feat(audio): drive engine tone from thrust

This commit is contained in:
Josh Creek
2026-09-01 23:22:20 +01:00
parent fcb38b3d57
commit 19ef84c3cb
5 changed files with 53 additions and 2 deletions
+1 -1
View File
@@ -14,7 +14,7 @@ The training pipeline is built — see `TRAINING.md` (self-play PPO via the vend
The largest gap between this and a AAA-feeling product is presentation, not code. Sequenced after the above for pragmatic reasons, but this is the highest impact per hour.
- [ ] **Audio — authored sound design remains open.** A dependency-free procedural `AudioManager` now provides safe UI/countdown/impact/goal hooks and is wired into kickoff and goal events; replace the placeholder tones with engine hum pitched to throttle, turbo whoosh, impulse-scaled ball impacts, wall scrapes, goal explosion, crowd bed, UI clicks, and music after selecting distributable assets and mixing them on real hardware.
- [ ] **Audio — authored sound design remains open.** A dependency-free procedural `AudioManager` now provides safe UI/countdown/impact/goal hooks, an engine tone pitched/levelled from local thrust and turbo state, and is wired into kickoff, goal, ball-contact, and menu events; replace the placeholder tones with authored engine/turbo/impact/wall/goal/crowd/music assets after selecting distributable files and mixing them on real hardware.
- [ ] Custom font + a real `Theme` resource for the HUD. `ThemeDB.fallback_font` at 10-13 px reads as a debug overlay.
- [ ] **Video settings menu is missing graphics presets, vsync, and resolution scaling.** `video_settings.gd` currently exposes only AA, glow, and brightness, while SDFGI, SSIL, SSAO, and five shadow-casting lights are on by default and unreachable by the player. Blocked on the same profiling gate as the multiplayer section's 0.160.28 tasks below (0.17/0.17b/0.17c/0.17d) — needs a human at the editor with real hardware, not further code changes on its own.