Files
zombie-fps/addons/goldsrc/importer/wad_importer.gd
T
enne2 956a15a525 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.
2026-10-10 23:11:13 +02:00

111 lines
2.7 KiB
GDScript

@tool
extends EditorImportPlugin
## Imports a GoldSrc WAD file.
##
## The WAD is saved as a minimal .tres marker so Godot tracks it as a known
## asset. The BSP importer loads WAD files directly via the C++ GoldSrcWAD
## class — it does not use extracted PNGs.
##
## PNG extraction is opt-in (extract_textures = false by default) for cases
## where individual textures are needed outside of BSP rendering.
func _get_importer_name() -> String:
return "goldsrc.wad"
func _get_visible_name() -> String:
return "GoldSrc WAD"
func _get_recognized_extensions() -> PackedStringArray:
return PackedStringArray(["wad"])
func _get_save_extension() -> String:
return "tres"
func _get_resource_type() -> String:
return "Resource"
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": "extract_textures",
"default_value": false,
},
{
"name": "output_directory",
"default_value": "",
"property_hint": PROPERTY_HINT_DIR,
"hint_string": "Leave empty to extract next to the WAD file",
},
]
func _get_option_visibility(_path: String, _option_name: StringName, _options: Dictionary) -> bool:
if _option_name == "output_directory":
return _options.get("extract_textures", true)
return true
func _import(source_file: String, save_path: String, options: Dictionary,
_platform_variants: Array[String], _gen_files: Array[String]) -> Error:
var extract: bool = options.get("extract_textures", true)
var wad := GoldSrcWAD.new()
var err = wad.load_wad(source_file)
if err != OK:
push_error("WAD Importer: Failed to load '%s': %s" % [source_file, error_string(err)])
return err
if extract:
var output_dir: String = options.get("output_directory", "")
if output_dir.is_empty():
# Default: create a folder named after the WAD next to it
output_dir = source_file.get_base_dir().path_join(
source_file.get_file().get_basename())
DirAccess.make_dir_recursive_absolute(output_dir)
var names = wad.get_texture_names()
var count := 0
for tex_name in names:
var tex = wad.get_texture(tex_name)
if tex == null:
continue
var img = tex.get_image()
if img == null:
continue
var png_path := output_dir.path_join(tex_name.to_lower() + ".png")
img.save_png(png_path)
count += 1
print("WAD Importer: Extracted %d textures to %s" % [count, output_dir])
# Save a minimal marker resource so Godot considers the import complete
var res := Resource.new()
return ResourceSaver.save(res, save_path + "." + _get_save_extension())