486 lines
18 KiB
GDScript
486 lines
18 KiB
GDScript
extends Node
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## Autoload: central sound playback with variation + pitch randomization.
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##
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## Why: identical samples played back-to-back sound robotic. Real games ship
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## 3-5 variations per event and randomize pitch a few percent per shot. This
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## manager makes that the default for every sound in the game.
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##
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## Usage:
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## AudioManager.play_3d("ak47_fire", muzzle_global_pos)
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## AudioManager.play_ui("hit_confirm")
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## AudioManager.register_sound("footstep_metal", [
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## "res://assets/sounds/footstep_metal_01.wav",
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## "res://assets/sounds/footstep_metal_02.wav",
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## ], "Footsteps")
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##
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## Sounds are auto-registered from assets/sounds/*.wav on startup (the file
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## stem is the sound id). Drop variations next to the original with _01/_02/…
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## suffixes and they are picked up as one id with random selection:
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## footstep.wav, footstep_01.wav, footstep_02.wav -> id "footstep" (3 vars)
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##
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## Buses: Master <- SFX <- {Weapons, Explosions, Footsteps, Movement, UI,
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## Wind}, Master <- Music. The master hard limiter is a safety net, not a
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## loudness tool: checked-in assets are already mastered with headroom.
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const SOUNDS_DIR := "res://assets/sounds"
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const POOL_SIZE_3D := 32
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const POOL_SIZE_2D := 8
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# id -> { "streams": Array[AudioStream], "bus": String, "pitch_var": float, "volume_db": float }
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var _library: Dictionary = {}
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var _pool_3d: Array[AudioStreamPlayer3D] = []
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var _pool_2d: Array[AudioStreamPlayer] = []
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var _next_3d: int = 0
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var _next_2d: int = 0
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var _last_ui_play_ms: Dictionary = {}
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var _last_variant: Dictionary = {}
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# Default routing/tuning per id prefix (applied during auto-registration).
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const BUS_HINTS := {
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"footstep": "Footsteps",
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"explosion": "Explosions",
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"movement": "Movement",
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"projectile": "Movement",
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"ui_": "UI",
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"weapon": "Weapons",
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"fire": "Weapons",
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"reload": "Weapons",
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}
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## Old gameplay ids remain API-compatible while resolving to the remastered
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## event families. Keeping aliases here avoids sound-path knowledge spreading
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## back into every weapon and HUD script.
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const PREMIUM_ALIASES := {
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"ak47_fire": "weapon_ak47",
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"m4_fire": "weapon_m4",
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"mp7_fire": "weapon_mp7",
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"dmr_fire": "weapon_dmr",
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"awp_fire": "weapon_awp",
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"shotgun_fire": "weapon_shotgun",
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"nailgun_fire": "weapon_nailgun",
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"plasma_fire": "weapon_plasma",
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"rocket_fire": "weapon_rocket",
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"swarm_fire": "weapon_swarm",
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"mortar_fire": "weapon_mortar",
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"knife_swing": "weapon_knife",
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"shotgun_reload": "weapon_reload",
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"explosion": "explosion_deep",
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"bullet_impact": "impact_bullet",
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"footstep": "footstep_concrete",
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"wind": "movement_wind",
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"slide": "movement_slide_concrete",
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"wallrun": "movement_wallrun",
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"dash": "movement_dash",
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"jump": "movement_jump",
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"double_jump": "movement_double_jump",
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"vault": "movement_vault",
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"land": "movement_land",
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"grapple_launch": "movement_grapple_launch",
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"grapple_latch": "movement_grapple_latch",
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"grapple_reel": "movement_grapple_reel",
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"rocket_flight": "projectile_rocket_loop",
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"swarm_flight": "projectile_swarm_loop",
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"hit_confirm": "ui_confirm_premium",
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"kill_confirm": "ui_kill_premium",
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"ui_hover": "ui_hover_premium",
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"ui_click": "ui_click_premium",
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"ui_confirm": "ui_confirm_premium",
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"ui_error": "ui_error_premium",
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"ui_equip": "ui_equip_premium",
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}
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## Mix intent belongs beside event registration. Source files have controlled
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## peaks; these values establish hierarchy and variation without per-call magic
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## numbers. Loops opt into sample-accurate looping when loaded.
