Feat/visual audio overhaul #21

Merged
Dotts merged 31 commits from feat/visual-audio-overhaul into main 2026-07-21 14:09:18 -07:00
27 changed files with 3 additions and 15 deletions
Showing only changes of commit 0155bcdf04 - Show all commits
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+3 -15
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@@ -10,21 +10,9 @@ func _ready() -> void:
damage = 120.0 damage = 120.0
func _setup_effects() -> void: func _setup_effects() -> void:
# Audio # No flight loop — a lobbed grenade flies silently (the rocket engine
flight_sound = AudioStreamPlayer3D.new() # loop read as "the grenade is on fire"). Bounces still make noise.
flight_sound.bus = "SFX"
flight_sound.stream = load("res://assets/sounds/rocket_flight.wav")
flight_sound.autoplay = true
if flight_sound.stream is AudioStreamWAV:
flight_sound.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
flight_sound.stream.loop_end = flight_sound.stream.data.size() / 2 # mono 16-bit frames
flight_sound.unit_size = 6.0
flight_sound.max_db = 0.0
flight_sound.max_distance = 45.0
flight_sound.volume_db = -10.0
add_child(flight_sound)
flight_sound.play()
# Grenade Body # Grenade Body
var body_mesh = MeshInstance3D.new() var body_mesh = MeshInstance3D.new()
var sphere = SphereMesh.new() var sphere = SphereMesh.new()