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
10 changed files with 391 additions and 24 deletions
Showing only changes of commit a51595e3b9 - Show all commits
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extends SceneTree
## Headless test for the Acoustics system:
## godot --headless --path . -s res://debug/acoustics_test.gd
## Builds walls of different materials between a listener and a source and
## checks occlusion/classification/reflection math behaves as designed.
var _fails := 0
var _frames := 0
var _level: Node3D
func _check(cond: bool, msg: String) -> void:
if cond:
print(" OK: ", msg)
else:
_fails += 1
print(" FAIL: ", msg)
func _wall(pos: Vector3, size: Vector3, acoustic: String) -> StaticBody3D:
var body := StaticBody3D.new()
body.name = "Wall_" + acoustic
body.set_meta("acoustic_material", acoustic)
body.collision_layer = 1
var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new()
shape.shape.size = size
body.add_child(shape)
_level.add_child(body)
body.position = pos
return body
func _initialize() -> void:
_level = Node3D.new()
root.add_child(_level)
func _process(_delta: float) -> bool:
_frames += 1
if _frames < 5:
return false # let physics register the bodies
if _frames == 5:
print("=== Acoustics tests ===")
var world := _level.get_world_3d()
var listener := Vector3(0, 1, 0)
var source := Vector3(0, 1, -10)
# No wall: clear line
var occ := Acoustics.occlusion(world, listener, source)
_check(occ.surfaces == 0 and occ.db == 0.0, "clear line of sight -> no occlusion")
# Wooden wall between
var w := _wall(Vector3(0, 1, -5), Vector3(6, 4, 0.4), "wood")
return false
elif _frames == 10:
var world := _level.get_world_3d()
var occ := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
_check(occ.surfaces == 1, "wooden wall -> 1 occluding surface")
_check(absf(occ.db - Acoustics.MATERIALS.wood.trans_db) < 0.01,
"wood transmission loss applied (%.1f dB)" % occ.db)
_check(occ.cutoff == Acoustics.MATERIALS.wood.trans_cutoff,
"wood lowpass cutoff (%.0f Hz)" % occ.cutoff)
# Swap to concrete: heavier loss, deeper muffle
for c in _level.get_children():
c.set_meta("acoustic_material", "concrete")
var occ2 := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
_check(occ2.db < occ.db, "concrete muffles more than wood (%.1f < %.1f dB)" % [occ2.db, occ.db])
_check(occ2.cutoff < occ.cutoff, "concrete cuts more highs (%.0f < %.0f Hz)" % [occ2.cutoff, occ.cutoff])
# Metal: between wood and concrete in loss, more highs than concrete
for c in _level.get_children():
c.set_meta("acoustic_material", "metal")
var occ3 := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
_check(occ3.cutoff > occ2.cutoff, "metal passes more highs than concrete")
# Second wall stacks
_wall(Vector3(0, 1, -7), Vector3(6, 4, 0.4), "wood")
return false
elif _frames == 15:
var world := _level.get_world_3d()
var occ := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
_check(occ.surfaces == 2, "two walls -> 2 occluding surfaces (got %d)" % occ.surfaces)
