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>
44 lines
1.1 KiB
Plaintext
44 lines
1.1 KiB
Plaintext
[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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