feat(sfx): add looping ambient heartbeat to UltrasoundMachine
This commit is contained in:
@@ -1,4 +1,5 @@
|
||||
## UltrasoundMachine — displays a continuous heartbeat pulse on the screen.
|
||||
## Plays looping ambient heartbeat audio when the ultrasound room is active.
|
||||
class_name UltrasoundMachine extends Node2D
|
||||
|
||||
const BEAT_RISE_DURATION: float = 0.12
|
||||
@@ -6,10 +7,46 @@ const BEAT_FALL_DURATION: float = 0.12
|
||||
const BEAT_INTERVAL: float = 0.60
|
||||
const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
|
||||
const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0)
|
||||
const _HEARTBEAT_PATH: String = "res://assets/audio/sfx/ultrasound_heartbeat.ogg"
|
||||
|
||||
@export var trigger_floor: int = 2
|
||||
@export var trigger_room: int = 0
|
||||
|
||||
var _audio: AudioStreamPlayer
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_start_heartbeat_loop()
|
||||
_setup_audio()
|
||||
RoomNavigator.room_changed.connect(_on_room_changed)
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
if RoomNavigator.room_changed.is_connected(_on_room_changed):
|
||||
RoomNavigator.room_changed.disconnect(_on_room_changed)
|
||||
|
||||
|
||||
func _setup_audio() -> void:
|
||||
_audio = AudioStreamPlayer.new()
|
||||
add_child(_audio)
|
||||
if AudioServer.get_driver_name() == "Dummy":
|
||||
return
|
||||
if not ResourceLoader.exists(_HEARTBEAT_PATH):
|
||||
return
|
||||
var stream: AudioStreamOggVorbis = load(_HEARTBEAT_PATH) as AudioStreamOggVorbis
|
||||
if stream == null:
|
||||
return
|
||||
stream.loop = true
|
||||
_audio.stream = stream
|
||||
|
||||
|
||||
func _on_room_changed(floor_index: int, room_index: int) -> void:
|
||||
if _audio == null or _audio.stream == null:
|
||||
return
|
||||
if floor_index == trigger_floor and room_index == trigger_room:
|
||||
_audio.play()
|
||||
else:
|
||||
_audio.stop()
|
||||
|
||||
|
||||
func _start_heartbeat_loop() -> void:
|
||||
|
||||
Reference in New Issue
Block a user