Files
Papay-Shooter/globals/audio_manager.gd
T
2026-08-02 02:20:02 -04:00

486 lines
18 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, Explosions, Footsteps, Movement, UI,
## Wind}, Master <- Music. The master hard limiter is a safety net, not a
## loudness tool: checked-in assets are already mastered with headroom.
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
var _last_ui_play_ms: Dictionary = {}
var _last_variant: Dictionary = {}
# Default routing/tuning per id prefix (applied during auto-registration).
const BUS_HINTS := {
"footstep": "Footsteps",
"explosion": "Explosions",
"movement": "Movement",
"projectile": "Movement",
"ui_": "UI",
"weapon": "Weapons",
"fire": "Weapons",
"reload": "Weapons",
}
## Old gameplay ids remain API-compatible while resolving to the remastered
## event families. Keeping aliases here avoids sound-path knowledge spreading
## back into every weapon and HUD script.
const PREMIUM_ALIASES := {
"ak47_fire": "weapon_ak47",
"m4_fire": "weapon_m4",
"mp7_fire": "weapon_mp7",
"dmr_fire": "weapon_dmr",
"awp_fire": "weapon_awp",
"shotgun_fire": "weapon_shotgun",
"nailgun_fire": "weapon_nailgun",
"plasma_fire": "weapon_plasma",
"rocket_fire": "weapon_rocket",
"swarm_fire": "weapon_swarm",
"mortar_fire": "weapon_mortar",
"knife_swing": "weapon_knife",
"shotgun_reload": "weapon_reload",
"explosion": "explosion_deep",
"bullet_impact": "impact_bullet",
"footstep": "footstep_concrete",
"wind": "movement_wind",
"slide": "movement_slide_concrete",
"wallrun": "movement_wallrun",
"dash": "movement_dash",
"jump": "movement_jump",
"double_jump": "movement_double_jump",
"vault": "movement_vault",
"land": "movement_land",
"grapple_launch": "movement_grapple_launch",
"grapple_latch": "movement_grapple_latch",
"grapple_reel": "movement_grapple_reel",
"rocket_flight": "projectile_rocket_loop",
"swarm_flight": "projectile_swarm_loop",
"hit_confirm": "ui_confirm_premium",
"kill_confirm": "ui_kill_premium",
"ui_hover": "ui_hover_premium",
"ui_click": "ui_click_premium",
"ui_confirm": "ui_confirm_premium",
"ui_error": "ui_error_premium",
"ui_equip": "ui_equip_premium",
}
## Mix intent belongs beside event registration. Source files have controlled
## peaks; these values establish hierarchy and variation without per-call magic
## numbers. Loops opt into sample-accurate looping when loaded.
const EVENT_TUNING := {
"weapon_ak47": {"bus": "Weapons", "pitch": 0.025, "db": -3.0},
"weapon_m4": {"bus": "Weapons", "pitch": 0.022, "db": -3.5},
"weapon_mp7": {"bus": "Weapons", "pitch": 0.028, "db": -5.0},
"weapon_dmr": {"bus": "Weapons", "pitch": 0.018, "db": -2.5},
"weapon_awp": {"bus": "Weapons", "pitch": 0.015, "db": -1.5},
"weapon_shotgun": {"bus": "Weapons", "pitch": 0.020, "db": -2.0},
"weapon_nailgun": {"bus": "Weapons", "pitch": 0.025, "db": -4.0},
"weapon_plasma": {"bus": "Weapons", "pitch": 0.025, "db": -4.0},
"weapon_rocket": {"bus": "Weapons", "pitch": 0.018, "db": -3.0},
"weapon_swarm": {"bus": "Weapons", "pitch": 0.025, "db": -4.0},
"weapon_mortar": {"bus": "Weapons", "pitch": 0.015, "db": -2.0},
"weapon_knife": {"bus": "Weapons", "pitch": 0.035, "db": -5.0},
"weapon_reload": {"bus": "Weapons", "pitch": 0.018, "db": -7.0},
"explosion_deep": {"bus": "Explosions", "pitch": 0.018, "db": 0.5},
"impact_bullet": {"bus": "Impacts", "pitch": 0.045, "db": -5.0},
"footstep_concrete": {"bus": "Footsteps", "pitch": 0.035, "db": -4.0},
"footstep_metal": {"bus": "Footsteps", "pitch": 0.030, "db": -5.0},
"footstep_wood": {"bus": "Footsteps", "pitch": 0.040, "db": -4.0},
"footstep_glass": {"bus": "Footsteps", "pitch": 0.025, "db": -6.0},
"movement_wind": {"bus": "Wind", "pitch": 0.0, "db": 0.0, "loop": true},
"movement_slide_concrete": {"bus": "Movement", "pitch": 0.0, "db": 0.0, "loop": true},
"movement_slide_metal": {"bus": "Movement", "pitch": 0.0, "db": -1.0, "loop": true},
"movement_slide_wood": {"bus": "Movement", "pitch": 0.0, "db": 0.0, "loop": true},
