feat(audio): add AudioManager with floor music cross-fade and SFX

Replaces placeholder AudioManager with full implementation: floor-based
music routing via _derive_floor_from_room, cross-fade tween between
AudioStreamPlayers, SFX event-key dispatch, and room-change guard to
prevent redundant load attempts. 11 new tests (207 total, 206 passing).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Steven Wroblewski
2026-05-10 20:14:10 +02:00
parent 4c60655e83
commit bad2fbe65f
2 changed files with 174 additions and 38 deletions
+103 -38
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@@ -1,63 +1,128 @@
## 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 extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6 const CROSSFADE_DURATION: float = 0.8
const CROSSFADE_DURATION: float = 1.0
var _music_player_a: AudioStreamPlayer const _MUSIC_MAP: Dictionary = {
var _music_player_b: AudioStreamPlayer 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 _active_player: AudioStreamPlayer
var _last_room: String = ""
var _music_a: AudioStreamPlayer
var _music_b: AudioStreamPlayer
var _sfx_player: 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: func _ready() -> void:
_music_player_a = AudioStreamPlayer.new() _music_a = AudioStreamPlayer.new()
_music_player_b = AudioStreamPlayer.new() _music_b = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new() _sfx_player = AudioStreamPlayer.new()
add_child(_music_player_a) add_child(_music_a)
add_child(_music_player_b) add_child(_music_b)
add_child(_sfx_player) add_child(_sfx_player)
_active_player = _music_player_a _active_player = _music_a
_apply_music_volume() _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: func play_floor_music(floor: int) -> void:
if _active_player.stream == stream and _active_player.playing: if floor == _current_floor:
return return
var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a if not _MUSIC_MAP.has(floor):
next_player.stream = stream return
next_player.volume_db = linear_to_db(0.0) if _is_crossfading:
next_player.play() return
var prev_player: AudioStreamPlayer = _active_player _is_crossfading = true
_active_player = next_player _current_floor = floor
var tween: Tween = create_tween() var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a
tween.set_parallel(true) var path: String = _MUSIC_MAP[floor]
tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION) if not ResourceLoader.exists(path):
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION) _is_crossfading = false
tween.chain().tween_callback(prev_player.stop) 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 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.stream = stream
_sfx_player.volume_db = linear_to_db(_sfx_volume)
_sfx_player.play() _sfx_player.play()
func set_music_volume(value: float) -> void: func set_music_volume(vol: float) -> void:
_music_volume = clampf(value, 0.0, 1.0) GameState.music_volume = vol
_apply_music_volume() _active_player.volume_db = linear_to_db(vol)
func set_sfx_volume(value: float) -> void: func set_sfx_volume(vol: float) -> void:
_sfx_volume = clampf(value, 0.0, 1.0) GameState.sfx_volume = vol
_sfx_player.volume_db = linear_to_db(vol)
func get_music_volume() -> float: func get_current_floor() -> int:
return _music_volume return _current_floor
func _apply_music_volume() -> void: func _on_game_state_changed() -> void:
_active_player.volume_db = linear_to_db(_music_volume) 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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## 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))