feat(audio): Sprint 13 — AudioManager, zone crossfade, dip profiles, murmur wiring (#528, #529, #530, #533)

AudioManager: volume slider persistence (ConfigFile), settings UI with
5 teal-bordered sliders, default_bus_layout.tres for editor. Zone
crossfade: defensive zone_id read from snapshot tiles, 1.5-2s ambient
tween, auto-activates when server ships OQ-09. Dip profiles: dialogue
dip in show/hide_dialogue, ListeningFocus 30-tick gate via
stationary_ticks in game_state.gd. NPC murmur: client plumbing for
event-driven World SFX playback, no-ops until audio asset arrives.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-02-19 18:19:25 +01:00
co-authored by Claude Opus 4.6
parent 61c452aca4
commit 0e6cc4eef8
10 changed files with 395 additions and 10 deletions
+43
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@@ -0,0 +1,43 @@
[gd_resource type="AudioBusLayout" format=3]
; D-068: 5-bus audio architecture — Music, Ambient, WorldSFX, PlayerActions, UISounds.
; All buses route to Master. Volumes managed at runtime by AudioManager autoload.
; AudioManager._setup_buses() creates any missing buses on startup (no-op if present).
[resource]
bus/0/name = "Master"
bus/0/solo = false
bus/0/mute = false
bus/0/bypass_fx = false
bus/0/volume_db = 0.0
bus/0/send = &""
bus/1/name = "Music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = &"Master"
bus/2/name = "Ambient"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = 0.0
bus/2/send = &"Master"
bus/3/name = "WorldSFX"
bus/3/solo = false
bus/3/mute = false
bus/3/bypass_fx = false
bus/3/volume_db = 0.0
bus/3/send = &"Master"
bus/4/name = "PlayerActions"
bus/4/solo = false
bus/4/mute = false
bus/4/bypass_fx = false
bus/4/volume_db = 0.0
bus/4/send = &"Master"
bus/5/name = "UISounds"
bus/5/solo = false
bus/5/mute = false
bus/5/bypass_fx = false
bus/5/volume_db = 0.0
bus/5/send = &"Master"
+4
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@@ -24,6 +24,10 @@ UIStrings="*res://scripts/autoloads/ui_strings.gd"
FogState="*res://scripts/autoloads/fog_state.gd"
AudioManager="*res://scripts/autoloads/audio_manager.gd"
[audio]
buses/default_bus_layout="res://default_bus_layout.tres"
[gui]
theme/custom="res://assets/theme/game_theme.tres"
+5 -1
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@@ -1,4 +1,4 @@
[gd_scene load_steps=21 format=3 uid="uid://bswrmh7w8dbgm"]
[gd_scene load_steps=22 format=3 uid="uid://bswrmh7w8dbgm"]
[ext_resource type="Script" path="res://scripts/main.gd" id="1_main"]
[ext_resource type="Script" path="res://scripts/rendering/world_renderer.gd" id="2_world"]
@@ -20,6 +20,7 @@
[ext_resource type="PackedScene" path="res://ui/gauntlet_hud.tscn" id="17_gauntlet"]
[ext_resource type="PackedScene" path="res://ui/checklist_overlay.tscn" id="18_checklist"]
[ext_resource type="PackedScene" path="res://ui/bug_report_dialog.tscn" id="19_bugreport"]
[ext_resource type="PackedScene" path="res://ui/settings_dialog.tscn" id="21_settings"]
[node name="Game" type="Node2D"]
script = ExtResource("1_main")
@@ -162,3 +163,6 @@ layer = 30
; #495: WRONG button (F12) — bug report capture dialog
[node name="BugReportDialog" parent="ModalLayer" instance=ExtResource("19_bugreport")]
; #528: Audio settings dialog — 5-bus volume sliders, ESC/OPEN_MENU to toggle
[node name="SettingsDialog" parent="ModalLayer" instance=ExtResource("21_settings")]
+96 -8
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@@ -41,6 +41,18 @@ const DIP_SPECS := {
