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]>
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co-authored by
Claude Fable 5
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6c8b0ddd28
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a9b0775de3
@@ -17,9 +17,11 @@ func _setup_effects() -> void:
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flight_sound.autoplay = true
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if flight_sound.stream is AudioStreamWAV:
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flight_sound.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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flight_sound.unit_size = 50.0
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flight_sound.max_db = 6.0
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flight_sound.volume_db = 0.0
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flight_sound.stream.loop_end = flight_sound.stream.data.size() / 2 # mono 16-bit frames
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flight_sound.unit_size = 6.0
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flight_sound.max_db = 0.0
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flight_sound.max_distance = 45.0
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flight_sound.volume_db = -10.0
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add_child(flight_sound)
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flight_sound.play()
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