i / sample_rate
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noise = random.uniform(-1.0, 1.0)
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alpha = 0.4 # Higher cutoff for hiss
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filtered = prev_sf + alpha * (noise - prev_sf)
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prev_sf = filtered
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# Aggressive screaming tone
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whine = math.sin(t * 800.0 * 2 * math.pi) * 1.5
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raw = (filtered * 2.0 + whine)
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# Heavy soft clipping
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swarm_flight_samples.append(math.tanh(raw * 2.0))
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write_wav('assets/sounds/swarm_flight.wav', swarm_flight_samples)
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print("Generated all sounds!")
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