# Reflections: a big wall beside the source, far enough that the
# bounce path is >10m longer than the direct path (>30ms later —
# closer echoes perceptually merge and are correctly skipped).
_wall(Vector3(15, 1, -10), Vector3(0.4, 8, 10), "metal")
return false
elif _frames == 20:
var world := _level.get_world_3d()
var refls := Acoustics.reflections(world, Vector3(0, 1, -10), Vector3(0, 1, -2))
_check(refls.size() >= 1, "side wall produces a reflection (got %d)" % refls.size())
if refls.size() >= 1:
_check(refls[0].delay > 0.0 and refls[0].delay <= 0.35,
"reflection delay in range (%.0f ms)" % (refls[0].delay * 1000.0))
_check(refls[0].cutoff == Acoustics.MATERIALS.metal.refl_cutoff,
"reflection carries metal filter")
# Classification fallbacks
var crate := StaticBody3D.new()
crate.name = "wooden_crate_3"
_check(Acoustics.classify(crate) == "wood", "name-based classify: crate -> wood")
crate.free()
print("=== Acoustics results: %s ===" % ("ALL PASSED" if _fails == 0 else "%d FAILED" % _fails))
return true
return false
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uid://bjfe6cnowval
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@@ -42,9 +42,10 @@ func _build_dust2_layout() -> void:
var floor_mat = LevelMaterials.tinted(Color(0.7, 0.65, 0.55)) # Dusty ground var floor_mat = LevelMaterials.tinted(Color(0.7, 0.65, 0.55)) # Dusty ground
var box_mat = LevelMaterials.tinted(Color(0.4, 0.3, 0.2), true) # Wood crates var box_mat = LevelMaterials.tinted(Color(0.4, 0.3, 0.2), true) # Wood crates
# Root CSG # Root CSG — sandstone: the whole map reads acoustically as brick
var root_csg = CSGCombiner3D.new() var root_csg = CSGCombiner3D.new()
root_csg.use_collision = true root_csg.use_collision = true
root_csg.set_meta("acoustic_material", "brick")
add_child(root_csg) add_child(root_csg)
# Huge solid block representing the world bounds # Huge solid block representing the world bounds
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@@ -70,10 +70,13 @@ func _build_geometry() -> void:
# ── Utility ─────────────────────────────────────────────────────────────────── # ── Utility ───────────────────────────────────────────────────────────────────
func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "") -> StaticBody3D: func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "",
acoustic: String = "") -> StaticBody3D:
var body := StaticBody3D.new() var body := StaticBody3D.new()
body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos) body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos)
body.position = pos body.position = pos
if acoustic != "":
body.set_meta("acoustic_material", acoustic)
add_child(body) add_child(body)
var shape := CollisionShape3D.new() var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new() shape.shape = BoxShape3D.new()
@@ -114,13 +117,13 @@ func _build_walls_arena() -> void:
var wall_color := Color(0.35, 0.28, 0.22) var wall_color := Color(0.35, 0.28, 0.22)
var wall_height := 10.0 var wall_height := 10.0
# North # North
_box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North") _box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North", "brick")
# South # South
_box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South") _box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South", "brick")
# East # East
_box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East") _box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East", "brick")
# West # West
_box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West") _box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West", "brick")
# ── Ramps ───────────────────────────────────────────────────────────────────── # ── Ramps ─────────────────────────────────────────────────────────────────────
@@ -157,25 +160,25 @@ func _build_platforms() -> void:
var plat_color := Color(0.2, 0.45, 0.55) # Teal var plat_color := Color(0.2, 0.45, 0.55) # Teal
# Low platforms (jump height test) # Low platforms (jump height test)
_box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1") _box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1", "wood")
_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2") _box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2", "wood")
_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3") _box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3", "wood")
# Medium platforms (double jump required) # Medium platforms (double jump required)
var med_color := Color(0.25, 0.5, 0.4) var med_color := Color(0.25, 0.5, 0.4)
_box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1") _box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1", "wood")
_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2") _box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2", "wood")
_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3") _box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3", "wood")
_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4") _box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4", "wood")
# High tower # High tower
_box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1") _box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1")
# Floating platforms (dash required) # Floating platforms (dash required)
var dash_color := Color(0.6, 0.2, 0.5) # Purple var dash_color := Color(0.6, 0.2, 0.5) # Purple
_box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1") _box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1", "metal")
_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2") _box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2", "metal")
_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3") _box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3", "metal")
# ── Wall Run Corridor ──────────────────────────────────────────────────────── # ── Wall Run Corridor ────────────────────────────────────────────────────────
@@ -185,13 +188,13 @@ func _build_wall_run_corridor() -> void:
# Two parallel walls — spaced for wall running # Two parallel walls — spaced for wall running
# Left wall # Left wall
_box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left") _box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left", "metal")
# Right wall # Right wall
_box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right") _box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right", "metal")
# Obstacles in corridor to jump over # Obstacles in corridor to jump over
_box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1") _box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1", "wood")
_box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2") _box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2", "wood")
# Gap in floor (forces wall run) # Gap in floor (forces wall run)
# Just raise the floor slightly on each side with a gap # Just raise the floor slightly on each side with a gap
@@ -209,8 +212,8 @@ func _build_speed_corridor() -> void:
var corridor_color := Color(0.2, 0.35, 0.2) # Dark green var corridor_color := Color(0.2, 0.35, 0.2) # Dark green
# Side rails # Side rails
_box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left") _box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left", "metal")
_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right") _box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right", "metal")
# Speed bumps (small obstacles to hop over) # Speed bumps (small obstacles to hop over)
for i in range(-25, 26, 10): for i in range(-25, 26, 10):