# Low-pass filter default cutoff — effectively bypassed at this value.
const FILTER_CUTOFF_DEFAULT := 20500.0
# --- D-073: Zone crossfade constants ---
const CROSSFADE_DURATION := 1.8 # D-073: 1.5-2s spec, mid-range
# Maps server zone_id strings to ambient asset keys (filenames in res://audio/).
# Hub and Workplace share the same ambient layer — same location type.
const ZONE_ASSETS: Dictionary = {
"hub": "amb_hub_layer",
"workplace": "amb_hub_layer",
"bar": "amb_bar_layer",
"corridor": "amb_corridor_layer",
}
# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
var _registry: Dictionary = {}
@@ -57,12 +69,19 @@ var _ambient_filter: AudioEffectLowPassFilter = null
# Ambient loop players keyed by asset_key (D-073 zone crossfade)
var _ambient_players: Dictionary = {}
# D-073: Zone crossfade state
var _current_zone_id: String = ""
var _zone_tweens: Array = []
signal dip_changed(profile: String)
const PREFS_PATH := "user://audio_prefs.cfg"
func _ready() -> void:
_setup_buses()
_scan_registry()
_load_prefs()
# --- Bus setup ---
@@ -173,9 +192,8 @@ func stop_all_loops() -> void:
# --- Audio asset registry: event type → asset key (D-018, #125) ---
# Maps server-sent sound event_type strings to audio asset keys.
# Keys match filename stems in res://audio/ (scanned by _scan_registry).
# Audio assets per D-038: footstep variants (walk / run).
# No asset for Voice events in v0.1 — play_sound_event no-ops gracefully
# (D-038: "renders as audio if asset exists, or visual indicator + monologue if not").
# Audio assets per D-038: footstep variants (walk / run), NPC murmur (D-072, #532).
# Missing assets no-op gracefully (D-038 fallback pattern).
const SOUND_EVENT_ASSETS: Dictionary = {
"Footstep": "sfx_footstep_metal_walk",
"FootstepWalk": "sfx_footstep_metal_walk",
@@ -183,6 +201,10 @@ const SOUND_EVENT_ASSETS: Dictionary = {
"FootstepCrouch": "sfx_footstep_metal_walk", # D-053: same asset until stance-differentiated audio lands
"FootstepSprint": "sfx_footstep_metal_run",
"FootstepRun": "sfx_footstep_metal_run",
# D-072 (#533): NPC conversation murmur — single universal asset, World SFX bus.
# Zone ambient provides natural conspicuousness (bar buries it, corridor exposes it).
"Voice": "sfx_npc_murmur",
"VoiceConversation": "sfx_npc_murmur",
}
@@ -304,19 +326,85 @@ func set_volume(bus: String, volume_db: float) -> void:
var buses: Dictionary = spec.get("buses", {})
var offset_db: float = buses.get(bus, 0.0)
AudioServer.set_bus_volume_db(idx, volume_db + offset_db)
_save_prefs()
func get_volume(bus: String) -> float:
return _bus_volumes.get(bus, 0.0)
# --- Zone crossfade (D-073 stub) ---
# --- Volume persistence (user://audio_prefs.cfg) ---
func _load_prefs() -> void:
var cfg := ConfigFile.new()
if cfg.load(PREFS_PATH) != OK:
return
for bus_name in BUSES:
if cfg.has_section_key("audio", bus_name):
var db: float = cfg.get_value("audio", bus_name, 0.0)
# Apply directly: bypass _save_prefs() on initial load.
_bus_volumes[bus_name] = db
var idx := AudioServer.get_bus_index(bus_name)
if idx >= 0:
AudioServer.set_bus_volume_db(idx, db)
func _save_prefs() -> void:
var cfg := ConfigFile.new()
for bus_name in BUSES:
cfg.set_value("audio", bus_name, _bus_volumes.get(bus_name, 0.0))
var err := cfg.save(PREFS_PATH)
if err != OK:
push_warning("AudioManager: failed to save prefs to %s (error %d)" % [PREFS_PATH, err])
# --- Zone crossfade (D-073) ---
## Handle zone transition. Server sends zone_id per tile in ObserverSnapshot.
## Full crossfade implementation deferred to Sprint 9+ (D-073).
## Stub exists so server integration can call it without conditional checks.
func set_zone(_zone_id: String) -> void:
pass
## Hard boundary trigger with 1.5-2s audio crossfade between ambient layers.
## Interruptible — mid-crossfade zone change tweens from current position.
## No-op if assets absent (D-038) or same zone.
func set_zone(zone_id: String) -> void:
if zone_id == _current_zone_id:
return
var new_asset: String = ZONE_ASSETS.get(zone_id, "")
var old_asset: String = ZONE_ASSETS.get(_current_zone_id, "")
_current_zone_id = zone_id
_kill_zone_tweens()
# Fade out old ambient layer (if different asset from incoming zone)
if not old_asset.is_empty() and old_asset != new_asset:
if _ambient_players.has(old_asset):
var old_player: AudioStreamPlayer = _ambient_players[old_asset]
if is_instance_valid(old_player):
var tween := create_tween()
tween.tween_property(old_player, "volume_db", -80.0, CROSSFADE_DURATION)
tween.tween_callback(stop_loop.bind(old_asset))
_zone_tweens.append(tween)
# Fade in new ambient layer
if not new_asset.is_empty():
if _ambient_players.has(new_asset):
# Already playing (interrupted reverse crossfade) — tween from current volume
var existing: AudioStreamPlayer = _ambient_players[new_asset]
if is_instance_valid(existing):
var tween := create_tween()
tween.tween_property(existing, "volume_db", 0.0, CROSSFADE_DURATION)
_zone_tweens.append(tween)
elif has_asset(new_asset):
var new_player := play_loop(new_asset, BUS_AMBIENT)
if new_player:
new_player.volume_db = -80.0
var tween := create_tween()
tween.tween_property(new_player, "volume_db", 0.0, CROSSFADE_DURATION)
_zone_tweens.append(tween)
func _kill_zone_tweens() -> void:
for tween in _zone_tweens:
if tween != null and tween.is_valid():
tween.kill()
_zone_tweens.clear()
# --- Internal helpers ---
+14
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@@ -62,6 +62,12 @@ var medium_sound_events: Array = []
# Format: [{x, y, event_type, range_category}] — consumed once per tick in main.gd.
var close_sound_events: Array = []
# D-071 (#530): Consecutive ticks without player position change.
# Incremented per snapshot in apply_snapshot(). Reset to 0 on movement.
# ListeningFocus boost activates at 30+ ticks (main.gd manages the dip).
var stationary_ticks: int = 0
var _prev_player_position: Vector2 = Vector2(-1e9, -1e9) # sentinel: no previous position
func apply_snapshot(snapshot: Dictionary) -> void:
current_snapshot = snapshot
@@ -83,6 +89,14 @@ func apply_snapshot(snapshot: Dictionary) -> void:
push_warning("GameState: no Player entity found in %d entities" % [
visible_entities.size()])
# D-071 (#530): Track consecutive stationary ticks for ListeningFocus boost.
# Compares current player_position against previous snapshot's position.
if player_position == _prev_player_position:
stationary_ticks += 1
else:
stationary_ticks = 0
_prev_player_position = player_position
# Tiles for rendering: test mode sends "tiles", live server sends tile data in "visible_tiles"
if snapshot.has("tiles"):
visible_tiles = snapshot.tiles
+51
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@@ -15,6 +15,7 @@ extends Node2D
@onready var gauntlet_hud = $UILayer/GauntletHUD # #496: room timer + personal bests
@onready var checklist_overlay = $UILayer/ChecklistOverlay # #503: auto-checklist progress
@onready var bug_report_dialog = $ModalLayer/BugReportDialog # #495: F12 WRONG button
@onready var settings_dialog = $ModalLayer/SettingsDialog # #528: audio settings (ESC/OPEN_MENU)
var _last_dialogue_npc_id: int = -1 # D-064: NPC entity_id for WalkAway input
var _camera_anchored: bool = false
@@ -24,6 +25,9 @@ var _known_recognition_ids: Dictionary = {} # D-067: entity_ids that have alrea
var _flash_rect: ColorRect = null # #502/#501: ephemeral screen flash overlay (shared: teleport preempts amber)
var _teleport_in_progress: bool = false # #501: defer smoothing re-enable by one frame after teleport
var _pending_record_inputs: Array = [] # #507: accumulates server-bound inputs across frames; flushed into record_tick() on snapshot arrival
var _current_zone: String = "" # D-073 (#529): zone tracking for ambient crossfades
const LISTENING_FOCUS_TICKS: int = 30 # D-071: stationary ticks before ListeningFocus boost activates
func _ready() -> void:
print("The Settled Reach — client initialized")
@@ -128,6 +132,13 @@ func _process(_delta: float) -> void:
# D-018 #125: Play close-range sound events via positional 2D audio
_play_close_sound_events()
# D-073 (#529): Zone ambient crossfade — detect player tile zone, trigger set_zone on change.
_update_zone()
