52ebb78862
- docs/download_audio.py: freesound batch downloader with all 22 confirmed IDs (API key removed — fill in locally from freesound.org) - docs/credits-audio.md: generated CC-BY attribution table - docs/superpowers/plans+specs: sprint 15, 21, 22 implementation plan/spec docs - .claude/settings.json: enable experimental agent teams env var Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
300 lines
11 KiB
Markdown
300 lines
11 KiB
Markdown
# Sprint 22 — Character & Ambient SFX Implementation Plan
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> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
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**Goal:** Add looping ambient heartbeat SFX to UltrasoundMachine (room-driven start/stop) and wire three character interaction sounds (pickup, tap, place) into `character.gd`.
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**Architecture:** UltrasoundMachine owns its own `AudioStreamPlayer` with `stream.loop = true`, connected to `RoomNavigator.room_changed` — mirrors the Ambulance pattern. Character sounds use the existing `AudioManager.play_sfx()` one-shot path with 3 new `_SFX_MAP` keys.
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**Tech Stack:** GDScript 4 (static types), GUT v9.6.0.
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---
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### Task 1: Create 4 placeholder SFX files + update audio asset docs
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**Files:**
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- Create: `assets/audio/sfx/ultrasound_heartbeat.ogg`
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- Create: `assets/audio/sfx/character_pickup.ogg`
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- Create: `assets/audio/sfx/character_place.ogg`
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- Create: `assets/audio/sfx/character_tap.ogg`
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- Modify: `docs/audio-assets-sprint19.md`
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- [ ] **Step 1: Create 4 empty placeholder files**
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```powershell
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New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/ultrasound_heartbeat.ogg"
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New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/character_pickup.ogg"
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New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/character_place.ogg"
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New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/character_tap.ogg"
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```
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- [ ] **Step 2: Append Sprint 22 entries to `docs/audio-assets-sprint19.md`**
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Append to the end of the file:
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```markdown
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## Sprint 22 — Character & Ambient SFX
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All CC0 or CC-BY from freesound.org. Replace placeholder 0-byte files with the downloads below.
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| File | Description | Freesound suggestion |
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| `assets/audio/sfx/ultrasound_heartbeat.ogg` | soft beep/blip ~1s, loops seamlessly | search "heartbeat beep soft" or "medical monitor beep" |
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| `assets/audio/sfx/character_pickup.ogg` | happy soft squeak / whoosh | search "cartoon pickup soft" or "whoosh gentle" |
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| `assets/audio/sfx/character_place.ogg` | gentle thud / landing | search "soft thud" or "gentle landing" |
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| `assets/audio/sfx/character_tap.ogg` | short happy chime / pop | search "happy chime short" or "cartoon pop soft" |
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All files must be child-friendly (no harsh/loud sounds), mono or stereo, 44100 Hz, OGG Vorbis.
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`ultrasound_heartbeat.ogg` must loop seamlessly (start and end points match).
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```
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- [ ] **Step 3: Commit**
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```bash
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add assets/audio/sfx/ultrasound_heartbeat.ogg assets/audio/sfx/character_pickup.ogg assets/audio/sfx/character_place.ogg assets/audio/sfx/character_tap.ogg docs/audio-assets-sprint19.md
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "assets(sfx): add sprint-22 character and ambient SFX placeholders"
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```
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---
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### Task 2: Add 3 character SFX keys to AudioManager._SFX_MAP + test
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**Files:**
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- Modify: `scripts/autoload/AudioManager.gd`
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- Modify: `test/unit/test_audio_manager.gd`
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- [ ] **Step 1: Write failing test**
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Append to `test/unit/test_audio_manager.gd`:
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```gdscript
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func test_sfx_map_has_all_character_keys() -> void:
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assert_true(AudioManager._SFX_MAP.has("character_pickup"))
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assert_true(AudioManager._SFX_MAP.has("character_place"))
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assert_true(AudioManager._SFX_MAP.has("character_tap"))
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```
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- [ ] **Step 2: Run → verify FAIL**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx"
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```
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Expected: `test_sfx_map_has_all_character_keys` fails — 3 keys missing from `_SFX_MAP`.
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- [ ] **Step 3: Add 3 keys to AudioManager._SFX_MAP**
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In `scripts/autoload/AudioManager.gd`, replace the `_SFX_MAP` constant with:
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```gdscript
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const _SFX_MAP: Dictionary = {
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"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
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"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
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"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
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"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
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"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
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"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
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"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
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"xray_scan": "res://assets/audio/sfx/xray_scan.ogg",
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"tea_pour": "res://assets/audio/sfx/tea_pour.ogg",
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"cradle_rock": "res://assets/audio/sfx/cradle_rock.ogg",
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"gift_open": "res://assets/audio/sfx/gift_open.ogg",
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"ambulance_siren": "res://assets/audio/sfx/ambulance_siren.ogg",
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"delivery_cheer": "res://assets/audio/sfx/delivery_cheer.ogg",
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"object_tap": "res://assets/audio/sfx/object_tap.ogg",
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"character_pickup": "res://assets/audio/sfx/character_pickup.ogg",
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"character_place": "res://assets/audio/sfx/character_place.ogg",
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"character_tap": "res://assets/audio/sfx/character_tap.ogg",
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}
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```
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- [ ] **Step 4: Run → verify PASS**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx"
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```
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Expected: all tests pass. Total Passing Tests ≥ 221.
