add purge sfx: build up, impact boom, sustained boom, bass, sigil with reverb bus
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2c3d8c7cfd
commit
e9218fbd29
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@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://d056xcusjhd7w"
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path="res://.godot/imported/purge_sigil.wav-9da6710344c80ac37c106e0f9d84aea0.sample"
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[deps]
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source_file="res://assets/music&sfx/sfx/purge_sigil.wav"
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dest_files=["res://.godot/imported/purge_sigil.wav-9da6710344c80ac37c106e0f9d84aea0.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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@ -1,5 +1,15 @@
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[gd_resource type="AudioBusLayout" format=3 uid="uid://5oswo22yvmtg"]
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[sub_resource type="AudioEffectReverb" id="AudioEffectReverb_purge"]
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predelay_msec = 30.0
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predelay_feedback = 0.4
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room_size = 0.9
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damping = 0.4
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spread = 1.0
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dry = 0.6
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wet = 0.4
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hipass = 0.0
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[resource]
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bus/1/name = &"Music"
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bus/1/solo = false
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@ -13,3 +23,11 @@ bus/2/mute = false
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bus/2/bypass_fx = false
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bus/2/volume_db = -14.05601
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bus/2/send = &"Master"
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bus/3/name = &"PurgeReverb"
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bus/3/solo = false
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bus/3/mute = false
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bus/3/bypass_fx = false
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bus/3/volume_db = 0.0
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bus/3/send = &"SFX"
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bus/3/effect/0/effect = SubResource("AudioEffectReverb_purge")
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bus/3/effect/0/enabled = true
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@ -3,6 +3,12 @@ extends Node2D
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const ELITE_DAMAGE_PCT := 0.75
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const FLASH_FADE_DURATION := 0.6
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var _build_up_sound = preload("res://assets/music&sfx/sfx/purge_build_up.wav")
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var _impact_boom_sound = preload("res://assets/music&sfx/sfx/purge_impact_boom.wav")
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var _sustained_boom_sound = preload("res://assets/music&sfx/sfx/purge_sustained_boom.wav")
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var _bass_sound = preload("res://assets/music&sfx/sfx/pruge_bass.wav")
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var _flash_sound = preload("res://assets/music&sfx/sfx/purge_sigil.wav")
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@onready var summon_circle: AnimatedSprite2D = $SummonCircle/AnimatedSprite2D
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@onready var camera = get_node("/root/Game/Camera2D")
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@ -10,8 +16,23 @@ func _ready() -> void:
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summon_circle.sprite_frames = summon_circle.sprite_frames.duplicate()
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summon_circle.sprite_frames.set_animation_loop("default", false)
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summon_circle.animation_finished.connect(_unleash)
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summon_circle.frame_changed.connect(_on_summon_circle_frame_changed)
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summon_circle.play("default")
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camera.shake(6.0, 0.5, true)
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camera.shake(2.0, 0.5)
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_play_sfx(_build_up_sound, "SFX")
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func _on_summon_circle_frame_changed() -> void:
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if summon_circle.frame == 77:
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_play_sfx(_flash_sound, "SFX", -10.0)
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func _play_sfx(stream: AudioStream, bus: String, volume_db: float = 0.0) -> void:
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var asp = AudioStreamPlayer.new()
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asp.stream = stream
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asp.bus = bus
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asp.volume_db = volume_db
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get_parent().add_child(asp)
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asp.play()
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asp.finished.connect(asp.queue_free)
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func _unleash() -> void:
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for enemy in get_tree().get_nodes_in_group("enemies"):
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@ -26,6 +47,9 @@ func _unleash() -> void:
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func _flash() -> void:
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camera.shake(0.4, 8.0)
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_play_sfx(_impact_boom_sound, "SFX", 3.0)
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_play_sfx(_sustained_boom_sound, "PurgeReverb")
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_play_sfx(_bass_sound, "PurgeReverb")
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var circle_tween = create_tween()
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circle_tween.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
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