# D-071 (#530): ListeningFocus boost — stationary 30+ ticks boosts WorldSFX.
# Only activates when no dialogue/confrontation dip is active (D-070).
_update_listening_focus()
# Show monologue if server sent one this tick (#414)
_consume_monologue()
@@ -162,6 +173,14 @@ func _process(_delta: float) -> void:
if bug_report_dialog and not bug_report_dialog.is_active():
bug_report_dialog.start_capture()
continue
# #528: ESC/OPEN_MENU — client-only, toggle audio settings dialog
if input.action == InputMapper.Action.OPEN_MENU:
if settings_dialog:
if settings_dialog.is_open():
settings_dialog.close()
else:
settings_dialog.open()
continue
if input.action == InputMapper.Action.INTERACT:
# D-057: prefer interaction list (multi-verb), fall back to prompt (v0.1)
var target_id: int = -1
@@ -235,6 +254,38 @@ func _play_recognition_chimes() -> void:
_known_recognition_ids.erase(eid)
# D-073 (#529): Zone ambient crossfade — read zone_id from player's current tile.
# Calls AudioManager.set_zone() when zone changes (AudioManager handles crossfade).
# zone_id field is server-authoritative; missing field treated as empty (no zone).
func _update_zone() -> void:
var px := int(GameState.player_position.x)
var py := int(GameState.player_position.y)
var zone: String = ""
for tile in GameState.visible_tiles:
if not tile is Dictionary:
continue
if tile.get("x") == px and tile.get("y") == py:
zone = tile.get("zone_id", "")
break
if zone != _current_zone:
_current_zone = zone
AudioManager.set_zone(zone)
# D-071 (#530): ListeningFocus boost — World SFX +2.5dB when stationary 30+ ticks.
# Uses AudioManager.get_active_dip() as single source of truth (no separate flag).
# Only activates when no other dip (dialogue/confrontation) is running.
# Only deactivates its own dip — never touches dialogue/confrontation.
# D-070: no UI indicator — the boost is "felt, not computed."
func _update_listening_focus() -> void:
var current_dip := AudioManager.get_active_dip()
var threshold_met := GameState.stationary_ticks >= LISTENING_FOCUS_TICKS
if threshold_met and current_dip == "":
AudioManager.apply_dip("listening_focus")
elif not threshold_met and current_dip == "listening_focus":
AudioManager.clear_dip()
# Consume-once per tick: show monologue text, then clear.
# Tick guard prevents re-triggering when the same tick is polled multiple
# times (client FPS > sim tick rate).
+8
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@@ -139,6 +139,10 @@ func show_dialogue(npc_name: String, speech: String, options: Array = []) -> voi
_is_showing = true
GameState.dialogue_active = true # D-064: block movement while dialogue visible/fading
# D-069: Dialogue dip — reduce ambient noise to foreground conversation.
# Confrontation options override this with apply_dip("confrontation") in _start_confrontation_beat().
AudioManager.apply_dip("dialogue")
# D-061: auto-pause in single-player when dialogue opens
SimBridge.send_input({"action": InputMapper.Action.PAUSE, "timestamp_msec": Time.get_ticks_msec()})
@@ -156,6 +160,10 @@ func hide_dialogue() -> void:
_is_showing = false
mouse_filter = Control.MOUSE_FILTER_IGNORE
# D-069: Clear dialogue/confrontation dip — restore bus volumes to player slider settings.
# Safe to call even if confrontation beat already cleared the dip (no-op when empty).
AudioManager.clear_dip()
# D-061: unpause when dialogue closes
SimBridge.send_input({"action": InputMapper.Action.UNPAUSE, "timestamp_msec": Time.get_ticks_msec()})
