feat: Sketchfab-to-game character pipeline, FP/TP animated views, client-auth netcode, audio system
Character pipeline (tools/): - sketchfab_import.py: search/download via Sketchfab Download API with license/attribution tracking (SKETCHFAB_API_TOKEN) - autorig.py: headless Blender auto-rig — fits a Mixamo-named skeleton to unrigged humanoids, binds automatic weights - merge_animations.py: merges the shared Mixamo-skeleton animation library onto any rigged character, strips root motion, canonical names - pipeline.py: one command chains download -> rig -> animate -> register In-game skin system: - SkinManager autoload reads skins.json (auto-written by the pipeline) - SkinnedPlayerModel rewritten: canonical clips with fallback chains, blend times, speed-scaled locomotion, weapon bone attachment - First-person: full animated body for the owner, head hidden via SkeletonModifier3D; third-person: full model for other players - Skin selector in main menu; skin id synced in multiplayer - Fixed GLBLoader crash (GLTFDocument.get_animation_count doesn't exist) Multiplayer sync overhaul: - Movement is now client-authoritative: the owning peer simulates locally (no input round-trip), server keeps health/kills/death - Remote players interpolate synced_position/velocity with extrapolation and snap-on-teleport - Knockback/impulses routed to the simulating peer Audio: - AudioManager autoload: SFX/Weapons/Footsteps/UI/Music buses, pooled 3D players, variation + pitch randomization, auto-registration from assets/sounds Docs: 3D_ASSET_PIPELINE.md rewritten end-to-end, new ASSET_SOURCES.md (non-procedural animation/map/sound sources) and SOUND_DESIGN.md. Verified with debug/spawn_smoke_test.gd (headless: 24/24 checks pass). Co-Authored-By: Claude Fable 5 <[email protected]>
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# Sound Design Plan
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The current sounds are procedurally generated sine/noise blends
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(`generate_sounds.py`) — functional, but robotic. This doc is the path to
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real sound design with zero budget.
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## What's in place now
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`AudioManager` (autoload, `globals/audio_manager.gd`) provides the plumbing
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good sound design needs:
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- **Bus layout**: `Master ← SFX ← {Weapons, Footsteps, UI}`, `Master ← Music`
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— created automatically at boot, so volume sliders and effects (EQ,
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compression, reverb zones) can target categories.
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- **Variation playback**: drop `footstep_01.wav`, `footstep_02.wav`,
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`footstep_03.wav` into `assets/sounds/` and `AudioManager.play_3d("footstep", pos)`
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picks one at random.
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- **Pitch randomization**: every playback is pitched ±6% by default — the
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single cheapest trick to stop repeated sounds sounding fake.
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- **Pooled 3D players**: `play_3d()` is safe to call every frame; no node
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churn, no cut-off management.
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```gdscript
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# anywhere in gameplay code:
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AudioManager.play_3d("ak47_fire", muzzle.global_position)
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AudioManager.play_ui("hit_confirm")
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```
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## Replacing the procedural sounds (priority order)
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Sound is ~50% of "game feel" in an FPS. Replace in this order:
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1. **Weapon fire** (heard constantly): layered = body (low thump) + crack
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(mid transient) + tail (room reflection). Sonniss GDC packs have complete
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layered gunshots. One file per weapon is fine to start; add `_01.._03`
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variations later.
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2. **Hit confirm + kill confirm**: short, bright, satisfying (this is the
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"touchdown" pillar in the design doc).
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3. **Footsteps**: 4+ variations minimum, quieter than you think, on the
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`Footsteps` bus so they can be ducked while firing.
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4. **Movement verbs**: slide (cloth+concrete scrape), dash (air whoosh),
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wall-run loop, jump/land (land intensity scaled by fall speed).
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5. **Ambience**: a quiet room tone per map kills the "dead air" feeling.
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6. **UI**: menu hover/click/equip from a Kenney UI pack.
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Where to get files: see [ASSET_SOURCES.md](ASSET_SOURCES.md#sounds) —
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Sonniss GDC bundles first, Kenney CC0 packs second, Freesound (CC0 filter)
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for gaps.
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## Conventions
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- Files: `assets/sounds/<event>[_NN].wav` — 44.1 kHz, 16-bit, mono for 3D
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positional sounds, stereo only for UI/music.
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- Ids are auto-registered from filenames at boot (`ak47_fire.wav` →
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`"ak47_fire"`). Names containing `fire`/`reload` route to the Weapons bus,
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`footstep` to Footsteps, everything else to SFX
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(see `BUS_HINTS` in audio_manager.gd).
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- Keep source loudness consistent: normalize weapon shots to about -6 dBFS
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peak, footsteps/foley around -18 dBFS.
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## Later polish (cheap wins, in order)
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1. Distance low-pass on the Weapons bus (far gunfire sounds muffled).
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2. A short duck (sidechain) on Footsteps/ambience when local weapon fires.
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3. Reverb `AudioEffectReverb` per-map on SFX for indoor spaces.
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4. Surface-dependent footsteps: raycast down, map material → sound id
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(`footstep_metal`, `footstep_concrete`).
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