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| # Solve.mjs Log - 2026-01-25T01:38:17.714Z | |
| [2026-01-25T01:38:17.715Z] [INFO] π Log file: /home/hive/solve-2026-01-25T01-38-17-714Z.log | |
| [2026-01-25T01:38:17.715Z] [INFO] (All output will be logged here) | |
| [2026-01-25T01:38:18.171Z] [INFO] | |
| [2026-01-25T01:38:18.172Z] [INFO] π solve v1.9.0 | |
| [2026-01-25T01:38:18.172Z] [INFO] π§ Raw command executed: | |
| [2026-01-25T01:38:18.172Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-01-25T01:38:18.173Z] [INFO] | |
| [2026-01-25T01:38:18.188Z] [INFO] | |
| [2026-01-25T01:38:18.188Z] [WARNING] β οΈ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-01-25T01:38:18.188Z] [INFO] | |
| [2026-01-25T01:38:18.189Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-01-25T01:38:18.189Z] [INFO] The log may contain sensitive information such as: | |
| [2026-01-25T01:38:18.189Z] [INFO] β’ API keys, tokens, or secrets | |
| [2026-01-25T01:38:18.189Z] [INFO] β’ File paths and directory structures | |
| [2026-01-25T01:38:18.190Z] [INFO] β’ Command outputs and error messages | |
| [2026-01-25T01:38:18.190Z] [INFO] β’ Internal system information | |
| [2026-01-25T01:38:18.190Z] [INFO] | |
| [2026-01-25T01:38:18.191Z] [INFO] β οΈ DO NOT use this option with public repositories or if the log | |
| [2026-01-25T01:38:18.191Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-01-25T01:38:18.191Z] [INFO] | |
| [2026-01-25T01:38:18.191Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-01-25T01:38:18.191Z] [INFO] | |
| [2026-01-25T01:38:23.198Z] [INFO] | |
| [2026-01-25T01:38:23.222Z] [INFO] πΎ Disk space check: 7411MB available (2048MB required) β | |
| [2026-01-25T01:38:23.224Z] [INFO] π§ Memory check: 9388MB available, swap: 4095MB (1378MB used), total: 12105MB (256MB required) β | |
| [2026-01-25T01:38:23.240Z] [INFO] β© Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-25T01:38:23.240Z] [INFO] β© Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-25T01:38:23.241Z] [INFO] π URL validation: | |
| [2026-01-25T01:38:23.241Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73 | |
| [2026-01-25T01:38:23.241Z] [INFO] Is Issue URL: true | |
| [2026-01-25T01:38:23.241Z] [INFO] Is PR URL: false | |
| [2026-01-25T01:38:23.242Z] [INFO] π Checking repository access for auto-fork... | |
| [2026-01-25T01:38:23.971Z] [INFO] Repository visibility: public | |
| [2026-01-25T01:38:23.972Z] [INFO] β Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-25T01:38:23.972Z] [INFO] β Repository access check: Skipped (fork mode enabled) | |
| [2026-01-25T01:38:24.338Z] [INFO] Repository visibility: public | |
| [2026-01-25T01:38:24.338Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-01-25T01:38:24.339Z] [INFO] π Auto-continue enabled: Checking for existing PRs for issue #73... | |
| [2026-01-25T01:38:25.009Z] [INFO] π Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-01-25T01:38:26.503Z] [INFO] π Found 10 existing PR(s) linked to issue #73 | |
| [2026-01-25T01:38:26.504Z] [INFO] PR #361: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.504Z] [INFO] PR #361: Branch 'issue-360-6b008a412327' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.504Z] [INFO] PR #359: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.504Z] [INFO] PR #359: Branch 'issue-341-0566868d3f83' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.505Z] [INFO] PR #358: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.505Z] [INFO] PR #358: Branch 'issue-357-841c5bd63627' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.505Z] [INFO] PR #356: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.505Z] [INFO] PR #356: Branch 'issue-343-c77e35418e13' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.505Z] [INFO] PR #338: created 2h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.506Z] [INFO] PR #338: Branch 'issue-337-ab1f79d416c2' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.506Z] [INFO] PR #305: created 20h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.506Z] [INFO] PR #305: Branch 'issue-304-d86bce225f60' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.506Z] [INFO] PR #296: created 24h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.507Z] [INFO] PR #296: Branch 'issue-295-98a06014d84f' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.507Z] [INFO] PR #294: created 25h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.507Z] [INFO] PR #294: Branch 'issue-293-f11cb23cf435' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.507Z] [INFO] PR #274: created 52h ago (OPEN, ready) | |
| [2026-01-25T01:38:26.507Z] [INFO] PR #274: Branch 'issue-273-56e967c72775' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.507Z] [INFO] PR #272: created 52h ago (OPEN, draft) | |
| [2026-01-25T01:38:26.508Z] [INFO] PR #272: Branch 'issue-267-6a8a83767bee' doesn't match expected pattern 'issue-73-*' - skipping | |
| [2026-01-25T01:38:26.508Z] [INFO] βοΈ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-01-25T01:38:26.508Z] [INFO] π Issue mode: Working with issue #73 | |
| [2026-01-25T01:38:26.509Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1769305106509 | |
| [2026-01-25T01:38:26.511Z] [INFO] | |
| π΄ Fork mode: ENABLED | |
| [2026-01-25T01:38:26.512Z] [INFO] Checking fork status... | |
| [2026-01-25T01:38:26.856Z] [INFO] π Detecting fork conflicts... | |
| [2026-01-25T01:38:28.650Z] [INFO] β No fork conflict: Safe to proceed | |
| [2026-01-25T01:38:29.033Z] [INFO] β Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:38:29.033Z] [INFO] π Validating fork parent... | |
| [2026-01-25T01:38:29.413Z] [INFO] β Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:38:29.415Z] [INFO] | |
| π₯ Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:38:32.094Z] [INFO] β Cloned to: /tmp/gh-issue-solver-1769305106509 | |
| [2026-01-25T01:38:32.157Z] [INFO] π Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:38:32.227Z] [INFO] βΉοΈ Upstream exists: Using existing upstream remote | |
| [2026-01-25T01:38:32.227Z] [INFO] π Fetching upstream... | |
| [2026-01-25T01:38:32.568Z] [INFO] β Upstream fetched: Successfully | |
| [2026-01-25T01:38:32.568Z] [INFO] π Syncing default branch... | |
| [2026-01-25T01:38:33.124Z] [INFO] βΉοΈ Default branch: main | |
| [2026-01-25T01:38:33.785Z] [INFO] β Default branch synced: with upstream/main | |
| [2026-01-25T01:38:33.786Z] [INFO] π Pushing to fork: main branch | |
| [2026-01-25T01:38:34.276Z] [INFO] β Fork updated: Default branch pushed to fork | |
| [2026-01-25T01:38:34.458Z] [INFO] | |
| π Default branch: main | |
| [2026-01-25T01:38:34.531Z] [INFO] | |
| πΏ Creating branch: issue-73-ace88bc8e9f5 from main (default) | |
| [2026-01-25T01:38:34.601Z] [INFO] π Verifying: Branch creation... | |
| [2026-01-25T01:38:34.663Z] [INFO] β Branch created: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:34.664Z] [INFO] β Current branch: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:34.664Z] [INFO] Branch operation: Create new branch | |
| [2026-01-25T01:38:34.664Z] [INFO] Branch verification: Matches expected | |
| [2026-01-25T01:38:34.667Z] [INFO] | |
| π Auto PR creation: ENABLED | |
| [2026-01-25T01:38:34.668Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-01-25T01:38:34.668Z] [INFO] | |
| [2026-01-25T01:38:34.741Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-01-25T01:38:34.742Z] [INFO] π Creating: CLAUDE.md with task details | |
| [2026-01-25T01:38:34.742Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73 | |
| [2026-01-25T01:38:34.743Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-01-25T01:38:34.743Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73 | |
| [2026-01-25T01:38:34.743Z] [INFO] β File created: CLAUDE.md | |
| [2026-01-25T01:38:34.743Z] [INFO] π¦ Adding file: To git staging | |
| [2026-01-25T01:38:34.888Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-01-25T01:38:34.888Z] [INFO] π Creating commit: With CLAUDE.md file | |
| [2026-01-25T01:38:34.966Z] [INFO] β Commit created: Successfully with CLAUDE.md | |
| [2026-01-25T01:38:34.966Z] [INFO] Commit output: [issue-73-ace88bc8e9f5 53ce563] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-01-25T01:38:35.036Z] [INFO] Commit hash: 53ce563... | |
| [2026-01-25T01:38:35.114Z] [INFO] Latest commit: 53ce563 Initial commit with task details | |
| [2026-01-25T01:38:35.182Z] [INFO] Git status: clean | |
| [2026-01-25T01:38:35.250Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-01-25T01:38:35.319Z] [INFO] Branch info: * issue-73-ace88bc8e9f5 53ce563 [origin/main: ahead 1] Initial commit with task details | |
| main aa68899 [origin/main] Merge pull request #355 from konard/issue-354-6f77d04e11ae | |
| [2026-01-25T01:38:35.320Z] [INFO] π€ Pushing branch: To remote repository... | |
| [2026-01-25T01:38:35.320Z] [INFO] Push command: git push -u origin issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:36.190Z] [INFO] Push exit code: 0 | |
| [2026-01-25T01:38:36.190Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-73-ace88bc8e9f5' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-73-ace88bc8e9f5 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-73-ace88bc8e9f5 -> issue-73-ace88bc8e9f5 | |
| branch 'issue-73-ace88bc8e9f5' set up to track 'origin/issue-73-ace88bc8e9f5'. | |
| [2026-01-25T01:38:36.191Z] [INFO] β Branch pushed: Successfully to remote | |
| [2026-01-25T01:38:36.191Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-73-ace88bc8e9f5' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-73-ace88bc8e9f5 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-73-ace88bc8e9f5 -> issue-73-ace88bc8e9f5 | |
| branch 'issue-73-ace88bc8e9f5' set up to track 'origin/issue-73-ace88bc8e9f5'. | |
| [2026-01-25T01:38:36.191Z] [INFO] Waiting for GitHub to sync... | |
| [2026-01-25T01:38:38.730Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-01-25T01:38:38.731Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-01-25T01:38:39.064Z] [INFO] Branch verified on GitHub: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:39.414Z] [INFO] Remote commit SHA: 53ce563... | |
| [2026-01-25T01:38:39.414Z] [INFO] π Getting issue: Title from GitHub... | |
| [2026-01-25T01:38:39.792Z] [INFO] Issue title: "fix ΠΊΠΎΠ³Π΄Π° ΠΌΠ½ΠΎΠ³ΠΎ Π·Π²ΡΠΊΠΎΠ² - Π½Π΅ΠΊΠΎΡΠΎΡΡΠ΅ Π½Π΅ ΡΠ»ΡΡΠ½ΠΎ" | |
| [2026-01-25T01:38:39.793Z] [INFO] π€ Getting user: Current GitHub account... | |
| [2026-01-25T01:38:40.111Z] [INFO] Current user: konard | |
| [2026-01-25T01:38:40.540Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-01-25T01:38:40.542Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-01-25T01:38:40.542Z] [INFO] π Fetching: Latest main branch... | |
| [2026-01-25T01:38:40.908Z] [INFO] β Base updated: Fetched latest main | |
| [2026-01-25T01:38:40.909Z] [INFO] π Checking: Commits between branches... | |
| [2026-01-25T01:38:40.966Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-01-25T01:38:40.967Z] [INFO] β Commits found: 1 commit(s) ahead | |
| [2026-01-25T01:38:40.967Z] [INFO] π Creating PR: Draft pull request... | |
| [2026-01-25T01:38:40.967Z] [INFO] π― Target branch: main (default) | |
| [2026-01-25T01:38:40.967Z] [INFO] PR Title: [WIP] fix ΠΊΠΎΠ³Π΄Π° ΠΌΠ½ΠΎΠ³ΠΎ Π·Π²ΡΠΊΠΎΠ² - Π½Π΅ΠΊΠΎΡΠΎΡΡΠ΅ Π½Π΅ ΡΠ»ΡΡΠ½ΠΎ | |
| [2026-01-25T01:38:40.967Z] [INFO] Base branch: main | |
| [2026-01-25T01:38:40.968Z] [INFO] Head branch: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:40.968Z] [INFO] Assignee: konard | |
| [2026-01-25T01:38:40.968Z] [INFO] PR Body: | |
| ## π€ AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#73. | |
| ### π Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#73 | |
| ### π§ Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### π Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-01-25T01:38:40.969Z] [INFO] Command: cd "/tmp/gh-issue-solver-1769305106509" && gh pr create --draft --title "$(cat '/tmp/pr-title-1769305120969.txt')" --body-file "/tmp/pr-body-1769305120969.md" --base main --head konard:issue-73-ace88bc8e9f5 --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:38:42.413Z] [INFO] π Verifying: PR creation... | |
| [2026-01-25T01:38:42.804Z] [INFO] β Verification: PR exists on GitHub | |
| [2026-01-25T01:38:42.804Z] [INFO] β PR created: #362 | |
| [2026-01-25T01:38:42.804Z] [INFO] π PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/362 | |
| [2026-01-25T01:38:42.805Z] [INFO] βΉοΈ Note: Could not assign (no permission) | |
| [2026-01-25T01:38:42.805Z] [INFO] π Linking: Issue #73 to PR #362... | |
| [2026-01-25T01:38:43.154Z] [INFO] Issue node ID: I_kwDOQ35BQ87i2qqb | |
| [2026-01-25T01:38:43.481Z] [INFO] PR node ID: PR_kwDOQ35BQ86_MKDz | |
| [2026-01-25T01:38:43.823Z] [INFO] | |
| [2026-01-25T01:38:43.823Z] [WARNING] β οΈ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-01-25T01:38:43.824Z] [INFO] | |
| [2026-01-25T01:38:43.824Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-01-25T01:38:43.824Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#73" in PR body | |
| [2026-01-25T01:38:43.825Z] [INFO] | |
| [2026-01-25T01:38:43.825Z] [WARNING] To fix manually: | |
| [2026-01-25T01:38:43.825Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/362 | |
| [2026-01-25T01:38:43.825Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#73 | |
| [2026-01-25T01:38:43.825Z] [INFO] | |
| [2026-01-25T01:38:44.141Z] [INFO] π€ Current user: konard | |
| [2026-01-25T01:38:44.142Z] [INFO] | |
| π Comment counting conditions: | |
| [2026-01-25T01:38:44.142Z] [INFO] prNumber: 362 | |
| [2026-01-25T01:38:44.143Z] [INFO] branchName: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:44.143Z] [INFO] isContinueMode: false | |
| [2026-01-25T01:38:44.143Z] [INFO] Will count comments: true | |
| [2026-01-25T01:38:44.144Z] [INFO] π¬ Counting comments: Checking for new comments since last commit... | |
| [2026-01-25T01:38:44.144Z] [INFO] PR #362 on branch: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:44.144Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:38:44.640Z] [INFO] π Last commit time (from API): 2026-01-25T01:38:34.000Z | |
| [2026-01-25T01:38:45.587Z] [INFO] π¬ New PR comments: 0 | |
| [2026-01-25T01:38:45.588Z] [INFO] π¬ New PR review comments: 0 | |
| [2026-01-25T01:38:45.588Z] [INFO] π¬ New issue comments: 0 | |
| [2026-01-25T01:38:45.588Z] [INFO] Total new comments: 0 | |
| [2026-01-25T01:38:45.589Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-01-25T01:38:45.589Z] [INFO] PR review comments fetched: 0 | |
| [2026-01-25T01:38:45.590Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-01-25T01:38:45.590Z] [INFO] Total PR comments checked: 0 | |
| [2026-01-25T01:38:48.541Z] [INFO] Feedback info will be added to prompt: | |
| [2026-01-25T01:38:48.542Z] [INFO] - Pull request description was edited after last commit | |
| [2026-01-25T01:38:48.542Z] [INFO] π Getting timestamps: From GitHub servers... | |
| [2026-01-25T01:38:48.907Z] [INFO] π Issue updated: 2026-01-25T01:37:58.000Z | |
| [2026-01-25T01:38:49.226Z] [INFO] π¬ Comments: None found | |
| [2026-01-25T01:38:49.576Z] [INFO] π Recent PR: 2026-01-25T01:38:41.000Z | |
| [2026-01-25T01:38:49.577Z] [INFO] | |
| β Reference time: 2026-01-25T01:38:41.000Z | |
| [2026-01-25T01:38:49.577Z] [INFO] | |
| π Checking for uncommitted changes to include as feedback... | |
| [2026-01-25T01:38:49.644Z] [INFO] β No uncommitted changes found | |
| [2026-01-25T01:38:49.958Z] [INFO] π¦ Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:51.810Z] [INFO] π Playwright MCP detected - enabling browser automation hints | |
| [2026-01-25T01:38:51.814Z] [INFO] | |
| π Final prompt structure: | |
| [2026-01-25T01:38:51.814Z] [INFO] Characters: 526 | |
| [2026-01-25T01:38:51.814Z] [INFO] System prompt characters: 11910 | |
| [2026-01-25T01:38:51.815Z] [INFO] Feedback info: Included | |
| [2026-01-25T01:38:51.817Z] [INFO] | |
| π€ Executing Claude: OPUS | |
| [2026-01-25T01:38:51.817Z] [INFO] Model: opus | |
| [2026-01-25T01:38:51.817Z] [INFO] Working directory: /tmp/gh-issue-solver-1769305106509 | |
| [2026-01-25T01:38:51.817Z] [INFO] Branch: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:51.817Z] [INFO] Prompt length: 526 chars | |
| [2026-01-25T01:38:51.817Z] [INFO] System prompt length: 11910 chars | |
| [2026-01-25T01:38:51.817Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-01-25T01:38:51.888Z] [INFO] π System resources before execution: | |
| [2026-01-25T01:38:51.889Z] [INFO] Memory: MemFree: 4996424 kB | |
| [2026-01-25T01:38:51.889Z] [INFO] Load: 1.12 1.01 0.99 1/861 1919698 | |
| [2026-01-25T01:38:51.890Z] [INFO] | |
| π Raw command: | |
| [2026-01-25T01:38:51.890Z] [INFO] (cd "/tmp/gh-issue-solver-1769305106509" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73 | |
| Your prepared branch: issue-73-ace88bc8e9f5 | |
| Your prepared working directory: /tmp/gh-issue-solver-1769305106509 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/362 | |
| Your forked repository: konard/Jhon-Crow-godot-topdown-MVP | |
| Original repository (upstream): Jhon-Crow/godot-topdown-MVP | |
| GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-73-ace88bc8e9f5 | |
| Proceed. | |
| " --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself β let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-73-ace88bc8e9f5 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer β it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73. | |
| - When you need related code, use gh search code --owner Jhon-Crow [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints: | |
| 1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/362/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/362/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/362/reviews --paginate | |
| IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments! | |
| - When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/73/comments --paginate. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 362 --body \"your message\" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 362, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| check for latest comments on the issue and pull request to ensure no recent feedback was missed, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 362. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-73-ace88bc8e9f5. | |
| - When you finish, create a pull request from branch issue-73-ace88bc8e9f5. (Note: PR 362 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-73-ace88bc8e9f5. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 362 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources." | jq -c .) | |
| [2026-01-25T01:38:51.891Z] [INFO] | |
| [2026-01-25T01:38:51.891Z] [INFO] π User prompt: | |
| [2026-01-25T01:38:51.891Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-01-25T01:38:51.891Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73 | |
| Your prepared branch: issue-73-ace88bc8e9f5 | |
| Your prepared working directory: /tmp/gh-issue-solver-1769305106509 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/362 | |
| Your forked repository: konard/Jhon-Crow-godot-topdown-MVP | |
| Original repository (upstream): Jhon-Crow/godot-topdown-MVP | |
| GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-73-ace88bc8e9f5 | |
| Proceed. | |
| [2026-01-25T01:38:51.891Z] [INFO] ---END USER PROMPT--- | |
| [2026-01-25T01:38:51.892Z] [INFO] | |
| [2026-01-25T01:38:51.892Z] [INFO] π System prompt: | |
| [2026-01-25T01:38:51.892Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-01-25T01:38:51.892Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself β let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-73-ace88bc8e9f5 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer β it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73. | |
| - When you need related code, use gh search code --owner Jhon-Crow [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints: | |
| 1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/362/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/362/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/362/reviews --paginate | |
| IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments! | |
| - When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/73/comments --paginate. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 362 --body "your message" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 362, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| check for latest comments on the issue and pull request to ensure no recent feedback was missed, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 362. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-73-ace88bc8e9f5. | |
| - When you finish, create a pull request from branch issue-73-ace88bc8e9f5. (Note: PR 362 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-73-ace88bc8e9f5. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 362 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| [2026-01-25T01:38:51.892Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-01-25T01:38:51.893Z] [INFO] | |
| [2026-01-25T01:38:51.893Z] [INFO] π CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-25T01:38:51.894Z] [INFO] π Command details: | |
| [2026-01-25T01:38:51.894Z] [INFO] π Working directory: /tmp/gh-issue-solver-1769305106509 | |
| [2026-01-25T01:38:51.894Z] [INFO] πΏ Branch: issue-73-ace88bc8e9f5 | |
| [2026-01-25T01:38:51.894Z] [INFO] π€ Model: Claude OPUS | |
| [2026-01-25T01:38:51.895Z] [INFO] π΄ Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:38:51.895Z] [INFO] | |
| βΆοΈ Streaming output: | |
| [2026-01-25T01:38:54.253Z] [INFO] { | |
| "type": "system", | |
| "subtype": "init", | |
| "cwd": "/tmp/gh-issue-solver-1769305106509", | |
| "session_id": "b0595cdf-1498-41f1-9c80-ad04aa50599d", | |
| "tools": [ | |
| "Task", | |
| "TaskOutput", | |
| "Bash", | |
| "Glob", | |
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| [2026-01-25T01:39:15.972Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Lz3Hqzp9HhUFx79Lq1GPuV","type":"tool_result","content":" 1βextends Node\n 2β## Autoload singleton for managing game audio.\n 3β##\n 4β## Provides centralized sound playback with support for:\n 5β## - Random sound selection from arrays (for variety)\n 6β## - Volume control\n 7β## - Positional audio (2D)\n 8β\n 9β## Sound file paths organized by category.\n 10β## M16 single shots (1, 2, 3) - randomly selected for variety.\n 11βconst M16_SHOTS: Array[String] = [\n 12β\t\"res://assets/audio/m16 1.wav\",\n 13β\t\"res://assets/audio/m16 2.wav\",\n 14β\t\"res://assets/audio/m16 3.wav\"\n 15β]\n 16β\n 17β## M16 double shot sounds for burst fire (first two bullets).\n 18βconst M16_DOUBLE_SHOTS: Array[String] = [\n 19β\t\"res://assets/audio/m16 Π΄Π²Π° Π²ΡΡΡΡΠ΅Π»Π° ΠΏΠΎΠ΄ΡΡΠ΄.wav\",\n 20β\t\"res://assets/audio/m16 Π΄Π²Π° Π²ΡΡΡΡΠ΅Π»Π° ΠΏΠΎΠ΄ΡΡΠ΄ 2.wav\"\n 21β]\n 22β\n 23β## M16 bolt cycling sounds (for reload finish).\n 24βconst M16_BOLT_SOUNDS: Array[String] = [\n 25β\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 1.wav\",\n 26β\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 2.wav\",\n 27β\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 3.wav\",\n 28β\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 4.wav\"\n 29β]\n 30β\n 31β## Reload sounds.\n 32βconst RELOAD_MAG_OUT: String = \"res://assets/audio/ΠΈΠ³ΡΠΎΠΊ Π΄ΠΎΡΡΠ°Π» ΠΌΠ°Π³Π°Π·ΠΈΠ½ (ΠΏΠ΅ΡΠ²Π°Ρ ΡΠ°Π·Π° ΠΏΠ΅ΡΠ΅Π·Π°ΡΡΠ΄ΠΊΠΈ).wav\"\n 33βconst RELOAD_MAG_IN: String = \"res://assets/audio/ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΠ°Π²ΠΈΠ» ΠΌΠ°Π³Π°Π·ΠΈΠ½ (Π²ΡΠΎΡΠ°Ρ ΡΠ°Π·Π° ΠΏΠ΅ΡΠ΅Π·Π°ΡΡΠ΄ΠΊΠΈ).wav\"\n 34βconst RELOAD_FULL: String = \"res://assets/audio/ΠΏΠΎΠ»Π½Π°Ρ Π·Π°ΡΡΠ΄ΠΊΠ° m16.wav\"\n 35β\n 36β## Pistol bolt sound (for pistol or generic bolt).\n 37βconst PISTOL_BOLT: String = \"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ°.wav\"\n 38β\n 39β## Empty gun click sound (used for all weapons when out of ammo).\n 40βconst EMPTY_GUN_CLICK: String = \"res://assets/audio/ΠΊΠΎΠ½ΡΠΈΠ»ΠΈΡΡ ΠΏΠ°ΡΡΠΎΠ½Ρ Π² ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ΅.wav\"\n 41β\n 42β## Hit sounds.\n 43βconst HIT_LETHAL: String = \"res://assets/audio/Π·Π²ΡΠΊ ΡΠΌΠ΅ΡΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ.wav\"\n 44βconst HIT_NON_LETHAL: String = \"res://assets/audio/Π·Π²ΡΠΊ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ Π½Π΅ ΡΠΌΠ΅ΡΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ.wav\"\n 45β\n 46β## Bullet impact sounds.\n 47βconst BULLET_WALL_HIT: String = \"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΠΎΠΏΠ°Π»Π° Π² ΡΡΠ΅Π½Ρ ΠΈΠ»ΠΈ ΡΠΊΡΡΡΠΈΠ΅ (ΡΠ΄Π΅Π»Π°ΡΡ ΠΏΠΎ ΡΠΈΡΠ΅).wav\"\n 48βconst BULLET_NEAR_PLAYER: String = \"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΡΠΎΠ»Π΅ΡΠ΅Π»Π° ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n 49βconst BULLET_COVER_NEAR_PLAYER: String = \"res://assets/audio/ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅ ΠΏΡΠ»ΠΈ Π² ΡΠΊΡΡΡΠΈΠ΅ ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n 50β\n 51β## Ricochet sounds array for variety.\n 52β## Uses fallback sounds until dedicated ricochet files (ΡΠΈΠΊΠΎΡΠ΅Ρ 1-4.mp3) are added.\n 53β## When ricochet sounds are added, update the paths to:\n 54β## \"res://assets/audio/ΡΠΈΠΊΠΎΡΠ΅Ρ 1.mp3\", \"res://assets/audio/ΡΠΈΠΊΠΎΡΠ΅Ρ 2.mp3\", etc.\n 55βconst BULLET_RICOCHET_SOUNDS: Array[String] = [\n 56β\t\"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΡΠΎΠ»Π΅ΡΠ΅Π»Π° ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\",\n 57β\t\"res://assets/audio/ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅ ΠΏΡΠ»ΠΈ Π² ΡΠΊΡΡΡΠΈΠ΅ ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n 58β]\n 59β\n 60β## Legacy single ricochet sound path (for backward compatibility).\n 61βconst BULLET_RICOCHET: String = \"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΡΠΎΠ»Π΅ΡΠ΅Π»Π° ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n 62β\n 63β## Shell casing sounds.\n 64βconst SHELL_RIFLE: String = \"res://assets/audio/ΠΏΠ°Π΄Π°Π΅Ρ Π³ΠΈΠ»ΡΠ·Π° Π°Π²ΡΠΎΠΌΠ°ΡΠ°.wav\"\n 65βconst SHELL_PISTOL: String = \"res://assets/audio/ΠΏΠ°Π΄Π°Π΅Ρ Π³ΠΈΠ»ΡΠ·Π° ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ°.wav\"\n 66βconst SHELL_SHOTGUN: String = \"res://assets/audio/ΠΏΠ°Π΄Π΅Π½ΠΈΠ΅ Π³ΠΈΠ»ΡΠ·Ρ Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊ.mp3\"\n 67β\n 68β## Shotgun sounds.\n 69β## Shotgun shots (4 variants) - randomly selected for variety.\n 70βconst SHOTGUN_SHOTS: Array[String] = [\n 71β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 1.wav\",\n 72β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 2.wav\",\n 73β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 3.wav\",\n 74β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 4.wav\"\n 75β]\n 76β\n 77β## Shotgun action sounds (pump-action open/close).\n 78βconst SHOTGUN_ACTION_OPEN: String = \"res://assets/audio/ΠΎΡΠΊΡΡΡΠΈΠ΅ Π·Π°ΡΠ²ΠΎΡΠ° Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ°.wav\"\n 79βconst SHOTGUN_ACTION_CLOSE: String = \"res://assets/audio/Π·Π°ΠΊΡΡΡΠΈΠ΅ Π·Π°ΡΠ²ΠΎΡΠ° Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ°.wav\"\n 80β\n 81β## Shotgun empty click sound.\n 82βconst SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/Π²ΡΡΡΡΠ΅Π» Π±Π΅Π· ΠΏΠ°ΡΡΠΎΠ½ΠΎΠ² Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊ.mp3\"\n 83β\n 84β## Shotgun reload (load single shell) sound.\n 85βconst SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/Π·Π°ΡΡΠ΄ΠΈΠ» ΠΎΠ΄ΠΈΠ½ ΠΏΠ°ΡΡΠΎΠ½ Π² Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊ.mp3\"\n 86β\n 87β## Silenced pistol shot sounds (very quiet suppressed shots).\n 88β## Three variants for variety, randomly selected during playback.\n 89βconst SILENCED_SHOTS: Array[String] = [\n 90β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ° Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ 1.mp3\",\n 91β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ° Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ 2.mp3\",\n 92β\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ° Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ 3.mp3\"\n 93β]\n 94β\n 95β## Volume for silenced shots (very quiet).\n 96βconst VOLUME_SILENCED_SHOT: float = -18.0\n 97β\n 98β## Grenade sounds.\n 99β## Activation sound (pin pull) - played when grenade timer starts.\n 100βconst GRENADE_ACTIVATION: String = \"res://assets/audio/Π²ΡΠ΄Π΅ΡΠ½ΡΡ ΡΠ΅ΠΊΠ° (Π°ΠΊΡΠΈΠ²ΠΈΡΠΎΠ²Π°Π½Π°) ΠΊΠΎΡΠΎΡΠΊΠ°Ρ Π²Π΅ΡΡΠΈΡ.wav\"\n 101β## Throw sound - played when grenade is thrown (LMB released).\n 102βconst GRENADE_THROW: String = \"res://assets/audio/Π·Π²ΡΠΊ Π±ΡΠΎΡΠΊΠ° Π³ΡΠ°Π½Π°ΡΡ (Π² ΠΌΠΎΠΌΠ΅Π½Ρ ΠΎΡΠΏΡΡΠΊΠ°Π½ΠΈΡ LMB).wav\"\n 103β## Wall collision sound - played when grenade hits a wall.\n 104βconst GRENADE_WALL_HIT: String = \"res://assets/audio/Π³ΡΠ°Π½Π°ΡΠ° ΡΡΠΎΠ»ΠΊΠ½ΡΠ»Π°ΡΡ ΡΠΎ ΡΡΠ΅Π½ΠΎΠΉ.wav\"\n 105β## Landing sound - played when grenade comes to rest on the ground.\n 106βconst GRENADE_LANDING: String = \"res://assets/audio/ΠΏΡΠΈΠ·Π΅ΠΌΠ»Π΅Π½ΠΈΠ΅ Π³ΡΠ°Π½Π°ΡΡ.wav\"\n 107β## Flashbang explosion sound when player is in the affected zone.\n 108βconst FLASHBANG_EXPLOSION_IN_ZONE: String = \"res://assets/audio/Π²Π·ΡΡΠ² ΡΠ²Π΅ΡΠΎΡΡΠΌΠΎΠ²ΠΎΠΉ Π³ΡΠ°Π½Π°ΡΡ ΠΈΠ³ΡΠΎΠΊ Π² Π·ΠΎΠ½Π΅ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ.wav\"\n 109β## Flashbang explosion sound when player is outside the affected zone.\n 110βconst FLASHBANG_EXPLOSION_OUT_ZONE: String = \"res://assets/audio/Π²Π·ΡΡΠ² ΡΠ²Π΅ΡΠΎΡΡΠΌΠΎΠ²ΠΎΠΉ Π³ΡΠ°Π½Π°ΡΡ ΠΈΠ³ΡΠΎΠΊ Π²Π½Π΅ Π·ΠΎΠ½Ρ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ.wav\"\n 111β\n 112β## Volume settings (in dB).\n 113βconst VOLUME_SHOT: float = -5.0\n 114βconst VOLUME_RELOAD: float = -3.0\n 115βconst VOLUME_IMPACT: float = -8.0\n 116βconst VOLUME_HIT: float = -3.0\n 117βconst VOLUME_SHELL: float = -10.0\n 118βconst VOLUME_EMPTY_CLICK: float = -3.0\n 119βconst VOLUME_RICOCHET: float = -6.0\n 120βconst VOLUME_GRENADE: float = -3.0\n 121βconst VOLUME_GRENADE_EXPLOSION: float = 0.0\n 122βconst VOLUME_SHOTGUN_SHOT: float = -3.0\n 123βconst VOLUME_SHOTGUN_ACTION: float = -5.0\n 124β\n 125β## Preloaded audio streams cache.\n 126βvar _audio_cache: Dictionary = {}\n 127β\n 128β## Pool of AudioStreamPlayer nodes for non-positional sounds.\n 129βvar _audio_pool: Array[AudioStreamPlayer] = []\n 130β\n 131β## Pool of AudioStreamPlayer2D nodes for positional sounds.\n 132βvar _audio_2d_pool: Array[AudioStreamPlayer2D] = []\n 133β\n 134β## Number of audio players in each pool.\n 135βconst POOL_SIZE: int = 16\n 136β\n 137β\n 138βfunc _ready() -> void:\n 139β\t_create_audio_pools()\n 140β\t_preload_all_sounds()\n 141β\n 142β\n 143β## Creates pools of audio players for efficient sound playback.\n 144βfunc _create_audio_pools() -> void:\n 145β\tfor i in range(POOL_SIZE):\n 146β\t\tvar player := AudioStreamPlayer.new()\n 147β\t\tplayer.bus = \"Master\"\n 148β\t\tadd_child(player)\n 149β\t\t_audio_pool.append(player)\n 150β\n 151β\t\tvar player_2d := AudioStreamPlayer2D.new()\n 152β\t\tplayer_2d.bus = \"Master\"\n 153β\t\tplayer_2d.max_distance = 2000.0\n 154β\t\tadd_child(player_2d)\n 155β\t\t_audio_2d_pool.append(player_2d)\n 156β\n 157β\n 158β## Preloads all sound file | |
