Files
Project-M/Assets/_Project/Scripts/Client/Presentation/AmbientAudioSystem.cs
T
kronic 7571091394 LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
  direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
  shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
  (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
  cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
  RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
  (warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
  StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
  banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
  four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
  bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:56:02 -07:00

183 lines
8.3 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Client-only AMBIENT audio bed + run cues. A managed presentation <see cref="SystemBase"/>
/// (<see cref="PresentationSystemGroup"/>, main thread, no Burst) that plays a low, seamless-looping
/// procedural drone (asset-free, <c>AudioClip.Create</c> like <c>CombatFeedbackSystem.MakeClip</c>) plus
/// launch-countdown beeps and the boss-arrival roar — replicated-state observations only. Lives only in the
/// client world, so the server never creates audio and nothing here affects determinism. Volumes are
/// deliberately conservative. (The cycle-phase stingers + Core alarm retired with the siege loop — LANTERN purge.)
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class AmbientAudioSystem : SystemBase
{
AudioSource _ambient;
AudioClip _ambientClip;
GameObject _root;
AudioClip _stingBeep, _stingRoar;
int _lastCountdownSec = -1;
bool _bossRoared;
// 07-16 underwater re-voice: the bed volume + groan cadence live on FeelConfig (live-tunable).
AudioSource _groanSrc;
AudioClip _groanClip;
float _nextGroanIn = 12f; // first distant groan ~12s into a session
protected override void OnCreate()
{
_ambientClip = MakeDrone();
_groanClip = MakeGroan();
_stingBeep = MakeSting(880f, 880f, 0.09f, 0.30f); // countdown tick
_stingRoar = MakeSting(90f, 38f, 0.90f, 0.60f); // boss-arrival roar (low falling growl)
}
protected override void OnStartRunning()
{
if (_root != null) return;
_root = new GameObject("~AmbientAudio");
_ambient = _root.AddComponent<AudioSource>();
_ambient.clip = _ambientClip;
_ambient.loop = true;
_ambient.playOnAwake = false;
_ambient.spatialBlend = 0f; // 2D bed
_ambient.volume = FeelConfig.AmbienceVolume * GameVolume.Music;
_ambient.Play();
_groanSrc = _root.AddComponent<AudioSource>();
_groanSrc.playOnAwake = false;
_groanSrc.spatialBlend = 0f; // distant, directionless
_groanSrc.loop = false;
}
protected override void OnDestroy()
{
if (_root != null) Object.Destroy(_root);
}
protected override void OnUpdate()
{
if (_ambient == null) return;
float dt = SystemAPI.Time.DeltaTime;
_ambient.volume = Mathf.MoveTowards(_ambient.volume, FeelConfig.AmbienceVolume * GameVolume.Music, dt * 0.25f);
// Distant groans (07-16 gap-list): a slow low sweep with a soft attack, jittered interval + pitch —
// the murk answering back. Presentation-only wall-clock randomness is fine here.
if (_groanSrc != null && FeelConfig.GroanIntervalSec > 0f)
{
_nextGroanIn -= dt;
if (_nextGroanIn <= 0f)
{
_nextGroanIn = FeelConfig.GroanIntervalSec * (0.6f + Random.value * 0.8f);
_groanSrc.pitch = 0.85f + Random.value * 0.3f;
_groanSrc.PlayOneShot(_groanClip, FeelConfig.GroanVolume * GameVolume.Music);
}
}
// Launch countdown beeps (3-2-1) + the boss-arrival roar — replicated-state observations only.
