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
+66
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extends RefCounted
const MAX_STAINS := 160
static func impact(world: Node3D, point: Vector3, direction: Vector3) -> void:
# CPU particles work in both Forward+ and WebGL Compatibility.
var particles := CPUParticles3D.new()
particles.name = "BloodSpray"
particles.amount = 28
particles.lifetime = 0.65
particles.one_shot = true
particles.explosiveness = 1.0
particles.direction = direction.normalized()
particles.spread = 65
particles.initial_velocity_min = 1.3
particles.initial_velocity_max = 3.5
particles.gravity = Vector3(0, -9.8, 0)
particles.scale_amount_min = 0.5
particles.scale_amount_max = 1.5
var mesh := SphereMesh.new()
mesh.radius = 0.018
mesh.height = 0.036
var material := StandardMaterial3D.new()
material.albedo_color = Color(0.45, 0.015, 0.025)
material.roughness = 0.35
mesh.material = material
particles.mesh = mesh
world.add_child(particles)
particles.global_position = point
particles.emitting = true
world.get_tree().create_timer(1.3).timeout.connect(particles.queue_free)
var query := PhysicsRayQueryParameters3D.create(point + Vector3.UP * 0.05, point + Vector3.DOWN * 8, 1)
var hit := world.get_world_3d().direct_space_state.intersect_ray(query)
if hit.is_empty() or hit.normal.dot(Vector3.UP) < 0.7:
return
var width := randf_range(0.55, 1.15)
var stain: Node3D
if RenderingServer.get_current_rendering_method() == "gl_compatibility":
# WebGL has no projected decals: textured horizontal patch on floor.
var patch := MeshInstance3D.new()
var plane := PlaneMesh.new()
plane.size = Vector2(width, width)
var mat := StandardMaterial3D.new()
mat.albedo_texture = load("res://assets/effects/blood.png")
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.depth_draw_mode = BaseMaterial3D.DEPTH_DRAW_DISABLED
mat.roughness = 0.9
plane.material = mat
patch.mesh = plane
patch.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
stain = patch
else:
var decal := Decal.new()
decal.texture_albedo = load("res://assets/effects/blood.png")
decal.size = Vector3(width, 0.25, width)
decal.cull_mask = 1
decal.upper_fade = 0
decal.lower_fade = 0
stain = decal
stain.name = "BloodStain"
world.add_child(stain)
stain.global_position = hit.position + Vector3.UP * 0.012
stain.rotation.y = randf_range(0, TAU)
stain.add_to_group("blood_stains")
var stains := world.get_tree().get_nodes_in_group("blood_stains")
if stains.size() > MAX_STAINS:
stains[0].queue_free()