feat: BH bass, celestial music events, antimatter rework
- Voice 4: sub-bass sine synced to BPM, proximity-driven by nearest BH; SMBH drops frequency one octave lower via 1-pole IIR glide - Music stinger system: short synthesized events overlaid on music for galaxy consumed, SMBH spawn, neutron star beam, white hole eject, quasar jet boost, planet captured, comet pass - Antimatter: spawn probability 10%→3%, swarm size 6-12→3-5, spawn interval 180-360s→300-600s with 1.5s pulsing warning ring - New SFX: antimatter_warn, comet_whistle, planet_impact Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -576,8 +576,8 @@ class AntimatterStar extends RefCounted:
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var alpha: float = clamp(life / MAX_LIFE, 0.0, 1.0)
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var cv := Vector2(x, y)
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# Outer magenta glow
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canvas.draw_circle(cv, radius + 8.0, Color(0.75, 0.0, 0.9, p * 0.10 * alpha))
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canvas.draw_circle(cv, radius + 3.0, Color(0.6, 0.0, 0.85, p * 0.18 * alpha))
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canvas.draw_circle(cv, radius + 8.0, Color(0.75, 0.0, 0.9, p * 0.05 * alpha))
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canvas.draw_circle(cv, radius + 3.0, Color(0.6, 0.0, 0.85, p * 0.09 * alpha))
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# Dark antimatter core
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canvas.draw_circle(cv, radius, Color(0.15, 0.0, 0.22, alpha))
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# Rotating ring
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+69
-5
@@ -14,8 +14,8 @@ const BH_MAX_COUNT := 8
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const WHITE_HOLE_MAX := 2 # cap white holes so they don't pile up
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const COMET_SPAWN_MIN := 3.0
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const COMET_SPAWN_MAX := 10.0
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const ANTIMATTER_SPAWN_MIN := 180.0
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const ANTIMATTER_SPAWN_MAX := 360.0
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const ANTIMATTER_SPAWN_MIN := 300.0
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const ANTIMATTER_SPAWN_MAX := 600.0
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const DIFFICULTY_RAMP_SECS := 300.0 # full difficulty at 5 minutes
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const OBJECT_WIPE_THRESHOLD := 500
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const PHYS_DT := 1.0 / 60.0
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@@ -48,6 +48,10 @@ var comet_timer: float = 0.0
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var comet_next: float = 5.0
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var antimatter_timer: float = 0.0
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var antimatter_next: float = 50.0
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var antimatter_warn_pending: bool = false
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var antimatter_warn_pos: Vector2 = Vector2.ZERO
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var antimatter_warn_timer: float = 0.0
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const ANTIMATTER_WARN_DURATION := 1.5
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var credit_tick_timer: float = 0.0
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var big_wipe: BigWipe = null
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@@ -312,11 +316,20 @@ func _tick(dt: float) -> void:
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c.init(W, H)
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comets.append(c)
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antimatter_timer += dt
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var am_max_interval: float = lerp(float(ANTIMATTER_SPAWN_MAX), float(ANTIMATTER_SPAWN_MIN), difficulty)
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if not antimatter_warn_pending:
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var am_max_interval: float = lerp(float(ANTIMATTER_SPAWN_MAX), 120.0, difficulty)
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if antimatter_timer >= antimatter_next:
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antimatter_timer = 0.0
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antimatter_next = randf_range(ANTIMATTER_SPAWN_MIN, am_max_interval)
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_spawn_antimatter_swarm(W * 0.5 + randf_range(-100, 100), H * 0.5 + randf_range(-100, 100))
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antimatter_warn_pos = Vector2(W * 0.5 + randf_range(-100, 100), H * 0.5 + randf_range(-100, 100))
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antimatter_warn_pending = true
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antimatter_warn_timer = 0.0
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SoundManager.play_sfx("antimatter_warn")
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if antimatter_warn_pending:
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antimatter_warn_timer += dt
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if antimatter_warn_timer >= ANTIMATTER_WARN_DURATION:
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antimatter_warn_pending = false
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_spawn_antimatter_swarm(antimatter_warn_pos.x, antimatter_warn_pos.y)
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SoundManager.play_sfx("antimatter_swarm")
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var all_dead: bool = true
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for player in players:
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@@ -414,6 +427,11 @@ func _update_objects(delta: float) -> void:
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for comet in comets:
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var c: CosmicObjects.Comet = comet
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c.update(W, H)
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for comet in comets:
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var c: CosmicObjects.Comet = comet
