Restore landing fade and missing event sounds
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parent
546107efb9
commit
eb1615ab6b
10 changed files with 91 additions and 15 deletions
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@ -16,6 +16,8 @@ func _verify() -> void:
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return _fail("Main.tscn did not load")
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var main: Node = packed.instantiate()
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root.add_child(main)
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if main.get_node_or_null("FadeOverlay/FadeRect") == null:
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return _fail("Main lost the atmosphere fade overlay")
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for menu_name in MENUS:
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var menu: Node = main.get_node_or_null("UI/%s" % menu_name)
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if menu == null:
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@ -26,6 +28,8 @@ func _verify() -> void:
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% [menu_name, expected])
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if menu.get_script() == null:
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return _fail("%s has no owning script" % menu_name)
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if menu.get_node_or_null("FadeOverlay") != null:
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return _fail("%s incorrectly owns Main's atmosphere fade overlay" % menu_name)
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var source: String = FileAccess.get_file_as_string(
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"res://controllers/BuildController.gd")
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@ -2,8 +2,9 @@ extends SceneTree
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# Headless test: run with
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# godot --headless -s res://tests/test_sfx.gd
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# Forgejo #146: a shot, a vessel dying and a structure coming down should be
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# heard.
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# Forgejo #146: shots and destruction should be heard. Enemy destruction and
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# incoming narration are covered too, so visual events cannot silently miss
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# the shared sound pool.
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#
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# The interesting failures here are not "no sound came out" - they are the
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# ones a play-through would not reveal for weeks. A voice pool that runs dry
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@ -16,7 +17,7 @@ extends SceneTree
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# B. firing plays a shot, and it survives a fleet firing together - no
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# voice is lost, none is left stuck
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# C. a dying ship is heard, from a node that is freed on the same frame
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# D. a destroyed structure is heard
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# D. enemy and structure destruction are heard
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# E. levels are in proportion: a shot fires constantly and a death happens
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# once, so a shot must be the quieter of the two
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# F. sound keeps working while a dialog has the game stopped (#128)
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@ -116,8 +117,12 @@ func _process(delta: float) -> bool:
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% [Sfx.VOICES * 3, Sfx.VOICES, busy])
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# --- F. and a dialog does not silence it -----------------
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for voice in _pool().get_children():
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(voice as AudioStreamPlayer).stop()
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var narration: Control = scene.get_node("UI/NarrationBanner")
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narration.say("Everything stops but this.", "TEST")
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if _sounding() == 0:
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return _fail("a narration line appeared in silence")
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if not paused:
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return _fail("the dialog did not stop the game, so this proves nothing")
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for voice in _pool().get_children():
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@ -149,6 +154,19 @@ func _process(delta: float) -> bool:
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return _fail("a vessel died in silence")
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print("a vessel freed on the frame it dies is still heard")
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# An enemy uses the same persistent pool. Its own node is freed on
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# this frame too, so the call must happen before queue_free().
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for voice in _pool().get_children():
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(voice as AudioStreamPlayer).stop()
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var enemy: Node2D = load("res://enemies/Enemy.tscn").instantiate()
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scene.add_child(enemy)
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enemy.take_damage(enemy.hp)
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if not enemy.is_queued_for_deletion():
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return _fail("the enemy was not destroyed")
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if _sounding() == 0:
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return _fail("an enemy vessel exploded in silence")
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print("an enemy vessel explosion is heard")
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# --- D. a structure ------------------------------------
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for voice in _pool().get_children():
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(voice as AudioStreamPlayer).stop()
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