- 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>
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Sprint 21 — Interactive Object SFX Implementation Plan
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.
Goal: Add AudioManager.play_sfx() calls to all 6 tappable interactive objects, add 7 new SFX keys to AudioManager._SFX_MAP, and create placeholder audio files for each.
Architecture: Single AudioManager.play_sfx("key") call per trigger method, before the tween. New keys added to the existing _SFX_MAP constant. Placeholder 0-byte .ogg files committed so ResourceLoader.exists() returns true; AudioServer.get_driver_name() == "Dummy" guard in play_sfx() ensures headless tests don't crash on empty files.
Tech Stack: GDScript 4 (static types), GUT v9.6.0.
Task 1: Create 7 placeholder SFX files + update audio asset docs
Files:
-
Create:
assets/audio/sfx/xray_scan.ogg -
Create:
assets/audio/sfx/tea_pour.ogg -
Create:
assets/audio/sfx/cradle_rock.ogg -
Create:
assets/audio/sfx/gift_open.ogg -
Create:
assets/audio/sfx/ambulance_siren.ogg -
Create:
assets/audio/sfx/delivery_cheer.ogg -
Create:
assets/audio/sfx/object_tap.ogg -
Modify:
docs/audio-assets-sprint19.md -
Step 1: Create 7 empty placeholder files
New-Item -ItemType File "assets/audio/sfx/xray_scan.ogg" -Force
New-Item -ItemType File "assets/audio/sfx/tea_pour.ogg" -Force
New-Item -ItemType File "assets/audio/sfx/cradle_rock.ogg" -Force
New-Item -ItemType File "assets/audio/sfx/gift_open.ogg" -Force
New-Item -ItemType File "assets/audio/sfx/ambulance_siren.ogg" -Force
New-Item -ItemType File "assets/audio/sfx/delivery_cheer.ogg" -Force
New-Item -ItemType File "assets/audio/sfx/object_tap.ogg" -Force
All 0-byte. ResourceLoader.exists() returns true for these; load() is never called in headless mode due to the AudioServer Dummy guard already present in play_sfx().
- Step 2: Append Sprint 21 entries to
docs/audio-assets-sprint19.md
Append to the end of the existing file:
## Sprint 21 — Interactive Object SFX
All CC0 or CC-BY from freesound.org. Replace placeholder 0-byte files with the downloads below.
| File | Description | Freesound suggestion |
|---|---|---|
| `assets/audio/sfx/xray_scan.ogg` | electrical hum / machine beep | search "xray machine beep" or "electrical hum short" |
| `assets/audio/sfx/tea_pour.ogg` | liquid pouring | search "liquid pour short" or "tea pouring" |
| `assets/audio/sfx/cradle_rock.ogg` | gentle creak / lullaby chime | search "gentle creak wood" or "lullaby chime" |
| `assets/audio/sfx/gift_open.ogg` | unwrapping / pop | search "gift unwrap" or "pop sound soft" |
| `assets/audio/sfx/ambulance_siren.ogg` | short siren sting <1.5s child-friendly | search "toy siren short" or "ambulance beep" |
| `assets/audio/sfx/delivery_cheer.ogg` | happy chime / fanfare | search "happy chime short" or "fanfare child" |
| `assets/audio/sfx/object_tap.ogg` | soft tap / click | search "soft tap" or "gentle click" |
All files must be <1.5 s, child-friendly (no harsh/loud sounds), mono or stereo, 44100 Hz, OGG Vorbis.
- Step 3: Commit
git add assets/audio/sfx/xray_scan.ogg assets/audio/sfx/tea_pour.ogg assets/audio/sfx/cradle_rock.ogg assets/audio/sfx/gift_open.ogg assets/audio/sfx/ambulance_siren.ogg assets/audio/sfx/delivery_cheer.ogg assets/audio/sfx/object_tap.ogg docs/audio-assets-sprint19.md
git commit -m "assets(sfx): add sprint-21 interactive object SFX placeholders"
Task 2: Add 7 new keys to AudioManager._SFX_MAP + test
Files:
-
Modify:
scripts/autoload/AudioManager.gd -
Modify:
test/unit/test_audio_manager.gd -
Step 1: Write failing test
Append to test/unit/test_audio_manager.gd:
func test_sfx_map_has_all_interactive_object_keys() -> void:
assert_true(AudioManager._SFX_MAP.has("xray_scan"))
assert_true(AudioManager._SFX_MAP.has("tea_pour"))
assert_true(AudioManager._SFX_MAP.has("cradle_rock"))
assert_true(AudioManager._SFX_MAP.has("gift_open"))
assert_true(AudioManager._SFX_MAP.has("ambulance_siren"))
assert_true(AudioManager._SFX_MAP.has("delivery_cheer"))
assert_true(AudioManager._SFX_MAP.has("object_tap"))
- Step 2: Run → verify FAIL
"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-21-object-sfx"
Expected: test_sfx_map_has_all_interactive_object_keys fails — keys not in _SFX_MAP.
- Step 3: Add 7 new keys to AudioManager._SFX_MAP
In scripts/autoload/AudioManager.gd, replace the _SFX_MAP constant:
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",
"xray_scan": "res://assets/audio/sfx/xray_scan.ogg",
"tea_pour": "res://assets/audio/sfx/tea_pour.ogg",
"cradle_rock": "res://assets/audio/sfx/cradle_rock.ogg",
"gift_open": "res://assets/audio/sfx/gift_open.ogg",
"ambulance_siren": "res://assets/audio/sfx/ambulance_siren.ogg",
"delivery_cheer": "res://assets/audio/sfx/delivery_cheer.ogg",
"object_tap": "res://assets/audio/sfx/object_tap.ogg",
}
- Step 4: Run → verify PASS
"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-21-object-sfx"
Expected: all previous tests plus test_sfx_map_has_all_interactive_object_keys pass. Total ≥ 221.
