feat(audio): connect ball impacts to feedback

This commit is contained in:
Josh Creek
2026-09-01 23:20:35 +01:00
parent 510138eb0a
commit fcb38b3d57
2 changed files with 2 additions and 1 deletions
+1
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@@ -183,6 +183,7 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate()
add_child(rig)
_camera_rig = rig
rig.impact_feedback.connect(AudioManager.play_impact)
rig.target = target
# Also wires the scene's static HUD (if any) to the same ship, rather
# than letting it guess via the "ship" group.
+1 -1
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@@ -1627,4 +1627,4 @@ Signed MatchNet claims now also require exact JSON string/integer types for ever
Presentation progress: a shared `Game/themes/cosmic_clash_theme.tres` now gives the menu, lobby, matchmaking, and settings surfaces consistent button, input, option, and label styling. The custom-font portion of `TODO.md` remains open until a distributable font asset is selected.
The audio TODO now has a runtime foundation: `AudioManager` generates bounded placeholder tones for kickoff countdowns, impacts, goals, and future UI hooks without adding binary assets; authored sound design, engine telemetry mixing, and production audio QA remain open.
The audio TODO now has a runtime foundation: `AudioManager` generates bounded placeholder tones for kickoff countdowns, camera-reported ball impacts, goals, and UI clicks without adding binary assets; authored sound design, engine telemetry mixing, and production audio QA remain open.