detroyed asteroid should produce a sound #213

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opened 2026-09-05 08:33:35 +00:00 by metaheavens · 1 comment
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Implemented in commit 7883688 on main.

The game synthesises its own audio (audio/make_sfx.py) rather than shipping sound files, so this is four new generators in that file's idiom - no binaries whose provenance nobody can check later, and the sounds stay DATA: too sharp or too short is a number and a re-run.

  • #208 the breach opening: two tones sliding in opposite directions so the sound pulls apart in the middle, under a rising roar. It swells rather than decaying, so it holds under the beat's shake. Played on the beat that OPENS the vortex, not the one that falls through it.
  • #210 cargo reaching the fleet's hold: short, quiet and narrow, built to be missable because it fires more often than everything else put together. Throttled to one blip per 90ms, since mining lands one unit at a time and a blip per unit is a machine-gun. Bank deposits stay silent - that is a number moving in a building the player is not standing in.
  • #213 a rock breaking: deliberately not the ship explosion with different numbers. Stone has no fuel in it, so it is a dry crack, gravel and falling fragments, with only enough low end to give it mass. Played on the shatter, not on the field's despawn of rocks the player has simply flown away from.
  • #214 the gas bomb: the opposite shape to a hull exploding - almost no crack, a low whoomph that swells, and a hiss that outlives it as the cloud spreads. Played at the bloom, not the throw.

Regenerating produced byte-identical files for the five existing sounds, so the generators are deterministic.

Verification
test_sfx.gd already checked that every catalogued sound loads, so these are covered there automatically. Added cases for the triggers themselves: an asteroid shattering is heard, a gas bomb is heard when it blooms and not when it is thrown, a rock arriving in the hold is heard and a burst of them only once, and a bank deposit stays silent.

Implemented in commit `7883688` on `main`. The game synthesises its own audio (`audio/make_sfx.py`) rather than shipping sound files, so this is four new generators in that file's idiom - no binaries whose provenance nobody can check later, and the sounds stay DATA: too sharp or too short is a number and a re-run. - **#208** the breach opening: two tones sliding in opposite directions so the sound pulls apart in the middle, under a rising roar. It swells rather than decaying, so it holds under the beat's shake. Played on the beat that OPENS the vortex, not the one that falls through it. - **#210** cargo reaching the fleet's hold: short, quiet and narrow, built to be missable because it fires more often than everything else put together. Throttled to one blip per 90ms, since mining lands one unit at a time and a blip per unit is a machine-gun. Bank deposits stay silent - that is a number moving in a building the player is not standing in. - **#213** a rock breaking: deliberately not the ship explosion with different numbers. Stone has no fuel in it, so it is a dry crack, gravel and falling fragments, with only enough low end to give it mass. Played on the shatter, not on the field's despawn of rocks the player has simply flown away from. - **#214** the gas bomb: the opposite shape to a hull exploding - almost no crack, a low whoomph that swells, and a hiss that outlives it as the cloud spreads. Played at the bloom, not the throw. Regenerating produced byte-identical files for the five existing sounds, so the generators are deterministic. **Verification** `test_sfx.gd` already checked that every catalogued sound loads, so these are covered there automatically. Added cases for the triggers themselves: an asteroid shattering is heard, a gas bomb is heard when it blooms and not when it is thrown, a rock arriving in the hold is heard and a burst of them only once, and a bank deposit stays silent.
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metaheavens/spaceship#213
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