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@russell-cj russell-cj commented Dec 3, 2025

This PR implements audio for the FragileBarrel mechanic.

Changes:

  • Added cracks and breaking sound effects assets.
  • Used AudioStreamRandomizer with a 1.1 pitch variation to prevent repetition.
  • Updated FragileBarrel script and scene to trigger sounds on damage and destruction.

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resolves #1647

- Adds 'cracks.wav' and 'breaking.wav' assets using AudioStreamRandomizer.
- Implements pitch randomization (1.1) as requested.
- Integrates sound playback into FragileBarrel script.

fix: #1647
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github-actions bot commented Dec 3, 2025

Test build no longer available.

@wjt wjt moved this to In Progress in Threadbare Development Dec 4, 2025
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@manuq manuq left a comment

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The selected sounds are great! I feel that the crack sounds are a bit too low compared with the other sounds in the level. I would expect them to be noisier than the flutter sound in the enemy. Maybe is the flutter sound that is too high? Sorry, I'm no expert in audio.

Well implementation, I only requested 2 small things to change.

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I agree that the crack sound is a little low in the mix. I'll spend a few minutes with Audacity…

wjt and others added 5 commits December 5, 2025 15:42
…nents/fragile_barrel.gd

Co-authored-by: Manuel Quiñones <[email protected]>
Trim a little silence from the start of the sample. Normalize the peak volume to
-3 dB to better match the amplitude of other sounds in the level. Convert to Ogg
Vorbis.
The other resource is called "sfx_barrel_crack". This one had a typo in the
abbreviation "sfx", and didn't have a verb for what the sound effect is for.
@wjt wjt merged commit 60a3fdc into main Dec 5, 2025
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@wjt wjt deleted the issue_1647 branch December 5, 2025 16:07
@github-project-automation github-project-automation bot moved this from In Progress to Done in Threadbare Development Dec 5, 2025
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Audio:Source/Create and import SFX for impact (cracking) and total destruction.

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