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extends Object
class_name Acoustics
## Material-aware sound propagation.
##
## Occlusion: a ray from the listener to the source collects up to
## MAX_SURFACES occluding bodies; each surface's material adds transmission
## loss and lowers the lowpass cutoff. A gunshot through a wooden wall stays
## warm and fairly loud; through concrete it becomes a deep muffled thump;
## metal sits in between with more highs; glass barely muffles.
##
## Reflections: for loud one-shots (gunshots, explosions) rays fan out from
## the source to find nearby big surfaces; each close wall plays a quiet,
## delayed, material-filtered copy from the mirror point, so shots audibly
## slap back off structures and players can triangulate.
##
## Surfaces are classified by (in order):
## 1. `acoustic_material` meta on the collider (set by level builders)
## 2. node-name keywords (crate/wood, metal/steel, glass, brick/sand)
## 3. mesh material inference (metallic > 0.5 → metal)
## 4. default: concrete
const MAX_SURFACES := 3
const ENV_COLLISION_MASK := 1 # environment layer only (no players/projectiles)
const SPEED_OF_SOUND := 343.0
## Per-material acoustics:
## trans_db — transmission loss through one surface (dB)
## trans_cutoff — lowpass cutoff after passing through (Hz)
## refl_db — loss on reflection (dB)
## refl_cutoff — lowpass on the reflected copy (Hz)
const MATERIALS := {
"wood": { "trans_db": -8.0, "trans_cutoff": 1400.0, "refl_db": -11.0, "refl_cutoff": 2600.0 },
"brick": { "trans_db": -15.0, "trans_cutoff": 600.0, "refl_db": -8.0, "refl_cutoff": 3200.0 },
"concrete": { "trans_db": -18.0, "trans_cutoff": 450.0, "refl_db": -7.0, "refl_cutoff": 3600.0 },
"metal": { "trans_db": -11.0, "trans_cutoff": 1000.0, "refl_db": -4.0, "refl_cutoff": 6000.0 },
"glass": { "trans_db": -5.0, "trans_cutoff": 2600.0, "refl_db": -9.0, "refl_cutoff": 4200.0 },
}
const OPEN_CUTOFF := 20500.0
const DEFAULT_FILTER_DB := -24.0
# Horizontal fan + up, used to probe for reflecting walls around a source.
const REFLECT_DIRS: Array[Vector3] = [
Vector3(1, 0.05, 0), Vector3(-1, 0.05, 0), Vector3(0, 0.05, 1), Vector3(0, 0.05, -1),
Vector3(0.7, 0.05, 0.7), Vector3(-0.7, 0.05, 0.7), Vector3(0.7, 0.05, -0.7), Vector3(-0.7, 0.05, -0.7),
]
const REFLECT_RANGE := 22.0
const MAX_REFLECTIONS := 2
## Classify what a surface is made of, caching the answer on the node.
static func classify(collider: Object) -> String:
if collider == null or not (collider is Node):
return "concrete"
var node := collider as Node
if node.has_meta("acoustic_material"):
return node.get_meta("acoustic_material")
var mat := "concrete"
var n := node.name.to_lower()
if n.contains("wood") or n.contains("crate") or n.contains("plank") or n.contains("ramp"):
mat = "wood"
elif n.contains("metal") or n.contains("steel") or n.contains("pipe") or n.contains("container"):
mat = "metal"
elif n.contains("glass") or n.contains("window"):
mat = "glass"
elif n.contains("brick") or n.contains("sand") or n.contains("stone"):
mat = "brick"
else:
# Infer metal from a shiny mesh material if one is attached.
var mi := node.find_children("*", "MeshInstance3D", false, false)
if mi.size() > 0 and mi[0].mesh:
var m = mi[0].get_active_material(0)
if m is BaseMaterial3D and m.metallic > 0.5:
mat = "metal"
