diff --git a/assets/audio/music/floor_0.ogg b/assets/audio/music/floor_0.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/music/floor_1.ogg b/assets/audio/music/floor_1.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/music/floor_2.ogg b/assets/audio/music/floor_2.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/music/floor_3.ogg b/assets/audio/music/floor_3.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/chest_tap.ogg b/assets/audio/sfx/chest_tap.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/item_drag_start.ogg b/assets/audio/sfx/item_drag_start.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/item_drop_floor.ogg b/assets/audio/sfx/item_drop_floor.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/item_drop_hand.ogg b/assets/audio/sfx/item_drop_hand.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/item_drop_outfit.ogg b/assets/audio/sfx/item_drop_outfit.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/item_return_chest.ogg b/assets/audio/sfx/item_return_chest.ogg new file mode 100644 index 0000000..e69de29 diff --git a/assets/audio/sfx/item_spawn.ogg b/assets/audio/sfx/item_spawn.ogg new file mode 100644 index 0000000..e69de29 diff --git a/docs/audio-assets-sprint19.md b/docs/audio-assets-sprint19.md new file mode 100644 index 0000000..713b47c --- /dev/null +++ b/docs/audio-assets-sprint19.md @@ -0,0 +1,65 @@ +# Audio Assets — Sprint 19 + +Download these files manually from freesound.org and replace the empty placeholders under `assets/audio/`. + +All picks are CC0 (Public Domain) unless noted as CC-BY. CC-BY files require attribution in the game's credits / README. + +--- + +## Music tracks + +| Target file | Freesound ID | Title | Author | License | Duration | URL | +|---|---|---|---|---|---|---| +| `assets/audio/music/floor_0.ogg` | 725019 | Kids Background - Happy Children (loop ver.2) | AudioCoffee | CC0 | ~60s loop | https://freesound.org/people/AudioCoffee/sounds/725019/ | +| `assets/audio/music/floor_0.ogg` *(alt)* | 720612 | Kids - Children Background (loop) | AudioCoffee | CC0 | ~60s loop | https://freesound.org/people/AudioCoffee/sounds/720612/ | +| `assets/audio/music/floor_1.ogg` | 387588 | Piano Ambiance 4 (120bpm) — Ambient Piano Loop 37 | Erokia | CC0 | loop | https://freesound.org/people/Erokia/sounds/387588/ | +| `assets/audio/music/floor_1.ogg` *(alt)* | 384934 | Soft Piano Loop #1 | ispeakwaves | CC-BY 3.0 | loop | https://freesound.org/people/ispeakwaves/sounds/384934/ | +| `assets/audio/music/floor_2.ogg` | 684511 | Simple Game Music Loop | Seth_Makes_Sounds | CC0 | loop | https://freesound.org/people/Seth_Makes_Sounds/sounds/684511/ | +| `assets/audio/music/floor_2.ogg` *(alt)* | 387588 | Piano Ambiance 4 — use if floor_1 already taken | Erokia | CC0 | loop | https://freesound.org/people/Erokia/sounds/387588/ | +| `assets/audio/music/floor_3.ogg` | 723913 | Forest birds - ambient seamless loop | Magnesus | CC0 | seamless loop | https://freesound.org/people/Magnesus/sounds/723913/ | +| `assets/audio/music/floor_3.ogg` *(alt)* | 798842 | Morning Birds in a Quiet Urban Garden | WhisperingEarth | check page | field recording | https://freesound.org/people/WhisperingEarth/sounds/798842/ | + +> **floor_2.ogg note:** The nursery/lullaby track is the hardest to find as a pure CC0 loop. `Seth_Makes_Sounds/684511` is a gentle, simple game loop that works for a calm nursery atmosphere. If you want a proper lullaby feel, `ispeakwaves/384934` (Soft Piano Loop, CC-BY 3.0) is a better fit — just add attribution. + +--- + +## SFX + +| Target file | Freesound ID | Title | Author | License | Duration | URL | +|---|---|---|---|---|---|---| +| `assets/audio/sfx/chest_tap.ogg` | 679772 | Knocking on Wood | ominouswhoosh | CC0 | ~0.3s | https://freesound.org/people/ominouswhoosh/sounds/679772/ | +| `assets/audio/sfx/chest_tap.ogg` *(alt)* | 617056 | Tapping Wood 1 | F.M.Audio | CC0 | short | https://freesound.org/s/617056/ | +| `assets/audio/sfx/item_spawn.ogg` | 683096 | Woosh | florianreichelt | CC0 | short | https://freesound.org/people/florianreichelt/sounds/683096/ | +| `assets/audio/sfx/item_spawn.ogg` *(alt)* | 460473 | VS_Short Whoosh 8 | Vilkas_Sound | CC0 | short | https://freesound.org/people/Vilkas_Sound/sounds/460473/ | +| `assets/audio/sfx/item_drag_start.ogg` | 411177 | Pick up Item 1 | SilverIllusionist | CC0 | short | https://freesound.org/people/SilverIllusionist/sounds/411177/ | +| `assets/audio/sfx/item_drag_start.ogg` *(alt)* | 133280 | game pick up object | Leszek_Szary | CC0 | short | https://freesound.org/people/Leszek_Szary/sounds/133280/ | +| `assets/audio/sfx/item_drop_hand.ogg` | 448086 | Normal click | Breviceps | CC0 | <0.2s | https://freesound.org/people/Breviceps/sounds/448086/ | +| `assets/audio/sfx/item_drop_hand.ogg` *(alt)* | 580780 | Flashlight clicking sound | StrikeWhistler | CC0 | <0.2s | https://freesound.org/people/StrikeWhistler/sounds/580780/ | +| `assets/audio/sfx/item_drop_outfit.ogg` | 161415 | cape-swoosh | CosmicEmbers | CC-BY 3.0 | short | https://freesound.org/people/CosmicEmbers/sounds/161415/ | +| `assets/audio/sfx/item_drop_outfit.ogg` *(alt)* | 683096 | Woosh (florianreichelt) — softer pick | florianreichelt | CC0 | short | https://freesound.org/people/florianreichelt/sounds/683096/ | +| `assets/audio/sfx/item_return_chest.ogg` | 740266 | soft button click 1 | FOSSarts | CC0 | <0.2s | https://freesound.org/people/FOSSarts/sounds/740266/ | +| `assets/audio/sfx/item_return_chest.ogg` *(alt)* | 677860 | UI Button Click Snap | el_boss | CC0 | <0.2s | https://freesound.org/people/el_boss/sounds/677860/ | +| `assets/audio/sfx/item_drop_floor.ogg` | 449955 | Wooden Thud (Mono) | Breviceps | CC0 | <0.3s | https://freesound.org/people/Breviceps/sounds/449955/ | +| `assets/audio/sfx/item_drop_floor.ogg` *(alt)* | 342530 | Light Thud 4 | sgrowe | CC0 | <0.3s | https://freesound.org/people/sgrowe/sounds/342530/ | + +--- + +## Download instructions + +1. Open each URL in a browser while logged in to freesound.org (free account required for download). +2. Click "Download" and choose OGG format where available (or download as WAV and convert with Audacity/ffmpeg). +3. Rename the file to match the "Target file" column and drop it into the repo, replacing the empty placeholder. +4. For CC-BY files, add an entry to `docs/credits-audio.md` (create if it does not exist yet) with: `Author — Title — CC-BY 3.0 — URL`. + +## ffmpeg conversion (WAV to OGG) + +``` +ffmpeg -i input.wav -c:a libvorbis -q:a 4 output.ogg +``` + +## Notes + +- All CC0 picks require no attribution, but you may credit anyway. +- Prefer the primary pick; use the alt only if the primary is unavailable or unsuitable on preview. +- Keep music loops between 30–60 s to minimize file size on mobile. +- SFX should be trimmed with a short (~5 ms) fade-out to avoid clicks. diff --git a/scripts/autoload/AudioManager.gd b/scripts/autoload/AudioManager.gd index a8f9d39..713a8b0 100644 --- a/scripts/autoload/AudioManager.gd +++ b/scripts/autoload/AudioManager.gd @@ -1,63 +1,132 @@ -## AudioManager — music playback with cross-fade, SFX playback, volume control. +## AudioManager — floor music with cross-fade and SFX for player interactions. +## Autoload registered in project.godot. No class_name (Godot 4 autoload conflict). extends Node -const DEFAULT_MUSIC_VOLUME: float = 0.6 -const CROSSFADE_DURATION: float = 1.0 +const CROSSFADE_DURATION: float = 0.8 -var _music_player_a: AudioStreamPlayer -var _music_player_b: AudioStreamPlayer +const _MUSIC_MAP: Dictionary = { + 0: "res://assets/audio/music/floor_0.ogg", + 1: "res://assets/audio/music/floor_1.ogg", + 2: "res://assets/audio/music/floor_2.ogg", + 3: "res://assets/audio/music/floor_3.ogg", +} + +const _SFX_MAP: Dictionary = { + "chest_tap": "res://assets/audio/sfx/chest_tap.ogg", + "item_spawn": "res://assets/audio/sfx/item_spawn.ogg", + "item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg", + "item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg", + "item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg", + "item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg", + "item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg", +} + +var _current_floor: int = -1 +var _is_crossfading: bool = false var _active_player: AudioStreamPlayer +var _last_room: String = "" + +var _music_a: AudioStreamPlayer +var _music_b: AudioStreamPlayer var _sfx_player: AudioStreamPlayer -var _music_volume: float = DEFAULT_MUSIC_VOLUME -var _sfx_volume: float = 1.0 -var _is_fading: bool = false func _ready() -> void: - _music_player_a = AudioStreamPlayer.new() - _music_player_b = AudioStreamPlayer.new() + _music_a = AudioStreamPlayer.new() + _music_b = AudioStreamPlayer.new() _sfx_player = AudioStreamPlayer.new() - add_child(_music_player_a) - add_child(_music_player_b) + add_child(_music_a) + add_child(_music_b) add_child(_sfx_player) - _active_player = _music_player_a - _apply_music_volume() + _active_player = _music_a + _music_a.volume_db = linear_to_db(GameState.music_volume) + _music_b.volume_db = linear_to_db(0.0) + _sfx_player.volume_db = linear_to_db(GameState.sfx_volume) + GameState.state_changed.connect(_on_game_state_changed) + _last_room = GameState.current_room + var initial_floor: int = _derive_floor_from_room(GameState.current_room) + if initial_floor != -1: + play_floor_music(initial_floor) -func play_music(stream: AudioStream) -> void: - if _active_player.stream == stream and _active_player.playing: +func play_floor_music(floor: int) -> void: + if AudioServer.get_driver_name() == "Dummy": return - var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a - next_player.stream = stream - next_player.volume_db = linear_to_db(0.0) - next_player.play() - var prev_player: AudioStreamPlayer = _active_player - _active_player = next_player - var tween: Tween = create_tween() - tween.set_parallel(true) - tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION) - tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION) - tween.chain().tween_callback(prev_player.stop) + if floor == _current_floor: + return + if not _MUSIC_MAP.has(floor): + return + if _is_crossfading: + return + _is_crossfading = true + _current_floor = floor + var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a + var path: String = _MUSIC_MAP[floor] + if not ResourceLoader.exists(path): + _is_crossfading = false + return + var stream: AudioStream = load(path) as AudioStream + if stream == null: + _is_crossfading = false + return + inactive.stream = stream + inactive.volume_db = linear_to_db(0.0) + inactive.play() + var tween: Tween = create_tween().set_parallel(true) + tween.tween_property(inactive, "volume_db", linear_to_db(GameState.music_volume), CROSSFADE_DURATION) + tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION) + await tween.finished + _active_player.stop() + _active_player = inactive + _is_crossfading = false -func play_sfx(stream: AudioStream) -> void: +func play_sfx(event: String) -> void: + if AudioServer.get_driver_name() == "Dummy": + return + if not _SFX_MAP.has(event): + return + var path: String = _SFX_MAP[event] + if not ResourceLoader.exists(path): + return + var stream: AudioStream = load(path) as AudioStream + if stream == null: + return _sfx_player.stream = stream - _sfx_player.volume_db = linear_to_db(_sfx_volume) _sfx_player.play() -func set_music_volume(value: float) -> void: - _music_volume = clampf(value, 0.0, 1.0) - _apply_music_volume() +func set_music_volume(vol: float) -> void: + GameState.music_volume = vol + _active_player.volume_db = linear_to_db(vol) -func set_sfx_volume(value: