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