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
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extends SceneTree
var world: Node3D
func _initialize() -> void:
call_deferred("run_test")
func run_test() -> void:
world = load("res://scenes/main.tscn").instantiate()
root.add_child(world)
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
await create_timer(2.4).timeout
var zombie: Node3D
for child in world.get_children():
if child.get_script() == world.ZombieScript:
zombie = child
break
assert(zombie != null)
world.player.hp = 10000
zombie.position = Vector3(0, 0, -3)
if zombie.entry_tween:
zombie.entry_tween.kill()
zombie.entering = false
var point := zombie.global_position + Vector3(0, 1.2, 0)
preload("res://scripts/blood_effects.gd").impact(world, point, Vector3(0, 0, -1))
zombie.take_damage(1000, point.y)
assert(zombie.dead and zombie.collision_layer == 0)
await create_timer(0.2).timeout
assert(get_nodes_in_group("blood_stains").size() == 1)
if DisplayServer.get_name() != "headless":
await RenderingServer.frame_post_draw
root.get_texture().get_image().save_png("/tmp/zombie-blood.png")
await create_timer(4.3).timeout
assert(is_instance_valid(zombie) and zombie.is_inside_tree())
assert(absf(zombie.position.y) < 0.01)
assert(get_nodes_in_group("zombie_corpses").has(zombie))
if DisplayServer.get_name() != "headless":
await RenderingServer.frame_post_draw
root.get_texture().get_image().save_png("/tmp/zombie-corpse.png")
world.player.take_damage(20000)
world.player.take_damage(12)
assert(world.player.death_started and world.player.hp == 0)
var ammo: int = world.player.ammo
world.player.shoot()
assert(world.player.ammo == ammo)
await create_timer(3).timeout
assert(world.player.camera.position.y < 0.25)
assert(world.player.death_overlay.color.a > 0.99)
if DisplayServer.get_name() != "headless":
await RenderingServer.frame_post_draw
root.get_texture().get_image().save_png("/tmp/zombie-death-fade.png")
print("PASS: persistent corpse, blood decal, single death, blocked shooting, camera fall, black fade")
world.queue_free()
await process_frame
quit()