+159
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@@ -0,0 +1,159 @@
extends Control
## #528: Audio settings dialog — 5-bus volume sliders.
## Opens on OPEN_MENU (ESC) from main.gd. Closes on OPEN_MENU again or CLOSE button.
## Volumes persist via AudioManager._save_prefs() on each slider change.
const BG_COLOR := Color(0.05, 0.05, 0.08, 0.90)
const BORDER_COLOR := Color("#4a9ebb")
const TEXT_COLOR := Color(0.878, 0.969, 0.98, 1)
const TITLE_COLOR := Color("#4a9ebb")
const FONT_SIZE := 14
const BOX_WIDTH := 460
const BOX_HEIGHT := 340
const PADDING := 20
const ROW_HEIGHT := 36
# Bus display labels → bus name strings (must match AudioManager BUS_* constants)
const BUS_ROWS: Array = [
["Music", "Music"],
["Ambient", "Ambient"],
["World SFX", "WorldSFX"],
["Player Actions", "PlayerActions"],
["UI Sounds", "UISounds"],
]
var _active: bool = false
var _container: VBoxContainer = null
signal closed
func _ready() -> void:
visible = false
mouse_filter = Control.MOUSE_FILTER_STOP
func open() -> void:
if _active:
return
_active = true
visible = true
_build_ui()
queue_redraw()
func close() -> void:
if not _active:
return
_active = false
visible = false
_destroy_ui()
queue_redraw()
closed.emit()
func is_open() -> bool:
return _active
func _build_ui() -> void:
var vp_size := get_viewport_rect().size
var box_pos := Vector2(
(vp_size.x - BOX_WIDTH) / 2.0,
(vp_size.y - BOX_HEIGHT) / 2.0
)
_container = VBoxContainer.new()
_container.position = box_pos + Vector2(PADDING, PADDING + 28)
_container.custom_minimum_size = Vector2(BOX_WIDTH - PADDING * 2, 0)
_container.add_theme_constant_override("separation", 4)
add_child(_container)
for row_data in BUS_ROWS:
var label_text: String = row_data[0]
var bus_name: String = row_data[1]
var hbox := HBoxContainer.new()
hbox.custom_minimum_size = Vector2(0, ROW_HEIGHT)
_container.add_child(hbox)
var label := Label.new()
label.text = label_text
label.custom_minimum_size = Vector2(150, 0)
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.add_theme_font_size_override("font_size", FONT_SIZE)
label.add_theme_color_override("font_color", TEXT_COLOR)
hbox.add_child(label)
var slider := HSlider.new()
slider.min_value = -40.0
slider.max_value = 0.0
slider.step = 0.5
slider.value = AudioManager.get_volume(bus_name)
slider.size_flags_horizontal = Control.SIZE_EXPAND_FILL
hbox.add_child(slider)
var db_label := Label.new()
db_label.text = _format_db(slider.value)
db_label.custom_minimum_size = Vector2(70, 0)
db_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
db_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
db_label.add_theme_font_size_override("font_size", FONT_SIZE)
db_label.add_theme_color_override("font_color", TEXT_COLOR)
hbox.add_child(db_label)
slider.value_changed.connect(func(value: float) -> void:
AudioManager.set_volume(bus_name, value)
db_label.text = _format_db(value)
)
# Spacer
var spacer := Control.new()
spacer.custom_minimum_size = Vector2(0, 8)
_container.add_child(spacer)
# Close button
var close_btn := Button.new()
close_btn.text = "CLOSE"
close_btn.add_theme_font_size_override("font_size", FONT_SIZE)
close_btn.pressed.connect(close)
_container.add_child(close_btn)
func _destroy_ui() -> void:
if _container:
_container.queue_free()
_container = null
func _draw() -> void:
if not _active:
return
var viewport_size := get_viewport_rect().size
# Dim overlay
draw_rect(Rect2(Vector2.ZERO, viewport_size), BG_COLOR)
# Dialog box
var box_pos := Vector2(
(viewport_size.x - BOX_WIDTH) / 2.0,
(viewport_size.y - BOX_HEIGHT) / 2.0
)
var box_rect := Rect2(box_pos, Vector2(BOX_WIDTH, BOX_HEIGHT))
draw_rect(box_rect, Color(0.08, 0.08, 0.12, 0.95))
draw_rect(box_rect, BORDER_COLOR, false, 1.0)
# Title
var font := ThemeDB.fallback_font
draw_string(font,
box_pos + Vector2(PADDING, PADDING + 18),
"AUDIO SETTINGS",
HORIZONTAL_ALIGNMENT_LEFT, -1, FONT_SIZE + 2, TITLE_COLOR)
static func _format_db(db: float) -> String:
if db <= -40.0:
return "mute"
return "%d dB" % int(db)
+14
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@@ -0,0 +1,14 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://ui/settings_dialog.gd" id="1_settings"]
; #528: Audio settings dialog — 5-bus volume sliders, OPEN_MENU (ESC) to toggle
[node name="SettingsDialog" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
script = ExtResource("1_settings")
+1 -1
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@@ -1092,7 +1092,7 @@ dependencies = [
[[package]]
name = "settled-reach-server"
version = "0.1.11"
version = "0.1.12"
dependencies = [
"bevy_app",
"bevy_ecs",