Wires in new audio sound fxs

This commit is contained in:
2026-03-11 10:23:19 -04:00
parent 309182daeb
commit 8b2e059f07
10 changed files with 21 additions and 0 deletions
Binary file not shown.
Binary file not shown.
Binary file not shown.
+5
View File
@@ -10,6 +10,8 @@ const POOL_SIZE := 8
# Preloaded sound effects # Preloaded sound effects
var _sounds: Dictionary = { var _sounds: Dictionary = {
"enemy_hit": preload("res://assets/audio/sfx/enemy_hit.wav"), "enemy_hit": preload("res://assets/audio/sfx/enemy_hit.wav"),
"enemy_death": preload("res://assets/audio/sfx/enemy_death.wav"),
"enemy_shoot": preload("res://assets/audio/sfx/enemy_shoot.wav"),
"player_hit": preload("res://assets/audio/sfx/player_hit.wav"), "player_hit": preload("res://assets/audio/sfx/player_hit.wav"),
"player_shoot": preload("res://assets/audio/sfx/player_shoot.wav"), "player_shoot": preload("res://assets/audio/sfx/player_shoot.wav"),
"explosion": preload("res://assets/audio/sfx/explosion.wav"), "explosion": preload("res://assets/audio/sfx/explosion.wav"),
@@ -17,6 +19,9 @@ var _sounds: Dictionary = {
"item_pickup": preload("res://assets/audio/sfx/item_pickup.wav"), "item_pickup": preload("res://assets/audio/sfx/item_pickup.wav"),
"ui_click": preload("res://assets/audio/sfx/ui_click.wav"), "ui_click": preload("res://assets/audio/sfx/ui_click.wav"),
"ui_select": preload("res://assets/audio/sfx/ui_select.wav"), "ui_select": preload("res://assets/audio/sfx/ui_select.wav"),
"door_close": preload("res://assets/audio/sfx/door_close.wav"),
"room_clear": preload("res://assets/audio/sfx/room_clear.wav"),
"teleport": preload("res://assets/audio/sfx/teleport.wav"),
} }
var _pool: Array[AudioStreamPlayer] = [] var _pool: Array[AudioStreamPlayer] = []
+1
View File
@@ -91,6 +91,7 @@ func take_damage(amount: float) -> void:
_die() _die()
func _die() -> void: func _die() -> void:
AudioManager.play("enemy_death")
_spawn_drop() _spawn_drop()
queue_free() queue_free()
+2
View File
@@ -863,6 +863,7 @@ func take_damage(amount: float) -> void:
current_health -= amount current_health -= amount
_flash_timer = 0.1 _flash_timer = 0.1
AudioManager.play("enemy_hit")
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE HIVEMIND") EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE HIVEMIND")
if current_health <= 0.0: if current_health <= 0.0:
@@ -907,6 +908,7 @@ func _tick_climax(delta: float) -> void:
func _die() -> void: func _die() -> void:
AudioManager.play("enemy_death")
_clear_orbiters() _clear_orbiters()
_end_beam() _end_beam()
+2
View File
@@ -369,6 +369,7 @@ func take_damage(amount: float) -> void:
return return
current_health -= amount current_health -= amount
AudioManager.play("enemy_hit")
EventBus.boss_health_changed.emit(current_health, max_health, "THE RELAY") EventBus.boss_health_changed.emit(current_health, max_health, "THE RELAY")
if current_health <= 5.0 and _phase != Phase.CLIMAX: if current_health <= 5.0 and _phase != Phase.CLIMAX:
@@ -412,6 +413,7 @@ func _tick_climax(delta: float) -> void:
_die() _die()
func _die() -> void: func _die() -> void:
AudioManager.play("enemy_death")
EventBus.boss_died.emit() EventBus.boss_died.emit()
# Cleanup burst projectiles # Cleanup burst projectiles
+1
View File
@@ -86,6 +86,7 @@ func _do_fire(delta: float) -> void:
_shot_timer = BURST_PAUSE _shot_timer = BURST_PAUSE
func _fire_projectile() -> void: func _fire_projectile() -> void:
AudioManager.play("enemy_shoot")
var proj = ENEMY_PROJECTILE.instantiate() var proj = ENEMY_PROJECTILE.instantiate()
proj.position = (get_parent() as Node2D).to_local(global_position) proj.position = (get_parent() as Node2D).to_local(global_position)
proj.direction = Vector2.from_angle(_fire_angle) proj.direction = Vector2.from_angle(_fire_angle)
+2
View File
@@ -370,12 +370,14 @@ func take_damage(amount: float) -> void:
return # already dying return # already dying
current_health -= amount current_health -= amount
_flash_timer = 0.1 _flash_timer = 0.1
AudioManager.play("enemy_hit")
EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE WARDEN") EventBus.boss_health_changed.emit(maxf(current_health, 0.0), max_health, "THE WARDEN")
if current_health <= 0.0: if current_health <= 0.0:
_enter_climax() _enter_climax()
func _die() -> void: func _die() -> void:
AudioManager.play("enemy_death")
_clear_mines() _clear_mines()
for entry in _sweep_projs: for entry in _sweep_projs:
if is_instance_valid(entry["node"]): if is_instance_valid(entry["node"]):
+8
View File
@@ -327,6 +327,7 @@ func _on_enemy_died() -> void:
_enemy_count -= 1 _enemy_count -= 1
if _enemy_count <= 0: if _enemy_count <= 0:
data.cleared = true data.cleared = true
AudioManager.play("room_clear")
if data.type == RoomData.RoomType.BOSS: if data.type == RoomData.RoomType.BOSS:
_spawn_body_part_drop() _spawn_body_part_drop()
_spawn_floor_exit() _spawn_floor_exit()
@@ -566,11 +567,18 @@ func _update_door_locks() -> void:
(area as Area2D).monitoring = not locked (area as Area2D).monitoring = not locked
# Update physical door barriers # Update physical door barriers
var was_unlocked := false
for door in _physical_doors.values():
if not door.is_locked():
was_unlocked = true
break
for door in _physical_doors.values(): for door in _physical_doors.values():
if locked: if locked:
door.lock() door.lock()
else: else:
door.unlock() door.unlock()
if locked and was_unlocked:
AudioManager.play("door_close")
# --------------------------------------------------------------------------- # ---------------------------------------------------------------------------
# Explicit signal cleanup on exit (safer than relying on Godot auto-cleanup) # Explicit signal cleanup on exit (safer than relying on Godot auto-cleanup)