float) -> void: - _sfx_volume = clampf(value, 0.0, 1.0) +func set_sfx_volume(vol: float) -> void: + GameState.sfx_volume = vol + _sfx_player.volume_db = linear_to_db(vol) -func get_music_volume() -> float: - return _music_volume +func get_current_floor() -> int: + return _current_floor -func _apply_music_volume() -> void: - _active_player.volume_db = linear_to_db(_music_volume) +func _on_game_state_changed() -> void: + if GameState.current_room == _last_room: + return + _last_room = GameState.current_room + var floor: int = _derive_floor_from_room(GameState.current_room) + if floor != -1: + play_floor_music(floor) + + +func _derive_floor_from_room(room: String) -> int: + match room: + "reception", "giftshop", "restaurant", "emergency": + return 0 + "xray", "pharmacy", "lab", "patient_rooms": + return 1 + "ultrasound", "delivery_room", "nursery": + return 2 + "garden_party": + return 3 + return -1 diff --git a/scripts/objects/holdable_item.gd b/scripts/objects/holdable_item.gd index b768979..5635f94 100644 --- a/scripts/objects/holdable_item.gd +++ b/scripts/objects/holdable_item.gd @@ -24,6 +24,7 @@ func _ready() -> void: func _on_drag_picked_up(_pos: Vector2) -> void: if is_in_hand_slot(): _detach_from_hand_slot() + AudioManager.play_sfx("item_drag_start") item_picked_up.emit(self) @@ -35,6 +36,9 @@ func _on_drag_released(_pos: Vector2) -> void: var character: Character = result[0] as Character var hand: String = result[1] as String character.attach_item(hand, self) + AudioManager.play_sfx("item_drop_hand") + else: + AudioManager.play_sfx("item_drop_floor") item_placed.emit(self) @@ -46,6 +50,7 @@ func _try_return_to_chest() -> bool: var chest: RoomChest = home_chest as RoomChest if chest == null: return false + AudioManager.play_sfx("item_return_chest") chest.receive_item(self) return true diff --git a/scripts/objects/outfit_item.gd b/scripts/objects/outfit_item.gd index b4c04e8..b44e580 100644 --- a/scripts/objects/outfit_item.gd +++ b/scripts/objects/outfit_item.gd @@ -15,6 +15,7 @@ func _on_drag_released(_pos: Vector2) -> void: var character: Character = _find_nearest_character() if character != null: character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self) + AudioManager.play_sfx("item_drop_outfit") return super._on_drag_released(_pos) diff --git a/scripts/objects/room_chest.gd b/scripts/objects/room_chest.gd index 3b87e00..4672307 100644 --- a/scripts/objects/room_chest.gd +++ b/scripts/objects/room_chest.gd @@ -8,6 +8,7 @@ signal item_received(chest: RoomChest, item_id: String) const SPAWN_TWEEN_DURATION: float = 0.3 @export var chest_id: String = "" +@export var tap_radius: float = 50.0 var _spawned_items: Array[HoldableItem] = [] var _item_configs: Array[ChestItemData] = [] @@ -21,9 +22,22 @@ func _ready() -> void: call_deferred("spawn_items") +func _unhandled_input(event: InputEvent) -> void: + var press_pos: Vector2 = _get_press_position(event) + if press_pos == Vector2.INF: + return + var canvas_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * press_pos + if canvas_pos.distance_to(global_position) > tap_radius: + return + get_viewport().set_input_as_handled() + AudioManager.play_sfx("chest_tap") + spawn_items() + + func spawn_items() -> void: if not _spawned_items.is_empty(): return + AudioManager.play_sfx("item_spawn") var parent: Node = get_parent() for config: ChestItemData in _item_configs: var item: HoldableItem = _create_item(config) @@ -71,6 +85,14 @@ func get_spawned_item(index: int) -> HoldableItem: return _spawned_items[index] +func _get_press_position(event: InputEvent) -> Vector2: + if event is InputEventScreenTouch and event.pressed: + return event.position + if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: + return event.position + return Vector2.INF + + func _create_item(config: ChestItemData) -> HoldableItem: var item: HoldableItem if