feat(audio): add AudioManager autoload with 5-bus architecture
D-068 bus layout (Music, Ambient, WorldSFX, PlayerActions, UISounds), directory-scan asset registry, spatial/non-spatial playback, D-069 audio dip profiles (dialogue, confrontation, listening_focus) with low-pass filter sweep, and D-073 zone crossfade stub. No-op fallback when audio assets absent. Implements #255. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -22,6 +22,7 @@ GameState="*res://scripts/autoloads/game_state.gd"
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InputMapper="*res://scripts/autoloads/input_mapper.gd"
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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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[display]
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@@ -0,0 +1,302 @@
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extends Node
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## AudioManager autoload singleton (D-068, D-069, D-073).
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## 5-bus architecture with directory-scan registry pattern.
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## No-op fallback when audio assets absent (D-038).
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## Spatial audio positioning for close-range sounds (D-018).
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# --- Bus names (D-068) ---
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const BUS_MUSIC := "Music"
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const BUS_AMBIENT := "Ambient"
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const BUS_WORLD_SFX := "WorldSFX"
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const BUS_PLAYER_ACTIONS := "PlayerActions"
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const BUS_UI_SOUNDS := "UISounds"
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const BUSES := [BUS_MUSIC, BUS_AMBIENT, BUS_WORLD_SFX, BUS_PLAYER_ACTIONS, BUS_UI_SOUNDS]
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# D-069: Audio dip profiles — dB offsets relative to player slider setting.
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# Mid-range of spec values used (e.g. -6 to -8 → -7).
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const DIP_SPECS := {
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"dialogue": {
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"ease_in": 0.3, "ease_out": 0.5,
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"buses": { "Ambient": -7.0 },
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},
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"confrontation": {
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"ease_in": 0.5, "ease_out": 1.0,
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"buses": { "Ambient": -11.0, "WorldSFX": -5.0 },
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"filter_hz": 800.0,
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},
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"listening_focus": {
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"ease_in": 0.5, "ease_out": 0.5,
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"buses": { "WorldSFX": 2.5 },
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},
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}
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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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# Asset registry: filename stem (e.g. "amb_station_base") → AudioStream
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var _registry: Dictionary = {}
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# Player volume settings per bus (dB). Base for proportional dip calculation.
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var _bus_volumes: Dictionary = {}
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# Active dip state (D-069)
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var _active_dip: String = ""
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var _dip_tweens: Array = []
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# Low-pass filter on Ambient bus (D-069 confrontation sweep)
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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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signal dip_changed(profile: String)
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func _ready() -> void:
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_setup_buses()
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_scan_registry()
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# --- Bus setup ---
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func _setup_buses() -> void:
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for bus_name in BUSES:
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if AudioServer.get_bus_index(bus_name) < 0:
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AudioServer.add_bus()
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var idx := AudioServer.bus_count - 1
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AudioServer.set_bus_name(idx, bus_name)
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AudioServer.set_bus_send(idx, "Master")
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_bus_volumes[bus_name] = 0.0
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# Low-pass filter on Ambient bus — cutoff starts high (bypassed).
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# Confrontation dip sweeps it down to 800 Hz (D-069).
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var amb_idx := AudioServer.get_bus_index(BUS_AMBIENT)
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if amb_idx >= 0:
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_ambient_filter = AudioEffectLowPassFilter.new()
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_ambient_filter.cutoff_hz = FILTER_CUTOFF_DEFAULT
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AudioServer.add_bus_effect(amb_idx, _ambient_filter)
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# --- Asset registry (D-068 directory-scan pattern) ---
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func _scan_registry() -> void:
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var dir := DirAccess.open("res://audio/")
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if dir == null:
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print("AudioManager: res://audio/ not found — all play methods no-op")
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return
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dir.list_dir_begin()
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var file_name := dir.get_next()
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while file_name != "":
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if not dir.current_is_dir() and not file_name.ends_with(".import"):
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if file_name.get_extension().to_lower() in ["ogg", "wav", "mp3"]:
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var stream := load("res://audio/" + file_name) as AudioStream
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if stream:
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_registry[file_name.get_basename()] = stream
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file_name = dir.get_next()
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print("AudioManager: %d assets registered" % _registry.size())
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func has_asset(asset_key: String) -> bool:
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return _registry.has(asset_key)
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func get_registry_size() -> int:
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return _registry.size()
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# --- Playback: non-spatial ---
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## Play a one-shot sound on the given bus. No-ops if asset not in registry.
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func play(asset_key: String, bus: String = BUS_UI_SOUNDS) -> void:
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var stream := _get_stream(asset_key)
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if stream == null:
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return
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var player := AudioStreamPlayer.new()
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player.stream = stream
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player.bus = bus
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add_child(player)
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player.finished.connect(player.queue_free)
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player.play()
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## Start or replace a looping non-spatial sound. Returns the player or null.
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func play_loop(asset_key: String, bus: String = BUS_AMBIENT) -> AudioStreamPlayer:
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var stream := _get_stream(asset_key)
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if stream == null:
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return null
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stop_loop(asset_key)
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var loop_stream := stream.duplicate() as AudioStream
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_enable_loop(loop_stream)
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var player := AudioStreamPlayer.new()
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player.stream = loop_stream
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player.bus = bus
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add_child(player)
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player.play()
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_ambient_players[asset_key] = player
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return player
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## Stop a looping sound by asset key.