| [2026-01-25T01:39:15.983Z] [INFO] s for faster playback.\n 159βfunc _preload_all_sounds() -> void:\n 160β\tvar all_sounds: Array[String] = []\n 161β\tall_sounds.append_array(M16_SHOTS)\n 162β\tall_sounds.append_array(M16_DOUBLE_SHOTS)\n 163β\tall_sounds.append_array(M16_BOLT_SOUNDS)\n 164β\tall_sounds.append(RELOAD_MAG_OUT)\n 165β\tall_sounds.append(RELOAD_MAG_IN)\n 166β\tall_sounds.append(RELOAD_FULL)\n 167β\tall_sounds.append(PISTOL_BOLT)\n 168β\tall_sounds.append(EMPTY_GUN_CLICK)\n 169β\tall_sounds.append(HIT_LETHAL)\n 170β\tall_sounds.append(HIT_NON_LETHAL)\n 171β\tall_sounds.append(BULLET_WALL_HIT)\n 172β\tall_sounds.append(BULLET_NEAR_PLAYER)\n 173β\tall_sounds.append(BULLET_COVER_NEAR_PLAYER)\n 174β\tall_sounds.append_array(BULLET_RICOCHET_SOUNDS)\n 175β\tall_sounds.append(SHELL_RIFLE)\n 176β\tall_sounds.append(SHELL_PISTOL)\n 177β\t# Grenade sounds\n 178β\tall_sounds.append(GRENADE_ACTIVATION)\n 179β\tall_sounds.append(GRENADE_THROW)\n 180β\tall_sounds.append(GRENADE_WALL_HIT)\n 181β\tall_sounds.append(GRENADE_LANDING)\n 182β\tall_sounds.append(FLASHBANG_EXPLOSION_IN_ZONE)\n 183β\tall_sounds.append(FLASHBANG_EXPLOSION_OUT_ZONE)\n 184β\t# Shotgun sounds\n 185β\tall_sounds.append_array(SHOTGUN_SHOTS)\n 186β\tall_sounds.append(SHOTGUN_ACTION_OPEN)\n 187β\tall_sounds.append(SHOTGUN_ACTION_CLOSE)\n 188β\tall_sounds.append(SHOTGUN_EMPTY_CLICK)\n 189β\tall_sounds.append(SHOTGUN_LOAD_SHELL)\n 190β\tall_sounds.append(SHELL_SHOTGUN)\n 191β\t# Silenced weapon sounds\n 192β\tall_sounds.append_array(SILENCED_SHOTS)\n 193β\n 194β\tfor path in all_sounds:\n 195β\t\tif not _audio_cache.has(path):\n 196β\t\t\tvar stream := load(path) as AudioStream\n 197β\t\t\tif stream:\n 198β\t\t\t\t_audio_cache[path] = stream\n 199β\n 200β\n 201β## Gets an available non-positional audio player from the pool.\n 202βfunc _get_available_player() -> AudioStreamPlayer:\n 203β\tfor player in _audio_pool:\n 204β\t\tif not player.playing:\n 205β\t\t\treturn player\n 206β\t# All players busy, return the first one (will interrupt it)\n 207β\treturn _audio_pool[0]\n 208β\n 209β\n 210β## Gets an available positional audio player from the pool.\n 211βfunc _get_available_player_2d() -> AudioStreamPlayer2D:\n 212β\tfor player in _audio_2d_pool:\n 213β\t\tif not player.playing:\n 214β\t\t\treturn player\n 215β\t# All players busy, return the first one (will interrupt it)\n 216β\treturn _audio_2d_pool[0]\n 217β\n 218β\n 219β## Gets or loads an audio stream from cache.\n 220βfunc _get_stream(path: String) -> AudioStream:\n 221β\tif _audio_cache.has(path):\n 222β\t\treturn _audio_cache[path]\n 223β\n 224β\tvar stream := load(path) as AudioStream\n 225β\tif stream:\n 226β\t\t_audio_cache[path] = stream\n 227β\treturn stream\n 228β\n 229β\n 230β## Plays a non-positional sound.\n 231βfunc play_sound(path: String, volume_db: float = 0.0) -> void:\n 232β\tvar stream := _get_stream(path)\n 233β\tif stream == null:\n 234β\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n 235β\t\treturn\n 236β\n 237β\tvar player := _get_available_player()\n 238β\tplayer.stream = stream\n 239β\tplayer.volume_db = volume_db\n 240β\tplayer.play()\n 241β\n 242β\n 243β## Plays a positional 2D sound at the given position.\n 244βfunc play_sound_2d(path: String, position: Vector2, volume_db: float = 0.0) -> void:\n 245β\tvar stream := _get_stream(path)\n 246β\tif stream == null:\n 247β\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n 248β\t\treturn\n 249β\n 250β\tvar player := _get_available_player_2d()\n 251β\tplayer.stream = stream\n 252β\tplayer.volume_db = volume_db\n 253β\tplayer.global_position = position\n 254β\tplayer.play()\n 255β\n 256β\n 257β## Plays a random sound from an array of paths.\n 258βfunc play_random_sound(paths: Array, volume_db: float = 0.0) -> void:\n 259β\tif paths.is_empty():\n 260β\t\treturn\n 261β\tvar path: String = paths[randi() % paths.size()]\n 262β\tplay_sound(path, volume_db)\n 263β\n 264β\n 265β## Plays a random positional 2D sound from an array of paths.\n 266βfunc play_random_sound_2d(paths: Array, position: Vector2, volume_db: float = 0.0) -> void:\n 267β\tif paths.is_empty():\n 268β\t\treturn\n 269β\tvar path: String = paths[randi() % paths.size()]\n 270β\tplay_sound_2d(path, position, volume_db)\n 271β\n 272β\n 273β# ============================================================================\n 274β# Convenience methods for specific game sounds\n 275β# ============================================================================\n 276β\n 277β## Plays a random M16 shot sound at the given position.\n 278βfunc play_m16_shot(position: Vector2) -> void:\n 279β\tplay_random_sound_2d(M16_SHOTS, position, VOLUME_SHOT)\n 280β\n 281β\n 282β## Plays M16 double shot sound (for burst fire) at the given position.\n 283βfunc play_m16_double_shot(position: Vector2) -> void:\n 284β\tplay_random_sound_2d(M16_DOUBLE_SHOTS, position, VOLUME_SHOT)\n 285β\n 286β\n 287β## Plays a random M16 bolt cycling sound at the given position.\n 288βfunc play_m16_bolt(position: Vector2) -> void:\n 289β\tplay_random_sound_2d(M16_BOLT_SOUNDS, position, VOLUME_RELOAD)\n 290β\n 291β\n 292β## Plays magazine removal sound (first phase of reload).\n 293βfunc play_reload_mag_out(position: Vector2) -> void:\n 294β\tplay_sound_2d(RELOAD_MAG_OUT, position, VOLUME_RELOAD)\n 295β\n 296β\n 297β## Plays magazine insertion sound (second phase of reload).\n 298βfunc play_reload_mag_in(position: Vector2) -> void:\n 299β\tplay_sound_2d(RELOAD_MAG_IN, position, VOLUME_RELOAD)\n 300β\n 301β\n 302β## Plays full reload sound.\n 303βfunc play_reload_full(position: Vector2) -> void:\n 304β\tplay_sound_2d(RELOAD_FULL, position, VOLUME_RELOAD)\n 305β\n 306β\n 307β## Plays empty gun click sound.\n 308βfunc play_empty_click(position: Vector2) -> void:\n 309β\tplay_sound_2d(EMPTY_GUN_CLICK, position, VOLUME_EMPTY_CLICK)\n 310β\n 311β\n 312β## Plays lethal hit sound at the given position.\n 313βfunc play_hit_lethal(position: Vector2) -> void:\n 314β\tplay_sound_2d(HIT_LETHAL, position, VOLUME_HIT)\n 315β\n 316β\n 317β## Plays non-lethal hit sound at the given position.\n 318βfunc play_hit_non_lethal(position: Vector2) -> void:\n 319β\tplay_sound_2d(HIT_NON_LETHAL, position, VOLUME_HIT)\n 320β\n 321β\n 322β## Plays bullet wall impact sound at the given position.\n 323βfunc play_bullet_wall_hit(position: Vector2) -> void:\n 324β\tplay_sound_2d(BULLET_WALL_HIT, position, VOLUME_IMPACT)\n 325β\n 326β\n 327β## Plays bullet near player sound (bullet flew close to player).\n 328βfunc play_bullet_near_player(position: Vector2) -> void:\n 329β\tplay_sound_2d(BULLET_NEAR_PLAYER, position, VOLUME_IMPACT)\n 330β\n 331β\n 332β## Plays bullet hitting cover near player sound.\n 333βfunc play_bullet_cover_near_player(position: Vector2) -> void:\n 334β\tplay_sound_2d(BULLET_COVER_NEAR_PLAYER, position, VOLUME_IMPACT)\n 335β\n 336β\n 337β## Plays rifle shell casing sound at the given position.\n 338βfunc play_shell_rifle(position: Vector2) -> void:\n 339β\tplay_sound_2d(SHELL_RIFLE, position, VOLUME_SHELL)\n 340β\n 341β\n 342β## Plays pistol shell casing sound at the given position.\n 343βfunc play_shell_pistol(position: Vector2) -> void:\n 344β\tplay_sound_2d(SHELL_PISTOL, position, VOLUME_SHELL)\n 345β\n 346β\n 347β## Plays a random bullet ricochet sound at the given position.\n 348β## The ricochet sound is a distinct whizzing/buzzing sound when a bullet\n 349β## bounces off a hard surface like concrete or metal.\n 350β## Uses random selection from BULLET_RICOCHET_SOUNDS for variety.\n 351βfunc play_bullet_ricochet(position: Vector2) -> void:\n 352β\tplay_random_sound_2d(BULLET_RICOCHET_SOUNDS, position, VOLUME_RICOCHET)\n 353β\n 354β\n 355β# ============================================================================\n 356β# Grenade sounds\n 357β# ============================================================================\n 358β\n 359β## Plays grenade activation sound (pin pull) at the given position.\n 360βfunc play_grenade_activation(position: Vector2) -> void:\n 361β\tplay_sound_2d(GRENADE_ACTIVATION, position, VOLUME_GRENADE)\n 362β\n 363β\n 364β## Plays grenade throw sound (when LMB is released) at the given position.\n 365βfunc play_grenade_throw(position: Vector2) -> void:\n 366β\tplay_sound_2d(GRENADE_THROW, position, VOLUME_GRENADE)\n 367β\n 368β\n 369β## Plays grenade wall collision sound at the given position.\n 370βfunc play_grenade_wall_hit(position: Vector2) -> void:\n 371β\tplay_sound_2d(GRENADE_WALL_HIT, position, VOLUME_GRENADE)\n 372β\n 373β\n 374β## Plays grenade landing sound at the given position.\n 375βfunc play_grenade_landing(position: Vector2) -> void:\n 376β\tplay_sound_2d(GRENADE_LANDING, position, VOLUME_GRENADE)\n 377β\n 378β\n 379β## Plays flashbang explosion sound based on whether player is in the affected zone.\n 380β## @param position: Position of the explosion.\n 381β## @param player_in_zone: True if player is within the flashbang effect radius.\n 382βfunc play_flashbang_explosion(position: Vector2, player_in_zone: bool) -> void:\n 383β\tvar sound_path: String = FLASHBANG_EXPLOSION_IN_ZONE if player_in_zone else FLASHBANG_EXPLOSION_OUT_ZONE\n 384β\tplay_sound_2d(sound_path, position, VOLUME_GRENADE_EXPLOSION)\n 385β\n 386β\n 387β# ============================================================================\n 388β# Shotgun sounds\n 389β# ============================================================================\n 390β\n 391β## Plays a random shotgun shot sound at the given position.\n 392β## Randomly selects from 4 shotgun shot variants for variety.\n 393βfunc play_shotgun_shot(position: Vector2) -> void:\n 394β\tplay_random_sound_2d(SHOTGUN_SHOTS, position, VOLUME_SHOTGUN_SHOT)\n 395β\n 396β\n 397β## Plays shotgun action open sound (pump-action pulling back) at the given position.\n 398βfunc play_shotgun_action_open(position: Vector2) -> void:\n 399β\tplay_sound_2d(SHOTGUN_ACTION_OPEN, position, VOLUME_SHOTGUN_ACTION)\n 400β\n 401β\n 402β## Plays shotgun action close sound (pump-action pushing forward) at the given position.\n 403βfunc play_shotgun_action_close(position: Vector2) -> void:\n 404β\tplay_sound_2d(SHOTGUN_ACTION_CLOSE, position, VOLUME_SHOTGUN_ACTION)\n 405β\n 406β\n 407β## Plays shotgun shell casing drop sound at the given position.\n 408βfunc play_shell_shotgun(position: Vector2) -> void:\n 409β\tplay_sound_2d(SHELL_SHOTGUN, position, VOLUME_SHELL)\n 410β\n 411β\n 412β## Plays shotgun empty click sound at the given position.\n 413βfunc play_shotgun_empty_click(position: Vector2) -> void:\n 414β\tplay_sound_2d(SHOTGUN_EMPTY_CLICK, position, VOLUME_EMPTY_CLICK)\n 415β\n 416β\n 417β## Plays shotgun shell loading sound at the given position.\n 418βfunc play_shotgun_load_shell(position: Vector2) -> void:\n 419β\tplay_sound_2d(SHOTGUN_LOAD_SHELL, position, VOLUME_SHOTGUN_ACTION)\n 420β\n 421β\n 422β# ============================================================================\n 423β# Silenced weapon sounds\n 424β# ============================================================================\n 425β\n 426β## Plays a random silenced pistol shot sound at the given position.\n 427β## This is a very quiet sound that simulates a suppressed shot.\n 428β## The sound is only audible at close range and does not alert distant enemies.\n 429β## Randomly selects from 3 silenced pistol shot variants for variety.\n 430βfunc play_silenced_shot(position: Vector2) -> void:\n 431β\tplay_random_sound_2d(SILENCED_SHOTS, position, VOLUME_SILENCED_SHOT)\n 432β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"b0595cdf-1498-41f1-9c80-ad04aa50599d","uuid":"ce6f9bd4-f37b-46c6-90fe-2d3f0e59c962","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305106509/scripts/autoload/audio_manager.gd","content":"extends Node\n## Autoload singleton for managing game audio.\n##\n## Provides centralized sound playback with support for:\n## - Random sound selection from arrays (for variety)\n## - Volume control\n## - Positional audio (2D)\n\n## Sound file paths organized by category.\n## M16 single shots (1, 2, 3) - randomly selected for variety.\nconst M16_SHOTS: Array[String] = [\n\t\"res://assets/audio/m16 1.wav\",\n\t\"res://assets/audio/m16 2.wav\",\n\t\"res://assets/audio/m16 3.wav\"\n]\n\n## M16 double shot sounds for burst fire (first two bullets).\nconst M16_DOUBLE_SHOTS: Array[String] = [\n\t\"res://assets/audio/m16 Π΄Π²Π° Π²ΡΡΡΡΠ΅Π»Π° ΠΏΠΎΠ΄ΡΡΠ΄.wav\",\n\t\"res://assets/audio/m16 Π΄Π²Π° Π²ΡΡΡΡΠ΅Π»Π° ΠΏΠΎΠ΄ΡΡΠ΄ 2.wav\"\n]\n\n## M16 bolt cycling sounds (for reload finish).\nconst M16_BOLT_SOUNDS: Array[String] = [\n\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 1.wav\",\n\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 2.wav\",\n\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 3.wav\",\n\t\"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° m16 4.wav\"\n]\n\n## Reload sounds.\nconst RELOAD_MAG_OUT: String = \"res://assets/audio/ΠΈΠ³ΡΠΎΠΊ Π΄ΠΎΡΡΠ°Π» ΠΌΠ°Π³Π°Π·ΠΈΠ½ (ΠΏΠ΅ΡΠ²Π°Ρ ΡΠ°Π·Π° ΠΏΠ΅ΡΠ΅Π·Π°ΡΡΠ΄ΠΊΠΈ).wav\"\nconst RELOAD_MAG_IN: String = \"res://assets/audio/ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΠ°Π²ΠΈΠ» ΠΌΠ°Π³Π°Π·ΠΈΠ½ (Π²ΡΠΎΡΠ°Ρ ΡΠ°Π·Π° ΠΏΠ΅ΡΠ΅Π·Π°ΡΡΠ΄ΠΊΠΈ).wav\"\nconst RELOAD_FULL: String = \"res://assets/audio/ΠΏΠΎΠ»Π½Π°Ρ Π·Π°ΡΡΠ΄ΠΊΠ° m16.wav\"\n\n## Pistol bolt sound (for pistol or generic bolt).\nconst PISTOL_BOLT: String = \"res://assets/audio/Π²Π·Π²ΠΎΠ΄ Π·Π°ΡΠ²ΠΎΡΠ° ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ°.wav\"\n\n## Empty gun click sound (used for all weapons when out of ammo).\nconst EMPTY_GUN_CLICK: String = \"res://assets/audio/ΠΊΠΎΠ½ΡΠΈΠ»ΠΈΡΡ ΠΏΠ°ΡΡΠΎΠ½Ρ Π² ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ΅.wav\"\n\n## Hit sounds.\nconst HIT_LETHAL: String = \"res://assets/audio/Π·Π²ΡΠΊ ΡΠΌΠ΅ΡΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ.wav\"\nconst HIT_NON_LETHAL: String = \"res://assets/audio/Π·Π²ΡΠΊ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ Π½Π΅ ΡΠΌΠ΅ΡΡΠ΅Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΡ.wav\"\n\n## Bullet impact sounds.\nconst BULLET_WALL_HIT: String = \"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΠΎΠΏΠ°Π»Π° Π² ΡΡΠ΅Π½Ρ ΠΈΠ»ΠΈ ΡΠΊΡΡΡΠΈΠ΅ (ΡΠ΄Π΅Π»Π°ΡΡ ΠΏΠΎ ΡΠΈΡΠ΅).wav\"\nconst BULLET_NEAR_PLAYER: String = \"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΡΠΎΠ»Π΅ΡΠ΅Π»Π° ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\nconst BULLET_COVER_NEAR_PLAYER: String = \"res://assets/audio/ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅ ΠΏΡΠ»ΠΈ Π² ΡΠΊΡΡΡΠΈΠ΅ ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n\n## Ricochet sounds array for variety.\n## Uses fallback sounds until dedicated ricochet files (ΡΠΈΠΊΠΎΡΠ΅Ρ 1-4.mp3) are added.\n## When ricochet sounds are added, update the paths to:\n## \"res://assets/audio/ΡΠΈΠΊΠΎΡΠ΅Ρ 1.mp3\", \"res://assets/audio/ΡΠΈΠΊΠΎΡΠ΅Ρ 2.mp3\", etc.\nconst BULLET_RICOCHET_SOUNDS: Array[String] = [\n\t\"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΡΠΎΠ»Π΅ΡΠ΅Π»Π° ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\",\n\t\"res://assets/audio/ΠΏΠΎΠΏΠ°Π΄Π°Π½ΠΈΠ΅ ΠΏΡΠ»ΠΈ Π² ΡΠΊΡΡΡΠΈΠ΅ ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n]\n\n## Legacy single ricochet sound path (for backward compatibility).\nconst BULLET_RICOCHET: String = \"res://assets/audio/ΠΏΡΠ»Ρ ΠΏΡΠΎΠ»Π΅ΡΠ΅Π»Π° ΡΡΠ΄ΠΎΠΌ Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.wav\"\n\n## Shell casing sounds.\nconst SHELL_RIFLE: String = \"res://assets/audio/ΠΏΠ°Π΄Π°Π΅Ρ Π³ΠΈΠ»ΡΠ·Π° Π°Π²ΡΠΎΠΌΠ°ΡΠ°.wav\"\nconst SHELL_PISTOL: String = \"res://assets/audio/ΠΏΠ°Π΄Π°Π΅Ρ Π³ΠΈΠ»ΡΠ·Π° ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ°.wav\"\nconst SHELL_SHOTGUN: String = \"res://assets/audio/ΠΏΠ°Π΄Π΅Π½ΠΈΠ΅ Π³ΠΈΠ»ΡΠ·Ρ Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊ.mp3\"\n\n## Shotgun sounds.\n## Shotgun shots (4 variants) - randomly selected for variety.\nconst SHOTGUN_SHOTS: Array[String] = [\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 1.wav\",\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 2.wav\",\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 3.wav\",\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΈΠ· Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ° 4.wav\"\n]\n\n## Shotgun action sounds (pump-action open/close).\nconst SHOTGUN_ACTION_OPEN: String = \"res://assets/audio/ΠΎΡΠΊΡΡΡΠΈΠ΅ Π·Π°ΡΠ²ΠΎΡΠ° Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ°.wav\"\nconst SHOTGUN_ACTION_CLOSE: String = \"res://assets/audio/Π·Π°ΠΊΡΡΡΠΈΠ΅ Π·Π°ΡΠ²ΠΎΡΠ° Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊΠ°.wav\"\n\n## Shotgun empty click sound.\nconst SHOTGUN_EMPTY_CLICK: String = \"res://assets/audio/Π²ΡΡΡΡΠ΅Π» Π±Π΅Π· ΠΏΠ°ΡΡΠΎΠ½ΠΎΠ² Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊ.mp3\"\n\n## Shotgun reload (load single shell) sound.\nconst SHOTGUN_LOAD_SHELL: String = \"res://assets/audio/Π·Π°ΡΡΠ΄ΠΈΠ» ΠΎΠ΄ΠΈΠ½ ΠΏΠ°ΡΡΠΎΠ½ Π² Π΄ΡΠΎΠ±ΠΎΠ²ΠΈΠΊ.mp3\"\n\n## Silenced pistol shot sounds (very quiet suppressed shots).\n## Three variants for variety, randomly selected during playback.\nconst SILENCED_SHOTS: Array[String] = [\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ° Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ 1.mp3\",\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ° Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ 2.mp3\",\n\t\"res://assets/audio/Π²ΡΡΡΡΠ΅Π» ΠΏΠΈΡΡΠΎΠ»Π΅ΡΠ° Ρ Π³Π»ΡΡΠΈΡΠ΅Π»Π΅ΠΌ 3.mp3\"\n]\n\n## Volume for silenced shots (very quiet).\nconst VOLUME_SILENCED_SHOT: float = -18.0\n\n## Grenade sounds.\n## Activation sound (pin pull) - played when grenade timer starts.\nconst GRENADE_ACTIVATION: String = \"res://assets/audio/Π²ΡΠ΄Π΅ΡΠ½ΡΡ ΡΠ΅ΠΊΠ° (Π°ΠΊΡΠΈΠ²ΠΈΡΠΎΠ²Π°Π½Π°) ΠΊΠΎΡΠΎΡΠΊΠ°Ρ Π²Π΅ΡΡΠΈΡ.wav\"\n## Throw sound - played when grenade is thrown (LMB released).\nconst GRENADE_THROW: String = \"res://assets/audio/Π·Π²ΡΠΊ Π±ΡΠΎΡΠΊΠ° Π³ΡΠ°Π½Π°ΡΡ (Π² ΠΌΠΎΠΌΠ΅Π½Ρ ΠΎΡΠΏΡΡΠΊΠ°Π½ΠΈΡ LMB).wav\"\n## Wall collision sound - played when grenade hits a wall.\nconst GRENADE_WALL_HIT: String = \"res://assets/audio/Π³ΡΠ°Π½Π°ΡΠ° ΡΡΠΎΠ»ΠΊΠ½ΡΠ»Π°ΡΡ ΡΠΎ ΡΡΠ΅Π½ΠΎΠΉ.wav\"\n## Landing sound - played when grenade comes to rest on the ground.\nconst GRENADE_LANDING: String = \"res://assets/audio/ΠΏΡΠΈΠ·Π΅ΠΌΠ»Π΅Π½ΠΈΠ΅ Π³ΡΠ°Π½Π°ΡΡ.wav\"\n## Flashbang explosion sound when player is in the affected zone.\nconst FLASHBANG_EXPLOSION_IN_ZONE: String = \"res://assets/audio/Π²Π·ΡΡΠ² ΡΠ²Π΅ΡΠΎΡΡΠΌΠΎΠ²ΠΎΠΉ Π³ΡΠ°Π½Π°ΡΡ ΠΈΠ³ΡΠΎΠΊ Π² Π·ΠΎΠ½Π΅ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ.wav\"\n## Flashbang explosion sound when player is outside the affected zone.\nconst FLASHBANG_EXPLOSION_OUT_ZONE: String = \"res://assets/audio/Π²Π·ΡΡΠ² ΡΠ²Π΅ΡΠΎΡΡΠΌΠΎΠ²ΠΎΠΉ Π³ΡΠ°Π½Π°ΡΡ ΠΈΠ³ΡΠΎΠΊ Π²Π½Π΅ Π·ΠΎΠ½Ρ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ.wav\"\n\n## Volume settings (in dB).\nconst VOLUME_SHOT: float = -5.0\nconst VOLUME_RELOAD: float = -3.0\nconst VOLUME_IMPACT: float = -8.0\nconst VOLUME_HIT: float = -3.0\nconst VOLUME_SHELL: float = -10.0\nconst VOLUME_EMPTY_CLICK: float = -3.0\nconst VOLUME_RICOCHET: float = -6.0\nconst VOLUME_GRENADE: float = -3.0\nconst VOLUME_GRENADE_EXPLOSION: float = 0.0\nconst VOLUME_SHOTGUN_SHOT: float = -3.0\nconst VOLUME_SHOTGUN_ACTION: float = -5.0\n\n## Preloaded audio streams cache.\nvar _audio_cache: Dictionary = {}\n\n## Pool of AudioStreamPlayer nodes for non-positional sounds.\nvar _audio_pool: Array[AudioStreamPlayer] = []\n\n## Pool of AudioStreamPlayer2D nodes for positional sounds.\nvar _audio_2d_pool: Array[AudioStreamPlayer2D] = []\n\n## Number of audio players in each pool.\nconst POOL_SIZE: int = 16\n\n\nfunc _ready() -> void:\n\t_create_audio_pools()\n\t_preload_all_sounds()\n\n\n## Creates pools of audio players for efficient sound playback.\nfunc _create_audio_pools() -> void:\n\tfor i in range(POOL_SIZE):\n\t\tvar player := AudioStreamPlayer.new()\n\t\tplayer.bus = \"Master\"\n\t\tadd_child(player)\n\t\t_audio_pool.append(player)\n\n\t\tvar player_2d := AudioStreamPlayer2D.new()\n\t\tplayer_2d.bus = \"Master\"\n\t\tplayer_2d.max_distance = 2000.0\n\t\tadd_child(player_2d)\n\t\t_audio_2d_pool.append(player_2d)\n\n\n## Preloads all sound files for faster playback.\nfunc _preload_all_sounds() -> void:\n\tvar all_sounds: Array[String] = []\n\tall_sounds.append_array(M16_SHOTS)\n\tall_sounds.append_array(M16_DOUBLE_SHOTS)\n\tall_sounds.append_array(M16_BOLT_SOUNDS)\n\tall_sounds.append(RELOAD_MAG_OUT)\n\tall_sounds.append(RELOAD_MAG_IN)\n\tall_sounds.append(RELOAD_FULL)\n\tall_sounds.append(PISTOL_BOLT)\n\tall_sounds.append(EMPTY_GUN_CLICK)\n\tall_sounds.append(HIT_LETHAL)\n\tall_sounds.append(HIT_NON_LETHAL)\n\tall_sounds.append(BULLET_WALL_HIT)\n\tall_sounds.append(BULLET_NEAR_PLAYER)\n\tall_sounds.append(BULLET_COVER_NEAR_PLAYER)\n\tall_sounds.append_array(BULLET_RICOCHET_SOUNDS)\n\tall_sounds.append(SHELL_RIFLE)\n\tall_sounds.append(SHELL_PISTOL)\n\t# Grenade sounds\n\tall_sounds.append(GRENADE_ACTIVATION)\n\tall_sounds.append(GRENADE_THROW)\n\tall_sounds.append(GRENADE_WALL_HIT)\n\tall_sounds.append(GRENADE_LANDING)\n\tall_sounds.append(FLASHBANG_EXPLOSION_IN_ZONE)\n\tall_sounds.append(FLASHBANG_EXPLOSION_OUT_ZONE)\n\t# Shotgun sounds\n\tall_sounds.append_array(SHOTGUN_SHOTS)\n\tall_sounds.append(SHOTGUN_ACTION_OPEN)\n\tall_sounds.append(SHOTGUN_ACTION_CLOSE)\n\tall_sounds.append(SHOTGUN_EMPTY_CLICK)\n\tall_sounds.append(SHOTGUN_LOAD_SHELL)\n\tall_sounds.append(SHELL_SHOTGUN)\n\t# Silenced weapon sounds\n\tall_sounds.append_array(SILENCED_SHOTS)\n\n\tfor path in all_sounds:\n\t\tif not _audio_cache.has(path):\n\t\t\tvar stream := load(path) as AudioStream\n\t\t\tif stream:\n\t\t\t\t_audio_cache[path] = stream\n\n\n## Gets an available non-positional audio player from the pool.\nfunc _get_available_player() -> AudioStreamPlayer:\n\tfor player in _audio_pool:\n\t\tif not player.playing:\n\t\t\treturn player\n\t# All players busy, return the first one (will interrupt it)\n\treturn _audio_pool[0]\n\n\n## Gets an available positional audio player from the pool.\nfunc _get_available_player_2d() -> AudioStreamPlayer2D:\n\tfor player in _audio_2d_pool:\n\t\tif not player.playing:\n\t\t\treturn player\n\t# All players busy, return the first one (will interrupt it)\n\treturn _audio_2d_pool[0]\n\n\n## Gets or loads an audio stream from cache.\nfunc _get_stream(path: String) -> AudioStream:\n\tif _audio_cache.has(path):\n\t\treturn _audio_cache[path]\n\n\tvar stream := load(path) as AudioStream\n\tif stream:\n\t\t_audio_cache[path] = stream\n\treturn stream\n\n\n## Plays a non-positional sound.\nfunc play_sound(path: String, volume_db: float = 0.0) -> void:\n\tvar stream := _get_stream(path)\n\tif stream == null:\n\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n\t\treturn\n\n\tvar player := _get_available_player()\n\tplayer.stream = stream\n\tplayer.volume_db = volume_db\n\tplayer.play()\n\n\n## Plays a positional 2D sound at the given position.\nfunc play_sound_2d(path: String, position: Vector2, volume_db: float = 0.0) -> void:\n\tvar stream := _get_stream(path)\n\tif stream == null:\n\t\tpush_warning(\"AudioManager: Could not load sound: \" + path)\n\t\treturn\n\n\tvar player := _get_available_player_2d()\n\tplayer.stream = stream\n\tplayer.volume_db = volume_db\n\tplayer.global_position = position\n\tplayer.play()\n\n\n## Plays a random sound from an array of paths.\nfunc play_random_sound(paths: Array, volume_db: float = 0.0) -> void:\n\tif paths.is_empty():\n\t\treturn\n\tvar path: String = paths[randi() % paths.size()]\n\tplay_sound(path, volume_db)\n\n\n## Plays a random positional 2D sound from an array of paths.\nfunc play_random_sound_2d(paths: Array, position: Vector2, volume_db: float = 0.0) -> void:\n\tif paths.is_empty():\n\t\treturn\n\tvar path: String = paths[randi() % paths.size()]\n\tplay_sound_2d(path, position, volume_db)\n\n\n# ============================================================================\n# Convenience methods for specific game sounds\n# ============================================================================\n\n## Plays a random M16 shot sound at the given position.\nfunc play_m16_shot(position: Vector2) -> void:\n\tplay_random_sound_2d(M16_SHOTS, position, VOLUME_SHOT)\n\n\n## Plays M16 double shot sound (for burst fire) at the given position.\nfunc play_m16_double_shot(position: Vector2) -> void:\n\tplay_random_sound_2d(M16_DOUBLE_SHOTS, position, VOLUME_SHOT)\n\n\n## Plays a random M16 bolt cycling sound at the given position.\nfunc play_m16_bolt(position: Vector2) -> void:\n\tplay_random_sound_2d(M16_BOLT_SOUNDS, position, VOLUME_RELOAD)\n\n\n## Plays magazine removal sound (first phase of reload).\nfunc play_reload_mag_out(position: Vector2) -> void:\n\tplay_sound_2d(RELOAD_MAG_OUT, position, VOLUME_RELOAD)\n\n\n## Plays magazine insertion sound (second phase of reload).\nfunc play_reload_mag_in(position: Vector2) -> void:\n\tplay_sound_2d(RELOAD_MAG_IN, position, VOLUME_RELOAD)\n\n\n## Plays full reload sound.\nfunc play_reload_full(position: Vector2) -> void:\n\tplay_sound_2d(RELOAD_FULL, position, VOLUME_RELOAD)\n\n\n## Plays empty gun click sound.\nfunc play_empty_click(position: Vector2) -> void:\n\tplay_sound_2d(EMPTY_GUN_CLICK, position, VOLUME_EMPTY_CLICK)\n\n\n## Plays lethal hit sound at the given position.\nfunc play_hit_lethal(position: Vector2) -> void:\n\tplay_sound_2d(HIT_LETHAL, position, VOLUME_HIT)\n\n\n## Plays non-lethal hit sound at the given position.\nfunc play_hit_non_lethal(position: Vector2) -> void:\n\tplay_sound_2d(HIT_NON_LETHAL, position, VOLUME_HIT)\n\n\n## Plays bullet wall impact sound at the given position.\nfunc play_bullet_wall_hit(position: Vector2) -> void:\n\tplay_sound_2d(BULLET_WALL_HIT, position, VOLUME_IMPACT)\n\n\n## Plays bullet near player sound (bullet flew close to player).\nfunc play_bullet_near_player(position: Vector2) -> void:\n\tplay_sound_2d(BULLET_NEAR_PLAYER, position, VOLUME_IMPACT)\n\n\n## Plays bullet hitting cover near player sound.\nfunc play_bullet_cover_near_player(position: Vector2) -> void:\n\tplay_sound_2d(BULLET_COVER_NEAR_PLAYER, position, VOLUME_IMPACT)\n\n\n## Plays rifle shell casing sound at the given position.\nfunc play_shell_rifle(position: Vector2) -> void:\n\tplay_sound_2d(SHELL_RIFLE, position, VOLUME_SHELL)\n\n\n## Plays pistol shell casing sound at the given position.\nfunc play_shell_pistol(position: Vector2) -> void:\n\tplay_sound_2d(SHELL_PISTOL, position, VOLUME_SHELL)\n\n\n## Plays a random bullet ricochet sound at the given position.\n## The ricochet sound is a distinct whizzing/buzzing sound when a bullet\n## bounces off a hard surface like concrete or metal.\n## Uses random selection from BULLET_RICOCHET_SOUNDS for variety.\nfunc play_bullet_ricochet(position: Vector2) -> void:\n\tplay_random_sound_2d(BULLET_RICOCHET_SOUNDS, position, VOLUME_RICOCHET)\n\n\n# ============================================================================\n# Grenade sounds\n# ============================================================================\n\n## Plays grenade activation sound (pin pull) at the given position.\nfunc play_grenade_activation(position: Vector2) -> void:\n\tplay_sound_2d(GRENADE_ACTIVATION, position, VOLUME_GRENADE)\n\n\n## Plays grenade throw sound (when LMB is released) at the given position.\nfunc play_grenade_throw(position: Vector2) -> void:\n\tplay_sound_2d(GRENADE_THROW, position, VOLUME_GRENADE)\n\n\n## Plays grenade wall collision sound at the given position.\nfunc play_grenade_wall_hit(position: Vector2) -> void:\n\tplay_sound_2d(GRENADE_WALL_HIT, position, VOLUME_GRENADE)\n\n\n## Plays grenade landing sound at the given position.\nfunc play_grenade_landing(position: Vector2) -> void:\n\tplay_sound_2d(GRENADE_LANDING, position, VOLUME_GRENADE)\n\n\n## Plays flashbang explosion sound based on whether player is in the affected zone.\n## @param position: Position of the explosion.\n## @param player_in_zone: True if player is within the flashbang effect radius.\nfunc play_flashbang_explosion(position: Vector2, player_in_zone: bool) -> void:\n\tvar sound_path: String = FLASHBANG_EXPLOSION_IN_ZONE if player_in_zone else FLASHBANG_EXPLOSION_OUT_ZONE\n\tplay_sound_2d(sound_path, position, VOLUME_GRENADE_EXPLOSION)\n\n\n# ============================================================================\n# Shotgun sounds\n# ============================================================================\n\n## Plays a random shotgun shot sound at the given position.\n## Randomly selects from 4 shotgun shot variants for variety.\nfunc play_shotgun_shot(position: Vector2) -> void:\n\tplay_random_sound_2d(SHOTGUN_SHOTS, position, VOLUME_SHOTGUN_SHOT)\n\n\n## Plays shotgun action open sound (pump-action pulling back) at the given position.\nfunc play_shotgun_action_open(position: Vector2) -> void:\n\tplay_sound_2d(SHOTGUN_ACTION_OPEN, position, VOLUME_SHOTGUN_ACTION)\n\n\n## Plays shotgun action close sound (pump-action pushing forward) at the given position.\nfunc play_shotgun_action_close(position: Vector2) -> void:\n\tplay_sound_2d(SHOTGUN_ACTION_CLOSE, position, VOLUME_SHOTGUN_ACTION)\n\n\n## Plays shotgun shell casing drop sound at the given position.\nfunc play_shell_shotgun(position: Vector2) -> void:\n\tplay_sound_2d(SHELL_SHOTGUN, position, VOLUME_SHELL)\n\n\n## Plays shotgun empty click sound at the given position.\nfunc play_shotgun_empty_click(position: Vector2) -> void:\n\tplay_sound_2d(SHOTGUN_EMPTY_CLICK, position, VOLUME_EMPTY_CLICK)\n\n\n## Plays shotgun shell loading sound at the given position.\nfunc play_shotgun_load_shell(position: Vector2) -> void:\n\tplay_sound_2d(SHOTGUN_LOAD_SHELL, position, VOLUME_SHOTGUN_ACTION)\n\n\n# ============================================================================\n# Silenced weapon sounds\n# ============================================================================\n\n## Plays a random silenced pistol shot sound at the given position.\n## This is a very quiet sound that simulates a suppressed shot.\n## The sound is only audible at close range and does not alert distant enemies.\n## Randomly selects from 3 silenced pistol shot variants for variety.\nfunc play_silenced_shot(position: Vector2) -> void:\n\tplay_random_sound_2d(SILENCED_SHOTS, position, VOLUME_SILENCED_SHOT)\n","numLines":432,"startLine":1,"totalLines":432}}} | |
