Feat/5 adding settings fundamentals and ui improvements #9
@@ -32,6 +32,12 @@ var resolution_index: int = 2 # Default to 1920x1080
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var fps_cap: int = 0
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var show_fps: bool = false
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# Audio Settings
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var vol_master: float = 100.0
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var vol_sfx: float = 100.0
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var vol_music: float = 100.0
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var vol_wind: float = 100.0
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var resolutions = [
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Vector2i(640, 480), # 480p
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Vector2i(1280, 720), # 720p
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@@ -54,6 +60,31 @@ func _ready() -> void:
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# Apply Video Settings
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apply_video_settings()
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# Setup & Apply Audio Settings
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_setup_audio_buses()
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apply_audio_settings()
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func _setup_audio_buses() -> void:
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if AudioServer.bus_count < 4:
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# Assuming bus 0 is Master
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if AudioServer.get_bus_name(0) != "Master":
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AudioServer.set_bus_name(0, "Master")
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# SFX
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if AudioServer.bus_count <= 1:
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AudioServer.add_bus(1)
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AudioServer.set_bus_name(1, "SFX")
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# Music
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if AudioServer.bus_count <= 2:
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AudioServer.add_bus(2)
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AudioServer.set_bus_name(2, "Music")
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# Wind
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if AudioServer.bus_count <= 3:
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AudioServer.add_bus(3)
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AudioServer.set_bus_name(3, "Wind")
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func _apply_all_bindings() -> void:
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for action in current_bindings:
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@@ -101,7 +132,11 @@ func _save_settings() -> void:
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"display_mode": display_mode,
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"resolution_index": resolution_index,
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"fps_cap": fps_cap,
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"show_fps": show_fps
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"show_fps": show_fps,
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"vol_master": vol_master,
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"vol_sfx": vol_sfx,
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"vol_music": vol_music,
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"vol_wind": vol_wind
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}
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var json_string = JSON.stringify(save_data)
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var file = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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@@ -134,6 +169,26 @@ func _load_settings() -> void:
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if data.has("resolution_index"): resolution_index = data["resolution_index"]
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if data.has("fps_cap"): fps_cap = data["fps_cap"]
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if data.has("show_fps"): show_fps = data["show_fps"]
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if data.has("vol_master"): vol_master = data["vol_master"]
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if data.has("vol_sfx"): vol_sfx = data["vol_sfx"]
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if data.has("vol_music"): vol_music = data["vol_music"]
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if data.has("vol_wind"): vol_wind = data["vol_wind"]
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func apply_audio_settings() -> void:
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_set_bus_volume("Master", vol_master)
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_set_bus_volume("SFX", vol_sfx)
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_set_bus_volume("Music", vol_music)
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_set_bus_volume("Wind", vol_wind)
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func _set_bus_volume(bus_name: String, vol_100: float) -> void:
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var bus_idx = AudioServer.get_bus_index(bus_name)
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if bus_idx >= 0:
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var linear = clampf(vol_100 / 100.0, 0.0001, 1.0)
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if vol_100 <= 0.1:
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AudioServer.set_bus_mute(bus_idx, true)
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else:
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AudioServer.set_bus_mute(bus_idx, false)
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AudioServer.set_bus_volume_db(bus_idx, linear_to_db(linear))
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func apply_video_settings() -> void:
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if display_mode == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN:
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@@ -74,55 +74,67 @@ func _ready() -> void:
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func _setup_audio() -> void:
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footstep_player = AudioStreamPlayer.new()
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footstep_player.bus = "SFX"
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footstep_player.stream = load("res://assets/sounds/footstep.wav")
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add_child(footstep_player)
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jump_player = AudioStreamPlayer.new()
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jump_player.bus = "SFX"
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jump_player.stream = load("res://assets/sounds/jump.wav")
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add_child(jump_player)
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double_jump_player = AudioStreamPlayer.new()
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double_jump_player.bus = "SFX"
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jump_player.bus = "SFX"
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double_jump_player.stream = load("res://assets/sounds/double_jump.wav")
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add_child(double_jump_player)
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dash_player = AudioStreamPlayer.new()
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dash_player.bus = "SFX"
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dash_player.stream = load("res://assets/sounds/dash.wav")
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dash_player.volume_db = -5.0
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add_child(dash_player)
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hit_player = AudioStreamPlayer.new()
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hit_player.bus = "SFX"
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hit_player.stream = load("res://assets/sounds/hit_confirm.wav")
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hit_player.max_polyphony = 8
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add_child(hit_player)
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slide_player = AudioStreamPlayer.new()
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slide_player.bus = "SFX"
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slide_player.stream = load("res://assets/sounds/slide.wav")
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slide_player.volume_db = -10.0
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add_child(slide_player)
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wallrun_player = AudioStreamPlayer.new()
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wallrun_player.bus = "SFX"
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wallrun_player.stream = load("res://assets/sounds/wallrun.wav")
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wallrun_player.volume_db = -10.0
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add_child(wallrun_player)
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wind_player = AudioStreamPlayer.new()
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wind_player.bus = "Wind"
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wind_player.stream = load("res://assets/sounds/wind.wav")
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wind_player.volume_db = -80.0 # Start silent
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add_child(wind_player)
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wind_player.play()
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grapple_shoot_player = AudioStreamPlayer.new()
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grapple_shoot_player.bus = "SFX"
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grapple_shoot_player.stream = load("res://assets/sounds/dash.wav")
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grapple_shoot_player.volume_db = -5.0
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grapple_shoot_player.pitch_scale = 1.5
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add_child(grapple_shoot_player)
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grapple_latch_player = AudioStreamPlayer.new()
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grapple_latch_player.bus = "SFX"
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grapple_latch_player.stream = load("res://assets/sounds/hit_confirm.wav")
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grapple_latch_player.pitch_scale = 0.8
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add_child(grapple_latch_player)
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grapple_swing_player = AudioStreamPlayer.new()
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grapple_swing_player.bus = "SFX"
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grapple_swing_player.stream = load("res://assets/sounds/wind.wav")
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grapple_swing_player.pitch_scale = 1.5
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grapple_swing_player.volume_db = -80.0
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+95
-4
@@ -31,6 +31,14 @@ var _resolution_opt: OptionButton
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var _fps_slider: HSlider
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var _fps_input: LineEdit
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var _show_fps_checkbox: CheckButton
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var _vol_master_slider: HSlider
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var _vol_master_input: LineEdit
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var _vol_sfx_slider: HSlider
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var _vol_sfx_input: LineEdit
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var _vol_music_slider: HSlider
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var _vol_music_input: LineEdit
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var _vol_wind_slider: HSlider
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var _vol_wind_input: LineEdit
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var keybind_vbox: VBoxContainer
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var rebind_overlay: ColorRect
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var rebind_label: Label
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@@ -325,16 +333,51 @@ func _build_ui() -> void:
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# Audio Tab
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var audio_tab = VBoxContainer.new()
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audio_tab.name = "Audio"
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audio_tab.add_theme_constant_override("separation", 10)
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tab_container.add_child(audio_tab)
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var aud_label = Label.new()
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aud_label.text = "Settings coming soon..."
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audio_tab.add_child(aud_label)
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# Master
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var master_arr = _build_vol_control(audio_tab, "Master Volume")
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_vol_master_slider = master_arr[0]
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_vol_master_input = master_arr[1]
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_vol_master_slider.value_changed.connect(func(v): _on_vol_changed("vol_master", v, _vol_master_input))
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_vol_master_input.text_submitted.connect(func(t): _on_vol_text_changed("vol_master", t, _vol_master_slider, _vol_master_input))
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# SFX
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var sfx_arr = _build_vol_control(audio_tab, "Sound Effects")
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_vol_sfx_slider = sfx_arr[0]
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_vol_sfx_input = sfx_arr[1]
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_vol_sfx_slider.value_changed.connect(func(v): _on_vol_changed("vol_sfx", v, _vol_sfx_input))
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_vol_sfx_input.text_submitted.connect(func(t): _on_vol_text_changed("vol_sfx", t, _vol_sfx_slider, _vol_sfx_input))
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# Music
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var music_arr = _build_vol_control(audio_tab, "Music")
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_vol_music_slider = music_arr[0]
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_vol_music_input = music_arr[1]
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_vol_music_slider.value_changed.connect(func(v): _on_vol_changed("vol_music", v, _vol_music_input))
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_vol_music_input.text_submitted.connect(func(t): _on_vol_text_changed("vol_music", t, _vol_music_slider, _vol_music_input))
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# Wind
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var wind_arr = _build_vol_control(audio_tab, "Wind")
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_vol_wind_slider = wind_arr[0]
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_vol_wind_input = wind_arr[1]
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_vol_wind_slider.value_changed.connect(func(v): _on_vol_changed("vol_wind", v, _vol_wind_input))
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_vol_wind_input.text_submitted.connect(func(t): _on_vol_text_changed("vol_wind", t, _vol_wind_slider, _vol_wind_input))
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var spacer_aud = Control.new()
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spacer_aud.size_flags_vertical = Control.SIZE_EXPAND_FILL
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audio_tab.add_child(spacer_aud)
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var reset_aud_btn = Button.new()
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reset_aud_btn.text = "Reset to Defaults"
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reset_aud_btn.pressed.connect(func(): pass)
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reset_aud_btn.pressed.connect(func():
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SettingsManager.vol_master = 100.0
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SettingsManager.vol_sfx = 100.0
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SettingsManager.vol_music = 100.0
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SettingsManager.vol_wind = 100.0
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SettingsManager._save_settings()
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SettingsManager.apply_audio_settings()
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_populate_audio_ui()
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)
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audio_tab.add_child(reset_aud_btn)
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# Mouse Tab
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@@ -481,6 +524,43 @@ func _build_ui() -> void:
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quit_dialog.dialog_text = "Are you sure you want to close the game?"