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func stop_loop(asset_key: String) -> void:
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if _ambient_players.has(asset_key):
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var player: AudioStreamPlayer = _ambient_players[asset_key]
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if is_instance_valid(player):
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player.stop()
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player.queue_free()
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_ambient_players.erase(asset_key)
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## Stop all looping sounds.
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func stop_all_loops() -> void:
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for key in _ambient_players.keys():
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stop_loop(key)
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# --- Playback: spatial (D-018 close-range) ---
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## Play a one-shot spatial sound at a world position (pixels).
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## Added to current_scene for correct AudioListener2D positioning.
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func play_at(asset_key: String, world_position: Vector2, bus: String = BUS_WORLD_SFX) -> void:
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var stream := _get_stream(asset_key)
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if stream == null:
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return
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var player := AudioStreamPlayer2D.new()
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player.stream = stream
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player.bus = bus
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player.global_position = world_position
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var scene := get_tree().current_scene
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if scene:
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scene.add_child(player)
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else:
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add_child(player)
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player.finished.connect(player.queue_free)
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player.play()
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# --- Audio dip profiles (D-069) ---
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## Apply a dip profile. Interrupts any active dip, restoring unaffected buses.
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## Profiles: "dialogue", "confrontation", "listening_focus"
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func apply_dip(profile: String) -> void:
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if not DIP_SPECS.has(profile):
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push_warning("AudioManager: unknown dip profile '%s'" % profile)
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return
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_kill_tweens()
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_active_dip = profile
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var spec: Dictionary = DIP_SPECS[profile]
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var buses: Dictionary = spec.get("buses", {})
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var ease_in: float = spec.get("ease_in", 0.3)
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# Tween ALL buses — affected ones get offset, unaffected ones restore to base.
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for bus_name in BUSES:
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var offset_db: float = buses.get(bus_name, 0.0)
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var target_db: float = _bus_volumes.get(bus_name, 0.0) + offset_db
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var idx := AudioServer.get_bus_index(bus_name)
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if idx < 0:
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continue
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var current_db := AudioServer.get_bus_volume_db(idx)
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if absf(current_db - target_db) < 0.1:
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continue
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var tween := create_tween()
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tween.tween_method(_make_bus_setter(bus_name), current_db, target_db, ease_in)
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_dip_tweens.append(tween)
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# Confrontation: sweep low-pass filter on Ambient (D-069)
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if spec.has("filter_hz") and _ambient_filter:
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var tween := create_tween()
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tween.tween_property(_ambient_filter, "cutoff_hz", spec["filter_hz"], ease_in)
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_dip_tweens.append(tween)
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elif _ambient_filter and _ambient_filter.cutoff_hz < FILTER_CUTOFF_DEFAULT - 100.0:
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# Leaving confrontation for another dip — restore filter
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var tween := create_tween()
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tween.tween_property(_ambient_filter, "cutoff_hz", FILTER_CUTOFF_DEFAULT, ease_in)
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_dip_tweens.append(tween)
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dip_changed.emit(profile)
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## Clear the active dip, restoring all bus volumes to player slider settings.
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func clear_dip() -> void:
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if _active_dip.is_empty():
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return
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var spec: Dictionary = DIP_SPECS.get(_active_dip, {})
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var ease_out: float = spec.get("ease_out", 0.5)
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_kill_tweens()
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_active_dip = ""
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for bus_name in BUSES:
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var target_db: float = _bus_volumes.get(bus_name, 0.0)
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var idx := AudioServer.get_bus_index(bus_name)
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if idx < 0:
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continue
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var current_db := AudioServer.get_bus_volume_db(idx)
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if absf(current_db - target_db) < 0.1:
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continue
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var tween := create_tween()
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tween.tween_method(_make_bus_setter(bus_name), current_db, target_db, ease_out)
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_dip_tweens.append(tween)
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# Restore low-pass filter
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if _ambient_filter and _ambient_filter.cutoff_hz < FILTER_CUTOFF_DEFAULT - 100.0:
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var tween := create_tween()
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tween.tween_property(_ambient_filter, "cutoff_hz", FILTER_CUTOFF_DEFAULT, ease_out)
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_dip_tweens.append(tween)
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dip_changed.emit("")
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func get_active_dip() -> String:
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return _active_dip
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# --- Volume control (player sliders, D-069 proportional base) ---
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## Set the player's volume preference for a bus. During active dip, immediately
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## recalculates effective volume (proportional to new base).
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func set_volume(bus: String, volume_db: float) -> void:
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_bus_volumes[bus] = volume_db
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var idx := AudioServer.get_bus_index(bus)
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if idx < 0:
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return
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if _active_dip.is_empty():
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AudioServer.set_bus_volume_db(idx, volume_db)
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else:
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var spec: Dictionary = DIP_SPECS.get(_active_dip, {})
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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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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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## Handle zone transition. Server sends zone_id per tile in ObserverSnapshot.
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## Full crossfade implementation deferred — stub for integration point.
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func set_zone(_zone_id: String) -> void:
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pass
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# --- Internal helpers ---
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func _get_stream(asset_key: String) -> AudioStream:
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return _registry.get(asset_key) as AudioStream
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func _make_bus_setter(bus_name: String) -> Callable:
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return func(db: float) -> void:
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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 _kill_tweens() -> void:
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for tween in _dip_tweens:
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if tween != null and tween.is_valid():
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tween.kill()
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_dip_tweens.clear()
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static func _enable_loop(stream: AudioStream) -> void:
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if stream is AudioStreamOggVorbis:
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stream.loop = true
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elif stream is AudioStreamWAV:
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stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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elif stream is AudioStreamMP3:
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stream.loop = true
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