feat(sprint-19): AudioManager, floor music cross-fade, and SFX system

This commit is contained in:
Steven Wroblewski
2026-05-10 20:19:55 +02:00
18 changed files with 289 additions and 38 deletions
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# 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 3060 s to minimize file size on mobile.
- SFX should be trimmed with a short (~5 ms) fade-out to avoid clicks.
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## 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
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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
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@@ -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)
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@@ -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:
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## 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))
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@@ -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)