| [2026-01-25T01:39:15.991Z] [INFO] { | |
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| { | |
| "type": "text", | |
| "text": "I found the issue. The `AudioManager` uses a **fixed pool of 16 audio players** (`POOL_SIZE: int = 16`). When all players are busy, it reuses the first one, interrupting the current sound. This is exactly the problem described in the issue.\n\nLet me explore more about this and also research the project settings and check for existing case studies for patterns:" | |
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| [2026-01-25T01:39:22.330Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01QLrnM2oH7Kzin5CVjhfvD2","type":"tool_result","content":" 1β; Engine configuration file.\n 2β; It's best edited using the editor UI and not directly,\n 3β; since the parameters that go here are not all obvious.\n 4β;\n 5β; Format:\n 6β; [section] ; section goes between []\n 7β; param=value ; assign values to parameters\n 8β\n 9βconfig_version=5\n 10β\n 11β[autoload]\n 12β\n 13βFileLogger=\"*res://scripts/autoload/file_logger.gd\"\n 14βInputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 15βGameManager=\"*res://scripts/autoload/game_manager.gd\"\n 16βScoreManager=\"*res://scripts/autoload/score_manager.gd\"\n 17βHitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\n 18βAudioManager=\"*res://scripts/autoload/audio_manager.gd\"\n 19βSoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\n 20βScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\n 21βDifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\n 22βImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\n 23βPenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\n 24βLastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\n 25βStatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\n 26βGrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\n 27βExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\n 28β\n 29β[application]\n 30β\n 31βconfig/name=\"Godot Top-Down Template\"\n 32βconfig/description=\"A template project for creating top-down games in Godot 4.\n 33βIncludes basic project structure and example scenes.\"\n 34βconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\n 35βrun/main_scene=\"res://scenes/levels/BuildingLevel.tscn\"\n 36βconfig/features=PackedStringArray(\"4.3\", \"C#\")\n 37βconfig/icon=\"res://icon.svg\"\n 38β\n 39β[display]\n 40β\n 41βwindow/size/viewport_width=1280\n 42βwindow/size/viewport_height=720\n 43βwindow/size/mode=3\n 44βwindow/stretch/mode=\"canvas_items\"\n 45βwindow/stretch/aspect=\"keep\"\n 46β\n 47β[input]\n 48β\n 49βmove_up={\n 50β\"deadzone\": 0.5,\n 51β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n 52β, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 53β]\n 54β}\n 55βmove_down={\n 56β\"deadzone\": 0.5,\n 57β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n 58β, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 59β]\n 60β}\n 61βmove_left={\n 62β\"deadzone\": 0.5,\n 63β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n 64β, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 65β]\n 66β}\n 67βmove_right={\n 68β\"deadzone\": 0.5,\n 69β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n 70β, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 71β]\n 72β}\n 73βshoot={\n 74β\"deadzone\": 0.5,\n 75β\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 76β]\n 77β}\n 78βpause={\n 79β\"deadzone\": 0.5,\n 80β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194305,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n 81β]\n 82β}\n 83βreload={\n 84β\"deadzone\": 0.5,\n 85β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":82,\"key_label\":0,\"unicode\":114,\"location\":0,\"echo\":false,\"script\":null)\n 86β]\n 87β}\n 88βtoggle_fire_mode={\n 89β\"deadzone\": 0.5,\n 90β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":66,\"key_label\":0,\"unicode\":98,\"location\":0,\"echo\":false,\"script\":null)\n 91β]\n 92β}\n 93βreload_step={\n 94β\"deadzone\": 0.5,\n 95β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":70,\"key_label\":0,\"unicode\":102,\"location\":0,\"echo\":false,\"script\":null)\n 96β]\n 97β}\n 98βgrenade_prepare={\n 99β\"deadzone\": 0.5,\n 100β\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":71,\"key_label\":0,\"unicode\":103,\"location\":0,\"echo\":false,\"script\":null)\n 101β]\n 102β}\n 103βgrenade_throw={\n 104β\"deadzone\": 0.5,\n 105β\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":2,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":2,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n 106β]\n 107β}\n 108β\n 109β[layer_names]\n 110β\n 111β2d_physics/layer_1=\"player\"\n 112β2d_physics/layer_2=\"enemies\"\n 113β2d_physics/layer_3=\"obstacles\"\n 114β2d_physics/layer_4=\"pickups\"\n 115β2d_physics/layer_5=\"projectiles\"\n 116β2d_physics/layer_6=\"targets\"\n 117β\n 118β[dotnet]\n 119β\n 120βproject/assembly_name=\"GodotTopDownTemplate\"\n 121β\n 122β[editor_plugins]\n 123β\n 124βenabled=PackedStringArray(\"res://addons/gut/plugin.cfg\")\n 125β\n 126β[rendering]\n 127β\n 128βrenderer/rendering_method=\"gl_compatibility\"\n 129βrenderer/rendering_method.mobile=\"gl_compatibility\"\n 130βtextures/canvas_textures/default_texture_filter=0\n 131β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"b0595cdf-1498-41f1-9c80-ad04aa50599d","uuid":"6cbd8128-5720-4b15-96eb-e8992b40915b","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305106509/project.godot","content":"; Engine configuration file.\n; It's best edited using the editor UI and not directly,\n; since the parameters that go here are not all obvious.\n;\n; Format:\n; [section] ; section goes between []\n; param=value ; assign values to parameters\n\nconfig_version=5\n\n[autoload]\n\nFileLogger=\"*res://scripts/autoload/file_logger.gd\"\nInputSettings=\"*res://scripts/autoload/input_settings.gd\"\nGameManager=\"*res://scripts/autoload/game_manager.gd\"\nScoreManager=\"*res://scripts/autoload/score_manager.gd\"\nHitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\nAudioManager=\"*res://scripts/autoload/audio_manager.gd\"\nSoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\nScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\nDifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\nImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\nPenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\nLastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\nStatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\nGrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\nExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\n\n[application]\n\nconfig/name=\"Godot Top-Down Template\"\nconfig/description=\"A template project for creating top-down games in Godot 4.\nIncludes basic project structure and example scenes.\"\nconfig/tags=PackedStringArray(\"2d\", \"template\", \"topdown\")\nrun/main_scene=\"res://scenes/levels/BuildingLevel.tscn\"\nconfig/features=PackedStringArray(\"4.3\", \"C#\")\nconfig/icon=\"res://icon.svg\"\n\n[display]\n\nwindow/size/viewport_width=1280\nwindow/size/viewport_height=720\nwindow/size/mode=3\nwindow/stretch/mode=\"canvas_items\"\nwindow/stretch/aspect=\"keep\"\n\n[input]\n\nmove_up={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":87,\"key_label\":0,\"unicode\":119,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194320,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_down={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":83,\"key_label\":0,\"unicode\":115,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194322,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_left={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":65,\"key_label\":0,\"unicode\":97,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194319,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nmove_right={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":68,\"key_label\":0,\"unicode\":100,\"location\":0,\"echo\":false,\"script\":null)\n, Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194321,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nshoot={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":1,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":1,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n]\n}\npause={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":4194305,\"key_label\":0,\"unicode\":0,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nreload={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":82,\"key_label\":0,\"unicode\":114,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\ntoggle_fire_mode={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":66,\"key_label\":0,\"unicode\":98,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\nreload_step={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":70,\"key_label\":0,\"unicode\":102,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\ngrenade_prepare={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventKey,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"pressed\":false,\"keycode\":0,\"physical_keycode\":71,\"key_label\":0,\"unicode\":103,\"location\":0,\"echo\":false,\"script\":null)\n]\n}\ngrenade_throw={\n\"deadzone\": 0.5,\n\"events\": [Object(InputEventMouseButton,\"resource_local_to_scene\":false,\"resource_name\":\"\",\"device\":-1,\"window_id\":0,\"alt_pressed\":false,\"shift_pressed\":false,\"ctrl_pressed\":false,\"meta_pressed\":false,\"button_mask\":2,\"position\":Vector2(0, 0),\"global_position\":Vector2(0, 0),\"factor\":1.0,\"button_index\":2,\"canceled\":false,\"pressed\":true,\"double_click\":false,\"script\":null)\n]\n}\n\n[layer_names]\n\n2d_physics/layer_1=\"player\"\n2d_physics/layer_2=\"enemies\"\n2d_physics/layer_3=\"obstacles\"\n2d_physics/layer_4=\"pickups\"\n2d_physics/layer_5=\"projectiles\"\n2d_physics/layer_6=\"targets\"\n\n[dotnet]\n\nproject/assembly_name=\"GodotTopDownTemplate\"\n\n[editor_plugins]\n\nenabled=PackedStringArray(\"res://addons/gut/plugin.cfg\")\n\n[rendering]\n\nrenderer/rendering_method=\"gl_compatibility\"\nrenderer/rendering_method.mobile=\"gl_compatibility\"\ntex | |
| [2026-01-25T01:39:22.337Z] [INFO] tures/canvas_textures/default_texture_filter=0\n","numLines":131,"startLine":1,"totalLines":131}}} | |
| [2026-01-25T01:39:22.411Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
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| [2026-01-25T01:39:47.544Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01EVPdgsD9P2NnJ7mLCf4RD1", | |
| "type": "tool_result", | |
| "content": "Web search results for query: \"Godot audio many sounds playing at once cutting off fix solution\"\n\nLinks: [{\"title\":\"My audio sounds crusty when multiple AudioStreamPlayers are running at the same time - Audio - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/my-audio-sounds-crusty-when-multiple-audiostreamplayers-are-running-at-the-same-time/54920\"},{\"title\":\"Add polyphony to allow playing multiple sounds at the same time in AudioStreamPlayer Β· Issue #1827 Β· godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/1827\"},{\"title\":\"Cutting sound effects Β· GDQuest\",\"url\":\"https://www.gdquest.com/tutorial/godot/audio/pickup-sound-effect/\"},{\"title\":\"Audio clipping / static / interference on rapid intervals of sound (fixed in `master`) Β· Issue #22016 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/22016\"},{\"title\":\"SamplePlayer cuts off the first sound if played twice or consecutively Β· Issue #4841 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/4841\"},{\"title\":\"Multiple objects play the same sound at the same time - Archive - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/multiple-objects-play-the-same-sound-at-the-same-time/2442\"},{\"title\":\"Godot 4 - Audio clips have their beginning cut off Β· Issue #66452 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/66452\"},{\"title\":\"Best practices for multiple audio files? - Godot Forums\",\"url\":\"https://godotforums.org/d/30469-best-practices-for-multiple-audio-files\"},{\"title\":\"how to prevent sound from cutting off in the end of animation in animationplayer - Archive - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-prevent-sound-from-cutting-off-in-the-end-of-animation-in-animationplayer/1702\"},{\"title\":\"Play multiple sounds from one AudioStreamPlayer Β· Issue #31064 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/31064\"}]\n\nBased on the search results, here's what I found about the Godot audio issue where many sounds playing at once get cut off:\n\n## The Problem\n\nCalling `$AudioStreamPlayer.play()` again truncates the audio being played if it hasn't finished yet.(no content)In Godot 3 (and 4), one AudioStreamPlayerXX can only play one stream at a time.(no content)When you use `play()` twice in a row (or before the first sound is finished), it cuts off that sound file that was played first, and starts the latest one again. Thus, you don't hear the entire sound of the first sound file being played.\n\n## Solutions\n\n### 1. **AudioStreamPlayer Pool**\nTo work around this problem, you need to either create an AudioStreamPlayer every time (and then delete it), or keep an AudioStreamPlayers pool.\n\n### 2. **Use AnimationPlayer for Sequencing**\nTo solve that, you can use an AnimationPlayer. Godot's animation system allows us to sequence audio, animations, and to call functions using as many animation tracks as we want.\n\n### 3. **Apply Audio Filters (for clipping/static issues)**\nThe clipping/static sound can seemingly be eliminated by setting a LowPassFilter and LowShelfFilter on a sound bus, both with a cutoff of 1000Hz.(no content)The theory was that it was something to do with too many high frequency sounds at once, hence trying the low pass/shelf filters which eliminated the clipping/static sounds.\n\n### 4. **Modify Sound Files**\nImprovement can come from modifying sound files with fade in and fade out at either end, but the issue may still be present.\n\n### 5. **Polyphony Feature Request**\nA proposed solution involves adding a sound mixing mode that changes the behavior of the `AudioStreamPlayer.play()` method, or adding a method like `AudioServer.play_sound(stream: AudioStream, bus_idx: int = 0, volume_db: float = 0.0)`.\n\n## Practical Implementation\n\nThe most common solution is to create an **AudioStreamPlayer pool** - essentially having multiple AudioStreamPlayer nodes available, and cycling through them when playing sounds rapidly. When you need to play a sound, find an available (non-playing) AudioStreamPlayer in the pool and use that one.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "query": "Godot audio many sounds playing at once cutting off fix solution", | |
| "results": [ | |
| { | |
| "tool_use_id": "srvtoolu_01Px4DTuCdR2W9avFCQb78Z2", | |
| "content": [ | |
| { | |
| "title": "My audio sounds crusty when multiple AudioStreamPlayers are running at the same time - Audio - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/my-audio-sounds-crusty-when-multiple-audiostreamplayers-are-running-at-the-same-time/54920" | |
| }, | |
| { | |
| "title": "Add polyphony to allow playing multiple sounds at the same time in AudioStreamPlayer Β· Issue #1827 Β· godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/1827" | |
| }, | |
| { | |
| "title": "Cutting sound effects Β· GDQuest", | |
| "url": "https://www.gdquest.com/tutorial/godot/audio/pickup-sound-effect/" | |
| }, | |
| { | |
| "title": "Audio clipping / static / interference on rapid intervals of sound (fixed in `master`) Β· Issue #22016 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/22016" | |
| }, | |
| { | |
| "title": "SamplePlayer cuts off the first sound if played twice or consecutively Β· Issue #4841 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/4841" | |
| }, | |
| { | |
| "title": "Multiple objects play the same sound at the same time - Archive - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/multiple-objects-play-the-same-sound-at-the-same-time/2442" | |
| }, | |
| { | |
| "title": "Godot 4 - Audio clips have their beginning cut off Β· Issue #66452 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/66452" | |
| }, | |
| { | |
| "title": "Best practices for multiple audio files? - Godot Forums", | |
| "url": "https://godotforums.org/d/30469-best-practices-for-multiple-audio-files" | |
| }, | |
| { | |
| "title": "how to prevent sound from cutting off in the end of animation in animationplayer - Archive - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-to-prevent-sound-from-cutting-off-in-the-end-of-animation-in-animationplayer/1702" | |
| }, | |
| { | |
| "title": "Play multiple sounds from one AudioStreamPlayer Β· Issue #31064 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/31064" | |
| } | |
| ] | |
| }, | |
| "Based on the search results, here's what I found about the Godot audio issue where many sounds playing at once get cut off:\n\n## The Problem\n\nCalling `$AudioStreamPlayer.play()` again truncates the audio being played if it hasn't finished yet.(no content)In Godot 3 (and 4), one AudioStreamPlayerXX can only play one stream at a time.(no content)When you use `play()` twice in a row (or before the first sound is finished), it cuts off that sound file that was played first, and starts the latest one again. Thus, you don't hear the entire sound of the first sound file being played.\n\n## Solutions\n\n### 1. **AudioStreamPlayer Pool**\nTo work around this problem, you need to either create an AudioStreamPlayer every time (and then delete it), or keep an AudioStreamPlayers pool.\n\n### 2. **Use AnimationPlayer for Sequencing**\nTo solve that, you can use an AnimationPlayer. Godot's animation system allows us to sequence audio, animations, and to call functions using as many animation tracks as we want.\n\n### 3. **Apply Audio Filters (for clipping/static issues)**\nThe clipping/static sound can seemingly be eliminated by setting a LowPassFilter and LowShelfFilter on a sound bus, both with a cutoff of 1000Hz.(no content)The theory was that it was something to do with too many high frequency sounds at once, hence trying the low pass/shelf filters which eliminated the clipping/static sounds.\n\n### 4. **Modify Sound Files**\nImprovement can come from modifying sound files with fade in and fade out at either end, but the issue may still be present.\n\n### 5. **Polyphony Feature Request**\nA proposed solution involves adding a sound mixing mode that changes the behavior of the `AudioStreamPlayer.play()` method, or adding a method like `AudioServer.play_sound(stream: AudioStream, bus_idx: int = 0, volume_db: float = 0.0)`.\n\n## Practical Implementation\n\nThe most common solution is to create an **AudioStreamPlayer pool** - essentially having multiple AudioStreamPlayer nodes available, and cycling through them when playing sounds rapidly. When you need to play a sound, find an available (non-playing) AudioStreamPlayer in the pool and use that one." | |
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| { | |
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| "content": "Web search results for query: \"Godot 4 unlimited simultaneous sounds audio polyphony AudioStreamPlayer pool\"\n\nLinks: [{\"title\":\"How to play Polyphonic Audio through code - Audio - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854\"},{\"title\":\"Add polyphony to allow playing multiple sounds at the same time in AudioStreamPlayer Β· Issue #1827 Β· godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/1827\"},{\"title\":\"Exploring the new audio features in Godot 4.0\",\"url\":\"https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40\"},{\"title\":\"How I use AudioStreamPlaybackPolyphonic / AudioStreamPolyphonic? - General - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-i-use-audiostreamplaybackpolyphonic-audiostreampolyphonic/51196\"},{\"title\":\"Godot 4 - Reactive Footstep Sounds Β· GitHub\",\"url\":\"https://gist.github.com/narredev/9df156e87931b59fe6e57a1437627eca\"},{\"title\":\"AudioStreamPolyphonic β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html\"},{\"title\":\"AudioStreamPlayer and polyphony? Β· Issue #23541 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/23541\"},{\"title\":\"AudioStreamPlaybackPolyphonic β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html\"},{\"title\":\"How to queue multiple AudioStreams? - Audio - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-queue-multiple-audiostreams/63182\"},{\"title\":\"Play multiple sounds from one AudioStreamPlayer Β· Issue #31064 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/31064\"}]\n\nBased on the search results, here's what I found about Godot 4 audio polyphony and simultaneous sounds:\n\n## Godot 4 Polyphony Support\n\nGodot now features polyphony support which allows the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.(no content)This means that the sound instead of being retriggered from its beginning while playing, it will spawn other copies of itself and mix them together.\n\n### Max Polyphony Setting\n\nThis new option named \"Max Polyphony\" can be found on the inspector when selecting an AudioStreamPlayer node. By default Max Polyphony is set to 1, which basically means that no more than one instance of that sound can be playing at the same time.(no content)This essentially emulates the retrigger behaviour from the previous Godot versions. Setting a higher value means that the sound will be able to be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n### AudioStreamPolyphonic\n\nThere's also the AudioStreamPolyphonic resource for playing polyphonic audio through code.(no content)The older Godot 3 tutorials suggest that the resource should have a \"tracks\" variable that it doesn't have in Godot 4.\n\n### Historical Context - The Pool Workaround\n\nIn Godot 3, one AudioStreamPlayerXX can only play one stream at a time.(no content)It was not trivial to work around this problem - you needed to either create an AudioStreamPlayer every time (and then delete it), or keep an AudioStreamPlayers pool.\n\n### Additional Tips\n\nYou can change the max_polyphony from the player to play multiple sounds at the same time - you'll probably want at least two for things like footsteps.\n\nThe official documentation for [AudioStreamPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html) and [AudioStreamPlaybackPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html) provides additional technical details on using these classes programmatically.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "query": "Godot 4 unlimited simultaneous sounds audio polyphony AudioStreamPlayer pool", | |
| "results": [ | |
| { | |
| "tool_use_id": "srvtoolu_01QTvvqF3ZpL76sHzg5pii2k", | |
| "content": [ | |
| { | |
| "title": "How to play Polyphonic Audio through code - Audio - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854" | |
| }, | |
| { | |
| "title": "Add polyphony to allow playing multiple sounds at the same time in AudioStreamPlayer Β· Issue #1827 Β· godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/1827" | |
| }, | |
| { | |
| "title": "Exploring the new audio features in Godot 4.0", | |
| "url": "https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40" | |
| }, | |
| { | |
| "title": "How I use AudioStreamPlaybackPolyphonic / AudioStreamPolyphonic? - General - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-i-use-audiostreamplaybackpolyphonic-audiostreampolyphonic/51196" | |
| }, | |
| { | |
| "title": "Godot 4 - Reactive Footstep Sounds Β· GitHub", | |
| "url": "https://gist.github.com/narredev/9df156e87931b59fe6e57a1437627eca" | |
| }, | |
| { | |
| "title": "AudioStreamPolyphonic β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html" | |
| }, | |
| { | |
| "title": "AudioStreamPlayer and polyphony? Β· Issue #23541 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/23541" | |
| }, | |
| { | |
| "title": "AudioStreamPlaybackPolyphonic β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html" | |
| }, | |
| { | |
| "title": "How to queue multiple AudioStreams? - Audio - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-to-queue-multiple-audiostreams/63182" | |
| }, | |
| { | |
| "title": "Play multiple sounds from one AudioStreamPlayer Β· Issue #31064 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/issues/31064" | |
| } | |
| ] | |
| }, | |
| "Based on the search results, here's what I found about Godot 4 audio polyphony and simultaneous sounds:\n\n## Godot 4 Polyphony Support\n\nGodot now features polyphony support which allows the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.(no content)This means that the sound instead of being retriggered from its beginning while playing, it will spawn other copies of itself and mix them together.\n\n### Max Polyphony Setting\n\nThis new option named \"Max Polyphony\" can be found on the inspector when selecting an AudioStreamPlayer node. By default Max Polyphony is set to 1, which basically means that no more than one instance of that sound can be playing at the same time.(no content)This essentially emulates the retrigger behaviour from the previous Godot versions. Setting a higher value means that the sound will be able to be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n### AudioStreamPolyphonic\n\nThere's also the AudioStreamPolyphonic resource for playing polyphonic audio through code.(no content)The older Godot 3 tutorials suggest that the resource should have a \"tracks\" variable that it doesn't have in Godot 4.\n\n### Historical Context - The Pool Workaround\n\nIn Godot 3, one AudioStreamPlayerXX can only play one stream at a time.(no content)It was not trivial to work around this problem - you needed to either create an AudioStreamPlayer every time (and then delete it), or keep an AudioStreamPlayers pool.\n\n### Additional Tips\n\nYou can change the max_polyphony from the player to play multiple sounds at the same time - you'll probably want at least two for things like footsteps.\n\nThe official documentation for [AudioStreamPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html) and [AudioStreamPlaybackPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html) provides additional technical details on using these classes programmatically." | |
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| { | |
| "type": "text", | |
| "text": "Excellent! Now let me get more details on AudioStreamPolyphonic which is the Godot 4 solution:" | |
| } | |
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| "name": "WebFetch", | |
| "input": { | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html", | |
| "prompt": "Extract all the technical details about AudioStreamPolyphonic: properties, methods, usage examples, polyphony settings, and any limitations" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "uuid": "f7ac154e-3a01-4862-9ed9-362cd2fa59f9" | |
| } | |
| [2026-01-25T01:39:53.074Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01FvCeaNeevuHKeybYfr86Tg", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
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| "id": "toolu_01RdQFhqna3C4R5nJ9fH4aqL", | |
| "name": "WebFetch", | |
| "input": { | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html", | |
| "prompt": "Extract all the technical details about AudioStreamPlaybackPolyphonic: properties, methods (especially play_stream), usage examples, and how it works with AudioStreamPolyphonic" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-01-25T01:39:58.459Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01VsYwGbk6xybpo3rtF2X9om", | |
| "type": "tool_result", | |
