Audio system

This commit is contained in:
Rendo 2025-11-30 16:22:11 +05:00
commit de2736c701
38 changed files with 2538 additions and 78 deletions

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@ -0,0 +1,19 @@
extends AudioStreamPlayer3D
class_name MultiplayerAudio3D
func multiplayer_play():
play()
internal_play.rpc()
func multiplayer_stop():
stop()
internal_stop.rpc()
@rpc
func internal_play():
play()
@rpc
func internal_stop():
play()

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@ -0,0 +1 @@
uid://da0xv360va3b3

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@ -0,0 +1,4 @@
extends Node
var SENSITIVITY: float

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@ -0,0 +1 @@
uid://d3trljsb8awmr

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@ -1,6 +1,5 @@
extends Camera3D
@export var SENSITIVITY = 0.02
@export var SPEED = 10.0
var active: bool
@ -34,4 +33,4 @@ func _input(event: InputEvent) -> void:
if active == false or not is_multiplayer_authority():
return
if event is InputEventMouseMotion:
rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
rotate_camera(-event.relative.x * ClientSettings.SENSITIVITY,-event.relative.y * ClientSettings.SENSITIVITY)

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@ -2,9 +2,6 @@ extends Camera3D
class_name PlayerCamera
@export var SENSITIVITY = 0.005
var vertical_compensation : float
var compensation_tween: Tween
var compensate: bool = false
@ -33,7 +30,7 @@ func _input(event: InputEvent) -> void:
if not is_multiplayer_authority() or disabled:
return
if event is InputEventMouseMotion:
rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
rotate_camera(-event.relative.x * ClientSettings.SENSITIVITY,-event.relative.y * ClientSettings.SENSITIVITY)
func rotate_camera(x,y) -> void:
get_parent().rotate_y(x)

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@ -5,6 +5,9 @@ class_name PlayerMovement
@export var player: Player
var disabled: bool
func disable() -> void:
disabled = true
func process_movement(max_speed: float,acceleration: float,deceleration: float,delta: float) -> void:
if is_multiplayer_authority() == false:
return

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@ -1,6 +1,5 @@
extends Camera3D
@export var SENSITIVITY = 0.02
@export var SPEED = 10.0
func _enter_tree() -> void:
@ -31,7 +30,7 @@ func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event is InputEventMouseMotion:
rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
rotate_camera(-event.relative.x * ClientSettings.SENSITIVITY,-event.relative.y * ClientSettings.SENSITIVITY)
@rpc("any_peer","call_local","reliable")
func set_after_spawn(start_position: Vector3, _team: int):

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@ -5,6 +5,7 @@ extends State
@export var max_speed: float = 5.0
@export var acceleration: float
@export var weapon_system: WeaponSystem
@export var land_sound: MultiplayerAudio3D
func enter() -> void:
pass
@ -18,6 +19,7 @@ func physics_update(delta: float) -> void:
return
if player.is_on_floor():
transition.emit("Stand")
land_sound.multiplayer_play()
player.velocity += player.get_gravity() * delta

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@ -7,12 +7,17 @@ extends State
@export var player: Player
@export var player_movement: PlayerMovement
@export var weapon_system: WeaponSystem
@export var audio: MultiplayerAudio3D
@export var step_delay: float
@export var step_speed_curve: Curve
var step_time: float
func enter() -> void:
pass
func exit() -> void:
pass
step_time = 0
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
@ -26,6 +31,11 @@ func physics_update(delta: float) -> void:
transition.emit("Fall")
return
step_time += delta * step_speed_curve.sample((player.velocity * Vector3(1,0,1)).length_squared()/(max_speed*max_speed))
if step_time >= step_delay:
step_time = 0
audio.multiplayer_play()
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:

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@ -2,6 +2,10 @@ extends Interactible
var plant: StringName
@onready var defuse_timer: Timer = $DefuseTimer
@export var bomb_audio: MultiplayerAudio3D
@export var tick_curve : Curve
var tick_time: float
var tick_stop: bool
func _ready() -> void:
super()
@ -9,20 +13,33 @@ func _ready() -> void:
Session.bomb_timer.timeout.connect(on_timeout)
Session.begin_bomb_stage()
func _process(delta: float) -> void:
if tick_stop:
return
if multiplayer.is_server():
tick_time += delta
if tick_time >= tick_curve.sample(1-Session.bomb_timer.time_left/Session.bomb_timer.wait_time):
bomb_audio.multiplayer_play()
tick_time = 0
func on_timeout():
if multiplayer.is_server() == false:
return
tick_stop = true
$BoomAudio.play()
Session.kill_site(plant)
func on_defuse_timeout():
Session.defuse_win()
tick_stop = true
func interaction_start(player_id: int):
if Session.player_nodes[player_id].team != Session.TEAMS.DEFENCE:
if tick_stop or Session.player_nodes[player_id].team != Session.TEAMS.DEFENCE:
return
super(player_id)
defuse_timer.start()
$DefuseAudio.multiplayer_play()
Session.player_nodes[player_id].passive.rpc_id(player_id)
func interaction_end():

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@ -6,6 +6,7 @@ func enter():
machine.animation_player.play(machine.animation_prefix+"plant")
machine.animation_player.animation_finished.connect(on_animation_finished)
machine.speed_modifier = 0.0
machine.player.get_node("PlantAudio").multiplayer_play()
func exit():
machine.animation_player.animation_finished.disconnect(on_animation_finished)
@ -26,3 +27,4 @@ func state_input(event: InputEvent) -> void:
return
if event.is_action_released("plr_bomb"):
transition.emit("Idle")
machine.player.get_node("PlantAudio").multiplayer_stop()

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@ -31,6 +31,7 @@ func use_begin() -> void:
func fire() -> void:
if machine.ammo == 0 or fire_timer.time_left > 0:
return
machine.player.get_node("ShootAudio").multiplayer_play()
machine.ammo -= 1
bullets_shot += 1