node.set_meta("acoustic_material", mat) # cache
return mat
## Accumulated occlusion between listener and source.
## Returns { "db": float, "cutoff": float, "surfaces": int }.
static func occlusion(world: World3D, listener: Vector3, source: Vector3) -> Dictionary:
var out := { "db": 0.0, "cutoff": OPEN_CUTOFF, "surfaces": 0 }
if world == null:
return out
var space := world.direct_space_state
if space == null:
return out
var dir := (source - listener)
if dir.length_squared() < 0.25:
return out
var from := listener
var excluded: Array[RID] = []
for i in MAX_SURFACES:
var q := PhysicsRayQueryParameters3D.create(from, source, ENV_COLLISION_MASK)
q.exclude = excluded
var hit := space.intersect_ray(q)
if hit.is_empty():
break
var mat: String = classify(hit.collider)
var props: Dictionary = MATERIALS[mat]
out.db += props.trans_db
out.cutoff = minf(out.cutoff, props.trans_cutoff)
out.surfaces += 1
excluded.append(hit.rid)
from = hit.position + dir.normalized() * 0.01
return out
## Apply occlusion to a positional player via its distance-attenuation filter
## (cutoff muffles, filter_db deepens the cut). Resets cleanly when clear.
static func apply_occlusion(p: AudioStreamPlayer3D, occ: Dictionary) -> void:
if occ.surfaces == 0:
p.attenuation_filter_cutoff_hz = OPEN_CUTOFF
p.attenuation_filter_db = DEFAULT_FILTER_DB
else:
p.attenuation_filter_cutoff_hz = occ.cutoff
# The filter's shelf reduction carries the transmission loss.
p.attenuation_filter_db = clampf(DEFAULT_FILTER_DB + occ.db * 2.0, -80.0, -24.0)
## Find up to MAX_REFLECTIONS nearby surfaces that would bounce a loud sound
## toward the listener. Returns [{ "point", "delay", "db", "cutoff" }].
static func reflections(world: World3D, source: Vector3, listener: Vector3) -> Array:
var found: Array = []
if world == null or world.direct_space_state == null:
return found
var space := world.direct_space_state
var direct := source.distance_to(listener)
for d in REFLECT_DIRS:
var q := PhysicsRayQueryParameters3D.create(source, source + d * REFLECT_RANGE, ENV_COLLISION_MASK)
var hit := space.intersect_ray(q)
if hit.is_empty():
continue
var point: Vector3 = hit.position
var path := source.distance_to(point) + point.distance_to(listener)
var delay := (path - direct) / SPEED_OF_SOUND
# Too-early reflections merge with the direct sound; too-late is noise.
if delay < 0.03 or delay > 0.35:
continue
var props: Dictionary = MATERIALS[classify(hit.collider)]
found.append({
"point": point + hit.normal * 0.2,
"delay": delay,
"db": props.refl_db,
"cutoff": props.refl_cutoff,
})
found.sort_custom(func(a, b): return a.delay < b.delay)
return found.slice(0, MAX_REFLECTIONS)
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@@ -0,0 +1 @@
uid://bnukbpqgnl4j
+77 -1
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@@ -40,6 +40,20 @@ const BUS_HINTS := {
"reload": "Weapons", "reload": "Weapons",
} }
## weapon_name (as broadcast in fire RPCs) -> fire sound id.
const WEAPON_SOUND_IDS := {
"AK-47": "ak47_fire", "M4": "m4_fire", "MP7": "mp7_fire",
"DMR": "dmr_fire", "AWP": "awp_fire",
"Double Barrel Shotgun": "shotgun_fire", "Nail Gun": "nailgun_fire",
"Plasma Gun": "plasma_fire", "Rocket Launcher": "rocket_fire",
"Rocket Swarm": "swarm_fire", "Mortar": "mortar_fire",
"Knife": "knife_swing",
}
## Sounds loud enough to slap back off nearby walls (early reflections).
const OCCLUSION_TICK := 0.12
var _occlusion_accum := 0.0
func _ready() -> void: func _ready() -> void:
_setup_buses() _setup_buses()
@@ -48,6 +62,33 @@ func _ready() -> void:
print("AudioManager: %d sounds registered" % _library.size()) print("AudioManager: %d sounds registered" % _library.size())
func _physics_process(delta: float) -> void:
# Re-filter playing positional sounds as the listener/source move so
# walking behind a wall audibly muffles loops and long tails too.
_occlusion_accum += delta
if _occlusion_accum < OCCLUSION_TICK:
return
_occlusion_accum = 0.0
var cam := get_viewport().get_camera_3d()
if cam == null:
return
var listener := cam.global_position
for p in _pool_3d:
if p.playing and not p.get_meta("is_reflection", false):
Acoustics.apply_occlusion(p, Acoustics.occlusion(
cam.get_world_3d(), listener, p.global_position))
# External looping players (projectile flight sounds, etc.) opt in by
# joining this group.
for node in get_tree().get_nodes_in_group("acoustic_occluded"):
if node is AudioStreamPlayer3D and node.playing and node.is_inside_tree():
Acoustics.apply_occlusion(node, Acoustics.occlusion(
cam.get_world_3d(), listener, node.global_position))
func weapon_sound_id(weapon_name: String) -> String:
return WEAPON_SOUND_IDS.get(weapon_name, "")
# ── Bus layout ──────────────────────────────────────────────────────────────── # ── Bus layout ────────────────────────────────────────────────────────────────
func _setup_buses() -> void: func _setup_buses() -> void:
@@ -156,7 +197,9 @@ func _build_pools() -> void:
_pool_2d.append(p) _pool_2d.append(p)
## Play a positional sound. Safe to call every frame — players are pooled. ## Play a positional sound with material-aware occlusion; loud sounds also
## spawn early reflections off nearby surfaces so they can be located.
## Safe to call every frame — players are pooled.
func play_3d(id: String, global_pos: Vector3, volume_db_offset: float = 0.0, func play_3d(id: String, global_pos: Vector3, volume_db_offset: float = 0.0,
pitch_scale: float = 1.0) -> AudioStreamPlayer3D: pitch_scale: float = 1.0) -> AudioStreamPlayer3D:
var entry = _library.get(id) var entry = _library.get(id)
@@ -169,10 +212,43 @@ func play_3d(id: String, global_pos: Vector3, volume_db_offset: float = 0.0,
player.volume_db = entry["volume_db"] + volume_db_offset player.volume_db = entry["volume_db"] + volume_db_offset
player.pitch_scale = pitch_scale * randf_range(1.0 - entry["pitch_var"], 1.0 + entry["pitch_var"]) player.pitch_scale = pitch_scale * randf_range(1.0 - entry["pitch_var"], 1.0 + entry["pitch_var"])
player.global_position = global_pos player.global_position = global_pos
player.set_meta("is_reflection", false)
var cam := get_viewport().get_camera_3d()
if cam:
var occ := Acoustics.occlusion(cam.get_world_3d(), cam.global_position, global_pos)
Acoustics.apply_occlusion(player, occ)
if _is_loud(id):
_spawn_reflections(player.stream, global_pos, cam, entry, volume_db_offset)
else:
Acoustics.apply_occlusion(player, { "db": 0.0, "cutoff": Acoustics.OPEN_CUTOFF, "surfaces": 0 })
player.play() player.play()
return player return player
func _is_loud(id: String) -> bool:
return id.findn("fire") != -1 or id.findn("explosion") != -1
## Delayed, filtered copies of a loud sound from nearby wall mirror points.
func _spawn_reflections(stream: AudioStream, source: Vector3, cam: Camera3D,
entry: Dictionary, volume_db_offset: float) -> void:
var refls := Acoustics.reflections(cam.get_world_3d(), source, cam.global_position)
for r in refls:
get_tree().create_timer(r.delay).timeout.connect(func():
var p := _pool_3d[_next_3d]
_next_3d = (_next_3d + 1) % POOL_SIZE_3D
p.stream = stream
p.bus = entry["bus"]
p.volume_db = entry["volume_db"] + volume_db_offset + r.db
p.pitch_scale = randf_range(0.97, 1.0)
p.global_position = r.point
p.set_meta("is_reflection", true)
p.attenuation_filter_cutoff_hz = r.cutoff
p.attenuation_filter_db = Acoustics.DEFAULT_FILTER_DB
p.play()
)