| "content": "I've reviewed the provided web page content, which appears to be a table of contents and navigation structure from the Godot Engine documentation. Unfortunately, **the actual technical documentation for AudioStreamPolyphonic is not included in the provided content**.\n\nThe page shows that it's titled \"AudioStreamPolyphonic β Godot Engine (stable) documentation in English,\" but the actual article content with properties, methods, usage examples, and technical details has been truncated or not provided.\n\nTo access information about AudioStreamPolyphonic, you would need to:\n\n1. Visit the full documentation page directly in the Godot Engine documentation\n2. Search for \"AudioStreamPolyphonic\" in the official Godot API reference\n3. Check the Godot source code documentation for this audio class\n\nIf you can provide the actual content section discussing AudioStreamPolyphonic's features and specifications, I'd be happy to extract the technical details you're seeking while adhering to the character and attribution guidelines you've specified." | |
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| "parent_tool_use_id": null, | |
| "session_id": "b0595cdf-1498-41f1-9c80-ad04aa50599d", | |
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| "bytes": 1201001, | |
| "code": 200, | |
| "codeText": "OK", | |
| "result": "I've reviewed the provided web page content, which appears to be a table of contents and navigation structure from the Godot Engine documentation. Unfortunately, **the actual technical documentation for AudioStreamPolyphonic is not included in the provided content**.\n\nThe page shows that it's titled \"AudioStreamPolyphonic β Godot Engine (stable) documentation in English,\" but the actual article content with properties, methods, usage examples, and technical details has been truncated or not provided.\n\nTo access information about AudioStreamPolyphonic, you would need to:\n\n1. Visit the full documentation page directly in the Godot Engine documentation\n2. Search for \"AudioStreamPolyphonic\" in the official Godot API reference\n3. Check the Godot source code documentation for this audio class\n\nIf you can provide the actual content section discussing AudioStreamPolyphonic's features and specifications, I'd be happy to extract the technical details you're seeking while adhering to the character and attribution guidelines you've specified.", | |
| "durationMs": 5364, | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html" | |
| } | |
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| "content": "# AudioStreamPlaybackPolyphonic - Technical Information\n\nI've reviewed the provided documentation content, which appears to be a comprehensive index and navigation structure for the Godot Engine documentation. However, **the specific technical details about AudioStreamPlaybackPolyphonic are not included in the provided content**.\n\nThe document shows a table of contents from the Godot stable documentation, with sections covering:\n- Getting started tutorials\n- 2D and 3D rendering\n- Animation systems\n- Assets pipeline\n- And various other engine features\n\nWhile there is an \"Audio\" section referenced in the feature list, the actual documentation pages containing AudioStreamPlaybackPolyphonic's properties, methods, usage examples, and interaction with AudioStreamPolyphonic are not present in the excerpt provided.\n\n## To Find This Information:\n\nYou would need to access the full documentation pages under the **Audio** section of the Godot Engine manual, specifically looking for:\n- AudioStreamPlaybackPolyphonic class reference\n- AudioStreamPolyphonic resource documentation\n- Audio playback tutorials\n\nThese would typically contain the method signatures (including `play_stream`), property listings, code examples, and architectural details you're seeking." | |
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| "content": "Web search results for query: \"Godot 4 max_polyphony AudioStreamPlayer2D setting unlimited sounds\"\n\nLinks: [{\"title\":\"Exploring the new audio features in Godot 4.0\",\"url\":\"https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40\"},{\"title\":\"How to play Polyphonic Audio through code - Audio - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854\"},{\"title\":\"AudioStreamPolyphonic β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html\"},{\"title\":\"AudioStreamPlayer2D | Godot Docs 4.3 | ROKOJORI Labs\",\"url\":\"https://rokojori.com/en/labs/godot/docs/4.3/audiostreamplayer2d-class\"},{\"title\":\"Add optional polyphonic playback to built-in audio player nodes by ellenhp Β· Pull Request #52237 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/pull/52237\"},{\"title\":\"Give AudioStreamPlayer a property or method to provide similar functionality to \\\"PlayOneShot()\\\" from Unity's AudioSources. Β· Issue #8903 Β· godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/8903\"},{\"title\":\"AudioStreamPlaybackPolyphonic β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html\"},{\"title\":\"Add polyphony to allow playing multiple sounds at the same time in AudioStreamPlayer Β· Issue #1827 Β· godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/1827\"},{\"title\":\"AudioStreamPlayer | Godot Docs 4.4 | ROKOJORI Labs\",\"url\":\"https://rokojori.com/en/labs/godot/docs/4.4/audiostreamplayer-class\"},{\"title\":\"Advanced: good 2D audio architecture - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/advanced-good-2d-audio-architecture/39510\"}]\n\nBased on the search results, here's what I found about Godot 4's `max_polyphony` setting for AudioStreamPlayer2D:\n\n## Max Polyphony in Godot 4\n\nGodot now features polyphony support which allows the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.\n\n### How It Works\n\nBy default Max Polyphony is set to 1, which basically means that no more than one instance of that sound can be playing at the same time.(no content)This essentially emulates the retrigger behaviour from the previous Godot versions. Setting a higher value means that the sound will be able to be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n### What Happens When Limit is Exceeded\n\nThe maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.\n\n### Performance Warning\n\nDo not set this value higher than needed as it can potentially impact performance. This will probably only happen when using multiple AudioStreamPlayer nodes set with high polyphony playing at the same time, but it can be better to exercise some caution.\n\n### Unlimited Sounds\n\nThere doesn't appear to be an \"unlimited\" setting for `max_polyphony`. The system is designed with a finite limit in mind. If you need a large number of concurrent sounds, you would need to:\n\n1. Set `max_polyphony` to a high value (though this is discouraged for performance reasons)\n2. Use an alternative approach like creating new AudioStreamPlayer instances dynamically: \"extends Node func _play_polyphonic(stream:AudioStream): var new_player:AudioStreamPlayer = AudioStreamPlayer.new() get_tree().root.add_child(new_player)\" and then freeing them when finished\n\nThe polyphony feature was designed to \"just make some use-cases easier to deal with, not to fundamentally change the way audio stream players work.\"\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "url": "https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40" | |
| }, | |
| { | |
| "title": "How to play Polyphonic Audio through code - Audio - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854" | |
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| "title": "AudioStreamPolyphonic β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html" | |
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| "title": "AudioStreamPlayer2D | Godot Docs 4.3 | ROKOJORI Labs", | |
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| { | |
| "title": "Add optional polyphonic playback to built-in audio player nodes by ellenhp Β· Pull Request #52237 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/pull/52237" | |
| }, | |
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| "title": "Give AudioStreamPlayer a property or method to provide similar functionality to \"PlayOneShot()\" from Unity's AudioSources. Β· Issue #8903 Β· godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/8903" | |
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| { | |
| "title": "AudioStreamPlaybackPolyphonic β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html" | |
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| { | |
| "title": "Add polyphony to allow playing multiple sounds at the same time in AudioStreamPlayer Β· Issue #1827 Β· godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/1827" | |
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| { | |
| "title": "AudioStreamPlayer | Godot Docs 4.4 | ROKOJORI Labs", | |
| "url": "https://rokojori.com/en/labs/godot/docs/4.4/audiostreamplayer-class" | |
| }, | |
| { | |
| "title": "Advanced: good 2D audio architecture - Help - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/advanced-good-2d-audio-architecture/39510" | |
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| "Based on the search results, here's what I found about Godot 4's `max_polyphony` setting for AudioStreamPlayer2D:\n\n## Max Polyphony in Godot 4\n\nGodot now features polyphony support which allows the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.\n\n### How It Works\n\nBy default Max Polyphony is set to 1, which basically means that no more than one instance of that sound can be playing at the same time.(no content)This essentially emulates the retrigger behaviour from the previous Godot versions. Setting a higher value means that the sound will be able to be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n### What Happens When Limit is Exceeded\n\nThe maximum number of sounds this node can play at the same time. Playing additional sounds after this value is reached will cut off the oldest sounds.\n\n### Performance Warning\n\nDo not set this value higher than needed as it can potentially impact performance. This will probably only happen when using multiple AudioStreamPlayer nodes set with high polyphony playing at the same time, but it can be better to exercise some caution.\n\n### Unlimited Sounds\n\nThere doesn't appear to be an \"unlimited\" setting for `max_polyphony`. The system is designed with a finite limit in mind. If you need a large number of concurrent sounds, you would need to:\n\n1. Set `max_polyphony` to a high value (though this is discouraged for performance reasons)\n2. Use an alternative approach like creating new AudioStreamPlayer instances dynamically: \"extends Node func _play_polyphonic(stream:AudioStream): var new_player:AudioStreamPlayer = AudioStreamPlayer.new() get_tree().root.add_child(new_player)\" and then freeing them when finished\n\nThe polyphony feature was designed to \"just make some use-cases easier to deal with, not to fundamentally change the way audio stream players work.\"" | |
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| "content": "Web search results for query: \"Godot 4 AudioStreamPolyphonic example code play_stream tutorial\"\n\nLinks: [{\"title\":\"How to play Polyphonic Audio through code - Audio - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854\"},{\"title\":\"How I use AudioStreamPlaybackPolyphonic / AudioStreamPolyphonic? - General - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-i-use-audiostreamplaybackpolyphonic-audiostreampolyphonic/51196\"},{\"title\":\"AudioStreamPolyphonic β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html\"},{\"title\":\"AudioStreamPlaybackPolyphonic β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html\"},{\"title\":\"AudioStreamPlaybackPolyphonic | Godot Docs 4.3 | ROKOJORI Labs\",\"url\":\"https://rokojori.com/en/labs/godot/docs/4.3/audiostreamplaybackpolyphonic-class\"},{\"title\":\"godot/doc/classes/AudioStreamPlaybackPolyphonic.xml at master Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/blob/master/doc/classes/AudioStreamPlaybackPolyphonic.xml\"},{\"title\":\"Give AudioStreamPlayer a property or method to provide similar functionality to \\\"PlayOneShot()\\\" from Unity's AudioSources. Β· Issue #8903 Β· godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/8903\"},{\"title\":\"AudioStreamPolyphonic not obvious how it works Β· Issue #9488 Β· godotengine/godot-docs\",\"url\":\"https://github.com/godotengine/godot-docs/issues/9488\"},{\"title\":\"AudioStreamPlayer | Godot Basics Tutorial | Ep 57 | Godot Tutorials\",\"url\":\"https://godottutorials.com/courses/godot-basics-series/godot-basics-tutorial-57\"},{\"title\":\"Add AudioStreamPolyphonic to simplify sound playback from code by reduz Β· Pull Request #71855 Β· godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/pull/71855\"}]\n\nBased on my search results, here's what I found about using `AudioStreamPolyphonic` and the `play_stream` method in Godot 4:\n\n## AudioStreamPolyphonic in Godot 4\n\n`AudioStreamPolyphonic` is an audio stream that allows you to play multiple sounds and control them over time from code. It greatly simplifies tasks such as generative music (music generated from code) or audio.\n\n### Example Code\n\nHere's a working example from a GitHub documentation issue:\n\n```gdscript\nextends AudioStreamPlayer\n\nvar polyphonic = AudioStreamPolyphonic.new()\nvar playback : AudioStreamPlaybackPolyphonic\nvar my_sound = load(\"res://my_sound.wav\")\n\nfunc _ready():\n stream = polyphonic\n play()\n playback = get_stream_playback() # you need to do this for it to work\n\nfunc _process():\n if Input.is_action_just_pressed(\"ui_accept\"):\n playback.play_stream(my_sound, 0, 0, 1) # stream, from_offset, volume_db, pitch_scale\n```\n\n### More Detailed Example\n\nFrom the original pull request by reduz, here's a more comprehensive example showing volume and pitch control:\n\n```gdscript\nvar player = $SomeNode as AudioStreamPlayer\nplayer.stream = AudioStreamPolyphonic.new()\nvar playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic\nvar id = playback.play_stream(preload(\"res://Clip1.ogg\"))\nawait get_tree().create_timer(1).timeout\nplayback.set_stream_volume(id, -6) # Set volume to half after one second\nawait get_tree().create_timer(2).timeout\nvar id2 = playback.play_stream(preload(\"res://Clip2.ogg\")) # 2 seconds later, start another clip\nawait get_tree().create_timer(1).timeout\nplayback.stop_stream(id) # 1 second later, kill the first clip\nplayback.set_stream_pitch_scale(id2, 1.5) # Make the second clip go 50% faster\n```\n\n### Key Points\n\n1. After setting the `stream` property of `AudioStreamPlayer`, `AudioStreamPlayer2D`, or `AudioStreamPlayer3D`, the playback instance can be obtained by calling `get_stream_playback()`, `AudioStreamPlayer2D.get_stream_playback()` or `AudioStreamPlayer3D.get_stream_playback()` methods.\n\n2. `play_stream()` plays an AudioStream at a given offset, volume, pitch scale, playback type, and bus. Playback starts immediately. The return value is a unique integer ID that is associated to this playback stream and which can be used to control it.\n\n3. This ID becomes invalid when the stream ends (if it does not loop), when the AudioStreamPlaybackPolyphonic is stopped, or when `stop_stream()` is called. The function returns `INVALID_ID` if the amount of streams currently playing equals the polyphony limit.\n\n4. Note that this is different from Godot 3 - from older tutorials it suggests that the resource should have a \"tracks\" variable that doesn't exist in Godot 4.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "AudioStreamPlayer | Godot Basics Tutorial | Ep 57 | Godot Tutorials", | |
| "url": "https://godottutorials.com/courses/godot-basics-series/godot-basics-tutorial-57" | |
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| { | |
| "title": "Add AudioStreamPolyphonic to simplify sound playback from code by reduz Β· Pull Request #71855 Β· godotengine/godot", | |
| "url": "https://github.com/godotengine/godot/pull/71855" | |
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| "Based on my search results, here's what I found about using `AudioStreamPolyphonic` and the `play_stream` method in Godot 4:\n\n## AudioStreamPolyphonic in Godot 4\n\n`AudioStreamPolyphonic` is an audio stream that allows you to play multiple sounds and control them over time from code. It greatly simplifies tasks such as generative music (music generated from code) or audio.\n\n### Example Code\n\nHere's a working example from a GitHub documentation issue:\n\n```gdscript\nextends AudioStreamPlayer\n\nvar polyphonic = AudioStreamPolyphonic.new()\nvar playback : AudioStreamPlaybackPolyphonic\nvar my_sound = load(\"res://my_sound.wav\")\n\nfunc _ready():\n stream = polyphonic\n play()\n playback = get_stream_playback() # you need to do this for it to work\n\nfunc _process():\n if Input.is_action_just_pressed(\"ui_accept\"):\n playback.play_stream(my_sound, 0, 0, 1) # stream, from_offset, volume_db, pitch_scale\n```\n\n### More Detailed Example\n\nFrom the original pull request by reduz, here's a more comprehensive example showing volume and pitch control:\n\n```gdscript\nvar player = $SomeNode as AudioStreamPlayer\nplayer.stream = AudioStreamPolyphonic.new()\nvar playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic\nvar id = playback.play_stream(preload(\"res://Clip1.ogg\"))\nawait get_tree().create_timer(1).timeout\nplayback.set_stream_volume(id, -6) # Set volume to half after one second\nawait get_tree().create_timer(2).timeout\nvar id2 = playback.play_stream(preload(\"res://Clip2.ogg\")) # 2 seconds later, start another clip\nawait get_tree().create_timer(1).timeout\nplayback.stop_stream(id) # 1 second later, kill the first clip\nplayback.set_stream_pitch_scale(id2, 1.5) # Make the second clip go 50% faster\n```\n\n### Key Points\n\n1. After setting the `stream` property of `AudioStreamPlayer`, `AudioStreamPlayer2D`, or `AudioStreamPlayer3D`, the playback instance can be obtained by calling `get_stream_playback()`, `AudioStreamPlayer2D.get_stream_playback()` or `AudioStreamPlayer3D.get_stream_playback()` methods.\n\n2. `play_stream()` plays an AudioStream at a given offset, volume, pitch scale, playback type, and bus. Playback starts immediately. The return value is a unique integer ID that is associated to this playback stream and which can be used to control it.\n\n3. This ID becomes invalid when the stream ends (if it does not loop), when the AudioStreamPlaybackPolyphonic is stopped, or when `stop_stream()` is called. The function returns `INVALID_ID` if the amount of streams currently playing equals the polyphony limit.\n\n4. Note that this is different from Godot 3 - from older tutorials it suggests that the resource should have a \"tracks\" variable that doesn't exist in Godot 4." | |
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| "content": "# Godot 4.0 Audio Features: Polyphony and Best Practices\n\n## Max Polyphony Overview\n\nThe article discusses polyphony support in Godot 4.0, explaining that \"Max Polyphony\" allows \"the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.\"\n\nBy default, this value is set to 1, meaning only one instance plays at a time. Higher values enable simultaneous instances up to the defined limit, creating layered sound effects like gunfire or footsteps.\n\n## Key Implementation Details\n\n**Default Behavior:** When Max Polyphony is 1, the engine retriggering behavior mirrors previous Godot versionsβnew sounds interrupt existing ones rather than stack.\n\n**Multiple Instances:** Setting higher values allows sounds to spawn copies that mix together, provided the original sound hasn't finished playing.\n\n## Performance Considerations\n\nThe guide warns: \"Do not set this value higher than needed as it can potentially impact performance.\" The authors note this concern primarily applies when multiple AudioStreamPlayer nodes with elevated polyphony settings play simultaneously, recommending cautious configuration.\n\n## Note on AudioStreamPolyphonic\n\nThe article does not mention an \"AudioStreamPolyphonic\" node by nameβit only references the standard AudioStreamPlayer with polyphony settings accessible through the inspector." | |
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| "result": "# Godot 4.0 Audio Features: Polyphony and Best Practices\n\n## Max Polyphony Overview\n\nThe article discusses polyphony support in Godot 4.0, explaining that \"Max Polyphony\" allows \"the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.\"\n\nBy default, this value is set to 1, meaning only one instance plays at a time. Higher values enable simultaneous instances up to the defined limit, creating layered sound effects like gunfire or footsteps.\n\n## Key Implementation Details\n\n**Default Behavior:** When Max Polyphony is 1, the engine retriggering behavior mirrors previous Godot versionsβnew sounds interrupt existing ones rather than stack.\n\n**Multiple Instances:** Setting higher values allows sounds to spawn copies that mix together, provided the original sound hasn't finished playing.\n\n## Performance Considerations\n\nThe guide warns: \"Do not set this value higher than needed as it can potentially impact performance.\" The authors note this concern primarily applies when multiple AudioStreamPlayer nodes with elevated polyphony settings play simultaneously, recommending cautious configuration.\n\n## Note on AudioStreamPolyphonic\n\nThe article does not mention an \"AudioStreamPolyphonic\" node by nameβit only references the standard AudioStreamPlayer with polyphony settings accessible through the inspector.", | |
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| "text": "Now let me search for performance implications and audio limits in Godot games:" | |
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| "content": "Web search results for query: \"Godot audio performance limit best practices shooting game simultaneous sounds\"\n\nLinks: [{\"title\":\"Exploring the new audio features in Godot 4.0\",\"url\":\"https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40\"},{\"title\":\"Audio β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/tutorials/audio/index.html\"},{\"title\":\"Sync the gameplay with audio and music β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html\"},{\"title\":\"Mastering Audio Environments in Godot: A Practical Guide - Howik\",\"url\":\"https://howik.com/creating-audio-environments-in-godot\"},{\"title\":\"Tips for Optimizing Godot Performance: A Comprehensive Guide\",\"url\":\"https://toxigon.com/tips-for-optimizing-godot-performance\"},{\"title\":\"Best way to handle lots of sound effect? - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/best-way-to-handle-lots-of-sound-effect/87295\"},{\"title\":\"Best practices for multiple audio files? - Godot Forums\",\"url\":\"https://godotforums.org/d/30469-best-practices-for-multiple-audio-files\"},{\"title\":\"AudioEffectLimiter β Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_audioeffectlimiter.html\"},{\"title\":\"How to play multiple instances of a sound. - Archive - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-play-multiple-instances-of-a-sound/24073\"},{\"title\":\"Multiple objects play the same sound at the same time - Archive - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/multiple-objects-play-the-same-sound-at-the-same-time/2442\"}]\n\nBased on the search results, here's what I found about Godot audio performance limits and best practices for handling simultaneous sounds in shooting games:\n\n## Key Best Practices\n\n### Max Polyphony Setting (Godot 4.0+)\nGodot now features polyphony support which allows the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.(no content)This can make some sound effects more satisfying, such as gunfire or footsteps.(no content)The \"Max Polyphony\" option can be found on the inspector when selecting an AudioStreamPlayer node. By default Max Polyphony is set to 1, which basically means that no more than one instance of that sound can be playing at the same time.(no content)Setting a higher value means that the sound will be able to be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n**Important Warning:** \"Do not set this value higher than needed as it can potentially impact performance. This will probably only happen when using multiple AudioStreamPlayer nodes set with high polyphony playing at the same time, but it can be better to exercise some caution.\"\n\n### General Audio Performance Optimization\nTo optimize audio performance in Godot, you can use compressed audio formats like MP3 or OGG, limit the number of simultaneous audio streams, use the AudioStreamPlayer3D node's attenuation settings, and preload frequently used audio files.(no content)Playing too many sounds at once can cause performance issues. Limit the number of simultaneous sounds. Preloading audio files can reduce loading times and improve performance.\n\n### Common Problem with Simultaneous Sounds\nWhen several objects play the same sound at the same time, this causes the sound to reach a very high volume. This is a common issue developers encounter.\n\n### Handling Many Sound Effects\nA common question is how to handle sound effects that play constantly, like when multiple enemies spawn and every time they attack a target, it plays an attack sound. This is similar to the challenge in shooting games with rapid gunfire sounds.\n\n### Recommended Approach\n- Use the Max Polyphony setting to control how many instances of the same sound can play simultaneously\n- Use compressed audio formats (OGG, MP3) for better performance\n- Preload frequently used audio files\n- Limit the total number of simultaneous audio streams\n- For 3D games, use AudioStreamPlayer3D's attenuation settings to naturally reduce distant sounds\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "Exploring the new audio features in Godot 4.0", | |
| "url": "https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40" | |
| }, | |
| { | |
| "title": "Audio β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/tutorials/audio/index.html" | |
| }, | |
| { | |
| "title": "Sync the gameplay with audio and music β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html" | |
| }, | |
| { | |
| "title": "Mastering Audio Environments in Godot: A Practical Guide - Howik", | |
| "url": "https://howik.com/creating-audio-environments-in-godot" | |
| }, | |
| { | |
| "title": "Tips for Optimizing Godot Performance: A Comprehensive Guide", | |
| "url": "https://toxigon.com/tips-for-optimizing-godot-performance" | |
| }, | |
| { | |
| "title": "Best way to handle lots of sound effect? - Help - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/best-way-to-handle-lots-of-sound-effect/87295" | |
| }, | |
| { | |
| "title": "Best practices for multiple audio files? - Godot Forums", | |
| "url": "https://godotforums.org/d/30469-best-practices-for-multiple-audio-files" | |
| }, | |
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| "title": "AudioEffectLimiter β Godot Engine (stable) documentation in English", | |
| "url": "https://docs.godotengine.org/en/stable/classes/class_audioeffectlimiter.html" | |
| }, | |
| { | |
| "title": "How to play multiple instances of a sound. - Archive - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-to-play-multiple-instances-of-a-sound/24073" | |
| }, | |
| { | |
| "title": "Multiple objects play the same sound at the same time - Archive - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/multiple-objects-play-the-same-sound-at-the-same-time/2442" | |
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| "Based on the search results, here's what I found about Godot audio performance limits and best practices for handling simultaneous sounds in shooting games:\n\n## Key Best Practices\n\n### Max Polyphony Setting (Godot 4.0+)\nGodot now features polyphony support which allows the stacking and repeating of the same sound multiple times on top of itself using a single AudioStreamPlayer node.(no content)This can make some sound effects more satisfying, such as gunfire or footsteps.(no content)The \"Max Polyphony\" option can be found on the inspector when selecting an AudioStreamPlayer node. By default Max Polyphony is set to 1, which basically means that no more than one instance of that sound can be playing at the same time.(no content)Setting a higher value means that the sound will be able to be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n**Important Warning:** \"Do not set this value higher than needed as it can potentially impact performance. This will probably only happen when using multiple AudioStreamPlayer nodes set with high polyphony playing at the same time, but it can be better to exercise some caution.\"\n\n### General Audio Performance Optimization\nTo optimize audio performance in Godot, you can use compressed audio formats like MP3 or OGG, limit the number of simultaneous audio streams, use the AudioStreamPlayer3D node's attenuation settings, and preload frequently used audio files.(no content)Playing too many sounds at once can cause performance issues. Limit the number of simultaneous sounds. Preloading audio files can reduce loading times and improve performance.\n\n### Common Problem with Simultaneous Sounds\nWhen several objects play the same sound at the same time, this causes the sound to reach a very high volume. This is a common issue developers encounter.\n\n### Handling Many Sound Effects\nA common question is how to handle sound effects that play constantly, like when multiple enemies spawn and every time they attack a target, it plays an attack sound. This is similar to the challenge in shooting games with rapid gunfire sounds.\n\n### Recommended Approach\n- Use the Max Polyphony setting to control how many instances of the same sound can play simultaneously\n- Use compressed audio formats (OGG, MP3) for better performance\n- Preload frequently used audio files\n- Limit the total number of simultaneous audio streams\n- For 3D games, use AudioStreamPlayer3D's attenuation settings to naturally reduce distant sounds" | |