if (SystemAPI.TryGetSingleton<RunInfo>(out var runAudio))
{
int sec = -1;
if (runAudio.Lifecycle == RunLifecycle.Launching && runAudio.LaunchTick != 0
&& SystemAPI.TryGetSingleton<NetworkTime>(out var antime) && antime.ServerTick.IsValid)
{
int tl = new NetworkTick(runAudio.LaunchTick).TicksSince(antime.ServerTick);
if (tl > 0) sec = tl / 60 + 1;
}
if (sec > 0 && sec != _lastCountdownSec && sec <= 3)
_ambient.PlayOneShot(_stingBeep, 0.5f * GameVolume.Sfx);
_lastCountdownSec = sec;
bool inBossRoom = runAudio.Lifecycle == RunLifecycle.InRoom
&& runAudio.CurrentRoomType == RoomTypeId.Boss;
if (!inBossRoom)
{
_bossRoared = false; // re-arm for the next boss room
}
else if (!_bossRoared)
{
foreach (var _ in SystemAPI.Query<RefRO<Health>>().WithAll<EnemyTag>())
{
_ambient.PlayOneShot(_stingRoar, 0.9f * GameVolume.Sfx);
_bossRoared = true;
break;
}
}
}
}
// ---- Procedural audio (asset-free; mirrors CombatFeedbackSystem.MakeClip) ----
// A low, seamless-looping pad: each partial completes an integer number of cycles over the buffer
// (freq snapped to k/duration) so the loop point has no click. A slow tremolo adds motion.
// A low, seamless-looping UNDERWATER pressure bed (07-16 re-voice): sub-heavy partials + a pair of
// detuned subs whose beat completes exactly once per loop (Snap keeps every partial click-free at the
// loop point) — reads as slow water-column pressure swell rather than a musical pad.
static AudioClip MakeDrone()
{
const int rate = 44100;
const float dur = 8f;
int len = (int)(dur * rate);
var clip = AudioClip.Create("underwater_bed", len, 1, rate, false);
var data = new float[len];
float f0 = Snap(38f, dur); // deep sub
float f0b = f0 + 1f / dur; // detuned sub: beats exactly once per loop (seamless)
float f1 = Snap(55f, dur);
float f2 = Snap(82.4f, dur); // faint upper body
float swell = Snap(0.25f, dur); // very slow amplitude swell
for (int i = 0; i < len; i++)
{
float t = i / (float)rate;
float s = 0.46f * Mathf.Sin(2f * Mathf.PI * f0 * t)
+ 0.34f * Mathf.Sin(2f * Mathf.PI * f0b * t)
+ 0.22f * Mathf.Sin(2f * Mathf.PI * f1 * t)
+ 0.07f * Mathf.Sin(2f * Mathf.PI * f2 * t);
float amp = 0.7f + 0.3f * Mathf.Sin(2f * Mathf.PI * swell * t);
data[i] = s * amp * 0.5f;
}
clip.SetData(data, 0);
return clip;
}
// A distant whale-adjacent groan: slow 58->34Hz sweep with a soft sin^2 attack/decay window and a
// subtle wobble — never a jump-scare, just the deep being large somewhere off-screen.
static AudioClip MakeGroan()
{
const int rate = 44100;
const float dur = 3.4f;
int len = (int)(dur * rate);
var clip = AudioClip.Create("distant_groan", len, 1, rate, false);
var data = new float[len];
float phase = 0f;
for (int i = 0; i < len; i++)
{
float t01 = i / (float)len;
float t = i / (float)rate;
float freq = Mathf.Lerp(58f, 34f, t01) * (1f + 0.03f * Mathf.Sin(2f * Mathf.PI * 1.7f * t));
phase += 2f * Mathf.PI * freq / rate;
float window = Mathf.Sin(Mathf.PI * t01);
float env = window * window; // soft attack AND release
data[i] = (0.8f * Mathf.Sin(phase) + 0.2f * Mathf.Sin(2f * phase)) * env * 0.55f;
}
clip.SetData(data, 0);
return clip;
}
// freq snapped so freq*dur is an integer -> the waveform closes seamlessly at the loop point.
static float Snap(float freq, float dur)
{
float cycles = Mathf.Max(1f, Mathf.Round(freq * dur));
return cycles / dur;
}
// Short one-shot tone sweeping f0->f1 with an exponential decay envelope.
static AudioClip MakeSting(float f0, float f1, float dur, float vol) => FeedbackFx.MakeClip("sting", f0, f1, dur, vol, decay: 3.5f);
}
}