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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
12 lines
338 B
GDScript
12 lines
338 B
GDScript
extends Node2D
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func _ready() -> void:
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AudioManager.play_ambiance("entrepot")
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await get_tree().process_frame
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for zone in get_tree().get_nodes_in_group("repair_zones"):
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if zone is RepairZone:
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zone.repair_requested.connect(_on_repair_requested)
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func _on_repair_requested(npc_id: String) -> void:
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GameState.complete_repair(npc_id)
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