Steps dans le son
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14e14d5929
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BIN
Audio/step1.wav
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Audio/step1.wav
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Audio/step1.wav.import
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Audio/step1.wav.import
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/step1.wav-a3ca26c195a2d552516a852342ec6d84.sample"
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[deps]
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source_file="res://Audio/step1.wav"
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dest_files=[ "res://.import/step1.wav-a3ca26c195a2d552516a852342ec6d84.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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Audio/step2.wav
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Audio/step2.wav
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Audio/step2.wav.import
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Audio/step2.wav.import
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/step2.wav-e176ee775e84a4b66608c0aea784cdeb.sample"
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[deps]
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source_file="res://Audio/step2.wav"
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dest_files=[ "res://.import/step2.wav-e176ee775e84a4b66608c0aea784cdeb.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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Audio/step3.wav
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Audio/step3.wav
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Audio/step3.wav.import
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Audio/step3.wav.import
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/step3.wav-1afbc8d210aab2d152de0a352b4cda99.sample"
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[deps]
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source_file="res://Audio/step3.wav"
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dest_files=[ "res://.import/step3.wav-1afbc8d210aab2d152de0a352b4cda99.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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Audio/step4.wav
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Audio/step4.wav
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Audio/step4.wav.import
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Audio/step4.wav.import
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/step4.wav-defe51a16708ba89110de718eb9ed751.sample"
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[deps]
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source_file="res://Audio/step4.wav"
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dest_files=[ "res://.import/step4.wav-defe51a16708ba89110de718eb9ed751.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=0
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BIN
Audio/walk-home-steps-sound_99bpm_B_minor.wav.reapeaks
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Audio/walk-home-steps-sound_99bpm_B_minor.wav.reapeaks
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AudioSteps.gd
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AudioSteps.gd
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extends AudioStreamPlayer3D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var array = [ 21019, 54299, 81449, 107722, 133996, 158518 ]
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var currStep = 0
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var rng = RandomNumberGenerator.new()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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rng.randomize()
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func PlayStep():
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#self.stop()
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#currStep = rng.randi_range(0,4)
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#self.seek(currStep)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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#if (self.get_playback_position() >= currStep + 1):
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# self.stop()
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pass
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21
Player.gd
21
Player.gd
@ -10,7 +10,9 @@ export var jump = 30
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export var slapkill = 0.8
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var slap = 0.0
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var chargeSlap = false
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var isSlap = false;
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var isSlap = false
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var isStep = false
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var stepAcc = 0
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export var mouse_sensitivity = 0.03
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@ -29,8 +31,11 @@ onready var slap_animator = $HandMovement
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onready var Menu = $HUD/Start
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onready var AudioSlap = $AudioSlap
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onready var AudioMegaSlap = $AudioMegaSlap
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onready var Steps = [ $Step1, $Step2, $Step3, $Step4 ]
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var rng = RandomNumberGenerator.new()
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func _ready():
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rng.randomize()
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slap_animator.current_animation = "basic_slap"
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@ -61,12 +66,15 @@ func _physics_process(delta):
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elif is_on_floor() and full_contact:
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gravity_vec = -get_floor_normal() * gravity
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h_acceleration = normal_acceleration
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isStep = true
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else:
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gravity_vec = -get_floor_normal()
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h_acceleration = normal_acceleration
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if Input.is_action_just_pressed("jump") and (is_on_floor() or ground_check.is_colliding()):
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gravity_vec = Vector3.UP * jump
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isStep = false
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if Input.is_action_pressed("move_forward"):
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direction -= transform.basis.z
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@ -77,6 +85,7 @@ func _physics_process(delta):
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elif Input.is_action_pressed("move_right"):
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direction += transform.basis.x
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# Slappening
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if Input.is_action_pressed("slap"):
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if slap < 0.01:
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@ -107,6 +116,16 @@ func _physics_process(delta):
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direction = direction.normalized()
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if isStep:
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stepAcc += (abs(direction.x) + abs(direction.z)) * delta
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else:
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stepAcc = 0.0
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if (stepAcc > 0.3):
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stepAcc -= 0.45
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Steps[rng.randi_range(0,3)].play();
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h_velocity = h_velocity.linear_interpolate(direction * speed, h_acceleration * delta)
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movement.z = h_velocity.z + gravity_vec.z
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movement.x = h_velocity.x + gravity_vec.x
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Player.tscn
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Player.tscn
@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=2]
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[gd_scene load_steps=16 format=2]
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[ext_resource path="res://Player.gd" type="Script" id=1]
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[ext_resource path="res://BlenderStuff/Hand/protohand.obj" type="ArrayMesh" id=2]
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@ -6,6 +6,10 @@
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[ext_resource path="res://HUD.tscn" type="PackedScene" id=4]
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[ext_resource path="res://Audio/80-s-clap.wav" type="AudioStream" id=5]
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[ext_resource path="res://Audio/MegaSlap.wav" type="AudioStream" id=6]
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[ext_resource path="res://Audio/step2.wav" type="AudioStream" id=8]
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[ext_resource path="res://Audio/step3.wav" type="AudioStream" id=9]
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[ext_resource path="res://Audio/step4.wav" type="AudioStream" id=10]
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[ext_resource path="res://Audio/step1.wav" type="AudioStream" id=11]
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[sub_resource type="CapsuleShape" id=2]
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height = 3.0
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@ -13,7 +17,6 @@ height = 3.0
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[sub_resource type="CylinderShape" id=3]
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[sub_resource type="SpatialMaterial" id=4]
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flags_no_depth_test = true
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albedo_texture = ExtResource( 3 )
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uv1_triplanar = true
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@ -133,6 +136,17 @@ emission_angle_enabled = true
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doppler_tracking = 2
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[node name="Music" type="AudioStreamPlayer" parent="."]
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volume_db = 13.983
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autoplay = true
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bus = "Music"
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[node name="Step2" type="AudioStreamPlayer3D" parent="."]
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stream = ExtResource( 8 )
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[node name="Step3" type="AudioStreamPlayer3D" parent="."]
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stream = ExtResource( 9 )
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[node name="Step1" type="AudioStreamPlayer3D" parent="."]
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stream = ExtResource( 11 )
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[node name="Step4" type="AudioStreamPlayer3D" parent="."]
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stream = ExtResource( 10 )
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16
Steps.gd
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Steps.gd
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extends Control
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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onready var Steps = [ $Step1, $Step2, $Step3, $Step4 ]
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var rng = RandomNumberGenerator.new()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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rng.randomize()
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func playStep():
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Steps[rng.randi_range(0,3)].play();
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@ -1,6 +1,13 @@
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[gd_resource type="AudioBusLayout" format=2]
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[gd_resource type="AudioBusLayout" load_steps=2 format=2]
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[sub_resource type="AudioEffectCompressor" id=1]
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resource_name = "Compressor"
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threshold = -10.6
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gain = 4.4
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[resource]
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bus/0/effect/0/effect = SubResource( 1 )
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bus/0/effect/0/enabled = true
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bus/1/name = "SFX"
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bus/1/solo = false
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bus/1/mute = false
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@ -18,6 +18,7 @@ config/icon="res://icon.png"
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window/size/width=1920
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window/size/height=1080
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window/size/fullscreen=true
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window/size/test_width=1280
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window/size/test_height=720
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window/stretch/mode="viewport"
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