Files
zombie-fps/tools/export_web_assets.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

18 lines
719 B
GDScript

extends SceneTree
func _initialize() -> void:
for path in ["res://assets/weapons/v_9mmar", "res://assets/zombies/zombie_textured", "res://assets/weapons/grenade"]:
var scene: PackedScene = load(path + ".mdl")
assert(scene != null)
assert(ResourceSaver.save(scene, path + ".scn") == OK)
var node := scene.instantiate()
var textured := 0
for mesh in node.find_children("*", "MeshInstance3D", true, false):
for i in mesh.mesh.get_surface_count():
var material = mesh.mesh.surface_get_material(i)
assert(material is StandardMaterial3D and material.albedo_texture != null)
textured += 1
assert(textured > 0)
print("NATIVE SCENE VERIFIED ", path, " surfaces=", textured)
node.free()
quit()