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- [ ] **Step 5: Commit**
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```bash
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add scripts/autoload/AudioManager.gd test/unit/test_audio_manager.gd
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "feat(sfx): add character SFX keys to AudioManager._SFX_MAP"
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```
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---
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### Task 3: Wire character SFX into character.gd
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**Files:**
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- Modify: `scripts/characters/character.gd`
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No new tests — single-line additions, AudioManager Dummy guard covers headless safety.
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- [ ] **Step 1: Edit `_on_drag_picked_up()`**
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Current:
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```gdscript
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func _on_drag_picked_up(pos: Vector2) -> void:
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_is_held = true
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_drag_start_position = pos
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set_animation_state("held")
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character_picked_up.emit(self)
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```
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Replace with:
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```gdscript
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func _on_drag_picked_up(pos: Vector2) -> void:
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AudioManager.play_sfx("character_pickup")
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_is_held = true
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_drag_start_position = pos
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set_animation_state("held")
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character_picked_up.emit(self)
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```
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- [ ] **Step 2: Edit `_on_drag_released()` — tap branch and place branch**
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Current:
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```gdscript
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func _on_drag_released(pos: Vector2) -> void:
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_is_held = false
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var drag_distance: float = pos.distance_to(_drag_start_position)
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if drag_distance < _TAP_THRESHOLD:
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set_animation_state("idle")
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_handle_outfit_tap()
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return
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set_animation_state("idle")
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if data == null or data.id.is_empty():
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return
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GameState.set_character_position(character_id, global_position)
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character_placed.emit(self, global_position)
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```
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Replace with:
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```gdscript
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func _on_drag_released(pos: Vector2) -> void:
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_is_held = false
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var drag_distance: float = pos.distance_to(_drag_start_position)
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if drag_distance < _TAP_THRESHOLD:
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AudioManager.play_sfx("character_tap")
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set_animation_state("idle")
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_handle_outfit_tap()
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return
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AudioManager.play_sfx("character_place")
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set_animation_state("idle")
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if data == null or data.id.is_empty():
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return
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GameState.set_character_position(character_id, global_position)
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character_placed.emit(self, global_position)
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```
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- [ ] **Step 3: Run full test suite → verify no regressions**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx"
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```
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Expected: all tests pass. Total ≥ 221.
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- [ ] **Step 4: Commit**
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```bash
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add scripts/characters/character.gd
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "feat(sfx): wire character pickup/tap/place SFX to AudioManager"
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```
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---
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### Task 4: UltrasoundMachine ambient heartbeat audio
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**Files:**
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- Modify: `scripts/objects/ultrasound_machine.gd`
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No new tests — room-event-driven audio, mirrors Ambulance pattern (no per-SFX unit test for Ambulance either).
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- [ ] **Step 1: Replace `ultrasound_machine.gd`**
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Full replacement:
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```gdscript
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## UltrasoundMachine — displays a continuous heartbeat pulse on the screen.
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## Plays looping ambient heartbeat audio when the ultrasound room is active.
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class_name UltrasoundMachine extends Node2D
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const BEAT_RISE_DURATION: float = 0.12
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const BEAT_FALL_DURATION: float = 0.12
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const BEAT_INTERVAL: float = 0.60
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const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
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const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0)
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const _HEARTBEAT_PATH: String = "res://assets/audio/sfx/ultrasound_heartbeat.ogg"
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@export var trigger_floor: int = 2
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@export var trigger_room: int = 0
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var _audio: AudioStreamPlayer
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func _ready() -> void:
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_start_heartbeat_loop()
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_setup_audio()
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RoomNavigator.room_changed.connect(_on_room_changed)
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func _exit_tree() -> void:
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if RoomNavigator.room_changed.is_connected(_on_room_changed):
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RoomNavigator.room_changed.disconnect(_on_room_changed)
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func _setup_audio() -> void:
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_audio = AudioStreamPlayer.new()
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add_child(_audio)
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if AudioServer.get_driver_name() == "Dummy":
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return
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if not ResourceLoader.exists(_HEARTBEAT_PATH):
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return
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var stream: AudioStreamOggVorbis = load(_HEARTBEAT_PATH) as AudioStreamOggVorbis
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if stream == null:
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return
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stream.loop = true
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_audio.stream = stream
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func _on_room_changed(floor_index: int, room_index: int) -> void:
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if _audio == null or _audio.stream == null:
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return
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if floor_index == trigger_floor and room_index == trigger_room:
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_audio.play()
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else:
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_audio.stop()
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func _start_heartbeat_loop() -> void:
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var dot: Node2D = get_node_or_null("HeartbeatDot") as Node2D
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if dot == null:
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return
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var tween: Tween = create_tween()
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tween.set_loops()
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tween.tween_property(dot, "scale", BEAT_SCALE_PEAK, BEAT_RISE_DURATION)
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tween.tween_property(dot, "scale", BEAT_SCALE_REST, BEAT_FALL_DURATION)
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tween.tween_interval(BEAT_INTERVAL)
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```
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- [ ] **Step 2: Run full test suite → verify no regressions**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx"
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```
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Expected: all tests pass. Total ≥ 221.
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- [ ] **Step 3: Commit**
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```bash
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add scripts/objects/ultrasound_machine.gd
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "feat(sfx): add looping ambient heartbeat to UltrasoundMachine"
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```
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