Files
Papay-Shooter/globals/audio_manager.gd
T
Nicholas ButzkeandClaude Fable 5 a51595e3b9 feat: material-aware sound occlusion + early reflections for localization
New Acoustics system (globals/acoustics.gd):
- Occlusion: rays from listener to source collect up to 3 occluding bodies;
  each surface's material adds transmission loss and lowers the lowpass
  cutoff. A gunshot through wood stays warm (-8dB, 1.4kHz), brick muffles
  hard (-15dB, 600Hz), concrete harder (-18dB, 450Hz), metal keeps more
  highs (-11dB, 1kHz), glass barely muffles (-5dB, 2.6kHz). Applied via
  each AudioStreamPlayer3D's attenuation filter.
- Early reflections: loud sounds (gunfire, explosions) probe 8 directions
  for nearby walls; each close surface plays a quiet, delayed (path/343ms),
  material-filtered copy from the mirror point — shots audibly slap back
  off structures so players can triangulate. Sub-30ms echoes are skipped
  (they perceptually merge with the direct sound).
- Surface classification: builder-set acoustic_material meta -> node-name
  keywords -> metallic-material inference -> concrete default; cached.

Integration:
- AudioManager.play_3d applies occlusion at fire time and re-filters all
  playing positional sounds every 0.12s (walking behind a wall mid-sound
  audibly muffles it); flight loops opt in via "acoustic_occluded" group
- Remote players' gunshots were entirely SILENT — rpc_play_fire_effects now
  plays the right weapon's shot at the shooter's position, occluded and
  reflected like everything else
- Remote players' footsteps were also silent — now positional + occluded,
  cadence scaled to their speed
- Test level tagged: brick arena walls, wooden platforms/obstacles, metal
  wall-run corridor/rails/dash platforms; dust2 sandstone reads as brick

Tests: debug/acoustics_test.gd (12 checks: per-material loss ordering,
multi-wall stacking, reflection delay/filter, name classification) — all
pass; movement 11/11; smoke 0 failures.

