- 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.
24 lines
1.0 KiB
GDScript
24 lines
1.0 KiB
GDScript
extends SceneTree
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## Persist imported assets as native Godot scenes, independent of import extension at runtime.
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func _initialize() -> void:
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for name in ["v_9mmar", "w_9mmar", "p_9mmar"]:
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var scene: PackedScene = load("res://assets/weapons/" + name + ".mdl")
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assert(scene != null)
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assert(ResourceSaver.save(scene, "res://assets/weapons/" + name + ".scn") == OK)
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var node := scene.instantiate()
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var textures := 0
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for mesh in node.find_children("*", "MeshInstance3D", true, false):
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for i in mesh.mesh.get_surface_count():
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var material = mesh.mesh.surface_get_material(i)
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assert(material is StandardMaterial3D and material.albedo_texture != null)
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textures += 1
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assert(textures > 0)
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if name == "v_9mmar":
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var animation: AnimationPlayer = node.get_node("AnimationPlayer")
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for expected in ["deploy", "reload", "shoot", "idle1"]:
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assert(animation.has_animation(expected))
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assert(animation.get_animation(expected).get_track_count() > 0)
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print("EXPORT VERIFIED ", name, " textured surfaces=", textures)
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node.free()
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quit()
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