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if c.dead:
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SoundManager.play_sfx("comet_whistle")
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_fire_music_event("comet_pass")
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comets = comets.filter(func(c): return not c.dead)
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for gal in galaxies:
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var g: CosmicObjects.Galaxy = gal
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@@ -426,9 +444,11 @@ func _update_objects(delta: float) -> void:
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g.consuming_bh = null
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g.respawning = true
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g.respawn_timer = randf_range(5.0, 10.0)
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_fire_music_event("galaxy_consumed")
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if cbh.consumed >= 12 and not cbh.is_smbh:
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cbh.become_smbh()
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SoundManager.play_sfx("smbh_spawn")
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_fire_music_event("bh_pulse")
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for qsr in quasars:
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var q: CosmicObjects.Quasar = qsr
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q.update(delta)
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@@ -459,6 +479,7 @@ func _update_objects(delta: float) -> void:
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if q.boost_sound_cd <= 0.0:
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q.boost_sound_cd = 1.2
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SoundManager.play_sfx("quasar_boost")
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_fire_music_event("quasar_jet")
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quasars = quasars.filter(func(q): return not q.dead)
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_merge_quasars()
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var new_stars_from_wh: Array = []
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@@ -468,6 +489,8 @@ func _update_objects(delta: float) -> void:
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var result: Dictionary = wh.update(delta)
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new_stars_from_wh.append_array(result["stars"])
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new_planets_from_wh.append_array(result["planets"])
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if result["stars"].size() > 0 or result["planets"].size() > 0:
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_fire_music_event("white_hole_eject")
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for player in players:
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var p: Spaceship = player
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if not p.dead:
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@@ -500,8 +523,11 @@ func _update_objects(delta: float) -> void:
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for player in players:
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var p: Spaceship = player
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if not p.dead:
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var prev_vx := p.vx; var prev_vy := p.vy
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var nv: Vector2 = ns.push_if_in_beam(p.x, p.y, p.vx, p.vy)
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p.vx = nv.x; p.vy = nv.y
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if nv.x != prev_vx or nv.y != prev_vy:
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_fire_music_event("neutron_beam")
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neutron_stars = neutron_stars.filter(func(ns): return not ns.dead)
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for am_obj in antimatter:
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var am: CosmicObjects.Antimatter = am_obj
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@@ -537,6 +563,7 @@ func _update_objects(delta: float) -> void:
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if b != null:
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bullets.append(b)
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SoundManager.play_sfx("enemy_shoot")
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_update_bh_proximity_audio()
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func _apply_gravity_all(_delta: float) -> void:
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for bhole in black_holes:
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@@ -578,6 +605,8 @@ func _apply_gravity_all(_delta: float) -> void:
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_spawn_spiral_particles(p.x, p.y, bh.x, bh.y, int(p.radius * 3.0), p.color, 5.0)
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bh.trigger_flash(p.color, 0.8)
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p.dead = true
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SoundManager.play_sfx("planet_impact")
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_fire_music_event("planet_captured")
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var trigger: bool = bh.on_swallow()
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if trigger:
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_trigger_supernova(bh)
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@@ -1077,7 +1106,7 @@ func _spawn_universe_partial() -> void:
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planets.append(p)
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func _spawn_antimatter_swarm(cx: float, cy: float) -> void:
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var count: int = randi_range(6, 12)
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var count: int = randi_range(3, 5)
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for _i in count:
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var a: float = randf() * TAU
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var spd: float = randf_range(1.0, 3.0)