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const EVENT_TUNING := {
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"weapon_ak47": {"bus": "Weapons", "pitch": 0.025, "db": -3.0},
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"weapon_m4": {"bus": "Weapons", "pitch": 0.022, "db": -3.5},
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"weapon_mp7": {"bus": "Weapons", "pitch": 0.028, "db": -5.0},
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"weapon_dmr": {"bus": "Weapons", "pitch": 0.018, "db": -2.5},
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"weapon_awp": {"bus": "Weapons", "pitch": 0.015, "db": -1.5},
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"weapon_shotgun": {"bus": "Weapons", "pitch": 0.020, "db": -2.0},
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"weapon_nailgun": {"bus": "Weapons", "pitch": 0.025, "db": -4.0},
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"weapon_plasma": {"bus": "Weapons", "pitch": 0.025, "db": -4.0},
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"weapon_rocket": {"bus": "Weapons", "pitch": 0.018, "db": -3.0},
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"weapon_swarm": {"bus": "Weapons", "pitch": 0.025, "db": -4.0},
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"weapon_mortar": {"bus": "Weapons", "pitch": 0.015, "db": -2.0},
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"weapon_knife": {"bus": "Weapons", "pitch": 0.035, "db": -5.0},
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"weapon_reload": {"bus": "Weapons", "pitch": 0.018, "db": -7.0},
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"explosion_deep": {"bus": "Explosions", "pitch": 0.018, "db": 0.5},
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"impact_bullet": {"bus": "Impacts", "pitch": 0.045, "db": -5.0},
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"footstep_concrete": {"bus": "Footsteps", "pitch": 0.035, "db": -4.0},
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"footstep_metal": {"bus": "Footsteps", "pitch": 0.030, "db": -5.0},
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"footstep_wood": {"bus": "Footsteps", "pitch": 0.040, "db": -4.0},
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"footstep_glass": {"bus": "Footsteps", "pitch": 0.025, "db": -6.0},
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"movement_wind": {"bus": "Wind", "pitch": 0.0, "db": 0.0, "loop": true},
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"movement_slide_concrete": {"bus": "Movement", "pitch": 0.0, "db": 0.0, "loop": true},
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"movement_slide_metal": {"bus": "Movement", "pitch": 0.0, "db": -1.0, "loop": true},
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"movement_slide_wood": {"bus": "Movement", "pitch": 0.0, "db": 0.0, "loop": true},
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"movement_slide_glass": {"bus": "Movement", "pitch": 0.0, "db": -2.0, "loop": true},
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"movement_wallrun": {"bus": "Movement", "pitch": 0.0, "db": -1.0, "loop": true},
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"movement_grapple_reel": {"bus": "Movement", "pitch": 0.0, "db": -4.0, "loop": true},
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"movement_grapple_launch": {"bus": "Movement", "pitch": 0.010, "db": -3.0},
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"movement_grapple_latch": {"bus": "Movement", "pitch": 0.008, "db": -3.0},
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"movement_dash": {"bus": "Movement", "pitch": 0.015, "db": -2.5},
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"movement_jump": {"bus": "Movement", "pitch": 0.010, "db": -3.5},
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"movement_double_jump": {"bus": "Movement", "pitch": 0.010, "db": -3.2},
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"movement_vault": {"bus": "Movement", "pitch": 0.025, "db": -6.0},
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"movement_land": {"bus": "Movement", "pitch": 0.025, "db": -4.0},
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"projectile_rocket_loop": {"bus": "Movement", "pitch": 0.015, "db": -4.0, "loop": true},
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"projectile_swarm_loop": {"bus": "Movement", "pitch": 0.020, "db": -6.0, "loop": true},
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"ui_hover_premium": {"bus": "UI", "pitch": 0.008, "db": -5.0, "cooldown": 55},
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"ui_click_premium": {"bus": "UI", "pitch": 0.006, "db": -3.5, "cooldown": 30},
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"ui_confirm_premium": {"bus": "UI", "pitch": 0.005, "db": -3.0},
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"ui_kill_premium": {"bus": "UI", "pitch": 0.005, "db": -1.5},
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"ui_error_premium": {"bus": "UI", "pitch": 0.005, "db": -3.0},
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"ui_equip_premium": {"bus": "UI", "pitch": 0.006, "db": -3.0},
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}
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## weapon_name (as broadcast in fire RPCs) -> fire sound id.