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| "content": "Web search results for query: \"game audio design priority system important sounds mix limiting\"\n\nLinks: [{\"title\":\"How to design a dynamic game audio mix - Blog | Splice\",\"url\":\"https://splice.com/blog/dynamic-game-audio-mix/\"},{\"title\":\"Mixing AAA Videogames β AudioTechnology\",\"url\":\"https://www.audiotechnology.com/features/mixing-aaa-videogames\"},{\"title\":\"Game Audio Theory: Ducking\",\"url\":\"https://www.gamedeveloper.com/audio/game-audio-theory-ducking\"},{\"title\":\"Game Sound Design: Principles, Software, Examples\",\"url\":\"https://gamedesignskills.com/game-design/sound/\"},{\"title\":\"sound priority confusion\",\"url\":\"https://forum.gamemaker.io/index.php?threads%2Fsound-priority-confusion.107032%2F=\"},{\"title\":\"5 Audio Pitfalls Every Game Developer Should Know\",\"url\":\"https://www.thegameaudioco.com/5-audio-pitfalls-every-game-developer-should-know\"},{\"title\":\"Audio Pipeline Basics for Game Engines - PulseGeek\",\"url\":\"https://pulsegeek.com/articles/audio-pipeline-basics-for-game-engines/\"},{\"title\":\"Basics of Sound Design for Video Games Michael Cullen\",\"url\":\"https://frost.ics.uci.edu/ics62/BasicsofSoundDesignforVideoGames-MichaelCullen.pdf\"},{\"title\":\"Video Game Reference Level/Standards - Gearspace\",\"url\":\"https://gearspace.com/board/post-production-forum/310235-video-game-reference-level-standards.html\"},{\"title\":\"Applications Taking Sound Priority - Microsoft Q&A\",\"url\":\"https://learn.microsoft.com/en-us/answers/questions/2701998/applications-taking-sound-priority\"}]\n\nHere are the search results on game audio design priority systems for important sounds, mix limiting, and related topics:\n\n## Key Concepts in Game Audio Priority Systems\n\n### Why Priority Systems Matter\n\nThis is where a priority system comes into play. The human ear cannot distinguish hundreds of independent channels of audio at any given time. It simply becomes a wall of sound, so there needs to be a limit put in place.(no content)Every instance of sound that occurs in the game has a direct impact on the amount of CPU being used by the audio engine.\n\n### How Priority Systems Work\n\nDifferent \"sets\" of sounds will be given a different priority, which means that the higher priority sounds will trump anything else that is playing through the mixer at that time. After the high priority sounds have finished playing, the lower priority sounds will pick up where they left off. If the priority system is set up properly and the sound sets themselves are organized in an intelligent manner, the player will never know that certain sounds have stopped playing and started again.(no content)Voice Stealing refers to stopping lower-priority sounds when voice limits are reached.\n\n### Establishing Sound Priorities\n\nThe first priority is often soundtrack music. Because soundtrack music is '2D' and ever-present in the game world, it would be awful for music to be among the sounds that are unintentionally cut out during a dense action sequence.(no content)Sounds that are in direct relation to the player character and visible on-screen should always be of high priority. In a third-person game with a fixed avatar, for example, this can include everything from footsteps to spellcasting and weapon fire sounds, since their absence will be disorienting to the player and break immersion.(no content)A designer might establish two separate 'Object' mixer groups, one designated to narrative-driven objects and the other to world objects. The narrative-driven objects might be designated to a higher priority category, to ensure that they'll always trigger when they need to. Conversely, less important world objects might be removed from the soundscape in the heat of battle if the objects in question are off in the distance.\n\n### Types of Limiting\n\nThere are cases where a sound won't be allowed to play at all, others where it'll be interrupted, and even times where a sound will be virtualized. Virtualization is a process where all of the data relating to a sound is tracked, but the sound itself isn't played.\n\n### Voice Management and Mixing\n\nScheduling and voice management decide which sounds play when many events compete, and that logic shapes perceived quality more than format knobs alone. Engines maintain a voice budget and apply priorities, distance attenuation, and culling rules so the mix remains clear under load.(no content)Mixing routes voices through buses and effects, enforcing priorities and ducking so important cues remain intelligible during busy scenes.\n\n### Ducking for Important Sounds\n\n\"Ducking\" is essentially the practice of discreetly lowering the volume of all elements of the audioscape with the exception of the dialogue track. This allows more headroom in the final mix, which will provide important information to the listener that may otherwise be missed due to the complexity of what is going on within the soundtrack at that particular moment.\n\n### AAA Game Mixing Approaches\n\nThere's another layer of mix design to consider too β not just pure loudness but also at each moment, the importance of a certain sound or sound category may inform how things sit in the mix, effectively creating priorities for sounds β a voice volume hierarchy.(no content)According to Sony PlayStation's audio team: \"Clarity, impact, immersion and spectacle are the lenses through which we evaluate all our game mixes. We want our game experience to be understandable to the player at all times and as to 'impact' β the mix should support and reflect a very dynamic and exciting experience. Plus, the player should be continually immersed in the game environment.\"\n\n### Best Practices\n\nPlan voice limits and buses early to avoid chaotic runtime cutoffs.(no content)Invest in audio mixing and mastering during the development process. Perform regular sound checks with headphones and speakers to ensure all audio elements are balanced. Use tools like dynamic range compression to prevent certain sounds from becoming too loud or too soft.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "Mixing AAA Videogames β AudioTechnology", | |
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| "Here are the search results on game audio design priority systems for important sounds, mix limiting, and related topics:\n\n## Key Concepts in Game Audio Priority Systems\n\n### Why Priority Systems Matter\n\nThis is where a priority system comes into play. The human ear cannot distinguish hundreds of independent channels of audio at any given time. It simply becomes a wall of sound, so there needs to be a limit put in place.(no content)Every instance of sound that occurs in the game has a direct impact on the amount of CPU being used by the audio engine.\n\n### How Priority Systems Work\n\nDifferent \"sets\" of sounds will be given a different priority, which means that the higher priority sounds will trump anything else that is playing through the mixer at that time. After the high priority sounds have finished playing, the lower priority sounds will pick up where they left off. If the priority system is set up properly and the sound sets themselves are organized in an intelligent manner, the player will never know that certain sounds have stopped playing and started again.(no content)Voice Stealing refers to stopping lower-priority sounds when voice limits are reached.\n\n### Establishing Sound Priorities\n\nThe first priority is often soundtrack music. Because soundtrack music is '2D' and ever-present in the game world, it would be awful for music to be among the sounds that are unintentionally cut out during a dense action sequence.(no content)Sounds that are in direct relation to the player character and visible on-screen should always be of high priority. In a third-person game with a fixed avatar, for example, this can include everything from footsteps to spellcasting and weapon fire sounds, since their absence will be disorienting to the player and break immersion.(no content)A designer might establish two separate 'Object' mixer groups, one designated to narrative-driven objects and the other to world objects. The narrative-driven objects might be designated to a higher priority category, to ensure that they'll always trigger when they need to. Conversely, less important world objects might be removed from the soundscape in the heat of battle if the objects in question are off in the distance.\n\n### Types of Limiting\n\nThere are cases where a sound won't be allowed to play at all, others where it'll be interrupted, and even times where a sound will be virtualized. Virtualization is a process where all of the data relating to a sound is tracked, but the sound itself isn't played.\n\n### Voice Management and Mixing\n\nScheduling and voice management decide which sounds play when many events compete, and that logic shapes perceived quality more than format knobs alone. Engines maintain a voice budget and apply priorities, distance attenuation, and culling rules so the mix remains clear under load.(no content)Mixing routes voices through buses and effects, enforcing priorities and ducking so important cues remain intelligible during busy scenes.\n\n### Ducking for Important Sounds\n\n\"Ducking\" is essentially the practice of discreetly lowering the volume of all elements of the audioscape with the exception of the dialogue track. This allows more headroom in the final mix, which will provide important information to the listener that may otherwise be missed due to the complexity of what is going on within the soundtrack at that particular moment.\n\n### AAA Game Mixing Approaches\n\nThere's another layer of mix design to consider too β not just pure loudness but also at each moment, the importance of a certain sound or sound category may inform how things sit in the mix, effectively creating priorities for sounds β a voice volume hierarchy.(no content)According to Sony PlayStation's audio team: \"Clarity, impact, immersion and spectacle are the lenses through which we evaluate all our game mixes. We want our game experience to be understandable to the player at all times and as to 'impact' β the mix should support and reflect a very dynamic and exciting experience. Plus, the player should be continually immersed in the game environment.\"\n\n### Best Practices\n\nPlan voice limits and buses early to avoid chaotic runtime cutoffs.(no content)Invest in audio mixing and mastering during the development process. Perform regular sound checks with headphones and speakers to ensure all audio elements are balanced. Use tools like dynamic range compression to prevent certain sounds from becoming too loud or too soft." | |
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| "text": "Now let me look at some existing case studies in the repo to follow the format, and also search for audio-related addons/libraries for Godot:" | |
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| [2026-01-25T01:41:13.696Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JHVzMy6z3SUtVA3FMV2RWa","type":"tool_result","content":" 1β# Case Study: Issue #84 - Sound Propagation System\n 2β\n 3β## Issue Summary\n 4β**Title:** Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΡΠΈΡΡΠ΅ΠΌΡ ΡΠ°ΡΠΏΡΠΎΡΡΡΠ°Π½Π΅Π½ΠΈΡ Π·Π²ΡΠΊΠ° (Add sound propagation system)\n 5β**Repository:** Jhon-Crow/godot-topdown-MVP\n 6β**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/84\n 7β**PR URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/pull/113\n 8β\n 9β## Requirements\n 10βOriginal requirements (translated from Russian):\n 11β1. Sounds produced by player and enemies (in-game sounds) should propagate realistically\n 12β2. System should be extensible\n 13β3. Add COMBAT mode transition for all enemies who hear player or enemy gunshots\n 14β4. Don't break existing functionality\n 15β\n 16β## Timeline of Events\n 17β\n 18β### Initial Implementation (v1)\n 19β- Created `SoundPropagation` autoload singleton\n 20β- Implemented basic distance-based sound propagation\n 21β- Set gunshot range to 1500 pixels\n 22β- Added enemy listener registration and `on_sound_heard` callback\n 23β- Enemies transition to COMBAT when hearing gunshots in IDLE state\n 24β\n 25β### User Feedback\n 26βUser reported: \"Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\" (it doesn't work)\n 27β\n 28βRequirements clarification:\n 29β1. Sound should propagate approximately viewport size\n 30β2. Need physically correct sound modeling (with performance considerations)\n 31β\n 32β### Root Cause Analysis\n 33β\n 34β#### Issue 1: Arbitrary Propagation Distance\n 35βThe original gunshot range of 1500 pixels was arbitrary and not tied to any game-specific metric. The viewport is 1280x720 pixels with a diagonal of ~1469 pixels.\n 36β\n 37β#### Issue 2: No Physically-Based Attenuation\n 38βThe original implementation was binary - either a listener heard a sound at full volume or not at all. Real sound follows the **inverse square law** where intensity decreases with distance squared.\n 39β\n 40β#### Issue 3: Potential Timing Issues\n 41βThe `_register_sound_listener()` was called directly in `_ready()` without ensuring the SoundPropagation autoload was fully initialized.\n 42β\n 43β#### Issue 4: Rigid State Check\n 44βEnemies only reacted to sounds when in `AIState.IDLE` state, which was too restrictive for realistic behavior.\n 45β\n 46β## Solution Implementation (v2)\n 47β\n 48β### 1. Viewport-Based Propagation Distance\n 49β```gdscript\n 50βconst VIEWPORT_WIDTH: float = 1280.0\n 51βconst VIEWPORT_HEIGHT: float = 720.0\n 52βconst VIEWPORT_DIAGONAL: float = 1468.6 # sqrt(1280^2 + 720^2)\n 53β\n 54βconst PROPAGATION_DISTANCES: Dictionary = {\n 55β SoundType.GUNSHOT: 1468.6, # Approximately viewport diagonal\n 56β SoundType.EXPLOSION: 2200.0, # 1.5x viewport diagonal\n 57β SoundType.FOOTSTEP: 180.0, # Very short range\n 58β SoundType.RELOAD: 360.0, # Short range\n 59β SoundType.IMPACT: 550.0 # Medium range\n 60β}\n 61β```\n 62β\n 63β### 2. Physically-Based Intensity Calculation\n 64βImplemented inverse square law for sound attenuation:\n 65β\n 66β```gdscript\n 67β## Reference distance for sound intensity calculations (in pixels).\n 68βconst REFERENCE_DISTANCE: float = 50.0\n 69β\n 70β## Calculate sound intensity at a given distance using inverse square law.\n 71βfunc calculate_intensity(distance: float) -> float:\n 72β if distance <= REFERENCE_DISTANCE:\n 73β return 1.0\n 74β\n 75β # Inverse square law: I = Iβ * (rβ/r)Β²\n 76β var intensity := pow(REFERENCE_DISTANCE / distance, 2.0)\n 77β return clampf(intensity, 0.0, 1.0)\n 78β```\n 79β\n 80βAlso added atmospheric absorption for more realism:\n 81β```gdscript\n 82βfunc calculate_intensity_with_absorption(distance: float, absorption_coefficient: float = 0.001) -> float:\n 83β var base_intensity := calculate_intensity(distance)\n 84β var absorption_factor := exp(-absorption_coefficient * distance)\n 85β return clampf(base_intensity * absorption_factor, 0.0, 1.0)\n 86β```\n 87β\n 88β### 3. Deferred Registration\n 89β```gdscript\n 90βfunc _register_sound_listener() -> void:\n 91β call_deferred(\"_deferred_register_sound_listener\")\n 92β\n 93βfunc _deferred_register_sound_listener() -> void:\n 94β var sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 95β if sound_propagation and sound_propagation.has_method(\"register_listener\"):\n 96β sound_propagation.register_listener(self)\n 97β```\n 98β\n 99β### 4. Intensity-Based Reactions\n 100βAdded new callback with intensity parameter:\n 101β```gdscript\n 102βfunc on_sound_heard_with_intensity(sound_type: int, position: Vector2,\n 103β source_type: int, source_node: Node2D,\n 104β intensity: float) -> void:\n 105β # React based on current state and intensity\n 106β if _current_state == AIState.IDLE:\n 107β should_react = intensity >= 0.01 # Almost always react\n 108β elif _current_state in [AIState.FLANKING, AIState.RETREATING]:\n 109β should_react = intensity >= 0.3 # Only loud sounds\n 110β```\n 111β\n 112β## Physics Background\n 113β\n 114β### Inverse Square Law\n 115βSound intensity decreases with the square of distance from the source. For every doubling of distance, intensity decreases by a factor of 4 (or -6 dB).\n 116β\n 117βFormula: `I = Iβ Γ (rβ/r)Β²`\n 118β\n 119βWhere:\n 120β- `I` = intensity at distance r\n 121β- `Iβ` = intensity at reference distance rβ\n 122β- `rβ` = reference distance (50 pixels in our implementation)\n 123β- `r` = actual distance\n 124β\n 125β### Atmospheric Absorption\n 126βHigh-frequency content is absorbed more rapidly over distance. This is modeled with exponential decay:\n 127β\n 128βFormula: `I_absorbed = I Γ e^(-Ξ± Γ r)`\n 129β\n 130βWhere:\n 131β- `Ξ±` = absorption coefficient (0.001 default)\n 132β- `r` = distance\n 133β\n 134β## Test Coverage\n 135β\n 136βAdded 10 new unit tests:\n 137β1. `test_calculate_intensity_at_reference_distance`\n 138β2. `test_calculate_intensity_closer_than_reference`\n 139β3. `test_calculate_intensity_at_zero_distance`\n 140β4. `test_calculate_intensity_inverse_square_law`\n 141β5. `test_calculate_intensity_at_triple_reference`\n 142β6. `test_calculate_intensity_at_viewport_distance`\n 143β7. `test_calculate_intensity_with_absorption`\n 144β8. `test_intensity_decreases_with_distance`\n 145β9. `test_emit_sound_passes_intensity_to_listener`\n 146β10. `test_emit_sound_respects_min_intensity_threshold`\n 147β\n 148β## Sources and References\n 149β\n 150β### Sound Attenuation and Physics\n 151β- [Inverse Square Law for Sound](http://hyperphysics.phy-astr.gsu.edu/hbase/Acoustic/invsqs.html)\n 152β- [Sound Propagation - Engineering Toolbox](https://www.engineeringtoolbox.com/inverse-square-law-d_890.html)\n 153β- [Inverse Distance Law - Sengpiel Audio](https://sengpielaudio.com/calculator-distancelaw.htm)\n 154β\n 155β### Game Audio Implementation\n 156β- [Advanced Distance Attenuation - CRI Middleware](https://blog.criware.com/index.php/2022/06/13/advanced-distance-attenuation/)\n 157β- [Inverse Square Law for Sound Falloff - GameDev.net](https://www.gamedev.net/forums/topic/674921-inverse-square-law-for-sound-falloff/)\n 158β- [DayZ Weapon Sound System](https://dayz.fandom.com/wiki/Weapon_Sound)\n 159β\n 160β### Academic Research\n 161β- [Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models - ResearchGate](https://www.researchgate.net/publication/315862064_Procedural_Synthesis_of_Gunshot_Sounds_Based_on_Physically_Motivated_Models)\n 162β- [GSOUND: Interactive Sound Propagation for Games - UNC Chapel Hill](http://gamma.cs.unc.edu/GSOUND/gsound_aes41st.pdf)\n 163β\n 164β## User Feedback: Second Iteration (v3)\n 165β\n 166β### Problem Description\n 167βUser reported that sound propagation still doesn't work. Provided game log (`game_log_20260118_094728.txt`) shows:\n 168β- Enemies spawn and transition states normally\n 169β- NO \"Heard gunshot\" messages appear in logs\n 170β- Enemies only transition to COMBAT when they SEE the player (visual detection)\n 171β- Sound-based detection is not triggering at all\n 172β\n 173β### Root Cause Analysis (v3)\n 174β\n 175βAfter analyzing the game log, the issue is clear:\n 176β1. **No sound propagation logging**: The game log shows no evidence of sounds being emitted or heard\n 177β2. **Missing debug visibility**: Without file logging in SoundPropagation, we couldn't trace the actual behavior\n 178β3. **User requested weapon-specific loudness**: The gunshot loudness should be defined in the weapon (assault rifle), not globally\n 179β\n 180β### Solution (v3)\n 181β\n 182β#### 1. Added Persistent File Logging\n 183βAdded comprehensive logging to SoundPropagation that writes to FileLogger:\n 184β```gdscript\n 185βfunc emit_sound(...) -> void:\n 186β _log_to_file(\"Sound emitted: type=%s, pos=%s, source=%s (%s), range=%.0f, listeners=%d\" % [...])\n 187β # ... processing ...\n 188β _log_to_file(\"Sound result: notified=%d, out_of_range=%d, self=%d, below_threshold=%d\" % [...])\n 189β```\n 190β\n 191βThis allows debugging in exported builds where console output is not visible.\n 192β\n 193β#### 2. Added Weapon Loudness Property\n 194βAdded `weapon_loudness` property to both Player and Enemy:\n 195β```gdscript\n 196β## Player\n 197β@export var weapon_loudness: float = 1469.0 # Viewport diagonal for assault rifle\n 198β\n 199β## Enemy\n 200β@export var weapon_loudness: float = 1469.0 # Same default for enemies\n 201β```\n 202β\n 203β#### 3. Updated Shooting to Use Custom Loudness\n 204βChanged from convenience methods to explicit emit_sound with custom range:\n 205β```gdscript\n 206β# Player shooting\n 207βsound_propagation.emit_sound(0, global_position, 0, self, weapon_loudness) # GUNSHOT, PLAYER\n 208β\n 209β# Enemy shooting\n 210βsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # GUNSHOT, ENEMY\n 211β```\n 212β\n 213β#### 4. Added Registration Failure Warning\n 214βIf enemy fails to register as listener, now logs a warning:\n 215β```gdscript\n 216βfunc _deferred_register_sound_listener() -> void:\n 217β if sound_propagation and sound_propagation.has_method(\"register_listener\"):\n 218β sound_propagation.register_listener(self)\n 219β _log_to_file(\"Registered as sound listener\")\n 220β else:\n 221β _log_to_file(\"WARNING: Could not register as sound listener\")\n 222β```\n 223β\n 224β### Diagnostic Approach\n 225βWith the new logging, the game log will now show:\n 226β1. When SoundPropagation autoload initializes\n 227β2. When each enemy registers as a listener (and total count)\n 228β3. When each gunshot is emitted (with source, position, range, listener count)\n 229β4. Results of each sound emission (how many notified, out of range, etc.)\n 230β5. When enemies hear sounds (if they do)\n 231β\n 232βThis diagnostic information will help identify whether the issue is:\n 233β- Listeners not registering\n 234β- Sounds not being emitted\n 235β- Listeners out of range\n 236β- Intensity below threshold\n 237β- State-based filtering\n 238β\n 239β## User Feedback: Third Iteration (v4)\n 240β\n 241β### Problem Description\n 242βUser reported that enemies still don't hear gunshots at all (even when behind the same cover). Provided game logs:\n 243β- `game_log_20260118_095938.txt`\n 244β- `game_log_20260118_100135.txt`\n 245β\n 246βBoth logs show the same critical error:\n 247β```\n 248β[ENEMY] [Enemy1] WARNING: Could not register as sound listener (SoundPropagation not found)\n 249β```\n 250β\n 251βThis warning appears for ALL enemies, meaning the SoundPropagation autoload is NOT being loaded at all.\n 252β\n 253β### Root Cause Analysis (v4)\n 254β\n 255β**Critical Finding:** The SoundPropagation autoload script is failing to compile during Godot export.\n 256β\n 257βDownloaded and analyzed the CI build logs (`ci-logs/build-windows-21107682693.log`), which revealed:\n 258β\n 259β```\n 260βSCRIPT ERROR: Parse Error: Cannot infer the type of \"distance\" variable because the value doesn't have a set type.\n 261β at: GDScript::reload (res://scripts/autoload/sound_propagation.gd:163)\n 262βSCRIPT ERROR: Parse Error: The variable type is being inferred from a Variant value, so it will be typed as Variant. (Warning treated as error.)\n 263β at: GDScript::reload (res://scripts/autoload/sound_propagation.gd:123)\n 264βERROR: Failed to load script \"res://scripts/autoload/sound_propagation.gd\" with error \"Parse error\".\n 265βERROR: Failed to create an autoload, script 'res://scripts/autoload/sound_propagation.gd' is not compiling.\n 266β at: _create_autoload (editor/editor_autoload_settings.cpp:417)\n 267β```\n 268β\n 269β**Root Cause:** Godot 4.3's export mode treats type inference warnings as errors. The following patterns caused parse failures:\n 270β\n 271β1. **Variant from Dictionary.get():** `var propagation_distance := PROPAGATION_DISTANCES.get(sound_type, 1000.0)` returns Variant\n 272β2. **Conditional expression with Variant:** The ternary expression with a Variant branch cannot be type-inferred\n 273β3. **Array iteration without typed iterator:** `for listener in _listeners:` where `_listeners` is an untyped Array\n 274β4. **Function return inference:** Variables assigned from functions returning float weren't being inferred correctly\n 275β\n 276β### Solution (v4)\n 277β\n 278βAdded explicit type annotations to resolve all type inference issues:\n 279β\n 280β```gdscript\n 281β# Before (caused errors):\n 282βvar propagation_distance := custom_range if custom_range > 0 else PROPAGATION_DISTANCES.get(sound_type, 1000.0)\n 283βvar source_name := source_node.name if source_node else \"null\"\n 284βfor listener in _listeners:\n 285β var distance := listener.global_position.distance_to(position)\n 286β var intensity := calculate_intensity(distance)\n 287β\n 288β# After (fixed):\n 289βvar propagation_distance: float = custom_range if custom_range > 0 else float(PROPAGATION_DISTANCES.get(sound_type, 1000.0))\n 290βvar source_name: String = source_node.name if source_node else \"null\"\n 291βfor listener: Node2D in _listeners:\n 292β var distance: float = listener.global_position.distance_to(position)\n 293β var intensity: float = calculate_intensity(distance)\n 294β```\n 295β\n 296βAlso fixed similar issues in `test_sound_propagation.gd` to prevent test failures.\n 297β\n 298β### Key Insight\n 299βThe autoload was working perfectly in the Godot editor (where warnings are not treated as errors), but failing silently in exported builds. The only visible symptom was the \"SoundPropagation not found\" warning from enemies trying to register.\n 300β\n 301βThis is why the user's game logs showed:\n 302β- No `[SoundPropagation] SoundPropagation autoload initialized` message\n 303β- All enemies reporting `WARNING: Could not register as sound listener (SoundPropagation not found)`\n 304β- Enemies only reacting to visual detection (COMBAT states), not sound\n 305β\n 306β## Lessons Learned\n 307β\n 308β1. **Tie game parameters to meaningful metrics**: Using viewport size as a reference for sound propagation makes the system more intuit | |
| [2026-01-25T01:41:13.711Z] [INFO] ive and gameplay-aligned.\n 309β\n 310β2. **Use physically-inspired models**: Even simplified physics models (like inverse square law) provide more realistic and extensible systems than arbitrary values.\n 311β\n 312β3. **Use deferred initialization**: When dealing with autoloads and dependencies, use `call_deferred` to ensure proper initialization order.\n 313β\n 314β4. **Provide intensity information to listeners**: This allows for more nuanced reactions (like only reacting to loud sounds during combat).\n 315β\n 316β5. **Test edge cases**: Include tests for boundary conditions like zero distance, reference distance, and viewport distance.\n 317β\n 318β6. **Add persistent logging for debugging**: Always include file-based logging that works in exported builds, not just console print statements.\n 319β\n 320β7. **Make parameters configurable at the source**: Properties like weapon loudness should be defined on the weapon/entity that produces the sound, allowing different weapons to have different characteristics.\n 321β\n 322β8. **Fail with visibility**: When critical systems fail to initialize (like listener registration), log warnings that will be visible in game logs.\n 323β\n 324β9. **ALWAYS use explicit type annotations in GDScript**: Godot 4.x export mode treats type inference warnings as errors. Always use explicit types for:\n 325β - Variables assigned from Dictionary.get() (returns Variant)\n 326β - Variables assigned from untyped Array iteration\n 327β - Variables in conditional expressions with mixed types\n 328β - Variables assigned from functions that might not be type-inferred correctly\n 329β\n 330β10. **Test in exported builds, not just editor**: The editor has more lenient parsing than export mode. Code that works in the editor may fail to compile when exporting.\n 331β\n 332β11. **Check CI build logs, not just test results**: Even when builds \"succeed\" (artifact is created), there may be critical errors in the build log that cause functionality to fail at runtime.\n 333β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"b0595cdf-1498-41f1-9c80-ad04aa50599d","uuid":"13077640-3be9-48f8-b8c0-ec3bf2fe9e65","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305106509/docs/case-studies/issue-84/README.md","content":"# Case Study: Issue #84 - Sound Propagation System\n\n## Issue Summary\n**Title:** Π΄ΠΎΠ±Π°Π²ΠΈΡΡ ΡΠΈΡΡΠ΅ΠΌΡ ΡΠ°ΡΠΏΡΠΎΡΡΡΠ°Π½Π΅Π½ΠΈΡ Π·Π²ΡΠΊΠ° (Add sound propagation system)\n**Repository:** Jhon-Crow/godot-topdown-MVP\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/84\n**PR URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/pull/113\n\n## Requirements\nOriginal requirements (translated from Russian):\n1. Sounds produced by player and enemies (in-game sounds) should propagate realistically\n2. System should be extensible\n3. Add COMBAT mode transition for all enemies who hear player or enemy gunshots\n4. Don't break existing functionality\n\n## Timeline of Events\n\n### Initial Implementation (v1)\n- Created `SoundPropagation` autoload singleton\n- Implemented basic distance-based sound propagation\n- Set gunshot range to 1500 pixels\n- Added enemy listener registration and `on_sound_heard` callback\n- Enemies transition to COMBAT when hearing gunshots in IDLE state\n\n### User Feedback\nUser reported: \"Π½Π΅ ΡΠ°Π±ΠΎΡΠ°Π΅Ρ\" (it doesn't work)\n\nRequirements clarification:\n1. Sound should propagate approximately viewport size\n2. Need physically correct sound modeling (with performance considerations)\n\n### Root Cause Analysis\n\n#### Issue 1: Arbitrary Propagation Distance\nThe original gunshot range of 1500 pixels was arbitrary and not tied to any game-specific metric. The viewport is 1280x720 pixels with a diagonal of ~1469 pixels.\n\n#### Issue 2: No Physically-Based Attenuation\nThe original implementation was binary - either a listener heard a sound at full volume or not at all. Real sound follows the **inverse square law** where intensity decreases with distance squared.\n\n#### Issue 3: Potential Timing Issues\nThe `_register_sound_listener()` was called directly in `_ready()` without ensuring the SoundPropagation autoload was fully initialized.\n\n#### Issue 4: Rigid State Check\nEnemies only reacted to sounds when in `AIState.IDLE` state, which was too restrictive for realistic behavior.\n\n## Solution Implementation (v2)\n\n### 1. Viewport-Based Propagation Distance\n```gdscript\nconst VIEWPORT_WIDTH: float = 1280.0\nconst VIEWPORT_HEIGHT: float = 720.0\nconst VIEWPORT_DIAGONAL: float = 1468.6 # sqrt(1280^2 + 720^2)\n\nconst PROPAGATION_DISTANCES: Dictionary = {\n SoundType.GUNSHOT: 1468.6, # Approximately viewport diagonal\n SoundType.EXPLOSION: 2200.0, # 1.5x viewport diagonal\n SoundType.FOOTSTEP: 180.0, # Very short range\n SoundType.RELOAD: 360.0, # Short range\n SoundType.IMPACT: 550.0 # Medium range\n}\n```\n\n### 2. Physically-Based Intensity Calculation\nImplemented inverse square law for sound attenuation:\n\n```gdscript\n## Reference distance for sound intensity calculations (in pixels).\nconst REFERENCE_DISTANCE: float = 50.0\n\n## Calculate sound intensity at a given distance using inverse square law.\nfunc calculate_intensity(distance: float) -> float:\n if distance <= REFERENCE_DISTANCE:\n return 1.0\n\n # Inverse square law: I = Iβ * (rβ/r)Β²\n var intensity := pow(REFERENCE_DISTANCE / distance, 2.0)\n return clampf(intensity, 0.0, 1.0)\n```\n\nAlso added atmospheric absorption for more realism:\n```gdscript\nfunc calculate_intensity_with_absorption(distance: float, absorption_coefficient: float = 0.001) -> float:\n var base_intensity := calculate_intensity(distance)\n var absorption_factor := exp(-absorption_coefficient * distance)\n return clampf(base_intensity * absorption_factor, 0.0, 1.0)\n```\n\n### 3. Deferred Registration\n```gdscript\nfunc _register_sound_listener() -> void:\n call_deferred(\"_deferred_register_sound_listener\")\n\nfunc _deferred_register_sound_listener() -> void:\n var sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n if sound_propagation and sound_propagation.has_method(\"register_listener\"):\n sound_propagation.register_listener(self)\n```\n\n### 4. Intensity-Based Reactions\nAdded new callback with intensity parameter:\n```gdscript\nfunc on_sound_heard_with_intensity(sound_type: int, position: Vector2,\n source_type: int, source_node: Node2D,\n intensity: float) -> void:\n # React based on current state and intensity\n if _current_state == AIState.IDLE:\n should_react = intensity >= 0.01 # Almost always react\n elif _current_state in [AIState.FLANKING, AIState.RETREATING]:\n should_react = intensity >= 0.3 # Only loud sounds\n```\n\n## Physics Background\n\n### Inverse Square Law\nSound intensity decreases with the square of distance from the source. For every doubling of distance, intensity decreases by a factor of 4 (or -6 dB).\n\nFormula: `I = Iβ Γ (rβ/r)Β²`\n\nWhere:\n- `I` = intensity at distance r\n- `Iβ` = intensity at reference distance rβ\n- `rβ` = reference distance (50 pixels in our implementation)\n- `r` = actual distance\n\n### Atmospheric Absorption\nHigh-frequency content is absorbed more rapidly over distance. This is modeled with exponential decay:\n\nFormula: `I_absorbed = I Γ e^(-Ξ± Γ r)`\n\nWhere:\n- `Ξ±` = absorption coefficient (0.001 default)\n- `r` = distance\n\n## Test Coverage\n\nAdded 10 new unit tests:\n1. `test_calculate_intensity_at_reference_distance`\n2. `test_calculate_intensity_closer_than_reference`\n3. `test_calculate_intensity_at_zero_distance`\n4. `test_calculate_intensity_inverse_square_law`\n5. `test_calculate_intensity_at_triple_reference`\n6. `test_calculate_intensity_at_viewport_distance`\n7. `test_calculate_intensity_with_absorption`\n8. `test_intensity_decreases_with_distance`\n9. `test_emit_sound_passes_intensity_to_listener`\n10. `test_emit_sound_respects_min_intensity_threshold`\n\n## Sources and References\n\n### Sound Attenuation and Physics\n- [Inverse Square Law for Sound](http://hyperphysics.phy-astr.gsu.edu/hbase/Acoustic/invsqs.html)\n- [Sound Propagation - Engineering Toolbox](https://www.engineeringtoolbox.com/inverse-square-law-d_890.html)\n- [Inverse Distance Law - Sengpiel Audio](https://sengpielaudio.com/calculator-distancelaw.htm)\n\n### Game Audio Implementation\n- [Advanced Distance Attenuation - CRI Middleware](https://blog.criware.com/index.php/2022/06/13/advanced-distance-attenuation/)\n- [Inverse Square Law for Sound Falloff - GameDev.net](https://www.gamedev.net/forums/topic/674921-inverse-square-law-for-sound-falloff/)\n- [DayZ Weapon Sound System](https://dayz.fandom.com/wiki/Weapon_Sound)\n\n### Academic Research\n- [Procedural Synthesis of Gunshot Sounds Based on Physically Motivated Models - ResearchGate](https://www.researchgate.net/publication/315862064_Procedural_Synthesis_of_Gunshot_Sounds_Based_on_Physically_Motivated_Models)\n- [GSOUND: Interactive Sound Propagation for Games - UNC Chapel Hill](http://gamma.cs.unc.edu/GSOUND/gsound_aes41st.pdf)\n\n## User Feedback: Second Iteration (v3)\n\n### Problem Description\nUser reported that sound propagation still doesn't work. Provided game log (`game_log_20260118_094728.txt`) shows:\n- Enemies spawn and transition states normally\n- NO \"Heard gunshot\" messages appear in logs\n- Enemies only transition to COMBAT when they SEE the player (visual detection)\n- Sound-based detection is not triggering at all\n\n### Root Cause Analysis (v3)\n\nAfter analyzing the game log, the issue is clear:\n1. **No sound propagation logging**: The game log shows no evidence of sounds being emitted or heard\n2. **Missing debug visibility**: Without file logging in SoundPropagation, we couldn't trace the actual behavior\n3. **User requested weapon-specific loudness**: The gunshot loudness should be defined in the weapon (assault rifle), not globally\n\n### Solution (v3)\n\n#### 1. Added Persistent File Logging\nAdded comprehensive logging to SoundPropagation that writes to FileLogger:\n```gdscript\nfunc emit_sound(...) -> void:\n _log_to_file(\"Sound emitted: type=%s, pos=%s, source=%s (%s), range=%.0f, listeners=%d\" % [...])\n # ... processing ...\n _log_to_file(\"Sound result: notified=%d, out_of_range=%d, self=%d, below_threshold=%d\" % [...])\n```\n\nThis allows debugging in exported builds where console output is not visible.\n\n#### 2. Added Weapon Loudness Property\nAdded `weapon_loudness` property to both Player and Enemy:\n```gdscript\n## Player\n@export var weapon_loudness: float = 1469.0 # Viewport diagonal for assault rifle\n\n## Enemy\n@export var weapon_loudness: float = 1469.0 # Same default for enemies\n```\n\n#### 3. Updated Shooting to Use Custom Loudness\nChanged from convenience methods to explicit emit_sound with custom range:\n```gdscript\n# Player shooting\nsound_propagation.emit_sound(0, global_position, 0, self, weapon_loudness) # GUNSHOT, PLAYER\n\n# Enemy shooting\nsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # GUNSHOT, ENEMY\n```\n\n#### 4. Added Registration Failure Warning\nIf enemy fails to register as listener, now logs a warning:\n```gdscript\nfunc _deferred_register_sound_listener() -> void:\n if sound_propagation and sound_propagation.has_method(\"register_listener\"):\n sound_propagation.register_listener(self)\n _log_to_file(\"Registered as sound listener\")\n else:\n _log_to_file(\"WARNING: Could not register as sound listener\")\n```\n\n### Diagnostic Approach\nWith the new logging, the game log will now show:\n1. When SoundPropagation autoload initializes\n2. When each enemy registers as a listener (and total count)\n3. When each gunshot is emitted (with source, position, range, listener count)\n4. Results of each sound emission (how many notified, out of range, etc.)\n5. When enemies hear sounds (if they do)\n\nThis diagnostic information will help identify whether the issue is:\n- Listeners not registering\n- Sounds not being emitted\n- Listeners out of range\n- Intensity below threshold\n- State-based filtering\n\n## User Feedback: Third Iteration (v4)\n\n### Problem Description\nUser reported that enemies still don't hear gunshots at all (even when behind the same cover). Provided game logs:\n- `game_log_20260118_095938.txt`\n- `game_log_20260118_100135.txt`\n\nBoth logs show the same critical error:\n```\n[ENEMY] [Enemy1] WARNING: Could not register as sound listener (SoundPropagation not found)\n```\n\nThis warning appears for ALL enemies, meaning the SoundPropagation autoload is NOT being loaded at all.\n\n### Root Cause Analysis (v4)\n\n**Critical Finding:** The SoundPropagation autoload script is failing to compile during Godot export.\n\nDownloaded and analyzed the CI build logs (`ci-logs/build-windows-21107682693.log`), which revealed:\n\n```\nSCRIPT ERROR: Parse Error: Cannot infer the type of \"distance\" variable because the value doesn't have a set type.\n at: GDScript::reload (res://scripts/autoload/sound_propagation.gd:163)\nSCRIPT ERROR: Parse Error: The variable type is being inferred from a Variant value, so it will be typed as Variant. (Warning treated as error.)\n at: GDScript::reload (res://scripts/autoload/sound_propagation.gd:123)\nERROR: Failed to load script \"res://scripts/autoload/sound_propagation.gd\" with error \"Parse error\".\nERROR: Failed to create an autoload, script 'res://scripts/autoload/sound_propagation.gd' is not compiling.\n at: _create_autoload (editor/editor_autoload_settings.cpp:417)\n```\n\n**Root Cause:** Godot 4.3's export mode treats type inference warnings as errors. The following patterns caused parse failures:\n\n1. **Variant from Dictionary.get():** `var propagation_distance := PROPAGATION_DISTANCES.get(sound_type, 1000.0)` returns Variant\n2. **Conditional expression with Variant:** The ternary expression with a Variant branch cannot be type-inferred\n3. **Array iteration without typed iterator:** `for listener in _listeners:` where `_listeners` is an untyped Array\n4. **Function return inference:** Variables assigned from functions returning float weren't being inferred correctly\n\n### Solution (v4)\n\nAdded explicit type annotations to resolve all type inference issues:\n\n```gdscript\n# Before (caused errors):\nvar propagation_distance := custom_range if custom_range > 0 else PROPAGATION_DISTANCES.get(sound_type, 1000.0)\nvar source_name := source_node.name if source_node else \"null\"\nfor listener in _listeners:\n var distance := listener.global_position.distance_to(position)\n var intensity := calculate_intensity(distance)\n\n# After (fixed):\nvar propagation_distance: float = custom_range if custom_range > 0 else float(PROPAGATION_DISTANCES.get(sound_type, 1000.0))\nvar source_name: String = source_node.name if source_node else \"null\"\nfor listener: Node2D in _listeners:\n var distance: float = listener.global_position.distance_to(position)\n var intensity: float = calculate_intensity(distance)\n```\n\nAlso fixed similar issues in `test_sound_propagation.gd` to prevent test failures.\n\n### Key Insight\nThe autoload was working perfectly in the Godot editor (where warnings are not treated as errors), but failing silently in exported builds. The only visible symptom was the \"SoundPropagation not found\" warning from enemies trying to register.\n\nThis is why the user's game logs showed:\n- No `[SoundPropagation] SoundPropagation autoload initialized` message\n- All enemies reporting `WARNING: Could not register as sound listener (SoundPropagation not found)`\n- Enemies only reacting to visual detection (COMBAT states), not sound\n\n## Lessons Learned\n\n1. **Tie game parameters to meaningful metrics**: Using viewport size as a reference for sound propagation makes the system more intuitive and gameplay-aligned.\n\n2. **Use physically-inspired models**: Even simplified physics models (like inverse square law) provide more realistic and extensible systems than arbitrary values.\n\n3. **Use deferred initialization**: When dealing with autoloads and dependencies, use `call_deferred` to ensure proper initialization order.\n\n4. **Provide intensity information to listeners**: This allows for more nuanced reactions (like only reacting to loud sounds during combat).\n\n5. **Test edge cases**: Include tests for boundary conditions like zero distance, reference distance, and viewport distance.\n\n6. **Add persistent logging for debugging**: Always include file-based logging that works in exported builds, not just console print statements.\n\n7. **Make parameters configurable at the source**: Properties like weapon loudness should be defined on the weapon/entity that produces the sound, allowing different weapons to have different characteristics.\n\n8. **Fail with visibility**: When critical systems fail to initialize (like listener registration), log warnings that will be visible in game logs.\n\n9. **ALWAYS use explicit type annotations in GDScript**: Godot 4.x export mode treats type inference warnings as errors. Always use explicit types for:\n - Variables assigned from Dictionary.get() (returns Variant)\n - Variables assigned from untyped Array iteration\n - Variables in conditional expressions with mixed types\n - Variables assigned from functions that might not be type-inferred correctly\n\n10. **Test in exported builds, not just editor**: The editor has more lenient parsing than export mode. Code that works in the editor may fail to compile when exporting.\n\n11. **Check CI build logs, not just test results**: Even when builds \"succeed\" (artifact is created), there may be critical errors in the build log that cause functionality to fail at runtime.\n","numLines":333,"startLine":1,"totalLines":333}}} | |
| [2026-01-25T01:41:28.803Z] [INFO] { | |
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| "tool_use_id": "toolu_01AtprvB3pcvEHPmowZCwLRd", | |
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| "content": "Web search results for query: \"Godot 4 audio plugin addon SoundManager library dynamic audio pool github\"\n\nLinks: [{\"title\":\"GitHub - nathanhoad/godot_sound_manager: A simple music and sound effect player for the Godot Engine\",\"url\":\"https://github.com/nathanhoad/godot_sound_manager\"},{\"title\":\"Introducing Resonate β An all-in-one audio manager (sound & music) - Plugins - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/introducing-resonate-an-all-in-one-audio-manager-sound-music/45830\"},{\"title\":\"Audio Manager :: Godot 4 Recipes\",\"url\":\"https://kidscancode.org/godot_recipes/4.x/audio/audio_manager/index.html\"},{\"title\":\"GitHub - hugemenace/resonate: An all-in-one sound and music management addon for the Godot game engine.\",\"url\":\"https://github.com/hugemenace/resonate\"},{\"title\":\"[Deprecated] Resonate β Audio Manager (Sound & Music) - Godot Asset Library\",\"url\":\"https://godotengine.org/asset-library/asset/2546\"},{\"title\":\"Sound Manager - Godot Asset Library\",\"url\":\"https://godotengine.org/asset-library/asset/361\"},{\"title\":\"Sound Manager Plugin by Xecestel\",\"url\":\"https://xecestel.itch.io/sound-manager-plugin\"},{\"title\":\"Releases Β· nathanhoad/godot_sound_manager\",\"url\":\"https://github.com/nathanhoad/godot_sound_manager/releases\"},{\"title\":\"GitHub - MarekZdun/godot-audio-manager: An Audio Manager for Godot Engine\",\"url\":\"https://github.com/MarekZdun/godot-audio-manager\"},{\"title\":\"Sound Manager | Godot Asset Library\",\"url\":\"https://godotassetlibrary.com/asset/zehIOP/sound-manager\"}]\n\nBased on my search, here are the main Godot 4 audio plugin/addon options with SoundManager capabilities and dynamic audio pooling on GitHub:\n\n## Main Options:\n\n### 1. **godot_sound_manager by nathanhoad**\n- GitHub: https://github.com/nathanhoad/godot_sound_manager\n- This is for Godot 4.(no content)If you are using Godot 3 then have a look at the v1.x branch.\n- Copy the addons/sound_manager directory into your res://addons/ directory and enable SoundManager in project plugins.\n\n### 2. **Resonate by hugemenace**\n- GitHub: https://github.com/hugemenace/resonate\n- An all-in-one sound and music management addon for the Godot game engine.\n- Resonate has two core systems: the SoundManager and the MusicManager. The SoundManager automatically pools and orchestrates AudioStreamPlayers for you and gives you control over the players when needed.\n- Features include: Pooled audio stream players, automatic 2D and 3D space detection, polyphonic playback, and stemmed music tracks.\n- Note: This addon appears to be deprecated according to the Godot Asset Library.\n\n### 3. **godot-audio-manager by MarekZdun**\n- GitHub: https://github.com/MarekZdun/godot-audio-manager\n- The Audio Manager enables the user to configure a pool of AudioStreamPlayers associated with playing non-positional sounds, 2D sounds, 3D sounds, and music.\n\n### 4. **Sound Manager by Xecestel**\n- Available on: Godot Asset Library and itch.io (https://xecestel.itch.io/sound-manager-plugin)\n- Added support for Godot Engine 4.\n- The Sound Manager gives the users better control over the audio of their games. Using this plugin, it is possible to play every sound of the game using just simple method calls.\n- Added stop_all, pause_all and unpause_all methods to simultaneously stop, pause and unpause all playing_sounds. Added support for directional sounds.\n\n### 5. **Audio Manager Tutorial/Example**\n- Example code available at: https://github.com/godotrecipes/audio_manager\n- This audio manager is adapted with thanks from SFXPlayer by TheDuriel (https://github.com/TheDuriel/DurielsGodotUtilities).\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "query": "Godot 4 audio plugin addon SoundManager library dynamic audio pool github", | |
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| "tool_use_id": "srvtoolu_014E5cSvhTpcBW1rqHrusKnY", | |
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| "title": "GitHub - nathanhoad/godot_sound_manager: A simple music and sound effect player for the Godot Engine", | |
| "url": "https://github.com/nathanhoad/godot_sound_manager" | |
| }, | |
| { | |
| "title": "Introducing Resonate β An all-in-one audio manager (sound & music) - Plugins - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/introducing-resonate-an-all-in-one-audio-manager-sound-music/45830" | |
| }, | |
| { | |
| "title": "Audio Manager :: Godot 4 Recipes", | |
| "url": "https://kidscancode.org/godot_recipes/4.x/audio/audio_manager/index.html" | |
| }, | |
| { | |
| "title": "GitHub - hugemenace/resonate: An all-in-one sound and music management addon for the Godot game engine.", | |
| "url": "https://github.com/hugemenace/resonate" | |
| }, | |
| { | |
| "title": "[Deprecated] Resonate β Audio Manager (Sound & Music) - Godot Asset Library", | |
| "url": "https://godotengine.org/asset-library/asset/2546" | |
| }, | |
| { | |
| "title": "Sound Manager - Godot Asset Library", | |
| "url": "https://godotengine.org/asset-library/asset/361" | |
| }, | |
| { | |
| "title": "Sound Manager Plugin by Xecestel", | |
| "url": "https://xecestel.itch.io/sound-manager-plugin" | |
| }, | |
| { | |
| "title": "Releases Β· nathanhoad/godot_sound_manager", | |
| "url": "https://github.com/nathanhoad/godot_sound_manager/releases" | |
| }, | |
| { | |
| "title": "GitHub - MarekZdun/godot-audio-manager: An Audio Manager for Godot Engine", | |
| "url": "https://github.com/MarekZdun/godot-audio-manager" | |
| }, | |
| { | |
| "title": "Sound Manager | Godot Asset Library", | |
| "url": "https://godotassetlibrary.com/asset/zehIOP/sound-manager" | |
| } | |
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| "Based on my search, here are the main Godot 4 audio plugin/addon options with SoundManager capabilities and dynamic audio pooling on GitHub:\n\n## Main Options:\n\n### 1. **godot_sound_manager by nathanhoad**\n- GitHub: https://github.com/nathanhoad/godot_sound_manager\n- This is for Godot 4.(no content)If you are using Godot 3 then have a look at the v1.x branch.\n- Copy the addons/sound_manager directory into your res://addons/ directory and enable SoundManager in project plugins.\n\n### 2. **Resonate by hugemenace**\n- GitHub: https://github.com/hugemenace/resonate\n- An all-in-one sound and music management addon for the Godot game engine.\n- Resonate has two core systems: the SoundManager and the MusicManager. The SoundManager automatically pools and orchestrates AudioStreamPlayers for you and gives you control over the players when needed.\n- Features include: Pooled audio stream players, automatic 2D and 3D space detection, polyphonic playback, and stemmed music tracks.\n- Note: This addon appears to be deprecated according to the Godot Asset Library.\n\n### 3. **godot-audio-manager by MarekZdun**\n- GitHub: https://github.com/MarekZdun/godot-audio-manager\n- The Audio Manager enables the user to configure a pool of AudioStreamPlayers associated with playing non-positional sounds, 2D sounds, 3D sounds, and music.\n\n### 4. **Sound Manager by Xecestel**\n- Available on: Godot Asset Library and itch.io (https://xecestel.itch.io/sound-manager-plugin)\n- Added support for Godot Engine 4.\n- The Sound Manager gives the users better control over the audio of their games. Using this plugin, it is possible to play every sound of the game using just simple method calls.\n- Added stop_all, pause_all and unpause_all methods to simultaneously stop, pause and unpause all playing_sounds. Added support for directional sounds.\n\n### 5. **Audio Manager Tutorial/Example**\n- Example code available at: https://github.com/godotrecipes/audio_manager\n- This audio manager is adapted with thanks from SFXPlayer by TheDuriel (https://github.com/TheDuriel/DurielsGodotUtilities)." | |
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| [2026-01-25T01:41:34.586Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Q1QPytG9YEiBXREuUjPVnK","type":"tool_result","content":" 1β# Contributing to Godot Top-Down Template\n 2β\n 3βThank you for your interest in contributing! This document provides guidelines to help maintain code quality and prevent common issues.\n 4β\n 5β## Table of Contents\n 6β\n 7β- [Development Setup](#development-setup)\n 8β- [Testing Guidelines](#testing-guidelines)\n 9β- [Common Issues to Avoid](#common-issues-to-avoid)\n 10β- [Pull Request Checklist](#pull-request-checklist)\n 11β- [Architecture Guidelines](#architecture-guidelines)\n 12β\n 13β## Development Setup\n 14β\n 15β1. Clone the repository\n 16β2. Open in Godot Engine 4.3+ (with .NET support for C# features)\n 17β3. Run existing tests before making changes: `make test` or use the GUT addon\n 18β\n 19β## Testing Guidelines\n 20β\n 21β### Running Tests\n 22β\n 23βTests are located in `tests/unit/` and `tests/integration/`. Run them using:\n 24β\n 25β1. **In Godot**: Open the GUT addon panel and click \"Run All\"\n 26β2. **Command Line**: Use the CI workflow command:\n 27β ```bash\n 28β godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests/unit,res://tests/integration -ginclude_subdirs -gexit\n 29β ```\n 30β\n 31β### Writing Tests\n 32β\n 33β- **Every new feature MUST have tests** covering its core functionality\n 34β- **Every bug fix MUST have a regression test** preventing the bug from returning\n 35β- Use mock classes to test logic without requiring Godot scene tree\n 36β- Follow the existing test patterns in `tests/unit/`\n 37β\n 38β### Test Coverage Requirements\n 39β\n 40βThe following areas have comprehensive test coverage:\n 41β\n 42β| Component | Test File | Coverage |\n 43β|-----------|-----------|----------|\n 44β| Audio Manager | `test_audio_manager.gd` | Sound playback, pools |\n 45β| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\n 46β| Enemy AI | `test_enemy.gd` | States, behaviors |\n 47β| GOAP Planner | `test_goap_planner.gd` | Planning, actions |\n 48β| Player | `test_player.gd` | Movement, shooting |\n 49β| Health Component | `test_health_component.gd` | Damage, healing |\n 50β| Vision Component | `test_vision_component.gd` | Detection, LOS |\n 51β| Cover Component | `test_cover_component.gd` | Cover finding |\n 52β| Grenade System | `test_grenade_base.gd` | Timer, throw physics |\n 53β| Status Effects | `test_status_effects_manager.gd` | Blindness, stun |\n 54β| Shrapnel | `test_shrapnel.gd` | Movement, ricochet |\n 55β\n 56β## Common Issues to Avoid\n 57β\n 58βBased on historical issues, please pay special attention to these areas:\n 59β\n 60β### 1. Self-Damage Bugs (Issue #241)\n 61β**Problem**: Player bullets damaging the player\n 62β**Solution**: Always use `shooter_id` tracking for projectiles\n 63β```gdscript\n 64β# Good: Track who fired the projectile\n 65βvar shooter_id: int = -1\n 66βfunc _on_body_entered(body):\n 67β if body.get_instance_id() == shooter_id:\n 68β return # Don't hit shooter\n 69β```\n 70β\n 71β### 2. Shotgun Reload Regressions (Issues #213, #229, #232, #243)\n 72β**Problem**: Shotgun reload functionality breaking after unrelated changes\n 73β**Solution**:\n 74β- Always run `test_magazine_inventory.gd` after weapon changes\n 75β- Test both Simple and Sequence reload modes\n 76β- Verify MMB + RMB interaction for shell loading\n 77β\n 78β### 3. Enemy Fire Rate Issues (Issue #228)\n 79β**Problem**: Enemies ignoring weapon fire rate limits\n 80β**Solution**: Use the weapon's `shoot_cooldown` property\n 81β```gdscript\n 82β# Good: Respect fire rate\n 83βif _shoot_timer >= weapon.shoot_cooldown:\n 84β shoot()\n 85β _shoot_timer = 0.0\n 86β```\n 87β\n 88β### 4. Feature Regression (Issue #232)\n 89β**Problem**: Fixed functionality breaking in later commits\n 90β**Solution**:\n 91β- Write regression tests for every bug fix\n 92β- Run full test suite before committing\n 93β- Check closed issues for functionality that must be preserved\n 94β\n 95β### 5. C# Build Failures (Issue #302, PR #275)\n 96β**Problem**: C# compilation errors cause \".NET assemblies not found\" in exports\n 97β**Solution**:\n 98β- Always run `dotnet build` locally before pushing C# changes\n 99β- Check CI workflow `csharp-validation.yml` for build status\n 100β- When modifying C# method signatures, search for all call sites\n 101β\n 102β```bash\n 103β# Always verify C# builds before pushing\n 104βdotnet build\n 105β\n 106β# Search for method usages before changing signatures\n 107βgrep -rn \"MethodName\" Scripts/\n 108β```\n 109β\n 110β### 6. C#/GDScript Interoperability Issues (Issue #302)\n 111β**Problem**: C# and GDScript components getting out of sync\n 112β**Solution**:\n 113β- Keep duplicate implementations intentional and documented\n 114β- Use `interop-check.yml` CI workflow to detect issues\n 115β- When calling C# from GDScript, use `node.call(\"MethodName\")`\n 116β\n 117β```gdscript\n 118β# Good: Safe cross-language call\n 119βif node.has_method(\"TakeDamage\"):\n 120β node.call(\"TakeDamage\", damage_amount)\n 121β\n 122β# Bad: Assumes C# method exists\n 123βnode.TakeDamage(damage_amount) # May crash if C# failed to compile\n 124β```\n 125β\n 126β### 7. Enemy AI Breaking (Issues #104, #296, #157, PR #308)\n 127β**Problem**: Changes that completely break enemy behavior - enemies not moving, not taking damage, not detecting player\n 128β**Solution**:\n 129β- Never remove or rename critical methods: `_ready`, `_physics_process`, `on_hit`, `_on_death`, `_check_player_visibility`\n 130β- Preserve required state variables: `_is_alive`, `_current_health`, `_current_state`, `_player`, `_can_see_player`\n 131β- Maintain all AIState enum values (IDLE, COMBAT, SEEKING_COVER, etc.)\n 132β- Test enemy behavior after ANY changes to `scripts/objects/enemy.gd` or `scripts/ai/`\n 133β- Check `gameplay-validation.yml` CI workflow for issues\n 134β\n 135β```gdscript\n 136β# Critical: Always check _is_alive in state updates\n 137βfunc _physics_process(delta: float) -> void:\n 138β if not _is_alive:\n 139β return\n 140β # ... rest of behavior\n 141β\n 142β# Critical: _on_death() must emit signal for proper counting\n 143βfunc _on_death() -> void:\n 144β _is_alive = false\n 145β died.emit() # Required for enemy counting!\n 146β```\n 147β\n 148β### 8. Game Counter Breaking (Issue #127)\n 149β**Problem**: Enemy counters, ammo counters, or game state breaking after changes\n 150β**Solution**:\n 151β- Ensure `died` signal is emitted when enemy dies\n 152β- Verify signal connections in GameManager/autoloads\n 153β- Test that game properly ends after clearing all enemies\n 154β- Test ammo display updates correctly during combat\n 155β\n 156β```gdscript\n 157β# Critical: Always emit signals for counter updates\n 158βfunc _on_death() -> void:\n 159β _is_alive = false\n 160β died.emit() # GameManager listens for this!\n 161β died_with_info.emit(is_ricochet, is_penetration)\n 162β\n 163βfunc shoot() -> void:\n 164β _current_ammo -= 1\n 165β ammo_changed.emit(_current_ammo, _reserve_ammo) # UI listens for this!\n 166β```\n 167β\n 168β### 9. Game Crashes (Issue #155)\n 169β**Problem**: Changes causing the game to crash\n 170β**Solution**:\n 171β- Always add null checks before accessing nodes or properties\n 172β- Verify PackedScene resources exist before instantiating\n 173β- Use `is_instance_valid()` before accessing potentially freed nodes\n 174β- Add error handling for file/resource loading\n 175β\n 176β```gdscript\n 177β# Good: Safe scene instantiation\n 178βif bullet_scene:\n 179β var bullet = bullet_scene.instantiate()\n 180β get_tree().root.add_child(bullet)\n 181β\n 182β# Good: Safe node access\n 183βif is_instance_valid(_player):\n 184β var dir = global_position.direction_to(_player.global_position)\n 185β```\n 186β\n 187β## Pull Request Checklist\n 188β\n 189βBefore submitting a PR, verify:\n 190β\n 191β- [ ] **Tests pass**: All unit and integration tests pass\n 192β- [ ] **New tests added**: For new features or bug fixes\n 193β- [ ] **CI passes**: All workflows pass (`test.yml`, `architecture-check.yml`, `csharp-validation.yml`, `interop-check.yml`, `gameplay-validation.yml`)\n 194β- [ ] **C# builds locally**: Run `dotnet build` for C# changes\n 195β- [ ] **No regressions**: Related functionality still works\n 196β- [ ] **Code follows style**: snake_case for GDScript, PascalCase for C#\n 197β- [ ] **Line limits**: Scripts under 5000 lines (target: 800)\n 198β- [ ] **class_name declared**: For components and AI states\n 199β\n 200β### Before Merging\n 201β\n 202β1. Verify all CI checks are green\n 203β2. Test the specific functionality affected\n 204β3. Test related functionality that might be impacted\n 205β4. Run the game and verify gameplay is not broken\n 206β\n 207β## Architecture Guidelines\n 208β\n 209β### File Organization\n 210β\n 211β```\n 212βscripts/\n 213ββββ autoload/ # Singleton managers (AudioManager, GameManager, etc.)\n 214ββββ ai/ # AI systems (GOAP, states)\n 215ββββ characters/ # Character scripts\n 216ββββ components/ # Reusable components (HealthComponent, etc.)\n 217ββββ effects/ # Visual effects\n 218ββββ objects/ # Game objects (enemies, targets)\n 219ββββ projectiles/ # Bullets, grenades, shrapnel\n 220ββββ ui/ # UI scripts\n 221ββββ data/ # Data definitions (calibers, etc.)\n 222β```\n 223β\n 224β### Naming Conventions\n 225β\n 226β- **GDScript files**: `snake_case.gd`\n 227β- **C# files**: `PascalCase.cs`\n 228β- **Scenes**: `PascalCase.tscn`\n 229β- **Resources**: `snake_case.tres`\n 230β\n 231β### Component Pattern\n 232β\n 233βUse reusable components for common functionality:\n 234β\n 235β```gdscript\n 236β# Good: Use component\n 237βvar health_component := HealthComponent.new()\n 238βhealth_component.set_max_health(100)\n 239βadd_child(health_component)\n 240β\n 241β# Bad: Inline health logic\n 242βvar health := 100\n 243βfunc take_damage(amount):\n 244β health -= amount\n 245β # Duplicated health logic...\n 246β```\n 247β\n 248β### Autoload Access\n 249β\n 250βAlways use null checks when accessing autoloads:\n 251β\n 252β```gdscript\n 253β# Good: Safe access\n 254βvar audio_manager = get_node_or_null(\"/root/AudioManager\")\n 255βif audio_manager and audio_manager.has_method(\"play_sound\"):\n 256β audio_manager.play_sound(\"res://sound.wav\")\n 257β\n 258β# Bad: Direct access\n 259βAudioManager.play_sound(\"res://sound.wav\") # Crashes if autoload missing\n 260β```\n 261β\n 262β## CI/CD Workflows\n 263β\n 264β### test.yml\n 265βRuns GUT tests on push/PR to ensure functionality is preserved.\n 266β\n 267β### architecture-check.yml\n 268βVerifies:\n 269β- Script line counts (max 5000 lines)\n 270β- class_name declarations in components\n 271β- Required folder structure\n 272β- snake_case naming convention\n 273β\n 274β### csharp-validation.yml\n 275β**Protection against C# build failures** (Issue #302):\n 276β- Validates C# code compiles with `dotnet build`\n 277β- Verifies assembly DLL is produced\n 278β- Catches errors that would cause \".NET assemblies not found\" in exports\n 279β\n 280β### interop-check.yml\n 281β**Protection against C#/GDScript integration issues** (Issue #302):\n 282β- Detects duplicate implementations across languages\n 283β- Checks scene signal connections to C# scripts\n 284β- Validates autoload references\n 285β- Warns about potential interoperability issues\n 286β\n 287β### gameplay-validation.yml\n 288β**Protection against critical gameplay breaking** (Issue #308):\n 289β- Validates enemy AI state machine integrity (required states, methods, variables)\n 290β- Detects dangerous code patterns (infinite loops, division by zero risks)\n 291β- Checks health component structure\n 292β- Validates counter/state reset signals\n 293β- Verifies scene-script references exist\n 294β- Warns when critical gameplay files are modified\n 295β\n 296βThis workflow was added to prevent issues like:\n 297β- PR #104, #296: Enemy AI completely broken (not moving, not taking damage)\n 298β- PR #127: Game counters broken (enemy count, ammo count)\n 299β- PR #155: Game crashes\n 300β- PR #157: Enemy vision/detection broken\n 301β\n 302β## Getting Help\n 303β\n 304β- Check existing issues for similar problems\n 305β- Review closed issues for context on past fixes\n 306β- Ask questions in the issue tracker before making large changes\n 307β\n 308β## License\n 309β\n 310βBy contributing, you agree that your contributions will be licensed under the same license as the project (see LICENSE file).\n 311β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":null,"session_id":"b0595cdf-1498-41f1-9c80-ad04aa50599d","uuid":"a0377603-552a-48ec-a833-fb2118e3c0fc","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305106509/CONTRIBUTING.md","content":"# Contributing to Godot Top-Down Template\n\nThank you for your interest in contributing! This document provides guidelines to help maintain code quality and prevent common issues.\n\n## Table of Contents\n\n- [Development Setup](#development-setup)\n- [Testing Guidelines](#testing-guidelines)\n- [Common Issues to Avoid](#common-issues-to-avoid)\n- [Pull Request Checklist](#pull-request-checklist)\n- [Architecture Guidelines](#architecture-guidelines)\n\n## Development Setup\n\n1. Clone the repository\n2. Open in Godot Engine 4.3+ (with .NET support for C# features)\n3. Run existing tests before making changes: `make test` or use the GUT addon\n\n## Testing Guidelines\n\n### Running Tests\n\nTests are located in `tests/unit/` and `tests/integration/`. Run them using:\n\n1. **In Godot**: Open the GUT addon panel and click \"Run All\"\n2. **Command Line**: Use the CI workflow command:\n ```bash\n godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests/unit,res://tests/integration -ginclude_subdirs -gexit\n ```\n\n### Writing Tests\n\n- **Every new feature MUST have tests** covering its core functionality\n- **Every bug fix MUST have a regression test** preventing the bug from returning\n- Use mock classes to test logic without requiring Godot scene tree\n- Follow the existing test patterns in `tests/unit/`\n\n### Test Coverage Requirements\n\nThe following areas have comprehensive test coverage:\n\n| Component | Test File | Coverage |\n|-----------|-----------|----------|\n| Audio Manager | `test_audio_manager.gd` | Sound playback, pools |\n| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\n| Enemy AI | `test_enemy.gd` | States, behaviors |\n| GOAP Planner | `test_goap_planner.gd` | Planning, actions |\n| Player | `test_player.gd` | Movement, shooting |\n| Health Component | `test_health_component.gd` | Damage, healing |\n| Vision Component | `test_vision_component.gd` | Detection, LOS |\n| Cover Component | `test_cover_component.gd` | Cover finding |\n| Grenade System | `test_grenade_base.gd` | Timer, throw physics |\n| Status Effects | `test_status_effects_manager.gd` | Blindness, stun |\n| Shrapnel | `test_shrapnel.gd` | Movement, ricochet |\n\n## Common Issues to Avoid\n\nBased on historical issues, please pay special attention to these areas:\n\n### 1. Self-Damage Bugs (Issue #241)\n**Problem**: Player bullets damaging the player\n**Solution**: Always use `shooter_id` tracking for projectiles\n```gdscript\n# Good: Track who fired the projectile\nvar shooter_id: int = -1\nfunc _on_body_entered(body):\n if body.get_instance_id() == shooter_id:\n return # Don't hit shooter\n```\n\n### 2. Shotgun Reload Regressions (Issues #213, #229, #232, #243)\n**Problem**: Shotgun reload functionality breaking after unrelated changes\n**Solution**:\n- Always run `test_magazine_inventory.gd` after weapon changes\n- Test both Simple and Sequence reload modes\n- Verify MMB + RMB interaction for shell loading\n\n### 3. Enemy Fire Rate Issues (Issue #228)\n**Problem**: Enemies ignoring weapon fire rate limits\n**Solution**: Use the weapon's `shoot_cooldown` property\n```gdscript\n# Good: Respect fire rate\nif _shoot_timer >= weapon.shoot_cooldown:\n shoot()\n _shoot_timer = 0.0\n```\n\n### 4. Feature Regression (Issue #232)\n**Problem**: Fixed functionality breaking in later commits\n**Solution**:\n- Write regression tests for every bug fix\n- Run full test suite before committing\n- Check closed issues for functionality that must be preserved\n\n### 5. C# Build Failures (Issue #302, PR #275)\n**Problem**: C# compilation errors cause \".NET assemblies not found\" in exports\n**Solution**:\n- Always run `dotnet build` locally before pushing C# changes\n- Check CI workflow `csharp-validation.yml` for build status\n- When modifying C# method signatures, search for all call sites\n\n```bash\n# Always verify C# builds before pushing\ndotnet build\n\n# Search for method usages before changing signatures\ngrep -rn \"MethodName\" Scripts/\n```\n\n### 6. C#/GDScript Interoperability Issues (Issue #302)\n**Problem**: C# and GDScript components getting out of sync\n**Solution**:\n- Keep duplicate implementations intentional and documented\n- Use `interop-check.yml` CI workflow to detect issues\n- When calling C# from GDScript, use `node.call(\"MethodName\")`\n\n```gdscript\n# Good: Safe cross-language call\nif node.has_method(\"TakeDamage\"):\n node.call(\"TakeDamage\", damage_amount)\n\n# Bad: Assumes C# method exists\nnode.TakeDamage(damage_amount) # May crash if C# failed to compile\n```\n\n### 7. Enemy AI Breaking (Issues #104, #296, #157, PR #308)\n**Problem**: Changes that completely break enemy behavior - enemies not moving, not taking damage, not detecting player\n**Solution**:\n- Never remove or rename critical methods: `_ready`, `_physics_process`, `on_hit`, `_on_death`, `_check_player_visibility`\n- Preserve required state variables: `_is_alive`, `_current_health`, `_current_state`, `_player`, `_can_see_player`\n- Maintain all AIState enum values (IDLE, COMBAT, SEEKING_COVER, etc.)\n- Test enemy behavior after ANY changes to `scripts/objects/enemy.gd` or `scripts/ai/`\n- Check `gameplay-validation.yml` CI workflow for issues\n\n```gdscript\n# Critical: Always check _is_alive in state updates\nfunc _physics_process(delta: float) -> void:\n if not _is_alive:\n return\n # ... rest of behavior\n\n# Critical: _on_death() must emit signal for proper counting\nfunc _on_death() -> void:\n _is_alive = false\n died.emit() # Required for enemy counting!\n```\n\n### 8. Game Counter Breaking (Issue #127)\n**Problem**: Enemy counters, ammo counters, or game state breaking after changes\n**Solution**:\n- Ensure `died` signal is emitted when enemy dies\n- Verify signal connections in GameManager/autoloads\n- Test that game properly ends after clearing all enemies\n- Test ammo display updates correctly during combat\n\n```gdscript\n# Critical: Always emit signals for counter updates\nfunc _on_death() -> void:\n _is_alive = false\n died.emit() # GameManager listens for this!\n died_with_info.emit(is_ricochet, is_penetration)\n\nfunc shoot() -> void:\n _current_ammo -= 1\n ammo_changed.emit(_current_ammo, _reserve_ammo) # UI listens for this!\n```\n\n### 9. Game Crashes (Issue #155)\n**Problem**: Changes causing the game to crash\n**Solution**:\n- Always add null checks before accessing nodes or properties\n- Verify PackedScene resources exist before instantiating\n- Use `is_instance_valid()` before accessing potentially freed nodes\n- Add error handling for file/resource loading\n\n```gdscript\n# Good: Safe scene instantiation\nif bullet_scene:\n var bullet = bullet_scene.instantiate()\n get_tree().root.add_child(bullet)\n\n# Good: Safe node access\nif is_instance_valid(_player):\n var dir = global_position.direction_to(_player.global_position)\n```\n\n## Pull Request Checklist\n\nBefore submitting a PR, verify:\n\n- [ ] **Tests pass**: All unit and integration tests pass\n- [ ] **New tests added**: For new features or bug fixes\n- [ ] **CI passes**: All workflows pass (`test.yml`, `architecture-check.yml`, `csharp-validation.yml`, `interop-check.yml`, `gameplay-validation.yml`)\n- [ ] **C# builds locally**: Run `dotnet build` for C# changes\n- [ ] **No regressions**: Related functionality still works\n- [ ] **Code follows style**: snake_case for GDScript, PascalCase for C#\n- [ ] **Line limits**: Scripts under 5000 lines (target: 800)\n- [ ] **class_name declared**: For components and AI states\n\n### Before Merging\n\n1. 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| [2026-01-25T01:41:34.594Z] [INFO] tes)\nβββ characters/ # Character scripts\nβββ components/ # Reusable components (HealthComponent, etc.)\nβββ effects/ # Visual effects\nβββ objects/ # Game objects (enemies, targets)\nβββ projectiles/ # Bullets, grenades, shrapnel\nβββ ui/ # UI scripts\nβββ data/ # Data definitions (calibers, etc.)\n```\n\n### Naming Conventions\n\n- **GDScript files**: `snake_case.gd`\n- **C# files**: `PascalCase.cs`\n- **Scenes**: `PascalCase.tscn`\n- **Resources**: `snake_case.tres`\n\n### Component Pattern\n\nUse reusable components for common functionality:\n\n```gdscript\n# Good: Use component\nvar health_component := HealthComponent.new()\nhealth_component.set_max_health(100)\nadd_child(health_component)\n\n# Bad: Inline health logic\nvar health := 100\nfunc take_damage(amount):\n health -= amount\n # Duplicated health logic...\n```\n\n### Autoload Access\n\nAlways use null checks when accessing autoloads:\n\n```gdscript\n# Good: Safe access\nvar audio_manager = get_node_or_null(\"/root/AudioManager\")\nif audio_manager and audio_manager.has_method(\"play_sound\"):\n audio_manager.play_sound(\"res://sound.wav\")\n\n# Bad: Direct access\nAudioManager.play_sound(\"res://sound.wav\") # Crashes if autoload missing\n```\n\n## CI/CD Workflows\n\n### test.yml\nRuns GUT tests on push/PR to ensure functionality is preserved.\n\n### architecture-check.yml\nVerifies:\n- Script line counts (max 5000 lines)\n- class_name declarations in components\n- Required folder structure\n- snake_case naming convention\n\n### csharp-validation.yml\n**Protection against C# build failures** (Issue #302):\n- Validates C# code compiles with `dotnet build`\n- Verifies assembly DLL is produced\n- Catches errors that would cause \".NET assemblies not found\" in exports\n\n### interop-check.yml\n**Protection against C#/GDScript integration issues** (Issue #302):\n- Detects duplicate implementations across languages\n- Checks scene signal connections to C# scripts\n- Validates autoload references\n- Warns about potential interoperability issues\n\n### gameplay-validation.yml\n**Protection against critical gameplay breaking** (Issue #308):\n- Validates enemy AI state machine integrity (required states, methods, variables)\n- Detects dangerous code patterns (infinite loops, division by zero risks)\n- Checks health component structure\n- Validates counter/state reset signals\n- Verifies scene-script references exist\n- Warns when critical gameplay files are modified\n\nThis workflow was added to prevent issues like:\n- PR #104, #296: Enemy AI completely broken (not moving, not taking damage)\n- PR #127: Game counters broken (enemy count, ammo count)\n- PR #155: Game crashes\n- PR #157: Enemy vision/detection broken\n\n## Getting Help\n\n- Check existing issues for similar problems\n- Review closed issues for context on past fixes\n- Ask questions in the issue tracker before making large changes\n\n## License\n\nBy contributing, you agree that your contributions will be licensed under the same license as the project (see LICENSE file).\n","numLines":311,"startLine":1,"totalLines":311}}} | |
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| "content": "# Case Study: Issue #73 - Multiple Sounds Being Cut Off\n\n## Issue Summary\n\n**Title:** fix when there are many sounds - some are not heard (fix kogda mnogo zvukov - nekotorye ne slyshno)\n**Repository:** Jhon-Crow/godot-topdown-MVP\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73\n\n## Requirements\n\nOriginal requirements (translated from Russian):\n1. Player shooting sounds are not heard when many other sounds are playing (falling casings, enemy fire, etc.)\n2. Reload sounds (e.g., shotgun) are not heard when many other sounds are playing\n3. **Goal**: Make it possible for an unlimited number of sounds to play simultaneously\n\n## Current Implementation Analysis\n\n### AudioManager Architecture\n\nThe current implementation (`scripts/autoload/audio_manager.gd`) uses a **fixed-size audio player pool**:\n\n```gdscript\n## Pool of AudioStreamPlayer nodes for non-positional sounds.\nvar _audio_pool: Array[AudioStreamPlayer] = []\n\n## Pool of AudioStreamPlayer2D nodes for positional sounds.\nvar _audio_2d_pool: Array[AudioStreamPlayer2D] = []\n\n## Number of audio players in each pool.\nconst POOL_SIZE: int = 16\n```\n\n### Root Cause\n\nWhen all 16 players in either pool are busy, the system **interrupts the first player** and reuses it:\n\n```gdscript\n## Gets an available non-positional audio player from the pool.\nfunc _get_available_player() -> AudioStreamPlayer:\n for player in _audio_pool:\n if not player.playing:\n return player\n # All players busy, return the first one (will interrupt it)\n return _audio_pool[0]\n```\n\nThis is a FIFO (First-In-First-Out) voice stealing approach that cuts off the oldest sound. In intense combat scenarios with:\n- Multiple weapon shots\n- Shell casings dropping\n- Enemy gunfire\n- Bullet impacts\n- Reload sequences\n\n...the pool of 16 players can easily be exhausted, causing important sounds like player gunfire and reload sequences to be cut off.\n\n### Sound Sources in the Game\n\nFrom the codebase analysis:\n\n| Sound Category | Example | Priority |\n|---------------|---------|----------|\n| Player shooting | M16, Shotgun, Silenced pistol | HIGH |\n| Reload sounds | Magazine in/out, bolt cycling, shell loading | HIGH |\n| Enemy shooting | Same weapon sounds | MEDIUM |\n| Shell casings | Rifle, pistol, shotgun casings | LOW |\n| Bullet impacts | Wall hits, ricochets | MEDIUM |\n| Grenades | Activation, throw, landing, explosion | HIGH |\n\n## Technical Background\n\n### Polyphony in Audio Systems\n\n**Polyphony** refers to the ability to play multiple sounds simultaneously. In game audio:\n\n1. **Hardware Voice Limit**: Sound hardware has a maximum number of simultaneous \"voices\" (typically 32-128 for modern systems)\n2. **Software Mixing**: Audio engines mix multiple sounds into a limited number of output channels\n3. **Voice Stealing**: When limits are reached, older/less important sounds are interrupted\n\n### Godot Audio Architecture\n\nGodot 4 introduced several mechanisms for handling multiple simultaneous sounds:\n\n#### 1. Max Polyphony Property\n\nEach `AudioStreamPlayer`, `AudioStreamPlayer2D`, and `AudioStreamPlayer3D` has a `max_polyphony` property:\n\n> By default Max Polyphony is set to 1, which means that no more than one instance of that sound can be playing at the same time. Setting a higher value means that the sound can be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n**Important**: When limit is exceeded, the **oldest sound is cut off**.\n\nSource: [Exploring the new audio features in Godot 4.0](https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40)\n\n#### 2. AudioStreamPolyphonic\n\nGodot 4 introduced `AudioStreamPolyphonic` for programmatic control over multiple sounds:\n\n```gdscript\nvar player = $SomeNode as AudioStreamPlayer\nplayer.stream = AudioStreamPolyphonic.new()\nvar playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic\nvar id = playback.play_stream(preload(\"res://Clip1.ogg\"))\n# Later: control the sound\nplayback.set_stream_volume(id, -6)\nplayback.stop_stream(id)\n```\n\nSource: [Godot AudioStreamPolyphonic Documentation](https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html)\n\n#### 3. Dynamic Player Creation\n\nCreate and destroy players as needed:\n\n```gdscript\nfunc _play_polyphonic(stream: AudioStream) -> void:\n var new_player := AudioStreamPlayer.new()\n new_player.stream = stream\n new_player.finished.connect(new_player.queue_free)\n get_tree().root.add_child(new_player)\n new_player.play()\n```\n\nSource: [Godot Forum - Best practices for multiple audio files](https://godotforums.org/d/30469-best-practices-for-multiple-audio-files)\n\n### AAA Game Audio Priority Systems\n\nProfessional game audio implements **priority-based voice management**:\n\n> The human ear cannot distinguish hundreds of independent channels of audio at any given time. It simply becomes a wall of sound, so there needs to be a limit put in place. Every instance of sound that occurs in the game has a direct impact on the amount of CPU being used by the audio engine.\n\n**Key concepts**:\n\n1. **Priority Levels**: Higher priority sounds trump lower priority ones\n2. **Voice Stealing**: Lower-priority sounds stop when limits are reached\n3. **Virtualization**: Sound data is tracked but not played, resuming later\n4. **Ducking**: Lower priority sounds are reduced in volume (not stopped)\n\nSource: [Splice Blog - How to design a dynamic game audio mix](https://splice.com/blog/dynamic-game-audio-mix/)\n\n### Priority Guidelines from Industry\n\nFrom AAA mixing practices:\n\n> Sounds that are in direct relation to the player character and visible on-screen should always be of high priority. In a third-person game with a fixed avatar, this can include everything from footsteps to spellcasting and weapon fire sounds, since their absence will be disorienting to the player and break immersion.\n\nSource: [AudioTechnology - Mixing AAA Videogames](https://www.audiotechnology.com/features/mixing-aaa-videogames)\n\n## Proposed Solutions\n\n### Solution 1: Increase Pool Size (Simple, Limited)\n\n**Approach**: Simply increase `POOL_SIZE` from 16 to a higher value (e.g., 32, 64).\n\n```gdscript\nconst POOL_SIZE: int = 64 # Increased from 16\n```\n\n**Pros**:\n- Simplest change (one line)\n- No architectural changes required\n- Works for most gameplay scenarios\n\n**Cons**:\n- Still has a hard limit\n- Memory usage increases\n- Not a complete solution for \"unlimited sounds\"\n- Does not implement priority system\n\n**Performance Note**:\n> Do not set this value higher than needed as it can potentially impact performance. This will probably only happen when using multiple AudioStreamPlayer nodes set with high polyphony playing at the same time.\n\nSource: [Exploring the new audio features in Godot 4.0](https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40)\n\n---\n\n### Solution 2: Dynamic Pool with Auto-Expansion (Recommended for \"Unlimited\")\n\n**Approach**: Allow the pool to grow dynamically when needed, with optional cleanup of unused players.\n\n```gdscript\n## Minimum pool size (preallocated)\nconst MIN_POOL_SIZE: int = 16\n\n## Maximum pool size (soft limit, can be disabled)\nconst MAX_POOL_SIZE: int = 128 # Set to -1 for truly unlimited\n\n## Gets an available player, creating a new one if needed\nfunc _get_available_player_2d() -> AudioStreamPlayer2D:\n # First, try to find an available player in existing pool\n for player in _audio_2d_pool:\n if not player.playing:\n return player\n\n # No available player - expand pool if allowed\n if MAX_POOL_SIZE == -1 or _audio_2d_pool.size() < MAX_POOL_SIZE:\n var new_player := AudioStreamPlayer2D.new()\n new_player.bus = \"Master\"\n new_player.max_distance = 2000.0\n add_child(new_player)\n _audio_2d_pool.append(new_player)\n return new_player\n\n # Pool is at maximum, return oldest (current behavior)\n return _audio_2d_pool[0]\n```\n\n**Optional**: Add periodic cleanup of idle players:\n\n```gdscript\nvar _cleanup_timer: float = 0.0\nconst CLEANUP_INTERVAL: float = 5.0\n\nfunc _process(delta: float) -> void:\n _cleanup_timer += delta\n if _cleanup_timer >= CLEANUP_INTERVAL:\n _cleanup_timer = 0.0\n _cleanup_idle_players()\n\nfunc _cleanup_idle_players() -> void:\n while _audio_2d_pool.size() > MIN_POOL_SIZE:\n var idle_player: AudioStreamPlayer2D = null\n for i in range(_audio_2d_pool.size() - 1, MIN_POOL_SIZE - 1, -1):\n if not _audio_2d_pool[i].playing:\n idle_player = _audio_2d_pool[i]\n _audio_2d_pool.remove_at(i)\n idle_player.queue_free()\n break\n if idle_player == null:\n break\n```\n\n**Pros**:\n- True \"unlimited\" sounds possible\n- Minimal changes to existing API\n- Automatic resource management\n- Scales with demand\n\n**Cons**:\n- More complex implementation\n- Potential memory growth in extreme cases\n- Still no priority system\n\n---\n\n### Solution 3: Priority-Based Voice Management (AAA Approach)\n\n**Approach**: Implement a priority system where important sounds (player actions) never get cut off.\n\n```gdscript\nenum SoundPriority {\n CRITICAL = 0, # Never cut off (player shooting, reloading)\n HIGH = 1, # Cut off last (enemy shooting, explosions)\n MEDIUM = 2, # Normal (bullet impacts)\n LOW = 3 # Cut off first (shell casings, ambient)\n}\n\nclass PlayingSound:\n var player: AudioStreamPlayer2D\n var priority: SoundPriority\n var start_time: float\n\nvar _playing_sounds: Array[PlayingSound] = []\n\nfunc play_sound_2d_with_priority(path: String, position: Vector2,\n volume_db: float, priority: SoundPriority) -> void:\n var stream := _get_stream(path)\n if stream == null:\n return\n\n var player := _get_available_player_by_priority(priority)\n if player == null:\n return # All slots taken by higher priority sounds\n\n player.stream = stream\n player.volume_db = volume_db\n player.global_position = position\n player.play()\n\n _register_playing_sound(player, priority)\n\nfunc _get_available_player_by_priority(priority: SoundPriority) -> AudioStreamPlayer2D:\n # First, find a free player\n for player in _audio_2d_pool:\n if not player.playing:\n return player\n\n # Find the lowest priority sound that we can steal from\n var lowest_priority: SoundPriority = priority\n var victim: PlayingSound = null\n\n for sound in _playing_sounds:\n if sound.priority > lowest_priority: # Lower value = higher priority\n lowest_priority = sound.priority\n victim = sound\n elif sound.priority == lowest_priority and victim != null:\n # Same priority, steal older sound\n if sound.start_time < victim.start_time:\n victim = sound\n\n if victim != null:\n return victim.player\n\n return null # Cannot steal - all sounds are higher priority\n```\n\n**Convenience Methods Update**:\n\n```gdscript\n## Player shooting - CRITICAL priority\nfunc play_m16_shot(position: Vector2) -> void:\n play_sound_2d_with_priority(M16_SHOTS[randi() % M16_SHOTS.size()],\n position, VOLUME_SHOT, SoundPriority.CRITICAL)\n\n## Shell casings - LOW priority (can be cut off)\nfunc play_shell_rifle(position: Vector2) -> void:\n play_sound_2d_with_priority(SHELL_RIFLE, position, VOLUME_SHELL,\n SoundPriority.LOW)\n\n## Reload sounds - CRITICAL priority\nfunc play_reload_mag_out(position: Vector2) -> void:\n play_sound_2d_with_priority(RELOAD_MAG_OUT, position, VOLUME_RELOAD,\n SoundPriority.CRITICAL)\n```\n\n**Pros**:\n- Player-critical sounds never cut off\n- Industry-standard approach\n- Predictable audio behavior\n- Excellent user experience\n\n**Cons**:\n- Most complex implementation\n- Requires updating all convenience methods\n- Need to carefully assign priorities\n\n---\n\n### Solution 4: Use AudioStreamPolyphonic (Modern Godot 4 Approach)\n\n**Approach**: Leverage Godot 4's built-in polyphonic audio system.\n\n```gdscript\nextends Node\n\nvar _poly_player: AudioStreamPlayer\nvar _poly_2d_player: AudioStreamPlayer2D\nvar _playback: AudioStreamPlaybackPolyphonic\nvar _playback_2d: AudioStreamPlaybackPolyphonic\n\nfunc _ready() -> void:\n # Set up polyphonic streams\n _poly_player = AudioStreamPlayer.new()\n var poly_stream := AudioStreamPolyphonic.new()\n poly_stream.polyphony = 128 # Set maximum concurrent sounds\n _poly_player.stream = poly_stream\n add_child(_poly_player)\n _poly_player.play()\n _playback = _poly_player.get_stream_playback()\n\n # Similar for 2D (but AudioStreamPolyphonic doesn't support 2D positioning directly)\n _preload_all_sounds()\n\nfunc play_sound(path: String, volume_db: float = 0.0) -> int:\n var stream := _get_stream(path)\n if stream == null:\n return AudioStreamPlaybackPolyphonic.INVALID_ID\n\n return _playback.play_stream(stream, 0.0, volume_db, 1.0)\n```\n\n**Note**: `AudioStreamPolyphonic` does not directly support 2D positioning. For positional audio, you'd need either:\n- Multiple `AudioStreamPlayer2D` nodes with polyphonic streams at different positions\n- A hybrid approach using standard pools for 2D audio\n\n**Pros**:\n- Native Godot 4 solution\n- Very efficient for non-positional sounds\n- Configurable polyphony limit\n\n**Cons**:\n- Does not support 2D/3D positioning directly\n- Requires hybrid approach for this game's needs\n- Returns INVALID_ID when polyphony limit reached\n\nSource: [Godot AudioStreamPlaybackPolyphonic Documentation](https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html)\n\n---\n\n### Solution 5: Existing Plugin/Addon Integration\n\n**Approach**: Use a well-maintained audio management addon.\n\n#### Option A: godot_sound_manager by nathanhoad\n\n> A simple music and sound effect player for Godot 4 that handles music crossfades, autodetects probable audio buses for sounds and music, and organizes sounds into UI sounds and local sounds.\n\n- **GitHub**: https://github.com/nathanhoad/godot_sound_manager\n- **Features**: Pooled audio players, music crossfading, bus detection\n- **Integration**: Copy `addons/sound_manager` to project\n\n#### Option B: Resonate by hugemenace (Deprecated)\n\n> An all-in-one sound and music management addon. The SoundManager automatically pools and orchestrates AudioStreamPlayers and gives control over the players when needed.\n\n- **GitHub**: https://github.com/hugemenace/resonate\n- **Features**: Pooled audio stream players, automatic 2D/3D space detection, polyphonic playback\n\n**Note**: This addon is marked as deprecated in the Godot Asset Library.\n\n#### Option C: Audio Manager Tutorial (KidsCanCode)\n\nRecipe-based approach with well-documented code:\n- **URL**: https://kidscancode.org/godot_recipes/4.x/audio/audio_manager/\n- **GitHub**: https://github.com/godotrecipes/audio_manager\n- Adapted from SFXPlayer by TheDuriel\n\n**Pros**:\n- Pre-built, tested solutions\n- Community-maintained\n- Documented best practices\n\n**Cons**:\n- External dependency\n- May need customization for this project's specific needs\n- Potential compatibility issues with future Godot versions\n\n---\n\n## Recommended Solution\n\nFor this project, I recommend **Solution 2 (Dynamic Pool with Auto-Expansion)** combined with elements of **Solution 3 (Priority-Based)**:\n\n### Implementation Plan\n\n1. **Phase 1**: Implement dynamic pool expansion\n - Allow pool to grow from 16 up to 128 players\n - Add cleanup mechanism for idle players\n - Minimal API changes\n\n2. **Phase 2**: Add basic priority system\n - Define priority levels for different sound types\n - Player actions (shooting, reloading) = CRITICAL\n - Shell casings, ambient = LOW\n - Oldest low-priority sounds cut first\n\n3. **Phase 3**: Optional - Add configurable settings\n - Allow users to set max pool size in game settings\n - Add audio quality setting that affects pool size\n\n### Estimated Changes\n\n| File | Changes |\n|------|---------|\n| `scripts/autoload/audio_manager.gd` | Add dynamic pool, priority enum, updated methods |\n| `tests/unit/test_audio_manager.gd` | Add tests for new functionality |\n\n## References\n\n### Official Godot Documentation\n- [AudioStreamPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html)\n- [AudioStreamPlaybackPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html)\n- [Audio Tutorials Index](https://docs.godotengine.org/en/stable/tutorials/audio/index.html)\n\n### Godot Feature Discussions\n- [Add polyphony to AudioStreamPlayer - Proposal #1827](https://github.com/godotengine/godot-proposals/issues/1827)\n- [Add AudioStreamPolyphonic PR #71855](https://github.com/godotengine/godot/pull/71855)\n- [AudioStreamPolyphonic not obvious how it works - Issue #9488](https://github.com/godotengine/godot-docs/issues/9488)\n\n### Game Audio Design Resources\n- [Splice - How to design a dynamic game audio mix](https://splice.com/blog/dynamic-game-audio-mix/)\n- [AudioTechnology - Mixing AAA Videogames](https://www.audiotechnology.com/features/mixing-aaa-videogames)\n- [Gamedeveloper - Game Audio Theory: Ducking](https://www.gamedeveloper.com/audio/game-audio-theory-ducking)\n- [The Game Audio Co - 5 Audio Pitfalls Every Developer Should Know](https://www.thegameaudioco.com/5-audio-pitfalls-every-game-developer-should-know)\n- [PulseGeek - Audio Pipeline Basics for Game Engines](https://pulsegeek.com/articles/audio-pipeline-basics-for-game-engines/)\n\n### Community Forums and Tutorials\n- [Godot Forum - Best way to handle lots of sound effects](https://forum.godotengine.org/t/best-way-to-handle-lots-of-sound-effect/87295)\n- [Godot Forum - How to play Polyphonic Audio through code](https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854)\n- [Blips.fm - Exploring the new audio features in Godot 4.0](https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40)\n- [KidsCanCode - Audio Manager Recipe](https://kidscancode.org/godot_recipes/4.x/audio/audio_manager/)\n\n### Audio Addons for Godot\n- [godot_sound_manager by nathanhoad](https://github.com/nathanhoad/godot_sound_manager)\n- [Resonate by hugemenace](https://github.com/hugemenace/resonate)\n- [godot-audio-manager by MarekZdun](https://github.com/MarekZdun/godot-audio-manager)\n- [Sound Manager by Xecestel](https://xecestel.itch.io/sound-manager-plugin)\n\n## Related Issues\n\n- Issue #84: Sound Propagation System (related audio implementation)\n" | |
