Add fishing and shoreline sound effects
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21 changed files with 497 additions and 1 deletions
48
tests/shoreline_ambience_validation.gd
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48
tests/shoreline_ambience_validation.gd
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extends SceneTree
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const ShorelineAmbienceType := preload("res://world/shoreline_ambience.gd")
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const WavesStream := preload("res://audio/ambience/waves.wav")
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var waves := WavesStream as AudioStreamWAV
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assert(waves != null)
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var segments: Array[PackedVector2Array] = [
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PackedVector2Array([Vector2.ZERO, Vector2(10.0, 0.0)]),
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]
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assert(is_equal_approx(
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ShorelineAmbienceType.distance_to_segments(Vector2(5.0, 3.0), segments),
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3.0,
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))
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assert(is_equal_approx(
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ShorelineAmbienceType.distance_to_segments(Vector2(-4.0, 0.0), segments),
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4.0,
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))
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var controller := ShorelineAmbienceType.new() as ShorelineAmbience
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var runtime_audio := AudioStreamPlayer.new()
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runtime_audio.name = "WavesAudio"
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runtime_audio.unique_name_in_owner = true
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runtime_audio.stream = WavesStream
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runtime_audio.bus = &"SFX"
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controller.add_child(runtime_audio)
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runtime_audio.owner = controller
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root.add_child(controller)
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await process_frame
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assert(runtime_audio.bus == &"SFX")
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assert(controller.near_distance < controller.far_distance)
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assert(controller.near_volume_db > controller.far_volume_db)
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var runtime_waves := runtime_audio.stream as AudioStreamWAV
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assert(runtime_waves.loop_mode == AudioStreamWAV.LOOP_FORWARD)
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assert(runtime_waves.loop_begin == 0)
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assert(runtime_waves.loop_end == 1044956)
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controller.free()
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await process_frame
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print("Shoreline ambience validation: PASS")
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quit()
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