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const WEAPON_SOUND_IDS := {
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"AK-47": "ak47_fire", "M4": "m4_fire", "MP7": "mp7_fire",
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"DMR": "dmr_fire", "AWP": "awp_fire",
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"Double Barrel": "shotgun_fire", "Nail Gun": "nailgun_fire",
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"Plasma Gun": "plasma_fire", "Rocket Launcher": "rocket_fire",
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"Rocket Swarm": "swarm_fire", "Mortar": "mortar_fire",
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"Knife": "knife_swing",
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}
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## Sounds loud enough to slap back off nearby walls (early reflections).
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const OCCLUSION_TICK := 0.12
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var _occlusion_accum := 0.0
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func _ready() -> void:
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_setup_buses()
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_build_pools()
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_auto_register_sounds()
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print("AudioManager: %d sounds registered" % _library.size())
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func _physics_process(delta: float) -> void:
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# Re-filter playing positional sounds as the listener/source move so
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# walking behind a wall audibly muffles loops and long tails too.
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_occlusion_accum += delta
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if _occlusion_accum < OCCLUSION_TICK:
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return
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_occlusion_accum = 0.0
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var cam := get_viewport().get_camera_3d()
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if cam == null:
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return
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var listener := cam.global_position
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for p in _pool_3d:
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if p.playing and not p.get_meta("is_reflection", false):
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Acoustics.apply_occlusion(p, Acoustics.occlusion(
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cam.get_world_3d(), listener, p.global_position))
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# External looping players (projectile flight sounds, etc.) opt in by
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# joining this group.
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for node in get_tree().get_nodes_in_group("acoustic_occluded"):
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if node is AudioStreamPlayer3D and node.playing and node.is_inside_tree():
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Acoustics.apply_occlusion(node, Acoustics.occlusion(
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cam.get_world_3d(), listener, node.global_position))
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func weapon_sound_id(weapon_name: String) -> String:
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return WEAPON_SOUND_IDS.get(weapon_name, "")
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# ── Bus layout ────────────────────────────────────────────────────────────────
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func _setup_buses() -> void:
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_ensure_bus("SFX", "Master")
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_ensure_bus("Weapons", "SFX")
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_ensure_bus("Explosions", "SFX")
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_ensure_bus("Impacts", "SFX")
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_ensure_bus("Footsteps", "SFX")
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_ensure_bus("Movement", "SFX")
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_ensure_bus("Ambience", "SFX")
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_ensure_bus("UI", "SFX")
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_ensure_bus("Music", "Master")
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_ensure_bus("Wind", "SFX")
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_install_mix_effects()
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func _ensure_bus(bus_name: String, send_to: String) -> void:
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var idx := AudioServer.get_bus_index(bus_name)
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if idx == -1:
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idx = AudioServer.bus_count
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AudioServer.add_bus(idx)
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AudioServer.set_bus_name(idx, bus_name)
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if bus_name != "Master":
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AudioServer.set_bus_send(idx, send_to)
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func _install_mix_effects() -> void:
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var master := AudioServer.get_bus_index("Master")
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if master >= 0 and not _bus_has_effect(master, "AudioEffectHardLimiter"):
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var limiter := AudioEffectHardLimiter.new()
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limiter.ceiling_db = -1.0
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limiter.pre_gain_db = 0.0
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limiter.release = 0.10
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AudioServer.add_bus_effect(master, limiter)
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var weapons := AudioServer.get_bus_index("Weapons")
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if weapons >= 0 and not _bus_has_effect(weapons, "AudioEffectCompressor"):
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var punch := AudioEffectCompressor.new()
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punch.threshold = -9.0
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punch.ratio = 2.0
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punch.attack_us = 1800.0
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punch.release_ms = 95.0
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punch.gain = 0.5
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punch.mix = 0.42
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AudioServer.add_bus_effect(weapons, punch)
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var explosions := AudioServer.get_bus_index("Explosions")
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if explosions >= 0 and not _bus_has_effect(explosions, "AudioEffectCompressor"):
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var depth := AudioEffectCompressor.new()
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depth.threshold = -10.0