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add_child(quit_dialog)
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func _build_vol_control(parent: Node, label_name: String) -> Array:
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var hbox = HBoxContainer.new()
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parent.add_child(hbox)
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var lbl = Label.new()
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lbl.text = label_name
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lbl.custom_minimum_size = Vector2(150, 0)
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hbox.add_child(lbl)
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var slider = HSlider.new()
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slider.min_value = 0.0
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slider.max_value = 100.0
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slider.step = 1.0
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slider.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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slider.custom_minimum_size = Vector2(150, 0)
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hbox.add_child(slider)
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var input = LineEdit.new()
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input.custom_minimum_size = Vector2(60, 0)
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hbox.add_child(input)
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return [slider, input]
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func _on_vol_changed(setting_name: String, value: float, input_node: LineEdit) -> void:
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SettingsManager.set(setting_name, value)
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input_node.text = str(value)
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SettingsManager._save_settings()
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SettingsManager.apply_audio_settings()
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func _on_vol_text_changed(setting_name: String, text: String, slider_node: HSlider, input_node: LineEdit) -> void:
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var val = clampf(text.to_float(), 0.0, 100.0)
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SettingsManager.set(setting_name, val)
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slider_node.value = val
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input_node.text = str(val)
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SettingsManager._save_settings()
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SettingsManager.apply_audio_settings()
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func _create_label(text: String) -> Label:
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var l = Label.new()
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l.text = text
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@@ -525,12 +605,23 @@ func _populate_video_ui() -> void:
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_fps_slider.value = float(SettingsManager.fps_cap)
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_fps_input.text = str(SettingsManager.fps_cap)
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func _populate_audio_ui() -> void:
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if _vol_master_slider: _vol_master_slider.value = SettingsManager.vol_master
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if _vol_master_input: _vol_master_input.text = str(SettingsManager.vol_master)
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if _vol_sfx_slider: _vol_sfx_slider.value = SettingsManager.vol_sfx
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if _vol_sfx_input: _vol_sfx_input.text = str(SettingsManager.vol_sfx)
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if _vol_music_slider: _vol_music_slider.value = SettingsManager.vol_music
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if _vol_music_input: _vol_music_input.text = str(SettingsManager.vol_music)
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if _vol_wind_slider: _vol_wind_slider.value = SettingsManager.vol_wind
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if _vol_wind_input: _vol_wind_input.text = str(SettingsManager.vol_wind)
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func _show_settings() -> void:
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main_vbox.visible = false
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loadout_editor.visible = false
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settings_editor.visible = true
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_populate_keybindings()
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_populate_video_ui()
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_populate_audio_ui()
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if _debug_ui_checkbox:
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_debug_ui_checkbox.button_pressed = SettingsManager.show_debug_ui
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if _show_fps_checkbox:
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@@ -70,11 +70,13 @@ func _build_model() -> void:
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/ak47_fire.wav")
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fire_sound.position = muzzle_flash.position
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fire_sound.volume_db = -5.0
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # generic reload