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@@ -1086,6 +1115,34 @@ func _spawn_antimatter_swarm(cx: float, cy: float) -> void:
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antimatter.append(am)
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func _fire_music_event(event_name: String) -> void:
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if main_node and "music_player" in main_node and main_node.music_player:
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main_node.music_player.play_music_event(event_name)
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func _update_bh_proximity_audio() -> void:
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var mp: Node = main_node.music_player if main_node and "music_player" in main_node else null
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if mp == null or not is_playing or players.size() == 0:
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if mp: mp.set_bh_proximity(0.0, 1.0, false)
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return
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var player: Spaceship = players[0]
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if player.dead:
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mp.set_bh_proximity(0.0, 1.0, false)
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return
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var max_prox := 0.0
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var max_size := 1.0
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var any_smbh := false
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for bhole in black_holes:
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var bh: BlackHole = bhole
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if bh.dead or bh.pull_radius <= 0.0: continue
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var dx := player.x - bh.x
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var dy := player.y - bh.y
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var prox: float = clamp(1.0 - sqrt(dx*dx + dy*dy) / bh.pull_radius, 0.0, 1.0)
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if prox > max_prox:
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max_prox = prox
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max_size = bh.radius / 14.0
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any_smbh = bh.is_smbh
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mp.set_bh_proximity(max_prox, max_size, any_smbh)
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func _spawn_explosion_particles(cx: float, cy: float, count: int, col: Color) -> void:
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for _i in count:
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var a: float = randf() * TAU
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@@ -1115,6 +1172,13 @@ func _spawn_spiral_particles(cx: float, cy: float, bh_x: float, bh_y: float,
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func _draw() -> void:
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draw_rect(get_viewport_rect(), Color("#0a0a14"))
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if antimatter_warn_pending:
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var warn_t: float = antimatter_warn_timer / ANTIMATTER_WARN_DURATION
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var pulse_a: float = abs(sin(antimatter_warn_timer * TAU * 3.5))
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var ring_r: float = 25.0 + 8.0 * warn_t
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var warn_alpha: float = 0.55 * pulse_a * (1.0 - warn_t * 0.25)
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draw_arc(antimatter_warn_pos, ring_r, 0.0, TAU, 20, Color(1.0, 0.2, 0.8, warn_alpha), 2.0)
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draw_arc(antimatter_warn_pos, ring_r - 5.0, 0.0, TAU, 14, Color(0.8, 0.0, 1.0, warn_alpha * 0.5), 1.0)
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if Settings.nebula_enabled:
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for neb in nebulae:
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var n: CosmicObjects.Nebula = neb
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+141
-1
@@ -11,7 +11,7 @@ extends Node
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# Voice 2 · Bass · Sawtooth (boss2: +detuneter 2. Layer für Schwebung)
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# Voice 3 · Schlagzeug · Hi-Hat+Kick+Snare (normal/boss1) ·
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# Kick+Floor-Tom+Mid-Tom+Reverse-Whoosh (boss2)
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# Voice 4 · Phase-2-Layer · Triangle 1 Oktave über Melodie (nur boss2 Phase 2)
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# Voice 4 · BH-Bass · Sine Sub-Bass, proximity-driven, beat-pulsed
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# ═══════════════════════════════════════════════════════════════════════════
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@export var volume_db: float = -8.0
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@@ -249,6 +249,16 @@ var _bass_phase := 0.0
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# Bass-Zweit-Oszillator (nur boss_mode=2, detunet für Schwebung)
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var _bass2_phase := 0.0
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# Voice 4: BH Proximity Sub-Bass
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var _v4_freq: float = 0.0
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var _v4_freq_cur: float = 0.0
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var _v4_gain: float = 0.0
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var _v4_phase: float = 0.0
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var _v4_is_smbh: bool = false
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# Music event stingers (short pitched overlays)
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var _stingers: Array = []
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# Globaler Zustand
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var _section := 0
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var _chord := 0
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@@ -284,6 +294,7 @@ func play() -> void:
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_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
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_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
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_sample_g = 0; _section = 0; _chord = 0
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_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
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_playing = true
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_player.play()
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_playback = _player.get_stream_playback()
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@@ -297,6 +308,7 @@ func play_boss() -> void:
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_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
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_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
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_sample_g = 0; _section = 3; _chord = 0
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_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
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if not _playing:
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_playing = true
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_player.play()
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@@ -313,6 +325,7 @@ func play_boss_leviathan(phase: int = 1) -> void:
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_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
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_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
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_sample_g = 0; _section = 3; _chord = 0
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_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
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if not _playing:
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_playing = true
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_player.play()
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@@ -336,6 +349,7 @@ func play_normal() -> void:
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_arp_step = 0; _arp_pos = 0; _arp_phase = 0.0
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_bass_chord = -1; _bass_phase = 0.0; _bass2_phase = 0.0
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_sample_g = 0
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_v4_gain = 0.0; _v4_freq = 0.0; _v4_freq_cur = 0.0; _v4_phase = 0.0; _v4_is_smbh = false; _stingers.clear()
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_load_mel()
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func stop_music() -> void:
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@@ -353,6 +367,83 @@ func set_muted(muted: bool) -> void:
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if idx != -1:
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AudioServer.set_bus_mute(idx, muted)
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func set_bh_proximity(proximity: float, size_factor: float, is_smbh: bool) -> void:
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_v4_is_smbh = is_smbh
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var sf := minf(size_factor * 0.12, 0.55)
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_v4_gain = clamp(proximity * sf, 0.0, 0.50)
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_v4_freq = _get_v4_freq()
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func _get_v4_freq() -> float:
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var root_freq: float
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match _boss_mode:
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2: root_freq = FREQ.get(BOSS2_BASS.get(_chord, "E2"), FREQ["E2"])
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1: root_freq = FREQ.get(BOSS_BASS.get(_chord, "A2"), FREQ["A2"])
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_: root_freq = FREQ.get(BASS.get(_chord, "A3"), FREQ["A3"])
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var base := maxf(30.0, root_freq * 0.25)
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if _v4_is_smbh:
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return maxf(22.0, base * 0.5)
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return base
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func play_music_event(event_name: String) -> void:
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var root_hz: float = _bass_freq if _bass_freq > 0.0 else FREQ["A3"]
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match event_name:
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"bh_pulse":
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_stingers.append({"type": "sine", "phase": 0.0,
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"freq": root_hz * 0.25, "freq_end": root_hz * 0.125,
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"gain": 0.20, "pos": 0, "total": int(1.2 * SAMPLE_RATE),
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"attack": int(0.05 * SAMPLE_RATE)})
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"neutron_beam":
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_stingers.append({"type": "noise", "phase": 0.0,
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"freq": 0.0, "freq_end": 0.0,
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"gain": 0.14, "pos": 0, "total": int(0.07 * SAMPLE_RATE)})
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_stingers.append({"type": "sine", "phase": 0.0,
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"freq": root_hz * 8.0, "freq_end": root_hz * 4.0,
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"gain": 0.10, "pos": 0, "total": int(0.10 * SAMPLE_RATE)})
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"white_hole_eject":
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var arp_table: Dictionary
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match _boss_mode:
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2: arp_table = BOSS2_ARP
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1: arp_table = BOSS_ARP
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_: arp_table = ARP
