feat(sfx): add looping ambient heartbeat to UltrasoundMachine

This commit is contained in:
Steven Wroblewski
2026-05-10 21:50:52 +02:00
parent 18c982f770
commit 80274b0294
+37
View File
@@ -1,4 +1,5 @@
## UltrasoundMachine — displays a continuous heartbeat pulse on the screen. ## 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 class_name UltrasoundMachine extends Node2D
const BEAT_RISE_DURATION: float = 0.12 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_INTERVAL: float = 0.60
const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5) const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0) 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: func _ready() -> void:
_start_heartbeat_loop() _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: func _start_heartbeat_loop() -> void: