7571091394
- 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>
183 lines
8.3 KiB
C#
183 lines
8.3 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using UnityEngine;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only AMBIENT audio bed + run cues. A managed presentation <see cref="SystemBase"/>
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/// (<see cref="PresentationSystemGroup"/>, main thread, no Burst) that plays a low, seamless-looping
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/// procedural drone (asset-free, <c>AudioClip.Create</c> like <c>CombatFeedbackSystem.MakeClip</c>) plus
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/// launch-countdown beeps and the boss-arrival roar — replicated-state observations only. Lives only in the
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/// client world, so the server never creates audio and nothing here affects determinism. Volumes are
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/// deliberately conservative. (The cycle-phase stingers + Core alarm retired with the siege loop — LANTERN purge.)
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class AmbientAudioSystem : SystemBase
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{
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AudioSource _ambient;
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AudioClip _ambientClip;
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GameObject _root;
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AudioClip _stingBeep, _stingRoar;
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int _lastCountdownSec = -1;
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bool _bossRoared;
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// 07-16 underwater re-voice: the bed volume + groan cadence live on FeelConfig (live-tunable).
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AudioSource _groanSrc;
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AudioClip _groanClip;
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float _nextGroanIn = 12f; // first distant groan ~12s into a session
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protected override void OnCreate()
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{
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_ambientClip = MakeDrone();
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_groanClip = MakeGroan();
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_stingBeep = MakeSting(880f, 880f, 0.09f, 0.30f); // countdown tick
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_stingRoar = MakeSting(90f, 38f, 0.90f, 0.60f); // boss-arrival roar (low falling growl)
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}
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protected override void OnStartRunning()
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{
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if (_root != null) return;
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_root = new GameObject("~AmbientAudio");
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_ambient = _root.AddComponent<AudioSource>();
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_ambient.clip = _ambientClip;
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_ambient.loop = true;
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_ambient.playOnAwake = false;
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_ambient.spatialBlend = 0f; // 2D bed
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_ambient.volume = FeelConfig.AmbienceVolume * GameVolume.Music;
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_ambient.Play();
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_groanSrc = _root.AddComponent<AudioSource>();
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_groanSrc.playOnAwake = false;
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_groanSrc.spatialBlend = 0f; // distant, directionless
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_groanSrc.loop = false;
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}
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protected override void OnDestroy()
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{
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if (_root != null) Object.Destroy(_root);
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}
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protected override void OnUpdate()
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{
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if (_ambient == null) return;
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float dt = SystemAPI.Time.DeltaTime;
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_ambient.volume = Mathf.MoveTowards(_ambient.volume, FeelConfig.AmbienceVolume * GameVolume.Music, dt * 0.25f);
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// Distant groans (07-16 gap-list): a slow low sweep with a soft attack, jittered interval + pitch —
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// the murk answering back. Presentation-only wall-clock randomness is fine here.
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if (_groanSrc != null && FeelConfig.GroanIntervalSec > 0f)
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{
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_nextGroanIn -= dt;
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if (_nextGroanIn <= 0f)
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{
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_nextGroanIn = FeelConfig.GroanIntervalSec * (0.6f + Random.value * 0.8f);
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_groanSrc.pitch = 0.85f + Random.value * 0.3f;
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_groanSrc.PlayOneShot(_groanClip, FeelConfig.GroanVolume * GameVolume.Music);
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}
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}
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// Launch countdown beeps (3-2-1) + the boss-arrival roar — replicated-state observations only.