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var chord_notes: Array = arp_table.get(_chord, ["A4", "C5", "E5"])
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for i in 3:
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var note_str: String = chord_notes[i] if i < chord_notes.size() else "A4"
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var note_hz: float = FREQ.get(note_str, root_hz * 2.0)
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_stingers.append({"type": "triangle", "phase": 0.0,
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"freq": note_hz, "freq_end": note_hz,
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"gain": 0.10 - i * 0.025,
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"pos": -int(i * 0.09 * SAMPLE_RATE),
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"total": int(0.28 * SAMPLE_RATE)})
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"quasar_jet":
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var base_hz := root_hz * 2.0
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var scale_mult := [1.0, 1.122, 1.260, 1.498]
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for i in 4:
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var note_hz: float = base_hz * float(scale_mult[i])
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_stingers.append({"type": "sine", "phase": 0.0,
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"freq": note_hz, "freq_end": note_hz * 1.04,
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"gain": 0.08 + i * 0.01,
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"pos": -int(i * 0.11 * SAMPLE_RATE),
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"total": int(0.18 * SAMPLE_RATE)})
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"galaxy_consumed":
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var swell_freqs: Array[float] = [root_hz * 0.5, root_hz * 0.75, root_hz]
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for i in 3:
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_stingers.append({"type": "sine", "phase": 0.0,
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"freq": swell_freqs[i], "freq_end": swell_freqs[i],
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"gain": 0.18 - i * 0.04, "pos": 0,
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"total": int(1.6 * SAMPLE_RATE),
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"attack": int(0.5 * SAMPLE_RATE)})
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"planet_captured":
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_stingers.append({"type": "noise", "phase": 0.0,
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"freq": 0.0, "freq_end": 0.0,
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"gain": 0.20, "pos": 0, "total": int(0.10 * SAMPLE_RATE)})
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_stingers.append({"type": "sine", "phase": 0.0,
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"freq": root_hz * 2.0, "freq_end": root_hz * 0.5,
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"gain": 0.18, "pos": 0, "total": int(0.45 * SAMPLE_RATE)})
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"comet_pass":
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_stingers.append({"type": "sine", "phase": 0.0,
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"freq": root_hz * 14.0, "freq_end": root_hz * 7.0,
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"gain": 0.06, "pos": 0, "total": int(0.16 * SAMPLE_RATE)})
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# ── Hauptschleife ─────────────────────────────────────────────────────────
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func _process(_delta: float) -> void:
|
||||
if _playing:
|
||||
@@ -562,6 +653,54 @@ func _fill_buffer() -> void:
|
||||
var snare_env := 1.0 - float(snare_pos) / 340.0
|
||||
s += randf_range(-1.0, 1.0) * snare_env * 0.13
|
||||
|
||||
# Voice 4: BH Proximity Sub-Bass — sine, beat-pulsed, frequency glide
|
||||
var v4_glide := 0.9997
|
||||
_v4_freq_cur = _v4_freq_cur * v4_glide + _v4_freq * (1.0 - v4_glide)
|
||||
if _v4_gain > 0.004 and _v4_freq_cur > 0.0:
|
||||
var beat_samples_v4 := int(_cur_beat * SAMPLE_RATE)
|
||||
if beat_samples_v4 > 0:
|
||||
var beat_pos_v4 := _sample_g % beat_samples_v4
|
||||
var beat_t_v4 := float(beat_pos_v4) / float(beat_samples_v4)
|
||||
var beat_pulse_v4: float
|
||||
if beat_t_v4 < 0.06:
|
||||
beat_pulse_v4 = beat_t_v4 / 0.06
|
||||
else:
|
||||
beat_pulse_v4 = 1.0 - (beat_t_v4 - 0.06) / 0.94 * 0.55
|
||||
_v4_phase += _v4_freq_cur / SAMPLE_RATE
|
||||
s += sin(_v4_phase * TAU) * _v4_gain * (0.45 + 0.55 * beat_pulse_v4)
|
||||
|
||||
# Stingers: short pitched musical overlays for celestial events
|
||||
for st in _stingers:
|
||||
st["pos"] = int(st["pos"]) + 1
|
||||
var sp: int = int(st["pos"])
|
||||
if sp <= 0:
|
||||
continue
|
||||
var stotal: int = int(st["total"])
|
||||
if sp > stotal:
|
||||
continue
|
||||
var t_st := float(sp) / float(stotal)
|
||||
var atk: int = int(st.get("attack", int(0.008 * SAMPLE_RATE)))
|
||||
var env_st: float
|
||||
if sp < atk:
|
||||
env_st = float(sp) / float(atk)
|
||||
else:
|
||||
var remaining := stotal - atk
|
||||
if remaining > 0:
|
||||
env_st = maxf(0.0, 1.0 - float(sp - atk) / float(remaining))
|
||||
else:
|
||||
env_st = 0.0
|
||||
var sf_st: float = lerp(float(st["freq"]), float(st["freq_end"]), t_st)
|
||||
match st["type"]:
|
||||
"sine":
|
||||
st["phase"] = fmod(float(st["phase"]) + sf_st / SAMPLE_RATE, 1.0)
|
||||
s += sin(float(st["phase"]) * TAU) * env_st * float(st["gain"])
|
||||
"triangle":
|
||||
st["phase"] = fmod(float(st["phase"]) + sf_st / SAMPLE_RATE, 1.0)
|
||||
s += (1.0 - absf(4.0 * float(st["phase"]) - 2.0)) * env_st * float(st["gain"])
|
||||
"noise":
|
||||
s += randf_range(-1.0, 1.0) * env_st * float(st["gain"])
|
||||
_stingers = _stingers.filter(func(st): return int(st["pos"]) <= int(st["total"]))
|
||||
|
||||
_playback.push_frame(Vector2(s, s))
|
||||
_mel_pos += 1
|
||||
_arp_pos += 1
|
||||
@@ -595,6 +734,7 @@ func _load_mel() -> void:
|
||||
_bass_freq = FREQ.get(bass_dict[_bass_chord], 0.0)
|
||||
_bass_phase = 0.0
|
||||
_bass2_phase = 0.0
|
||||
_v4_freq = _get_v4_freq()
|
||||
|
||||
func _load_arp() -> void:
|
||||
var arp_dict: Dictionary
|
||||
|
||||
Reference in New Issue
Block a user