Restore landing fade and missing event sounds

This commit is contained in:
Loïc Wisniewski 2026-08-31 18:15:37 +02:00
commit eb1615ab6b
10 changed files with 91 additions and 15 deletions

View file

@ -24,12 +24,16 @@ const VOICES: int = 12
const SHOT: String = "shot"
const SHIP_DEATH: String = "ship_death"
const ENEMY_DEATH: String = "enemy_death"
const BUILDING_DEATH: String = "building_death"
const DIALOG: String = "dialog"
const SOUNDS: Dictionary = {
SHOT: "res://audio/sfx_shot.wav",
SHIP_DEATH: "res://audio/sfx_ship_death.wav",
ENEMY_DEATH: "res://audio/sfx_ship_death.wav",
BUILDING_DEATH: "res://audio/sfx_building_death.wav",
DIALOG: "res://audio/sfx_dialog.wav",
}
# Per-sound level. A shot is fired constantly and a death happens once, so
@ -37,7 +41,9 @@ const SOUNDS: Dictionary = {
const LEVELS: Dictionary = {
SHOT: -26.0,
SHIP_DEATH: -23.0,
ENEMY_DEATH: -23.0,
BUILDING_DEATH: -23.0,
DIALOG: -19.0,
}
# Shots vary a little in pitch so a stream of them does not turn into one

View file

@ -125,6 +125,28 @@ def shot(seconds=0.22):
return [_saturate(v, 2.0) * _attack(i, 0.0015) for i, v in enumerate(mixed)]
def dialog(seconds=0.24):
"""A short radio handshake when a transmission line appears.
Two rising digital tones establish the signal; a small static tail keeps
it in the same physical world as the scan-line presentation without
turning every revealed character into a click."""
n = int(RATE * seconds)
tone = [0.0] * n
for start, end, level, delay in ((520.0, 820.0, 0.55, 0.0),
(940.0, 1380.0, 0.32, 0.045)):
begin = int(RATE * delay)
part = _sweep(n - begin, start, end, 0.8)
for i, value in enumerate(part):
at = begin + i
tone[at] += value * level * _decay(i, len(part), 2.8)
static = [value * _decay(i, n, 2.1) * 0.16
for i, value in enumerate(_noise(n, 17, lambda t: 0.55 - 0.42 * t))]
mixed = _mix(tone, static)
return [_saturate(value, 1.8) * _attack(i, 0.002)
for i, value in enumerate(mixed)]
def explosion(seconds, sub_from, sub_to, roar_seed, debris_level, drive):
"""A blast in three layers on three clocks: the crack is over in a
fifth of a second, the roar runs most of the length, and the debris
@ -163,6 +185,7 @@ def explosion(seconds, sub_from, sub_to, roar_seed, debris_level, drive):
if __name__ == "__main__":
_write("sfx_shot", shot())
_write("sfx_dialog", dialog())
# A vessel coming apart: bright, fast, with real low end under it.
_write("sfx_ship_death", explosion(1.45, 260.0, 38.0, 5, 0.16, 2.6))
# A structure: longer, deeper, and it keeps coming down afterwards.

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audio/sfx_dialog.wav Normal file

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@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://dxg516krws85k"
path="res://.godot/imported/sfx_dialog.wav-d50ed12ab44ac60044a5fcd0eb2c25c1.sample"
[deps]
source_file="res://audio/sfx_dialog.wav"
dest_files=["res://.godot/imported/sfx_dialog.wav-d50ed12ab44ac60044a5fcd0eb2c25c1.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2