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if (SystemAPI.TryGetSingleton<RunInfo>(out var runAudio))
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{
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int sec = -1;
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if (runAudio.Lifecycle == RunLifecycle.Launching && runAudio.LaunchTick != 0
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&& SystemAPI.TryGetSingleton<NetworkTime>(out var antime) && antime.ServerTick.IsValid)
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{
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int tl = new NetworkTick(runAudio.LaunchTick).TicksSince(antime.ServerTick);
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if (tl > 0) sec = tl / 60 + 1;
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}
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if (sec > 0 && sec != _lastCountdownSec && sec <= 3)
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_ambient.PlayOneShot(_stingBeep, 0.5f * GameVolume.Sfx);
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_lastCountdownSec = sec;
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bool inBossRoom = runAudio.Lifecycle == RunLifecycle.InRoom
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&& runAudio.CurrentRoomType == RoomTypeId.Boss;
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if (!inBossRoom)
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{
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_bossRoared = false; // re-arm for the next boss room
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}
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else if (!_bossRoared)
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{
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foreach (var _ in SystemAPI.Query<RefRO<Health>>().WithAll<EnemyTag>())
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{
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_ambient.PlayOneShot(_stingRoar, 0.9f * GameVolume.Sfx);
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_bossRoared = true;
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break;
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}
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}
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}
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}
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// ---- Procedural audio (asset-free; mirrors CombatFeedbackSystem.MakeClip) ----
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// A low, seamless-looping pad: each partial completes an integer number of cycles over the buffer
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// (freq snapped to k/duration) so the loop point has no click. A slow tremolo adds motion.
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// A low, seamless-looping UNDERWATER pressure bed (07-16 re-voice): sub-heavy partials + a pair of
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// detuned subs whose beat completes exactly once per loop (Snap keeps every partial click-free at the
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// loop point) — reads as slow water-column pressure swell rather than a musical pad.
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static AudioClip MakeDrone()
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{
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const int rate = 44100;
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const float dur = 8f;
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int len = (int)(dur * rate);
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var clip = AudioClip.Create("underwater_bed", len, 1, rate, false);
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var data = new float[len];
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float f0 = Snap(38f, dur); // deep sub
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float f0b = f0 + 1f / dur; // detuned sub: beats exactly once per loop (seamless)
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float f1 = Snap(55f, dur);
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float f2 = Snap(82.4f, dur); // faint upper body
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float swell = Snap(0.25f, dur); // very slow amplitude swell
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for (int i = 0; i < len; i++)
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{
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float t = i / (float)rate;
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float s = 0.46f * Mathf.Sin(2f * Mathf.PI * f0 * t)
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+ 0.34f * Mathf.Sin(2f * Mathf.PI * f0b * t)
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+ 0.22f * Mathf.Sin(2f * Mathf.PI * f1 * t)
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+ 0.07f * Mathf.Sin(2f * Mathf.PI * f2 * t);
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float amp = 0.7f + 0.3f * Mathf.Sin(2f * Mathf.PI * swell * t);
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data[i] = s * amp * 0.5f;
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}
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clip.SetData(data, 0);
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return clip;
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}
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// A distant whale-adjacent groan: slow 58->34Hz sweep with a soft sin^2 attack/decay window and a
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// subtle wobble — never a jump-scare, just the deep being large somewhere off-screen.
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static AudioClip MakeGroan()
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{
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const int rate = 44100;
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const float dur = 3.4f;
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int len = (int)(dur * rate);
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var clip = AudioClip.Create("distant_groan", len, 1, rate, false);
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var data = new float[len];
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float phase = 0f;
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for (int i = 0; i < len; i++)
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{
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float t01 = i / (float)len;
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float t = i / (float)rate;
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float freq = Mathf.Lerp(58f, 34f, t01) * (1f + 0.03f * Mathf.Sin(2f * Mathf.PI * 1.7f * t));
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phase += 2f * Mathf.PI * freq / rate;
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float window = Mathf.Sin(Mathf.PI * t01);
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float env = window * window; // soft attack AND release
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data[i] = (0.8f * Mathf.Sin(phase) + 0.2f * Mathf.Sin(2f * phase)) * env * 0.55f;
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}
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clip.SetData(data, 0);
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return clip;
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}
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// freq snapped so freq*dur is an integer -> the waveform closes seamlessly at the loop point.
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static float Snap(float freq, float dur)
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{
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float cycles = Mathf.Max(1f, Mathf.Round(freq * dur));
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return cycles / dur;
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}
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// Short one-shot tone sweeping f0->f1 with an exponential decay envelope.
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static AudioClip MakeSting(float f0, float f1, float dur, float vol) => FeedbackFx.MakeClip("sting", f0, f1, dur, vol, decay: 3.5f);
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}
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}
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