Feat/visual audio overhaul #21
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@@ -10,20 +10,8 @@ func _ready() -> void:
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damage = 120.0
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func _setup_effects() -> void:
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# Audio
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flight_sound = AudioStreamPlayer3D.new()
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flight_sound.bus = "SFX"
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flight_sound.stream = load("res://assets/sounds/rocket_flight.wav")
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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.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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# No flight loop — a lobbed grenade flies silently (the rocket engine
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# loop read as "the grenade is on fire"). Bounces still make noise.
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# Grenade Body
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var body_mesh = MeshInstance3D.new()
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