Add industrial metal soundtrack with seamless loop

- assets/audio/music/zombie_industrial_loop.ogg: 57.60 s Ogg Vorbis loop
  generated locally with YuE2-3B on the Tesla V100 (score written for this
  track; vocals removed with HTDemucs). The loop is spliced at the track's
  structural repeat with a 0.6 s crossfade: measured seam dip <= 1.6 dB.
- scripts/main.gd: "Music" AudioStreamPlayer at -11 dB, started at boot on
  desktop and on the start click on Web (browser autoplay policy). It forces
  stream.loop at runtime because the Web staging step re-imports the OGG with
  loop=false.
- tools/test_music.gd: soundtrack test (loop, length, volume, playback,
  still playing after player death).
- docs/MUSIC.md: source, loop construction, verification, licence.
- docs/WEB-DEPLOY.md: release ab6054111f5919a8 notes.

Initial commit of the project.
This commit is contained in:
enne2
2026-10-10 23:11:13 +02:00
commit 956a15a525
199 changed files with 4563 additions and 0 deletions
+103
View File
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@tool
extends EditorImportPlugin
func _get_importer_name() -> String:
return "goldsrc.spr"
func _get_visible_name() -> String:
return "GoldSrc SPR"
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(["spr"])
func _get_save_extension() -> String:
return "scn"
func _get_resource_type() -> String:
return "PackedScene"
func _get_preset_count() -> int:
return 1
func _get_preset_name(preset_index: int) -> String:
return "Default"
func _get_priority() -> float:
return 1.0
func _get_import_order() -> int:
return 0
func _can_import_threaded() -> bool:
return false
func _get_import_options(_path: String, _preset_index: int) -> Array[Dictionary]:
return [
{
"name": "animation_fps",
"default_value": 10.0,
"property_hint": PROPERTY_HINT_RANGE,
"hint_string": "1.0,60.0,0.5",
},
{
"name": "loop",
"default_value": true,
},
]
func _get_option_visibility(_path: String, _option_name: StringName, _options: Dictionary) -> bool:
return true
func _import(source_file: String, save_path: String, options: Dictionary,
_platform_variants: Array[String], _gen_files: Array[String]) -> Error:
var fps: float = options.get("animation_fps", 10.0)
var loop: bool = options.get("loop", true)
var spr := GoldSrcSPR.new()
var err = spr.load_spr(source_file)
if err != OK:
push_error("SPR Importer: Failed to load '%s': %s" % [source_file, error_string(err)])
return err
var frame_count = spr.get_frame_count()
if frame_count == 0:
push_error("SPR Importer: No frames in '%s'" % source_file)
return ERR_INVALID_DATA
var sprite = spr.build_scene()
if not sprite:
push_error("SPR Importer: build_scene() failed for '%s'" % source_file)
return ERR_CANT_CREATE
var sprite_name := source_file.get_file().get_basename()
if sprite_name.is_empty():
sprite_name = "sprite_root"
sprite.name = sprite_name
# Bake import options into the SpriteAnimationPlayer child
var sap = sprite.get_node_or_null(^"SpriteAnimationPlayer")
if sap:
sap.fps = fps
sap.loop_animation = loop
var scene := PackedScene.new()
var pack_err := scene.pack(sprite)
sprite.free()
if pack_err != OK:
push_error("SPR Importer: Failed to pack scene for '%s': %s" % [source_file, error_string(pack_err)])
return pack_err
return ResourceSaver.save(scene, save_path + "." + _get_save_extension())