Implement NPC perception, returning trespassers, responder dispatch, wand screening, and accessibility polish
CI / headless-tests (push) Successful in 2m11s

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zwitschi committed 2026-10-31 12:31:13 +01:00
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class_name AudioFeedback
extends Node
## Procedural audio feedback (PLAN.md: Polish and Accessibility). Generates
## short tones for confirmation prompts, radio responses, and escalation
## feedback without requiring audio assets. Headless-safe: in headless mode
## the AudioServer is a dummy and playback is a no-op.
const SAMPLE_RATE := 22050.0
var _players: Array[AudioStreamPlayer] = []
func _ready() -> void:
# Pre-create a few players so overlapping cues don't cut each other off.
for i in 4:
var player := AudioStreamPlayer.new()
add_child(player)
_players.append(player)
## Play a short confirmation beep (single high tone).
func play_confirm() -> void:
_play_tone(880.0, 0.12, 0.5)
## Play a radio-response cue (two quick tones).
func play_radio_response() -> void:
_play_tone(660.0, 0.10, 0.5)
_play_tone(990.0, 0.10, 0.5, 0.12)
## Play an escalation warning cue (low descending tone).
func play_escalation(level: int) -> void:
var freq := 440.0 - float(level) * 40.0
_play_tone(maxf(freq, 180.0), 0.18, 0.6)
## Play a denial/error cue (low buzz).
func play_deny() -> void:
_play_tone(220.0, 0.20, 0.5)
## Generate a sine-wave tone and play it on a free player.
func _play_tone(freq: float, duration: float, volume: float, delay: float = 0.0) -> void:
var player := _free_player()
if player == null:
return
var stream := AudioStreamGenerator.new()
stream.mix_rate = SAMPLE_RATE
stream.buffer_length = duration + 0.05
player.stream = stream
player.volume_db = linear_to_db(volume)
player.play()
# Fill the generator buffer with a sine wave.
var playback: AudioStreamGeneratorPlayback = player.get_stream_playback()
var frames := int(SAMPLE_RATE * duration)
for i in frames:
var t := float(i) / SAMPLE_RATE
var sample := sin(TAU * freq * t) * 0.6
playback.push_frame(Vector2(sample, sample))
func _free_player() -> AudioStreamPlayer:
for player in _players:
if not player.playing:
return player
return _players[0]