4.3 KiB
Sound Design
Papaya Shooter's mix is stylized impact, comfortable repetition: graphic and energetic enough to match the cel-shaded action, but deliberately free of the clipped white-noise and narrow resonant tones that make a fast shooter fatiguing.
Character movement follows the same 90/10 rule as
docs/CHARACTER_ART_DIRECTION.md: about 90% clean motion/thrust/body and 10%
actuator, latch or servo. Mechanics explain a verb; they do not become a
constant texture over the character.
Runtime mix
AudioManager owns registration, aliases, variation, routing and pooled
playback. The hierarchy is:
Master (hard limiter)
├── SFX
│ ├── Weapons (light parallel compression)
│ ├── Explosions (slower body compression)
│ ├── Impacts
│ ├── Footsteps
│ ├── Movement
│ ├── Ambience
│ ├── UI
│ └── Wind
└── Music
The limiter is only a safety net for coincident shots/explosions. Assets are mastered below full scale, and category gain establishes the hierarchy before the limiter is reached.
Legacy event ids such as m4_fire, explosion, wind and ui_hover resolve
to premium families in globals/audio_manager.gd. This preserves gameplay API
compatibility while keeping source filenames out of weapon and UI code.
Asset construction
Run:
python tools/build_audio_assets.py
python tools/audio_audit.py
The builder is deterministic except for downloading the pinned CC0 menu track. It:
- retains the transient of the CC0 firearm recordings;
- layers a low-passed body and a short, dark reflection tail;
- reduces the abrasive 3–5 kHz region and controls peaks;
- creates four concrete, metal, wood and glass footstep variations;
- constructs a 48.5-second speed-wind master plus softened scrape, wall-run and grapple loops from recordings;
- constructs mono mechanical projectile loops for correct 3D localization;
- layers low relay/clunk UI hover/click/confirm/error/equip feedback;
- masters the CC0 menu loop to a conservative music level.
tools/audio_audit.py gates family coverage, 48 kHz format, mono/stereo intent,
clipping, DC offset, headroom, loop duration, seam continuity, spectral
flatness, high-frequency centroid and the explosion/firearm loudness hierarchy.
Gameplay behavior
- Footsteps raycast the actual floor collider and use its
acoustic_material; brick and untagged structure map to concrete. - Local and remote footsteps use the same surface families. Remote steps remain positional and pass through material-aware occlusion.
- Slides switch recorded friction gestures if the floor material changes and scale restrained pitch/gain with speed.
- Wall-run friction scales with speed and gets a restrained wood/metal resonance shift.
- Speed wind is a narrowed, filtered field recording and fades in above 12 m/s with a stronger velocity-pitch relationship. Its 48.5-second cycle prevents a short gust cadence from becoming audible. There is no global noise bed.
- Jump and double-jump are compact jump-jet impulses. Dash is an equally brief thrust-jet cue; clean air and low engine body dominate both.
- Grapple launch/latch/reel use distinct air, padded latch and restrained motor cues. The reel stays below the character movement and never becomes a continuous metallic foreground.
- Automatic weapon players keep eight overlapping voices; a new shot no longer cuts the previous shot's body and tail.
- Explosion pitch and gain scale with blast radius, while reflections and occlusion locate the source in the environment. Masters carry a measured body advantage over firearms and a dark industrial debris layer.
- UI hover has a short cooldown so crossing dense menus does not become a buzz. All UI feedback is built from softened relay/clunk gestures with 8 ms transient ramps and a two-pole 2.4 kHz ceiling.
- Menu music fades in and is owned by the menu scene, so it stops cleanly when a match begins.
Source and naming conventions
Licenses and download pages are recorded in assets/sounds/SOURCES.md.
- Positional one-shots and projectile loops: 48 kHz, 16-bit mono WAV.
- Player-local movement beds: 48 kHz, 16-bit stereo WAV.
- Music: 48 kHz stereo Ogg Vorbis.
- Variations:
<event>_00.wav,<event>_01.wav, etc. - Runtime event families, bus gains and pitch ranges live in
AudioManager.EVENT_TUNING.