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]>
112 lines
3.9 KiB
GDScript
112 lines
3.9 KiB
GDScript
extends SceneTree
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## Headless test for the Acoustics system:
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## godot --headless --path . -s res://debug/acoustics_test.gd
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## Builds walls of different materials between a listener and a source and
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## checks occlusion/classification/reflection math behaves as designed.
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var _fails := 0
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var _frames := 0
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var _level: Node3D
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func _check(cond: bool, msg: String) -> void:
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if cond:
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print(" OK: ", msg)
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else:
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_fails += 1
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print(" FAIL: ", msg)
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func _wall(pos: Vector3, size: Vector3, acoustic: String) -> StaticBody3D:
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var body := StaticBody3D.new()
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body.name = "Wall_" + acoustic
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body.set_meta("acoustic_material", acoustic)
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body.collision_layer = 1
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var shape := CollisionShape3D.new()
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shape.shape = BoxShape3D.new()
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shape.shape.size = size
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body.add_child(shape)
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_level.add_child(body)
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body.position = pos
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return body
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func _initialize() -> void:
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_level = Node3D.new()
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root.add_child(_level)
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func _process(_delta: float) -> bool:
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_frames += 1
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if _frames < 5:
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return false # let physics register the bodies
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if _frames == 5:
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print("=== Acoustics tests ===")
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var world := _level.get_world_3d()
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var listener := Vector3(0, 1, 0)
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var source := Vector3(0, 1, -10)
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# No wall: clear line
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var occ := Acoustics.occlusion(world, listener, source)
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_check(occ.surfaces == 0 and occ.db == 0.0, "clear line of sight -> no occlusion")
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# Wooden wall between
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var w := _wall(Vector3(0, 1, -5), Vector3(6, 4, 0.4), "wood")
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return false
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elif _frames == 10:
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var world := _level.get_world_3d()
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var occ := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
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_check(occ.surfaces == 1, "wooden wall -> 1 occluding surface")
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_check(absf(occ.db - Acoustics.MATERIALS.wood.trans_db) < 0.01,
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"wood transmission loss applied (%.1f dB)" % occ.db)
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_check(occ.cutoff == Acoustics.MATERIALS.wood.trans_cutoff,
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"wood lowpass cutoff (%.0f Hz)" % occ.cutoff)
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# Swap to concrete: heavier loss, deeper muffle
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for c in _level.get_children():
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c.set_meta("acoustic_material", "concrete")
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var occ2 := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
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_check(occ2.db < occ.db, "concrete muffles more than wood (%.1f < %.1f dB)" % [occ2.db, occ.db])
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_check(occ2.cutoff < occ.cutoff, "concrete cuts more highs (%.0f < %.0f Hz)" % [occ2.cutoff, occ.cutoff])
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# Metal: between wood and concrete in loss, more highs than concrete
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for c in _level.get_children():
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c.set_meta("acoustic_material", "metal")
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var occ3 := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
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_check(occ3.cutoff > occ2.cutoff, "metal passes more highs than concrete")
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# Second wall stacks
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_wall(Vector3(0, 1, -7), Vector3(6, 4, 0.4), "wood")
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return false
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elif _frames == 15:
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var world := _level.get_world_3d()
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var occ := Acoustics.occlusion(world, Vector3(0, 1, 0), Vector3(0, 1, -10))
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_check(occ.surfaces == 2, "two walls -> 2 occluding surfaces (got %d)" % occ.surfaces)
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# Reflections: a big wall beside the source, far enough that the
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# bounce path is >10m longer than the direct path (>30ms later —
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# closer echoes perceptually merge and are correctly skipped).
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_wall(Vector3(15, 1, -10), Vector3(0.4, 8, 10), "metal")
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return false
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elif _frames == 20:
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var world := _level.get_world_3d()
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var refls := Acoustics.reflections(world, Vector3(0, 1, -10), Vector3(0, 1, -2))
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_check(refls.size() >= 1, "side wall produces a reflection (got %d)" % refls.size())
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if refls.size() >= 1:
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_check(refls[0].delay > 0.0 and refls[0].delay <= 0.35,
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"reflection delay in range (%.0f ms)" % (refls[0].delay * 1000.0))
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_check(refls[0].cutoff == Acoustics.MATERIALS.metal.refl_cutoff,
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"reflection carries metal filter")
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# Classification fallbacks
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var crate := StaticBody3D.new()
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crate.name = "wooden_crate_3"
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_check(Acoustics.classify(crate) == "wood", "name-based classify: crate -> wood")
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crate.free()
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print("=== Acoustics results: %s ===" % ("ALL PASSED" if _fails == 0 else "%d FAILED" % _fails))
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return true
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return false
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