"movement_slide_glass": {"bus": "Movement", "pitch": 0.0, "db": -2.0, "loop": true},
"movement_wallrun": {"bus": "Movement", "pitch": 0.0, "db": -1.0, "loop": true},
"movement_grapple_reel": {"bus": "Movement", "pitch": 0.0, "db": -4.0, "loop": true},
"movement_grapple_launch": {"bus": "Movement", "pitch": 0.010, "db": -3.0},
"movement_grapple_latch": {"bus": "Movement", "pitch": 0.008, "db": -3.0},
"movement_dash": {"bus": "Movement", "pitch": 0.015, "db": -2.5},
"movement_jump": {"bus": "Movement", "pitch": 0.010, "db": -3.5},
"movement_double_jump": {"bus": "Movement", "pitch": 0.010, "db": -3.2},
"movement_vault": {"bus": "Movement", "pitch": 0.025, "db": -6.0},
"movement_land": {"bus": "Movement", "pitch": 0.025, "db": -4.0},
"projectile_rocket_loop": {"bus": "Movement", "pitch": 0.015, "db": -4.0, "loop": true},
"projectile_swarm_loop": {"bus": "Movement", "pitch": 0.020, "db": -6.0, "loop": true},
"ui_hover_premium": {"bus": "UI", "pitch": 0.008, "db": -5.0, "cooldown": 55},
"ui_click_premium": {"bus": "UI", "pitch": 0.006, "db": -3.5, "cooldown": 30},
"ui_confirm_premium": {"bus": "UI", "pitch": 0.005, "db": -3.0},
"ui_kill_premium": {"bus": "UI", "pitch": 0.005, "db": -1.5},
"ui_error_premium": {"bus": "UI", "pitch": 0.005, "db": -3.0},
"ui_equip_premium": {"bus": "UI", "pitch": 0.006, "db": -3.0},
}
## 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_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("Explosions", "SFX")
_ensure_bus("Impacts", "SFX")
_ensure_bus("Footsteps", "SFX")
_ensure_bus("Movement", "SFX")
_ensure_bus("Ambience", "SFX")
_ensure_bus("UI", "SFX")
_ensure_bus("Music", "Master")
_ensure_bus("Wind", "SFX")
_install_mix_effects()
func _ensure_bus(bus_name: String, send_to: String) -> void:
var idx := AudioServer.get_bus_index(bus_name)
if idx == -1:
idx = AudioServer.bus_count
AudioServer.add_bus(idx)
AudioServer.set_bus_name(idx, bus_name)
if bus_name != "Master":
AudioServer.set_bus_send(idx, send_to)
func _install_mix_effects() -> void:
var master := AudioServer.get_bus_index("Master")
if master >= 0 and not _bus_has_effect(master, "AudioEffectHardLimiter"):
var limiter := AudioEffectHardLimiter.new()
limiter.ceiling_db = -1.0
limiter.pre_gain_db = 0.0
limiter.release = 0.10
AudioServer.add_bus_effect(master, limiter)
var weapons := AudioServer.get_bus_index("Weapons")
if weapons >= 0 and not _bus_has_effect(weapons, "AudioEffectCompressor"):
var punch := AudioEffectCompressor.new()
punch.threshold = -9.0
punch.ratio = 2.0
punch.attack_us = 1800.0
punch.release_ms = 95.0
punch.gain = 0.5
punch.mix = 0.42
AudioServer.add_bus_effect(weapons, punch)
var explosions := AudioServer.get_bus_index("Explosions")
if explosions >= 0 and not _bus_has_effect(explosions, "AudioEffectCompressor"):
var depth := AudioEffectCompressor.new()
depth.threshold = -10.0
depth.ratio = 1.8
depth.attack_us = 2000.0
depth.release_ms = 240.0
depth.gain = 0.5
depth.mix = 0.35
AudioServer.add_bus_effect(explosions, depth)
func _bus_has_effect(bus: int, effect_class: String) -> bool:
for i in AudioServer.get_bus_effect_count(bus):
var effect := AudioServer.get_bus_effect(bus, i)
if effect and effect.is_class(effect_class):
return true
return false
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
var tuning: Dictionary = EVENT_TUNING.get(id, {})
register_sound(id, groups[id],
str(tuning.get("bus", bus)),
float(tuning.get("pitch", 0.045)),
float(tuning.get("db", 0.0)))
func has_sound(id: String) -> bool:
return _library.has(_resolve_id(id))
func _resolve_id(id: String) -> String:
var premium: String = str(PREMIUM_ALIASES.get(id, id))
return premium if _library.has(premium) else 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 resolved := _resolve_id(id)
var entry = _library.get(resolved)
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"]:
if bool(EVENT_TUNING.get(resolved, {}).get("loop", false)):
_enable_loop(s)
r.add_stream(-1, s)