config.item_type == ChestItemData.ItemType.OUTFIT: diff --git a/test/unit/test_audio_manager.gd b/test/unit/test_audio_manager.gd new file mode 100644 index 0000000..d4f0b40 --- /dev/null +++ b/test/unit/test_audio_manager.gd @@ -0,0 +1,71 @@ +## Tests for AudioManager — floor derivation, no-op guard, SFX key validation. +extends GutTest + + +func before_each() -> void: + AudioManager._current_floor = -1 + AudioManager._is_crossfading = false + + +func test_derive_floor_floor0_reception() -> void: + assert_eq(AudioManager._derive_floor_from_room("reception"), 0) + + +func test_derive_floor_floor0_all_rooms() -> void: + assert_eq(AudioManager._derive_floor_from_room("giftshop"), 0) + assert_eq(AudioManager._derive_floor_from_room("restaurant"), 0) + assert_eq(AudioManager._derive_floor_from_room("emergency"), 0) + + +func test_derive_floor_floor1_all_rooms() -> void: + assert_eq(AudioManager._derive_floor_from_room("xray"), 1) + assert_eq(AudioManager._derive_floor_from_room("pharmacy"), 1) + assert_eq(AudioManager._derive_floor_from_room("lab"), 1) + assert_eq(AudioManager._derive_floor_from_room("patient_rooms"), 1) + + +func test_derive_floor_floor2_all_rooms() -> void: + assert_eq(AudioManager._derive_floor_from_room("ultrasound"), 2) + assert_eq(AudioManager._derive_floor_from_room("delivery_room"), 2) + assert_eq(AudioManager._derive_floor_from_room("nursery"), 2) + + +func test_derive_floor_garden() -> void: + assert_eq(AudioManager._derive_floor_from_room("garden_party"), 3) + + +func test_derive_floor_unknown_returns_minus_one() -> void: + assert_eq(AudioManager._derive_floor_from_room("unknown_room"), -1) + assert_eq(AudioManager._derive_floor_from_room(""), -1) + + +func test_get_current_floor_starts_at_minus_one() -> void: + assert_eq(AudioManager.get_current_floor(), -1) + + +func test_play_floor_music_same_floor_is_noop() -> void: + AudioManager._current_floor = 0 + AudioManager.play_floor_music(0) + assert_eq(AudioManager.get_current_floor(), 0) + + +func test_play_sfx_unknown_key_does_not_crash() -> void: + AudioManager.play_sfx("nonexistent_event_xyz") + pass + + +func test_sfx_map_has_all_seven_keys() -> void: + assert_true(AudioManager._SFX_MAP.has("chest_tap")) + assert_true(AudioManager._SFX_MAP.has("item_spawn")) + assert_true(AudioManager._SFX_MAP.has("item_drag_start")) + assert_true(AudioManager._SFX_MAP.has("item_drop_hand")) + assert_true(AudioManager._SFX_MAP.has("item_drop_outfit")) + assert_true(AudioManager._SFX_MAP.has("item_return_chest")) + assert_true(AudioManager._SFX_MAP.has("item_drop_floor")) + + +func test_music_map_has_all_four_floors() -> void: + assert_true(AudioManager._MUSIC_MAP.has(0)) + assert_true(AudioManager._MUSIC_MAP.has(1)) + assert_true(AudioManager._MUSIC_MAP.has(2)) + assert_true(AudioManager._MUSIC_MAP.has(3)) diff --git a/test/unit/test_room_chest.gd b/test/unit/test_room_chest.gd index 107d3fc..d4fd62b 100644 --- a/test/unit/test_room_chest.gd +++ b/test/unit/test_room_chest.gd @@ -83,3 +83,21 @@ func test_receive_item_decrements_spawned_count() -> void: var item: HoldableItem = chest.get_spawned_item(0) chest.receive_item(item) assert_eq(chest.get_spawned_count(), 2) + + +func test_get_press_position_returns_position_for_screen_touch_pressed() -> void: + var chest: RoomChest = RoomChest.new() + add_child_autofree(chest) + var event: InputEventScreenTouch = InputEventScreenTouch.new() + event.pressed = true + event.position = Vector2(100.0, 200.0) + assert_eq(chest._get_press_position(event), Vector2(100.0, 200.0)) + + +func test_get_press_position_returns_inf_for_screen_touch_released() -> void: + var chest: RoomChest = RoomChest.new() + add_child_autofree(chest) + var event: InputEventScreenTouch = InputEventScreenTouch.new() + event.pressed = false + event.position = Vector2(100.0, 200.0) + assert_eq(chest._get_press_position(event), Vector2.INF)