From fcb38b3d57a9f884cb26077def724f88b21efe5c Mon Sep 17 00:00:00 2001 From: Josh Creek <8179928+jcreek@users.noreply.github.com> Date: Tue, 1 Sep 2026 23:20:35 +0100 Subject: [PATCH] feat(audio): connect ball impacts to feedback --- Game/scripts/game_mode.gd | 1 + multiplayer-next.md | 2 +- 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/Game/scripts/game_mode.gd b/Game/scripts/game_mode.gd index 33a4c578..4629486c 100644 --- a/Game/scripts/game_mode.gd +++ b/Game/scripts/game_mode.gd @@ -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. diff --git a/multiplayer-next.md b/multiplayer-next.md index 3e082a8d..3cdfb872 100644 --- a/multiplayer-next.md +++ b/multiplayer-next.md @@ -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.