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depth.ratio = 1.8
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depth.attack_us = 2000.0
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depth.release_ms = 240.0
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depth.gain = 0.5
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depth.mix = 0.35
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AudioServer.add_bus_effect(explosions, depth)
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func _bus_has_effect(bus: int, effect_class: String) -> bool:
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for i in AudioServer.get_bus_effect_count(bus):
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var effect := AudioServer.get_bus_effect(bus, i)
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if effect and effect.is_class(effect_class):
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return true
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return false
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func set_bus_volume_linear(bus_name: String, linear: float) -> void:
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var idx := AudioServer.get_bus_index(bus_name)
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if idx != -1:
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AudioServer.set_bus_volume_db(idx, linear_to_db(clampf(linear, 0.0001, 1.0)))
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# ── Registration ──────────────────────────────────────────────────────────────
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func register_sound(id: String, paths: Array, bus: String = "SFX",
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pitch_var: float = 0.06, volume_db: float = 0.0) -> void:
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var streams: Array = []
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for p in paths:
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if ResourceLoader.exists(p):
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var s = load(p)
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if s:
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streams.append(s)
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if streams.is_empty():
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return
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_library[id] = {
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"streams": streams,
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"bus": bus,
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"pitch_var": pitch_var,
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"volume_db": volume_db,
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}
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func _auto_register_sounds() -> void:
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var dir := DirAccess.open(SOUNDS_DIR)
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if not dir:
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return
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# Group files: "footstep_01.wav" and "footstep.wav" both map to "footstep".
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var groups: Dictionary = {}
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for fname in dir.get_files():
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if not (fname.ends_with(".wav") or fname.ends_with(".ogg") or fname.ends_with(".mp3")):
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continue
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var stem := fname.get_basename()
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var base := stem
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var parts := stem.rsplit("_", true, 1)
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if parts.size() == 2 and parts[1].is_valid_int():
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base = parts[0]
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if not groups.has(base):
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groups[base] = []
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groups[base].append(SOUNDS_DIR + "/" + fname)
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for id in groups:
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var bus := "SFX"
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for hint in BUS_HINTS:
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if id.findn(hint) != -1:
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bus = BUS_HINTS[hint]
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break
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var tuning: Dictionary = EVENT_TUNING.get(id, {})
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register_sound(id, groups[id],
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str(tuning.get("bus", bus)),
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float(tuning.get("pitch", 0.045)),
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float(tuning.get("db", 0.0)))
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func has_sound(id: String) -> bool:
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return _library.has(_resolve_id(id))
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func _resolve_id(id: String) -> String:
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var premium: String = str(PREMIUM_ALIASES.get(id, id))
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return premium if _library.has(premium) else id
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## Build an AudioStreamRandomizer for a registered id: every play() picks a
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## random variation with random pitch. For nodes that own their own player
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## (weapons) instead of going through the pools. Falls back to a plain load
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## of fallback_path if the id isn't registered.
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func stream_for(id: String, fallback_path: String = "") -> AudioStream:
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var resolved := _resolve_id(id)
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var entry = _library.get(resolved)
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if entry == null:
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return load(fallback_path) if fallback_path != "" and ResourceLoader.exists(fallback_path) else null
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var r := AudioStreamRandomizer.new()
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r.random_pitch = 1.0 + entry["pitch_var"]
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for s in entry["streams"]:
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if bool(EVENT_TUNING.get(resolved, {}).get("loop", false)):
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_enable_loop(s)
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r.add_stream(-1, s)
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return r
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## Configure an owned AudioStreamPlayer/AudioStreamPlayer3D from the same event
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## metadata used by pooled playback. This erases the old per-weapon gain/bus
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## lottery while letting weapons keep their existing player nodes.
