drowning muffles and reverbs the audio

This commit is contained in:
pennyrigate 2023-06-25 16:13:46 -04:00
parent 8330b50ab3
commit a096a4c6c5
7 changed files with 246 additions and 72 deletions

View file

@ -132,3 +132,7 @@ func _enter_code():
"GILLS":
var player = get_tree().get_nodes_in_group("player").pop_back()
player.underwater = false
"CHORUS":
var music = AudioServer.get_bus_index("music")
AudioServer.set_bus_effect_enabled(music,0,true)
Console.print(AudioServer.get_bus_effect_count(music))

View file

@ -1,12 +1,29 @@
[gd_resource type="AudioBusLayout" format=2]
[gd_resource type="AudioBusLayout" load_steps=4 format=2]
[sub_resource type="AudioEffectLowPassFilter" id=2]
resource_name = "LowPassFilter"
cutoff_hz = 1000.0
[sub_resource type="AudioEffectReverb" id=3]
resource_name = "Reverb"
room_size = 0.11
[sub_resource type="AudioEffectChorus" id=4]
resource_name = "Chorus"
[resource]
bus/0/effect/0/effect = SubResource( 2 )
bus/0/effect/0/enabled = false
bus/0/effect/1/effect = SubResource( 3 )
bus/0/effect/1/enabled = false
bus/1/name = "music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = "Master"
bus/1/effect/0/effect = SubResource( 4 )
bus/1/effect/0/enabled = false
bus/2/name = "sound"
bus/2/solo = false
bus/2/mute = false

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@ -0,0 +1,35 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/sg_drown.png-9f3aae90e49cac8847cdd0ba90cfe464.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://graphics/player/sg_drown.png"
dest_files=[ "res://.import/sg_drown.png-9f3aae90e49cac8847cdd0ba90cfe464.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
process/normal_map_invert_y=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -105,9 +105,12 @@ func _physics_process(delta: float) -> void:
if underwater:
if oxygen_timer.time_left < 5:
low_oxygen_label.text = str(floor(oxygen_timer.time_left) + 1)
set_underwater_audio(true)
else:
low_oxygen_label.text = ""
set_underwater_audio(false)
else:
#NOT UNDERWATER
low_oxygen_label.text = ""
#Cheats
@ -130,6 +133,10 @@ func spawn_arrow() -> void:
func die() -> void:
state_chart.send_event("hurt")
func set_underwater_audio(value):
var idx = AudioServer.get_bus_index("Master")
AudioServer.set_bus_effect_enabled(idx,0,value)
AudioServer.set_bus_effect_enabled(idx,1,value)
# STATE ENTERS/EXITS #
func _on_Grounded_state_entered() -> void:
@ -402,4 +409,8 @@ func _on_Ducking_event_received(event):
func _on_OxygenTimer_timeout():
if underwater: die()
#Reset low oxygen effect when leaving level
func _on_Player_tree_exited():
set_underwater_audio(false)

View file

@ -1401,12 +1401,13 @@ margin_bottom = -18.0
theme = ExtResource( 7 )
align = 1
[connection signal="tree_exited" from="." to="." method="_on_Player_tree_exited"]
[connection signal="body_entered" from="Hitbox" to="." method="_on_Hitbox_body_entered"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement" to="." method="_process_movement"]
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded" to="." method="_on_Grounded_state_entered"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded" to="." method="_process_grounded"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_can_walk"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_horizontal_movement_grounded"]
[connection signal="state_physics_processing" from="StateChart/Root/Movement/Grounded/CanWalk" to="." method="_process_can_walk"]
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/CanWalk/Still" to="." method="_on_Still_state_entered"]
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/CanWalk/Walking" to="." method="_on_Walking_state_entered"]
[connection signal="state_entered" from="StateChart/Root/Movement/Grounded/CanWalk/Blinking" to="." method="_on_Blinking_state_entered"]