- Step 5: Commit
git add scripts/autoload/AudioManager.gd test/unit/test_audio_manager.gd
git commit -m "feat(sfx): add interactive object SFX keys to AudioManager._SFX_MAP"
Task 3: Wire play_sfx() into 6 interactive object scripts + base class
Files:
- Modify:
scripts/objects/interactive_object.gd - Modify:
scripts/objects/xray_machine.gd - Modify:
scripts/objects/tea_pot.gd - Modify:
scripts/objects/cradle.gd - Modify:
scripts/objects/gift_box.gd - Modify:
scripts/objects/ambulance.gd - Modify:
scripts/objects/delivery_bed.gd
No new tests — these are single-line wiring calls. The AudioManager Dummy-driver guard makes headless tests safe (no crash on empty .ogg files). The existing test suite verifies nothing regresses.
- Step 1: Add object_tap to interactive_object.gd
In scripts/objects/interactive_object.gd, in _trigger_interaction(), add AudioManager.play_sfx("object_tap") as the first line:
func _trigger_interaction() -> void:
AudioManager.play_sfx("object_tap")
_set_state(State.ACTIVE)
object_interacted.emit(self)
GameState.set_object_state(object_id, "active")
_play_bounce_animation()
- Step 2: Add xray_scan to xray_machine.gd
In scripts/objects/xray_machine.gd, in _start_scan(), add AudioManager.play_sfx("xray_scan") as the first line:
func _start_scan() -> void:
AudioManager.play_sfx("xray_scan")
_state = State.SLIDING_IN
var plate: Node2D = get_node_or_null("Plate") as Node2D
if plate == null:
_state = State.IDLE
return
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_QUAD)
tween.tween_property(plate, "position:x", PLATE_ACTIVE_X, SLIDE_DURATION)
tween.finished.connect(_on_plate_in)
- Step 3: Add tea_pour to tea_pot.gd
In scripts/objects/tea_pot.gd, in _start_pouring(), add AudioManager.play_sfx("tea_pour") as the first line:
func _start_pouring() -> void:
AudioManager.play_sfx("tea_pour")
_state = State.POURING
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(self, "rotation_degrees", TILT_ANGLE, TILT_DURATION)
tween.tween_interval(POUR_HOLD)
tween.tween_property(self, "rotation_degrees", 0.0, RETURN_DURATION)
tween.finished.connect(func() -> void: _state = State.IDLE)
- Step 4: Add cradle_rock to cradle.gd
In scripts/objects/cradle.gd, in _start_rocking(), add AudioManager.play_sfx("cradle_rock") as the first line:
func _start_rocking() -> void:
AudioManager.play_sfx("cradle_rock")
_state = State.ROCKING
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(self, "rotation_degrees", ROCK_ANGLE, ROCK_DURATION)
tween.tween_property(self, "rotation_degrees", -ROCK_ANGLE, ROCK_DURATION)
tween.tween_property(self, "rotation_degrees", 0.0, ROCK_DURATION * 0.5)
tween.finished.connect(func() -> void: _state = State.IDLE)
- Step 5: Add gift_open to gift_box.gd
In scripts/objects/gift_box.gd, in _start_opening(), add AudioManager.play_sfx("gift_open") as the first line:
func _start_opening() -> void:
AudioManager.play_sfx("gift_open")
_state = State.OPENING
var lid: Node2D = get_node_or_null("Lid") as Node2D
if lid == null:
_state = State.OPEN
return
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_BACK)
tween.tween_property(lid, "position:y", LID_OPEN_Y, OPEN_DURATION)
tween.parallel().tween_property(lid, "modulate:a", 0.0, OPEN_DURATION)
tween.finished.connect(_on_lid_opened)
- Step 6: Add ambulance_siren to ambulance.gd
In scripts/objects/ambulance.gd, in _drive_in(), add AudioManager.play_sfx("ambulance_siren") as the first line:
func _drive_in() -> void:
AudioManager.play_sfx("ambulance_siren")
_is_animating = true
_is_parked = false
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_QUAD)
tween.tween_property(self, "position:x", _parked_x, DRIVE_DURATION)
tween.finished.connect(func() -> void:
_is_parked = true
_is_animating = false
_play_stop_bounce()
)
- Step 7: Add delivery_cheer to delivery_bed.gd
In scripts/objects/delivery_bed.gd, in _start_arrival(), add AudioManager.play_sfx("delivery_cheer") as the first line:
func _start_arrival() -> void:
AudioManager.play_sfx("delivery_cheer")
_state = State.MAMA_ARRIVING
var mama: Node2D = get_node_or_null("Mama") as Node2D
if mama == null:
_state = State.IDLE
return
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_QUAD)
tween.tween_property(mama, "position:x", MAMA_PARKED_X, ARRIVE_DURATION)
tween.finished.connect(_on_mama_arrived)
- Step 8: Run full test suite → verify no regressions
"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-21-object-sfx"
Expected: all tests pass. Total ≥ 221.
- Step 9: Commit
git add scripts/objects/interactive_object.gd scripts/objects/xray_machine.gd scripts/objects/tea_pot.gd scripts/objects/cradle.gd scripts/objects/gift_box.gd scripts/objects/ambulance.gd scripts/objects/delivery_bed.gd
git commit -m "feat(sfx): wire interactive object SFX to AudioManager.play_sfx"