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func configure_player(player: Node, id: String, fallback_path: String = "",
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volume_db_offset: float = 0.0) -> void:
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if player == null:
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return
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var resolved := _resolve_id(id)
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var entry = _library.get(resolved)
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player.set("stream", stream_for(id, fallback_path))
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if entry:
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player.set("bus", entry["bus"])
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player.set("volume_db", float(entry["volume_db"]) + volume_db_offset)
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if player is AudioStreamPlayer3D:
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var spatial := player as AudioStreamPlayer3D
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spatial.unit_size = 7.0
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spatial.max_distance = 85.0
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# Automatic fire must not amputate the body/tail of the previous shot.
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# Godot defaults to one voice per player, which was making every rifle
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# turn into a dry click train under sustained fire.
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spatial.max_polyphony = 8 if resolved.begins_with("weapon_") \
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and resolved != "weapon_reload" else 1
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elif player is AudioStreamPlayer:
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(player as AudioStreamPlayer).max_polyphony = 4
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func _enable_loop(stream: AudioStream) -> void:
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if stream is AudioStreamWAV:
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var wav := stream as AudioStreamWAV
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wav.loop_mode = AudioStreamWAV.LOOP_FORWARD
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wav.loop_begin = 0
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wav.loop_end = maxi(1, roundi(wav.get_length() * wav.mix_rate))
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elif stream is AudioStreamOggVorbis:
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(stream as AudioStreamOggVorbis).loop = true
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func _pick_stream(id: String, entry: Dictionary) -> AudioStream:
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var streams: Array = entry["streams"]
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if streams.size() <= 1:
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return streams[0]
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var previous := int(_last_variant.get(id, -1))
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var pick := randi_range(0, streams.size() - 2)
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if pick >= previous:
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pick += 1
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_last_variant[id] = pick
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return streams[pick]
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# ── Playback ──────────────────────────────────────────────────────────────────
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func _build_pools() -> void:
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for i in POOL_SIZE_3D:
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var p := AudioStreamPlayer3D.new()
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p.name = "Pool3D_%d" % i
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p.max_distance = 80.0
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p.unit_size = 8.0
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add_child(p)
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_pool_3d.append(p)
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for i in POOL_SIZE_2D:
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var p := AudioStreamPlayer.new()
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p.name = "Pool2D_%d" % i
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add_child(p)
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_pool_2d.append(p)
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## Play a positional sound with material-aware occlusion; loud sounds also
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## spawn early reflections off nearby surfaces so they can be located.
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## Safe to call every frame — players are pooled.
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func play_3d(id: String, global_pos: Vector3, volume_db_offset: float = 0.0,
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pitch_scale: float = 1.0) -> AudioStreamPlayer3D:
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var resolved := _resolve_id(id)
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var entry = _library.get(resolved)
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if entry == null:
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return null
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var player := _pool_3d[_next_3d]
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_next_3d = (_next_3d + 1) % POOL_SIZE_3D
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player.stream = _pick_stream(resolved, entry)
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player.bus = entry["bus"]
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player.volume_db = entry["volume_db"] + volume_db_offset
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player.pitch_scale = pitch_scale * randf_range(1.0 - entry["pitch_var"], 1.0 + entry["pitch_var"])
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player.global_position = global_pos
|
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player.set_meta("is_reflection", false)
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var cam := get_viewport().get_camera_3d()
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if cam:
|
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var occ := Acoustics.occlusion(cam.get_world_3d(), cam.global_position, global_pos)
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Acoustics.apply_occlusion(player, occ)
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if _is_loud(resolved):
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_spawn_reflections(player.stream, global_pos, cam, entry, volume_db_offset)
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else:
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|
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)
|