Audio: mood music, ambience, sound effects and creature voices (Kenney CC0 + synthesised); protocol 13

This commit is contained in:
Paul Bailey
2026-11-05 21:03:54 +00:00
parent 2a9d47630e
commit caa611fac6
159 changed files with 1814 additions and 3 deletions

View File

@@ -372,9 +372,15 @@ func _items_on_the_ground() -> void:
var rep := await _bob({"do": "report"})
check(rep.dropped.any(func(d): return d.item == "flint" and int(d.count) == 2), "Bob sees it")
await _bob({"do": "walk", "to": _v(at + Vector3(1.0, 0, 0))})
var SX: Node = root.get_node("Sfx")
var heard0: int = SX.count("pickup")
var took := await _bob({"do": "take", "key": key})
check(_count(took.get("inv", []), "flint") == 2, "Bob picks it up")
await _sleep(0.3)
check(SX.count("pickup") > heard0, "Alice hears him pick it up (the server sends the sound to players nearby)")
var brep := await _bob({"do": "report"})
check(brep.get("sounds", []).has("pickup"), "and so does Bob")
await _sleep(0.3)
check(WN.dropped.is_empty() or not WN.dropped.has(int(key.substr(1))), "and it's gone for Alice")
print("first come, first served")