return r
## Configure an owned AudioStreamPlayer/AudioStreamPlayer3D from the same event
## metadata used by pooled playback. This erases the old per-weapon gain/bus
## lottery while letting weapons keep their existing player nodes.
func configure_player(player: Node, id: String, fallback_path: String = "",
volume_db_offset: float = 0.0) -> void:
if player == null:
return
var resolved := _resolve_id(id)
var entry = _library.get(resolved)
player.set("stream", stream_for(id, fallback_path))
if entry:
player.set("bus", entry["bus"])
player.set("volume_db", float(entry["volume_db"]) + volume_db_offset)
if player is AudioStreamPlayer3D:
var spatial := player as AudioStreamPlayer3D
spatial.unit_size = 7.0
spatial.max_distance = 85.0
# Automatic fire must not amputate the body/tail of the previous shot.
# Godot defaults to one voice per player, which was making every rifle
# turn into a dry click train under sustained fire.
spatial.max_polyphony = 8 if resolved.begins_with("weapon_") \
and resolved != "weapon_reload" else 1
elif player is AudioStreamPlayer:
(player as AudioStreamPlayer).max_polyphony = 4
func _enable_loop(stream: AudioStream) -> void:
if stream is AudioStreamWAV:
var wav := stream as AudioStreamWAV
wav.loop_mode = AudioStreamWAV.LOOP_FORWARD
wav.loop_begin = 0
wav.loop_end = maxi(1, roundi(wav.get_length() * wav.mix_rate))
elif stream is AudioStreamOggVorbis:
(stream as AudioStreamOggVorbis).loop = true
func _pick_stream(id: String, entry: Dictionary) -> AudioStream:
var streams: Array = entry["streams"]
if streams.size() <= 1:
return streams[0]
var previous := int(_last_variant.get(id, -1))
var pick := randi_range(0, streams.size() - 2)
if pick >= previous:
pick += 1
_last_variant[id] = pick
return streams[pick]
# ── 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 resolved := _resolve_id(id)
var entry = _library.get(resolved)
if entry == null:
return null
var player := _pool_3d[_next_3d]
_next_3d = (_next_3d + 1) % POOL_SIZE_3D
player.stream = _pick_stream(resolved, entry)
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(resolved):
_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.begins_with("weapon_") or id.begins_with("explosion")
## 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 event on its authored bus. Local movement feedback
## uses this too; play_ui adds hover/click rate limiting on top.
func play_local(id: String, volume_db_offset: float = 0.0,
pitch_scale: float = 1.0) -> AudioStreamPlayer:
var resolved := _resolve_id(id)
var entry = _library.get(resolved)
if entry == null:
return null
var player := _pool_2d[_next_2d]
_next_2d = (_next_2d + 1) % POOL_SIZE_2D
player.stream = _pick_stream(resolved, entry)
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.play()
return player
## Play a non-positional UI sound. A small per-event cooldown stops a pointer
## sweeping across a dense menu from turning gentle hovers into a grating buzz.
func play_ui(id: String, volume_db_offset: float = 0.0) -> AudioStreamPlayer:
var resolved := _resolve_id(id)
var cooldown := int(EVENT_TUNING.get(resolved, {}).get("cooldown", 0))
var now := Time.get_ticks_msec()
if cooldown > 0 and now - int(_last_ui_play_ms.get(resolved, -cooldown)) < cooldown:
return null
_last_ui_play_ms[resolved] = now
return play_local(id, volume_db_offset)