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model_root.add_child(reload_sound)
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@@ -62,11 +62,13 @@ func _build_model() -> void:
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/awp_fire.wav")
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fire_sound.volume_db = 0.0
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing for now
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model_root.add_child(reload_sound)
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@@ -73,12 +73,14 @@ func _build_model() -> void:
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/dmr_fire.wav")
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fire_sound.position = muzzle_flash.position
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fire_sound.volume_db = -3.0
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
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model_root.add_child(reload_sound)
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@@ -66,12 +66,14 @@ func _build_model() -> void:
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# Audio Players
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/shotgun_fire.wav")
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fire_sound.position = muzzle_flash.position
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fire_sound.volume_db = -20.0
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add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
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add_child(reload_sound)
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@@ -59,6 +59,7 @@ func destroy() -> void:
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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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@@ -19,6 +19,7 @@ func _start_homing_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/swarm_flight.wav")
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flight_sound.autoplay = true
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if flight_sound.stream is AudioStreamWAV:
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@@ -61,11 +61,13 @@ func _build_model() -> void:
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/m4_fire.wav")
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fire_sound.position = muzzle_flash.position
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fire_sound.volume_db = -8.0
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
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model_root.add_child(reload_sound)
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@@ -35,10 +35,12 @@ func _build_model() -> void:
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/mortar_fire.wav")
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.bus = "SFX"
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
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model_root.add_child(reload_sound)
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@@ -70,11 +70,13 @@ func _build_model() -> void:
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.bus = "SFX"
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fire_sound.stream = load("res://assets/sounds/mp7_fire.wav")
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fire_sound.position = muzzle_flash.position
|
||||
fire_sound.volume_db = -10.0
|
||||
model_root.add_child(fire_sound)
|
||||
|
||||
reload_sound = AudioStreamPlayer3D.new()
|
||||
reload_sound.bus = "SFX"
|
||||
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
|
||||
model_root.add_child(reload_sound)
|
||||
|
||||
@@ -76,12 +76,14 @@ func _build_model() -> void:
|
||||
|
||||
# Audio
|
||||
fire_sound = AudioStreamPlayer3D.new()
|
||||
fire_sound.bus = "SFX"
|
||||
fire_sound.stream = load("res://assets/sounds/nailgun_fire.wav")
|
||||
fire_sound.position = muzzle_flash.position
|
||||
fire_sound.volume_db = -5.0
|
||||
model_root.add_child(fire_sound)
|
||||
|
||||
reload_sound = AudioStreamPlayer3D.new()
|
||||
reload_sound.bus = "SFX"
|
||||
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
|
||||
model_root.add_child(reload_sound)
|
||||
|
||||
|
||||
@@ -58,12 +58,14 @@ func _build_model() -> void:
|
||||
|
||||
# Audio
|
||||
fire_sound = AudioStreamPlayer3D.new()
|
||||
fire_sound.bus = "SFX"
|
||||
fire_sound.stream = load("res://assets/sounds/plasma_fire.wav")
|
||||
fire_sound.position = muzzle_flash.position
|
||||
fire_sound.volume_db = -5.0
|
||||
model_root.add_child(fire_sound)
|
||||
|
||||
reload_sound = AudioStreamPlayer3D.new()
|
||||
reload_sound.bus = "SFX"
|
||||
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav")
|
||||
model_root.add_child(reload_sound)
|
||||
|
||||
|
||||
@@ -55,10 +55,12 @@ func _build_model() -> void:
|
||||
|
||||
# Audio
|
||||
fire_sound = AudioStreamPlayer3D.new()
|
||||
fire_sound.bus = "SFX"
|
||||
fire_sound.stream = load("res://assets/sounds/rocket_fire.wav")
|
||||
model_root.add_child(fire_sound)
|
||||
|
||||
reload_sound = AudioStreamPlayer3D.new()
|
||||
reload_sound.bus = "SFX"
|
||||
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
|
||||
model_root.add_child(reload_sound)
|
||||
|
||||
|
||||
@@ -52,10 +52,12 @@ func _build_model() -> void:
|
||||
|
||||
# Audio
|
||||
fire_sound = AudioStreamPlayer3D.new()
|
||||
fire_sound.bus = "SFX"
|
||||
fire_sound.stream = load("res://assets/sounds/swarm_fire.wav")
|
||||
model_root.add_child(fire_sound)
|
||||
|
||||
reload_sound = AudioStreamPlayer3D.new()
|
||||
reload_sound.bus = "SFX"
|
||||
reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing
|
||||
model_root.add_child(reload_sound)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user