feat: real gunshots, localized 3D audio, seamless music, better animations

Audio:
- All ballistic weapons now fire real firearm recordings (The Free Firearm
  Sound Library, CC0): AK-47 uses actual AK-47 shots, M4=AR-15, MP7=PPSh,
  AWP=Mosin Nagant, DMR=Savage 10, shotgun=Mossberg/Nova, nailgun=Ruger .22,
  rocket/mortar layered with real booms. Plasma keeps its energy sound.
- Reload is real lever-action foley instead of interface clicks
- Projectile flight loops localized: unit_size 50->6, max_db 6->0,
  max_distance 45 — no more mortar/rocket drone in every player's ear;
  loops also got proper loop_end (was a zero-length loop)
- Flight loops lowpassed into soft whooshes instead of sci-fi engine drones
- Menu music converted to OGG with native full-track looping (47s seamless,
  replaces the broken manual WAV loop points)

Animations (movement-shooter pass):
- Rebaked miku.glb with 4 new clips from the CC0 library: Grapple (swim
  reach — reads as a swing), PistolIdle (armed idle with weapon up),
  PistolShoot, PistolReload
- Armed idle: standing with a weapon now uses PistolIdle instead of
  arms-at-sides
- Slide pose overhaul: legs kick out front (lead/trail thighs, knees
  straighten) — feet-first slide instead of "sitting in a crouch"
- Wall run: forward drive pitch + inner arm reaches out to the wall
- Per-transition blend times: dash/hit/jump cut fast (0.05-0.08s),
  locomotion cross-fades smoothly (0.2-0.25s); CrouchWalk speed-scales

Fixes:
- Third-person camera no longer renders the first-person viewmodel layer
  (the gun/arms floated in front of the third-person view)

Verified: 11/11 movement tests, smoke test 0 failures (17 clips resolved),
third-person run screenshot shows grounded animated model, no floating gun.

Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
Nicholas Butzke
2026-07-17 21:49:10 -04:00
co-authored by Claude Fable 5
parent 6c8b0ddd28
commit a9b0775de3
37 changed files with 87 additions and 22 deletions
+7 -3
View File
@@ -65,9 +65,13 @@ func _setup_effects() -> void:
flight_sound.autoplay = true
if flight_sound.stream is AudioStreamWAV:
flight_sound.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
flight_sound.unit_size = 50.0
flight_sound.max_db = 6.0
flight_sound.volume_db = 6.0
flight_sound.stream.loop_end = flight_sound.stream.data.size() / 2 # mono 16-bit frames
# Localized: audible nearby, falls off with distance instead of droning
# in every player's ear regardless of where the projectile is.
flight_sound.unit_size = 6.0
flight_sound.max_db = 0.0
flight_sound.max_distance = 45.0
flight_sound.volume_db = -8.0
add_child(flight_sound)
flight_sound.play()