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- Add AudioManager autoload with music and sfx players - Add ambiance tracks for entrepot, atelier and cour zones - Add SFX for footstep, item_pickup, interact, door_unlock, repair_success, vrac_talking, iris_talking - Add crossfade transition between ambiance zones - Add loop via finished signal on music_player - Set ambiance volume to -12dB to balance with SFX - Set PROCESS_MODE_ALWAYS to prevent audio cut during dialogues - Add stop_ambiance() call on main_menu to reset music after credits
18 lines
692 B
Plaintext
18 lines
692 B
Plaintext
[gd_scene format=3 uid="uid://xpa5geyvyey"]
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[ext_resource type="Script" uid="uid://dsilww05kuakm" path="res://autoloads/audio_manager.gd" id="1_tr7pb"]
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[sub_resource type="AudioStreamOggVorbis" id="AudioStreamOggVorbis_y37e5"]
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[sub_resource type="AudioStreamOggVorbis" id="AudioStreamOggVorbis_tr7pb"]
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[node name="AudioManager" type="Node2D" unique_id=524793407]
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script = ExtResource("1_tr7pb")
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[node name="MusicPlayer" type="AudioStreamPlayer" parent="." unique_id=425558069]
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stream = SubResource("AudioStreamOggVorbis_y37e5")
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parameters/looping = true
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[node name="SfxPlayer" type="AudioStreamPlayer" parent="." unique_id=1558762042]
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stream = SubResource("AudioStreamOggVorbis_tr7pb")
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