Add footstep sound effect and animation
Sound is linked to Animation so it always plays when the camera nods down
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Characters/Player/Footsteps.gd
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10
Characters/Player/Footsteps.gd
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@ -0,0 +1,10 @@
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extends Spatial
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onready var steps = [
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get_node("Footstep1")
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]
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func play_footstep():
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steps[0].play()
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@ -3,6 +3,7 @@ extends KinematicBody
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# export variables
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export(NodePath) var body_nodepath
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export(NodePath) var lookingAt_nodepath
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export(NodePath) var animation_nodepath
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export(NodePath) var ui_interact_nodepath
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export(int) var keycard_lvl
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export(Array) var key_chain
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@ -21,6 +22,7 @@ const INTERACT_DISTANCE = 4
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var _body: Spatial
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var _camera: Camera
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var _lookCast: RayCast
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var _animation: AnimationPlayer
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var _dir = Vector3();
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var _vel = Vector3();
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var _is_sprinting;
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@ -30,17 +32,21 @@ var _inventory: Control
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func _ready():
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# Assign child node variables
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_body = get_node(body_nodepath) as Spatial # = $Body
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assert(null != _body)
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_camera = $Body/Camera
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assert(null != _camera)
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_animation = get_node(animation_nodepath) as AnimationPlayer
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assert(null != _animation)
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# Setup mouse look
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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_lookCast = get_node(lookingAt_nodepath) as RayCast
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_lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE)
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# TODO: move to declaration:
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ui_interact_nodepath = get_node("HUD").get_node("PressInteract").get_path()
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_inventory = get_node("HUD")
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@ -50,6 +56,7 @@ func _physics_process(delta):
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func _process(delta):
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check_interact()
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process_animations()
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func process_input():
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# Walking
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@ -100,6 +107,11 @@ func process_movement(delta):
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_vel.z = hvel.z
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_vel = move_and_slide(_vel, Vector3(0, 1, 0), 0.05, 4, deg2rad(MAX_SLOPE_ANGLE))
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func process_animations():
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_animation.playback_speed = _vel.length() / MOVE_SPEED
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func check_interact():
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if _lookCast.is_colliding():
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var collider = _lookCast.get_collider()
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@ -130,6 +142,7 @@ func check_interact():
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#stop showing interact tooltip
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get_node(ui_interact_nodepath).hide()
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func _input(event):
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# capture mouse movement
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if event is InputEventMouseMotion:
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@ -140,4 +153,3 @@ func _input(event):
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camera_rot.x = clamp(camera_rot.x, -70, 70)
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_body.rotation_degrees = camera_rot
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# interact with object player is looking at
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@ -1,10 +1,50 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://Characters/Player/Player.gd" type="Script" id=1]
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[ext_resource path="res://Characters/Player/UI/UI.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Characters/Player/Footsteps.gd" type="Script" id=2]
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[ext_resource path="res://Resources/Audio/Step.wav" type="AudioStream" id=3]
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[ext_resource path="res://Characters/Player/UI/UI.tscn" type="PackedScene" id=4]
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[sub_resource type="CylinderShape" id=1]
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[sub_resource type="Animation" id=2]
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resource_name = "Walk"
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length = 0.8
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loop = true
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tracks/0/type = "value"
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tracks/0/path = NodePath("Body/Camera:translation")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.2, 0.4, 0.6 ),
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"transitions": PoolRealArray( 1, 1, 1, 1 ),
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"update": 0,
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"values": [ Vector3( 0, 1.8, 0 ), Vector3( -0.1, 1.9, 0 ), Vector3( 0, 1.8, 0 ), Vector3( 0.1, 1.9, 0 ) ]
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}
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tracks/1/type = "method"
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tracks/1/path = NodePath("Footsteps")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0.3, 0.7 ),
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"transitions": PoolRealArray( 1, 1 ),
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"values": [ {
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"args": [ ],
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"method": "play_footstep"
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}, {
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"args": [ ],
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"method": "play_footstep"
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} ]
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}
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[sub_resource type="AudioStreamRandomPitch" id=3]
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audio_stream = ExtResource( 3 )
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random_pitch = 1.3
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[node name="Player" type="KinematicBody" groups=[
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"Player",
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]]
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@ -13,20 +53,40 @@ collision_mask = 5
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script = ExtResource( 1 )
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body_nodepath = NodePath("Body")
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lookingAt_nodepath = NodePath("Body/Camera/LookingAt")
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animation_nodepath = NodePath("AnimationPlayer")
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ui_interact_nodepath = NodePath("HUD")
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[node name="Body" type="Spatial" parent="."]
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[node name="Camera" type="Camera" parent="Body"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 )
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0625, 1.85, 0 )
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current = true
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[node name="LookingAt" type="RayCast" parent="Body/Camera"]
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transform = Transform( -1, 0, -8.74228e-008, 0, 1, 0, 8.74228e-008, 0, -1, 0, 0, 0 )
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transform = Transform( -1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, 0 )
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enabled = true
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cast_to = Vector3( 0, 0, 2 )
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[node name="Listener" type="Listener" parent="Body/Camera"]
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current = true
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[node name="Collider" type="CollisionShape" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0 )
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shape = SubResource( 1 )
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[node name="HUD" parent="." instance=ExtResource( 2 )]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "Walk"
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anims/Walk = SubResource( 2 )
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[node name="Footsteps" type="Spatial" parent="."]
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script = ExtResource( 2 )
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[node name="Footstep1" type="AudioStreamPlayer3D" parent="Footsteps"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1 )
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stream = SubResource( 3 )
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unit_db = -25.0
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pitch_scale = 1.5
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[node name="HUD" parent="." instance=ExtResource( 4 )]
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[editable path="HUD"]
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BIN
Resources/Audio/Step.wav
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BIN
Resources/Audio/Step.wav
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21
Resources/Audio/Step.wav.import
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21
Resources/Audio/Step.wav.import
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[remap]
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importer="wav"
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type="AudioStreamSample"
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path="res://.import/Step.wav-7d0ddf0513d871cbc1043ef07a7bc4cb.sample"
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[deps]
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source_file="res://Resources/Audio/Step.wav"
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dest_files=[ "res://.import/Step.wav-7d0ddf0513d871cbc1043ef07a7bc4cb.sample" ]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=true
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edit/normalize=true
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edit/loop=false
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compress/mode=0
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