## Play a non-positional sound (UI clicks, local confirms). ## Play a non-positional sound (UI clicks, local confirms).
func play_ui(id: String, volume_db_offset: float = 0.0) -> AudioStreamPlayer: func play_ui(id: String, volume_db_offset: float = 0.0) -> AudioStreamPlayer:
var entry = _library.get(id) var entry = _library.get(id)
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@@ -38,6 +38,7 @@ var ragdoll_instance: Node3D
var footstep_player: AudioStreamPlayer var footstep_player: AudioStreamPlayer
var footstep_streams: Array = [] var footstep_streams: Array = []
var land_player: AudioStreamPlayer var land_player: AudioStreamPlayer
var _remote_footstep_timer: float = 0.0
var dash_player: AudioStreamPlayer var dash_player: AudioStreamPlayer
var recent_attackers: Dictionary = {} # attacker_id: timestamp var recent_attackers: Dictionary = {} # attacker_id: timestamp
var hit_player: AudioStreamPlayer var hit_player: AudioStreamPlayer
@@ -500,6 +501,14 @@ func rpc_play_fire_effects(origin: Vector3, target_or_dir: Vector3, _weapon_name
# Local player already spawned effects locally with 0 latency # Local player already spawned effects locally with 0 latency
if is_multiplayer_authority(): return if is_multiplayer_authority(): return
# Positional gunshot for the remote shooter — occlusion + reflections via
# AudioManager make it locatable ("that came from behind the wooden wall").
var am = get_tree().root.get_node_or_null("AudioManager")
if am:
var sid: String = am.weapon_sound_id(_weapon_name)
if sid != "" and am.has_sound(sid):
am.play_3d(sid, origin)
if is_hitscan: if is_hitscan:
# Spawn a standalone tracer directly into the scene # Spawn a standalone tracer directly into the scene
_spawn_remote_tracer(origin, target_or_dir) _spawn_remote_tracer(origin, target_or_dir)
@@ -978,6 +987,19 @@ func _process(delta: float) -> void:
if synced_weapon_path != "" and synced_weapon_path != visual.get_meta("current_weapon_path", ""): if synced_weapon_path != "" and synced_weapon_path != visual.get_meta("current_weapon_path", ""):
visual.set_weapon(synced_weapon_path) visual.set_weapon(synced_weapon_path)
visual.set_meta("current_weapon_path", synced_weapon_path) visual.set_meta("current_weapon_path", synced_weapon_path)
# Positional footsteps for remote players (their movement states don't
# run here). Occlusion via AudioManager makes them read through walls
# correctly — the classic "someone's above me on the wooden platform".
if not is_dead and synced_movement_state == "ground" and synced_movement_speed > 1.0:
_remote_footstep_timer -= delta
if _remote_footstep_timer <= 0.0:
var am = get_tree().root.get_node_or_null("AudioManager")
if am and am.has_sound("footstep"):
am.play_3d("footstep", global_position + Vector3(0, -0.8, 0), -8.0)
_remote_footstep_timer = maxf(0.2, 3.0 / synced_movement_speed)
else:
_remote_footstep_timer = 0.0
return return
# Update UI # Update UI
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@@ -72,6 +72,7 @@ func _setup_effects() -> void:
flight_sound.max_db = 0.0 flight_sound.max_db = 0.0
flight_sound.max_distance = 45.0 flight_sound.max_distance = 45.0
flight_sound.volume_db = -8.0 flight_sound.volume_db = -8.0
flight_sound.add_to_group("acoustic_occluded") # muffles behind walls
add_child(flight_sound) add_child(flight_sound)
flight_sound.play() flight_sound.play()
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@@ -29,6 +29,7 @@ func _start_homing_effects() -> void:
flight_sound.max_db = 0.0 flight_sound.max_db = 0.0
flight_sound.max_distance = 45.0 flight_sound.max_distance = 45.0
flight_sound.volume_db = -10.0 flight_sound.volume_db = -10.0
flight_sound.add_to_group("acoustic_occluded") # muffles behind walls
add_child(flight_sound) add_child(flight_sound)
flight_sound.play() flight_sound.play()