Co-Authored-By: Claude Fable 5 <[email protected]>
2026-07-17 23:48:38 -04:00

265 lines
9.1 KiB
GDScript

extends Node
## Autoload: central sound playback with variation + pitch randomization.
##
## Why: identical samples played back-to-back sound robotic. Real games ship
## 3-5 variations per event and randomize pitch a few percent per shot. This
## manager makes that the default for every sound in the game.
##
## Usage:
## AudioManager.play_3d("ak47_fire", muzzle_global_pos)
## AudioManager.play_ui("hit_confirm")
## AudioManager.register_sound("footstep_metal", [
## "res://assets/sounds/footstep_metal_01.wav",
## "res://assets/sounds/footstep_metal_02.wav",
## ], "Footsteps")
##
## Sounds are auto-registered from assets/sounds/*.wav on startup (the file
## stem is the sound id). Drop variations next to the original with _01/_02/…
## suffixes and they are picked up as one id with random selection:
## footstep.wav, footstep_01.wav, footstep_02.wav -> id "footstep" (3 vars)
##
## Buses: Master <- SFX <- {Weapons, Footsteps, UI}, Master <- Music.
## See docs/SOUND_DESIGN.md for where to get good source audio.
const SOUNDS_DIR := "res://assets/sounds"
const POOL_SIZE_3D := 32
const POOL_SIZE_2D := 8
# id -> { "streams": Array[AudioStream], "bus": String, "pitch_var": float, "volume_db": float }
var _library: Dictionary = {}
var _pool_3d: Array[AudioStreamPlayer3D] = []
var _pool_2d: Array[AudioStreamPlayer] = []
var _next_3d: int = 0
var _next_2d: int = 0
# Default routing/tuning per id prefix (applied during auto-registration).
const BUS_HINTS := {
"footstep": "Footsteps",
"fire": "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:
_setup_buses()
_build_pools()
_auto_register_sounds()
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 ────────────────────────────────────────────────────────────────
func _setup_buses() -> void:
_ensure_bus("SFX", "Master")
_ensure_bus("Weapons", "SFX")
_ensure_bus("Footsteps", "SFX")
_ensure_bus("UI", "SFX")
_ensure_bus("Music", "Master")
func _ensure_bus(bus_name: String, send_to: String) -> void:
if AudioServer.get_bus_index(bus_name) != -1:
return
var idx := AudioServer.bus_count
AudioServer.add_bus(idx)
AudioServer.set_bus_name(idx, bus_name)
AudioServer.set_bus_send(idx, send_to)
func set_bus_volume_linear(bus_name: String, linear: float) -> void:
var idx := AudioServer.get_bus_index(bus_name)
if idx != -1:
AudioServer.set_bus_volume_db(idx, linear_to_db(clampf(linear, 0.0001, 1.0)))
# ── Registration ──────────────────────────────────────────────────────────────
func register_sound(id: String, paths: Array, bus: String = "SFX",
pitch_var: float = 0.06, volume_db: float = 0.0) -> void:
var streams: Array = []
for p in paths:
if ResourceLoader.exists(p):
var s = load(p)
if s:
streams.append(s)
if streams.is_empty():
return
_library[id] = {
"streams": streams,
"bus": bus,
"pitch_var": pitch_var,
"volume_db": volume_db,
}
func _auto_register_sounds() -> void:
var dir := DirAccess.open(SOUNDS_DIR)
if not dir:
return
# Group files: "footstep_01.wav" and "footstep.wav" both map to "footstep".
var groups: Dictionary = {}
for fname in dir.get_files():
if not (fname.ends_with(".wav") or fname.ends_with(".ogg") or fname.ends_with(".mp3")):
continue
var stem := fname.get_basename()
var base := stem
var parts := stem.rsplit("_", true, 1)
if parts.size() == 2 and parts[1].is_valid_int():
base = parts[0]
if not groups.has(base):
groups[base] = []
groups[base].append(SOUNDS_DIR + "/" + fname)
for id in groups:
var bus := "SFX"
for hint in BUS_HINTS:
if id.findn(hint) != -1:
bus = BUS_HINTS[hint]
break
register_sound(id, groups[id], bus)
func has_sound(id: String) -> bool:
return _library.has(id)
## Build an AudioStreamRandomizer for a registered id: every play() picks a
## random variation with random pitch. For nodes that own their own player
## (weapons) instead of going through the pools. Falls back to a plain load
## of fallback_path if the id isn't registered.
func stream_for(id: String, fallback_path: String = "") -> AudioStream:
var entry = _library.get(id)
if entry == null:
return load(fallback_path) if fallback_path != "" and ResourceLoader.exists(fallback_path) else null
var r := AudioStreamRandomizer.new()
r.random_pitch = 1.0 + entry["pitch_var"]
for s in entry["streams"]:
r.add_stream(-1, s)
return r
# ── Playback ──────────────────────────────────────────────────────────────────
func _build_pools() -> void:
for i in POOL_SIZE_3D:
var p := AudioStreamPlayer3D.new()
p.name = "Pool3D_%d" % i
p.max_distance = 80.0
p.unit_size = 8.0
add_child(p)
_pool_3d.append(p)
for i in POOL_SIZE_2D:
var p := AudioStreamPlayer.new()
p.name = "Pool2D_%d" % i
add_child(p)
_pool_2d.append(p)
## 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,
pitch_scale: float = 1.0) -> AudioStreamPlayer3D:
var entry = _library.get(id)
if entry == null:
return null
var player := _pool_3d[_next_3d]
_next_3d = (_next_3d + 1) % POOL_SIZE_3D
player.stream = entry["streams"].pick_random()
player.bus = entry["bus"]
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.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()
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).
func play_ui(id: String, volume_db_offset: float = 0.0) -> AudioStreamPlayer:
var entry = _library.get(id)
if entry == null:
return null
var player := _pool_2d[_next_2d]
_next_2d = (_next_2d + 1) % POOL_SIZE_2D
player.stream = entry["streams"].pick_random()
player.bus = "UI"
player.volume_db = entry["volume_db"] + volume_db_offset
player.pitch_scale = randf_range(1.0 - entry["pitch_var"], 1.0 + entry["pitch_var"])
player.play()
return player