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| "content": "# Case Study: Issue #73 - Multiple Sounds Being Cut Off\n\n## Issue Summary\n\n**Title:** fix when there are many sounds - some are not heard (fix kogda mnogo zvukov - nekotorye ne slyshno)\n**Repository:** Jhon-Crow/godot-topdown-MVP\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/73\n\n## Requirements\n\nOriginal requirements (translated from Russian):\n1. Player shooting sounds are not heard when many other sounds are playing (falling casings, enemy fire, etc.)\n2. Reload sounds (e.g., shotgun) are not heard when many other sounds are playing\n3. **Goal**: Make it possible for an unlimited number of sounds to play simultaneously\n\n## Current Implementation Analysis\n\n### AudioManager Architecture\n\nThe current implementation (`scripts/autoload/audio_manager.gd`) uses a **fixed-size audio player pool**:\n\n```gdscript\n## Pool of AudioStreamPlayer nodes for non-positional sounds.\nvar _audio_pool: Array[AudioStreamPlayer] = []\n\n## Pool of AudioStreamPlayer2D nodes for positional sounds.\nvar _audio_2d_pool: Array[AudioStreamPlayer2D] = []\n\n## Number of audio players in each pool.\nconst POOL_SIZE: int = 16\n```\n\n### Root Cause\n\nWhen all 16 players in either pool are busy, the system **interrupts the first player** and reuses it:\n\n```gdscript\n## Gets an available non-positional audio player from the pool.\nfunc _get_available_player() -> AudioStreamPlayer:\n for player in _audio_pool:\n if not player.playing:\n return player\n # All players busy, return the first one (will interrupt it)\n return _audio_pool[0]\n```\n\nThis is a FIFO (First-In-First-Out) voice stealing approach that cuts off the oldest sound. In intense combat scenarios with:\n- Multiple weapon shots\n- Shell casings dropping\n- Enemy gunfire\n- Bullet impacts\n- Reload sequences\n\n...the pool of 16 players can easily be exhausted, causing important sounds like player gunfire and reload sequences to be cut off.\n\n### Sound Sources in the Game\n\nFrom the codebase analysis:\n\n| Sound Category | Example | Priority |\n|---------------|---------|----------|\n| Player shooting | M16, Shotgun, Silenced pistol | HIGH |\n| Reload sounds | Magazine in/out, bolt cycling, shell loading | HIGH |\n| Enemy shooting | Same weapon sounds | MEDIUM |\n| Shell casings | Rifle, pistol, shotgun casings | LOW |\n| Bullet impacts | Wall hits, ricochets | MEDIUM |\n| Grenades | Activation, throw, landing, explosion | HIGH |\n\n## Technical Background\n\n### Polyphony in Audio Systems\n\n**Polyphony** refers to the ability to play multiple sounds simultaneously. In game audio:\n\n1. **Hardware Voice Limit**: Sound hardware has a maximum number of simultaneous \"voices\" (typically 32-128 for modern systems)\n2. **Software Mixing**: Audio engines mix multiple sounds into a limited number of output channels\n3. **Voice Stealing**: When limits are reached, older/less important sounds are interrupted\n\n### Godot Audio Architecture\n\nGodot 4 introduced several mechanisms for handling multiple simultaneous sounds:\n\n#### 1. Max Polyphony Property\n\nEach `AudioStreamPlayer`, `AudioStreamPlayer2D`, and `AudioStreamPlayer3D` has a `max_polyphony` property:\n\n> By default Max Polyphony is set to 1, which means that no more than one instance of that sound can be playing at the same time. Setting a higher value means that the sound can be instantiated multiple times, until the max number of polyphony voices defined is reached.\n\n**Important**: When limit is exceeded, the **oldest sound is cut off**.\n\nSource: [Exploring the new audio features in Godot 4.0](https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40)\n\n#### 2. AudioStreamPolyphonic\n\nGodot 4 introduced `AudioStreamPolyphonic` for programmatic control over multiple sounds:\n\n```gdscript\nvar player = $SomeNode as AudioStreamPlayer\nplayer.stream = AudioStreamPolyphonic.new()\nvar playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic\nvar id = playback.play_stream(preload(\"res://Clip1.ogg\"))\n# Later: control the sound\nplayback.set_stream_volume(id, -6)\nplayback.stop_stream(id)\n```\n\nSource: [Godot AudioStreamPolyphonic Documentation](https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html)\n\n#### 3. Dynamic Player Creation\n\nCreate and destroy players as needed:\n\n```gdscript\nfunc _play_polyphonic(stream: AudioStream) -> void:\n var new_player := AudioStreamPlayer.new()\n new_player.stream = stream\n new_player.finished.connect(new_player.queue_free)\n get_tree().root.add_child(new_player)\n new_player.play()\n```\n\nSource: [Godot Forum - Best practices for multiple audio files](https://godotforums.org/d/30469-best-practices-for-multiple-audio-files)\n\n### AAA Game Audio Priority Systems\n\nProfessional game audio implements **priority-based voice management**:\n\n> The human ear cannot distinguish hundreds of independent channels of audio at any given time. It simply becomes a wall of sound, so there needs to be a limit put in place. Every instance of sound that occurs in the game has a direct impact on the amount of CPU being used by the audio engine.\n\n**Key concepts**:\n\n1. **Priority Levels**: Higher priority sounds trump lower priority ones\n2. **Voice Stealing**: Lower-priority sounds stop when limits are reached\n3. **Virtualization**: Sound data is tracked but not played, resuming later\n4. **Ducking**: Lower priority sounds are reduced in volume (not stopped)\n\nSource: [Splice Blog - How to design a dynamic game audio mix](https://splice.com/blog/dynamic-game-audio-mix/)\n\n### Priority Guidelines from Industry\n\nFrom AAA mixing practices:\n\n> Sounds that are in direct relation to the player character and visible on-screen should always be of high priority. In a third-person game with a fixed avatar, this can include everything from footsteps to spellcasting and weapon fire sounds, since their absence will be disorienting to the player and break immersion.\n\nSource: [AudioTechnology - Mixing AAA Videogames](https://www.audiotechnology.com/features/mixing-aaa-videogames)\n\n## Proposed Solutions\n\n### Solution 1: Increase Pool Size (Simple, Limited)\n\n**Approach**: Simply increase `POOL_SIZE` from 16 to a higher value (e.g., 32, 64).\n\n```gdscript\nconst POOL_SIZE: int = 64 # Increased from 16\n```\n\n**Pros**:\n- Simplest change (one line)\n- No architectural changes required\n- Works for most gameplay scenarios\n\n**Cons**:\n- Still has a hard limit\n- Memory usage increases\n- Not a complete solution for \"unlimited sounds\"\n- Does not implement priority system\n\n**Performance Note**:\n> Do not set this value higher than needed as it can potentially impact performance. This will probably only happen when using multiple AudioStreamPlayer nodes set with high polyphony playing at the same time.\n\nSource: [Exploring the new audio features in Godot 4.0](https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40)\n\n---\n\n### Solution 2: Dynamic Pool with Auto-Expansion (Recommended for \"Unlimited\")\n\n**Approach**: Allow the pool to grow dynamically when needed, with optional cleanup of unused players.\n\n```gdscript\n## Minimum pool size (preallocated)\nconst MIN_POOL_SIZE: int = 16\n\n## Maximum pool size (soft limit, can be disabled)\nconst MAX_POOL_SIZE: int = 128 # Set to -1 for truly unlimited\n\n## Gets an available player, creating a new one if needed\nfunc _get_available_player_2d() -> AudioStreamPlayer2D:\n # First, try to find an available player in existing pool\n for player in _audio_2d_pool:\n if not player.playing:\n return player\n\n # No available player - expand pool if allowed\n if MAX_POOL_SIZE == -1 or _audio_2d_pool.size() < MAX_POOL_SIZE:\n var new_player := AudioStreamPlayer2D.new()\n new_player.bus = \"Master\"\n new_player.max_distance = 2000.0\n add_child(new_player)\n _audio_2d_pool.append(new_player)\n return new_player\n\n # Pool is at maximum, return oldest (current behavior)\n return _audio_2d_pool[0]\n```\n\n**Optional**: Add periodic cleanup of idle players:\n\n```gdscript\nvar _cleanup_timer: float = 0.0\nconst CLEANUP_INTERVAL: float = 5.0\n\nfunc _process(delta: float) -> void:\n _cleanup_timer += delta\n if _cleanup_timer >= CLEANUP_INTERVAL:\n _cleanup_timer = 0.0\n _cleanup_idle_players()\n\nfunc _cleanup_idle_players() -> void:\n while _audio_2d_pool.size() > MIN_POOL_SIZE:\n var idle_player: AudioStreamPlayer2D = null\n for i in range(_audio_2d_pool.size() - 1, MIN_POOL_SIZE - 1, -1):\n if not _audio_2d_pool[i].playing:\n idle_player = _audio_2d_pool[i]\n _audio_2d_pool.remove_at(i)\n idle_player.queue_free()\n break\n if idle_player == null:\n break\n```\n\n**Pros**:\n- True \"unlimited\" sounds possible\n- Minimal changes to existing API\n- Automatic resource management\n- Scales with demand\n\n**Cons**:\n- More complex implementation\n- Potential memory growth in extreme cases\n- Still no priority system\n\n---\n\n### Solution 3: Priority-Based Voice Management (AAA Approach)\n\n**Approach**: Implement a priority system where important sounds (player actions) never get cut off.\n\n```gdscript\nenum SoundPriority {\n CRITICAL = 0, # Never cut off (player shooting, reloading)\n HIGH = 1, # Cut off last (enemy shooting, explosions)\n MEDIUM = 2, # Normal (bullet impacts)\n LOW = 3 # Cut off first (shell casings, ambient)\n}\n\nclass PlayingSound:\n var player: AudioStreamPlayer2D\n var priority: SoundPriority\n var start_time: float\n\nvar _playing_sounds: Array[PlayingSound] = []\n\nfunc play_sound_2d_with_priority(path: String, position: Vector2,\n volume_db: float, priority: SoundPriority) -> void:\n var stream := _get_stream(path)\n if stream == null:\n return\n\n var player := _get_available_player_by_priority(priority)\n if player == null:\n return # All slots taken by higher priority sounds\n\n player.stream = stream\n player.volume_db = volume_db\n player.global_position = position\n player.play()\n\n _register_playing_sound(player, priority)\n\nfunc _get_available_player_by_priority(priority: SoundPriority) -> AudioStreamPlayer2D:\n # First, find a free player\n for player in _audio_2d_pool:\n if not player.playing:\n return player\n\n # Find the lowest priority sound that we can steal from\n var lowest_priority: SoundPriority = priority\n var victim: PlayingSound = null\n\n for sound in _playing_sounds:\n if sound.priority > lowest_priority: # Lower value = higher priority\n lowest_priority = sound.priority\n victim = sound\n elif sound.priority == lowest_priority and victim != null:\n # Same priority, steal older sound\n if sound.start_time < victim.start_time:\n victim = sound\n\n if victim != null:\n return victim.player\n\n return null # Cannot steal - all sounds are higher priority\n```\n\n**Convenience Methods Update**:\n\n```gdscript\n## Player shooting - CRITICAL priority\nfunc play_m16_shot(position: Vector2) -> void:\n play_sound_2d_with_priority(M16_SHOTS[randi() % M16_SHOTS.size()],\n position, VOLUME_SHOT, SoundPriority.CRITICAL)\n\n## Shell casings - LOW priority (can be cut off)\nfunc play_shell_rifle(position: Vector2) -> void:\n play_sound_2d_with_priority(SHELL_RIFLE, position, VOLUME_SHELL,\n SoundPriority.LOW)\n\n## Reload sounds - CRITICAL priority\nfunc play_reload_mag_out(position: Vector2) -> void:\n play_sound_2d_with_priority(RELOAD_MAG_OUT, position, VOLUME_RELOAD,\n SoundPriority.CRITICAL)\n```\n\n**Pros**:\n- Player-critical sounds never cut off\n- Industry-standard approach\n- Predictable audio behavior\n- Excellent user experience\n\n**Cons**:\n- Most complex implementation\n- Requires updating all convenience methods\n- Need to carefully assign priorities\n\n---\n\n### Solution 4: Use AudioStreamPolyphonic (Modern Godot 4 Approach)\n\n**Approach**: Leverage Godot 4's built-in polyphonic audio system.\n\n```gdscript\nextends Node\n\nvar _poly_player: AudioStreamPlayer\nvar _poly_2d_player: AudioStreamPlayer2D\nvar _playback: AudioStreamPlaybackPolyphonic\nvar _playback_2d: AudioStreamPlaybackPolyphonic\n\nfunc _ready() -> void:\n # Set up polyphonic streams\n _poly_player = AudioStreamPlayer.new()\n var poly_stream := AudioStreamPolyphonic.new()\n poly_stream.polyphony = 128 # Set maximum concurrent sounds\n _poly_player.stream = poly_stream\n add_child(_poly_player)\n _poly_player.play()\n _playback = _poly_player.get_stream_playback()\n\n # Similar for 2D (but AudioStreamPolyphonic doesn't support 2D positioning directly)\n _preload_all_sounds()\n\nfunc play_sound(path: String, volume_db: float = 0.0) -> int:\n var stream := _get_stream(path)\n if stream == null:\n return AudioStreamPlaybackPolyphonic.INVALID_ID\n\n return _playback.play_stream(stream, 0.0, volume_db, 1.0)\n```\n\n**Note**: `AudioStreamPolyphonic` does not directly support 2D positioning. For positional audio, you'd need either:\n- Multiple `AudioStreamPlayer2D` nodes with polyphonic streams at different positions\n- A hybrid approach using standard pools for 2D audio\n\n**Pros**:\n- Native Godot 4 solution\n- Very efficient for non-positional sounds\n- Configurable polyphony limit\n\n**Cons**:\n- Does not support 2D/3D positioning directly\n- Requires hybrid approach for this game's needs\n- Returns INVALID_ID when polyphony limit reached\n\nSource: [Godot AudioStreamPlaybackPolyphonic Documentation](https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html)\n\n---\n\n### Solution 5: Existing Plugin/Addon Integration\n\n**Approach**: Use a well-maintained audio management addon.\n\n#### Option A: godot_sound_manager by nathanhoad\n\n> A simple music and sound effect player for Godot 4 that handles music crossfades, autodetects probable audio buses for sounds and music, and organizes sounds into UI sounds and local sounds.\n\n- **GitHub**: https://github.com/nathanhoad/godot_sound_manager\n- **Features**: Pooled audio players, music crossfading, bus detection\n- **Integration**: Copy `addons/sound_manager` to project\n\n#### Option B: Resonate by hugemenace (Deprecated)\n\n> An all-in-one sound and music management addon. The SoundManager automatically pools and orchestrates AudioStreamPlayers and gives control over the players when needed.\n\n- **GitHub**: https://github.com/hugemenace/resonate\n- **Features**: Pooled audio stream players, automatic 2D/3D space detection, polyphonic playback\n\n**Note**: This addon is marked as deprecated in the Godot Asset Library.\n\n#### Option C: Audio Manager Tutorial (KidsCanCode)\n\nRecipe-based approach with well-documented code:\n- **URL**: https://kidscancode.org/godot_recipes/4.x/audio/audio_manager/\n- **GitHub**: https://github.com/godotrecipes/audio_manager\n- Adapted from SFXPlayer by TheDuriel\n\n**Pros**:\n- Pre-built, tested solutions\n- Community-maintained\n- Documented best practices\n\n**Cons**:\n- External dependency\n- May need customization for this project's specific needs\n- Potential compatibility issues with future Godot versions\n\n---\n\n## Recommended Solution\n\nFor this project, I recommend **Solution 2 (Dynamic Pool with Auto-Expansion)** combined with elements of **Solution 3 (Priority-Based)**:\n\n### Implementation Plan\n\n1. **Phase 1**: Implement dynamic pool expansion\n - Allow pool to grow from 16 up to 128 players\n - Add cleanup mechanism for idle players\n - Minimal API changes\n\n2. **Phase 2**: Add basic priority system\n - Define priority levels for different sound types\n - Player actions (shooting, reloading) = CRITICAL\n - Shell casings, ambient = LOW\n - Oldest low-priority sounds cut first\n\n3. **Phase 3**: Optional - Add configurable settings\n - Allow users to set max pool size in game settings\n - Add audio quality setting that affects pool size\n\n### Estimated Changes\n\n| File | Changes |\n|------|---------|\n| `scripts/autoload/audio_manager.gd` | Add dynamic pool, priority enum, updated methods |\n| `tests/unit/test_audio_manager.gd` | Add tests for new functionality |\n\n## References\n\n### Official Godot Documentation\n- [AudioStreamPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreampolyphonic.html)\n- [AudioStreamPlaybackPolyphonic](https://docs.godotengine.org/en/stable/classes/class_audiostreamplaybackpolyphonic.html)\n- [Audio Tutorials Index](https://docs.godotengine.org/en/stable/tutorials/audio/index.html)\n\n### Godot Feature Discussions\n- [Add polyphony to AudioStreamPlayer - Proposal #1827](https://github.com/godotengine/godot-proposals/issues/1827)\n- [Add AudioStreamPolyphonic PR #71855](https://github.com/godotengine/godot/pull/71855)\n- [AudioStreamPolyphonic not obvious how it works - Issue #9488](https://github.com/godotengine/godot-docs/issues/9488)\n\n### Game Audio Design Resources\n- [Splice - How to design a dynamic game audio mix](https://splice.com/blog/dynamic-game-audio-mix/)\n- [AudioTechnology - Mixing AAA Videogames](https://www.audiotechnology.com/features/mixing-aaa-videogames)\n- [Gamedeveloper - Game Audio Theory: Ducking](https://www.gamedeveloper.com/audio/game-audio-theory-ducking)\n- [The Game Audio Co - 5 Audio Pitfalls Every Developer Should Know](https://www.thegameaudioco.com/5-audio-pitfalls-every-game-developer-should-know)\n- [PulseGeek - Audio Pipeline Basics for Game Engines](https://pulsegeek.com/articles/audio-pipeline-basics-for-game-engines/)\n\n### Community Forums and Tutorials\n- [Godot Forum - Best way to handle lots of sound effects](https://forum.godotengine.org/t/best-way-to-handle-lots-of-sound-effect/87295)\n- [Godot Forum - How to play Polyphonic Audio through code](https://forum.godotengine.org/t/how-to-play-polyphonic-audio-through-code/37854)\n- [Blips.fm - Exploring the new audio features in Godot 4.0](https://blog.blips.fm/articles/exploring-the-new-audio-features-in-godot-40)\n- [KidsCanCode - Audio Manager Recipe](https://kidscancode.org/godot_recipes/4.x/audio/audio_manager/)\n\n### Audio Addons for Godot\n- [godot_sound_manager by nathanhoad](https://github.com/nathanhoad/godot_sound_manager)\n- [Resonate by hugemenace](https://github.com/hugemenace/resonate)\n- [godot-audio-manager by MarekZdun](https://github.com/MarekZdun/godot-audio-manager)\n- [Sound Manager by Xecestel](https://xecestel.itch.io/sound-manager-plugin)\n\n## Related Issues\n\n- Issue #84: Sound Propagation System (related audio implementation)\n", | |
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| [2026-01-25T01:44:32.229Z] [INFO] { | |
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| "text": "I've completed the case study analysis for issue #73. Here's a summary of what was done:\n\n## Case Study Complete\n\n**Issue #73**: Multiple sounds being cut off when many sounds play simultaneously\n\n### Root Cause Identified\n\nThe `AudioManager` uses a **fixed pool of 16 audio players** (`POOL_SIZE = 16`). When all players are busy, the system interrupts the oldest sound to reuse its player. In intense combat scenarios, this causes important sounds like player gunfire and reload sequences to be cut off.\n\n### 5 Solutions Proposed\n\n1. **Increase Pool Size** (Simple) - Change from 16 to 64 players\n2. **Dynamic Pool with Auto-Expansion** (Recommended) - Let pool grow dynamically with cleanup of idle players\n3. **Priority-Based Voice Management** (AAA Approach) - Player actions = CRITICAL priority, shell casings = LOW priority\n4. **AudioStreamPolyphonic** (Modern Godot 4) - Use Godot's built-in polyphonic audio\n5. **Plugin Integration** - Use existing addons like [godot_sound_manager](https://github.com/nathanhoad/godot_sound_manager)\n\n### Recommended Solution\n\nCombination of **Solution 2** (Dynamic Pool) and **Solution 3** (Priority System):\n- Allow pool to grow from 16 up to 128 players\n- Add cleanup mechanism for idle players \n- Assign priority levels: player shooting/reloading = CRITICAL, shell casings = LOW\n- Oldest low-priority sounds get cut first\n\n### Case Study Document\n\nCreated comprehensive documentation at `docs/case-studies/issue-73/README.md` with:\n- Current implementation analysis\n- Technical background on audio polyphony\n- Industry best practices from AAA games\n- Detailed code examples for each solution\n- References to official Godot docs, community forums, and audio addons\n\n**Pull Request**: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/362" | |
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| "result": "I've completed the case study analysis for issue #73. Here's a summary of what was done:\n\n## Case Study Complete\n\n**Issue #73**: Multiple sounds being cut off when many sounds play simultaneously\n\n### Root Cause Identified\n\nThe `AudioManager` uses a **fixed pool of 16 audio players** (`POOL_SIZE = 16`). When all players are busy, the system interrupts the oldest sound to reuse its player. In intense combat scenarios, this causes important sounds like player gunfire and reload sequences to be cut off.\n\n### 5 Solutions Proposed\n\n1. **Increase Pool Size** (Simple) - Change from 16 to 64 players\n2. **Dynamic Pool with Auto-Expansion** (Recommended) - Let pool grow dynamically with cleanup of idle players\n3. **Priority-Based Voice Management** (AAA Approach) - Player actions = CRITICAL priority, shell casings = LOW priority\n4. **AudioStreamPolyphonic** (Modern Godot 4) - Use Godot's built-in polyphonic audio\n5. **Plugin Integration** - Use existing addons like [godot_sound_manager](https://github.com/nathanhoad/godot_sound_manager)\n\n### Recommended Solution\n\nCombination of **Solution 2** (Dynamic Pool) and **Solution 3** (Priority System):\n- Allow pool to grow from 16 up to 128 players\n- Add cleanup mechanism for idle players \n- Assign priority levels: player shooting/reloading = CRITICAL, shell casings = LOW\n- Oldest low-priority sounds get cut first\n\n### Case Study Document\n\nCreated comprehensive documentation at `docs/case-studies/issue-73/README.md` with:\n- Current implementation analysis\n- Technical background on audio polyphony\n- Industry best practices from AAA games\n- Detailed code examples for each solution\n- References to official Godot docs, community forums, and audio addons\n\n**Pull Request**: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/362", | |
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| [2026-01-25T01:44:32.306Z] [INFO] π° Anthropic official cost captured from success result: $2.211429 | |
| [2026-01-25T01:44:32.838Z] [INFO] | |
| β Claude command completed | |
| [2026-01-25T01:44:32.839Z] [INFO] π Total messages: 0, Tool uses: 0 | |
| [2026-01-25T01:44:32.930Z] [INFO] | |
| π° Token Usage Summary: | |
| [2026-01-25T01:44:32.931Z] [INFO] | |
| π Claude Opus 4.5: | |
| [2026-01-25T01:44:32.932Z] [INFO] Model ID: claude-opus-4-5-20251101 | |
| [2026-01-25T01:44:32.932Z] [INFO] Provider: Anthropic | |
| [2026-01-25T01:44:32.932Z] [INFO] Context window: 200 000 tokens | |
| [2026-01-25T01:44:32.933Z] [INFO] Max output: 64 000 tokens | |
| [2026-01-25T01:44:32.933Z] [INFO] Input modalities: text, image, pdf | |
| [2026-01-25T01:44:32.933Z] [INFO] Output modalities: text | |
| [2026-01-25T01:44:32.933Z] [INFO] Knowledge cutoff: 2025-03-31 | |
| [2026-01-25T01:44:32.933Z] [INFO] Released: 2025-11-01 | |
| [2026-01-25T01:44:32.933Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls | |
| [2026-01-25T01:44:32.934Z] [INFO] Open weights: No | |
| [2026-01-25T01:44:32.934Z] [INFO] | |
| [2026-01-25T01:44:32.934Z] [INFO] Usage: | |
| [2026-01-25T01:44:32.934Z] [INFO] Input tokens: 12 772 | |
| [2026-01-25T01:44:32.934Z] [INFO] Cache creation tokens: 133 197 | |
| [2026-01-25T01:44:32.935Z] [INFO] Cache read tokens: 2 545 155 | |
| [2026-01-25T01:44:32.935Z] [INFO] Output tokens: 417 | |
| [2026-01-25T01:44:32.935Z] [INFO] | |
| [2026-01-25T01:44:32.935Z] [INFO] Cost Calculation (USD): | |
| [2026-01-25T01:44:32.936Z] [INFO] Input: 12 772 tokens Γ $5/M = $0.063860 | |
| [2026-01-25T01:44:32.936Z] [INFO] Cache write: 133 197 tokens Γ $6.25/M = $0.832481 | |
| [2026-01-25T01:44:32.936Z] [INFO] Cache read: 2 545 155 tokens Γ $0.5/M = $1.272577 | |
| [2026-01-25T01:44:32.937Z] [INFO] Output: 417 tokens Γ $25/M = $0.010425 | |
| [2026-01-25T01:44:32.937Z] [INFO] βββββββββββββββββββββββββββββββββ | |
| [2026-01-25T01:44:32.937Z] [INFO] Total: $2.179344 | |
| [2026-01-25T01:44:32.937Z] [INFO] | |
| π Token Budget Statistics: | |
| [2026-01-25T01:44:32.938Z] [INFO] Context window: | |
| [2026-01-25T01:44:32.938Z] [INFO] Used: 2 691 124 tokens | |
| [2026-01-25T01:44:32.938Z] [INFO] Limit: 200 000 tokens | |
| [2026-01-25T01:44:32.938Z] [INFO] Ratio: 13.4556 (1345.56%) | |
| [2026-01-25T01:44:32.938Z] [INFO] Output tokens: | |
| [2026-01-25T01:44:32.939Z] [INFO] Used: 417 tokens | |
| [2026-01-25T01:44:32.939Z] [INFO] Limit: 64 000 tokens | |
| [2026-01-25T01:44:32.939Z] [INFO] Ratio: 0.0065 (0.65%) | |
| [2026-01-25T01:44:32.939Z] [INFO] Total session tokens: 146 386 | |
| [2026-01-25T01:44:32.939Z] [INFO] | |
| π° Cost estimation: | |
| [2026-01-25T01:44:32.939Z] [INFO] Public pricing estimate: $2.179344 USD | |
| [2026-01-25T01:44:32.940Z] [INFO] Calculated by Anthropic: $2.211429 USD | |
| [2026-01-25T01:44:32.940Z] [INFO] Difference: $0.032086 (+1.47%) | |
| [2026-01-25T01:44:32.940Z] [INFO] Total tokens: 146 386 | |
| [2026-01-25T01:44:32.940Z] [INFO] | |
| π‘ To continue this session in Claude Code interactive mode: | |
| [2026-01-25T01:44:32.940Z] [INFO] (cd "/tmp/gh-issue-solver-1769305106509" && claude --resume b0595cdf-1498-41f1-9c80-ad04aa50599d --model opus) | |
| [2026-01-25T01:44:32.941Z] [INFO] | |
| π Checking for uncommitted changes... | |
| [2026-01-25T01:44:33.017Z] [INFO] β No uncommitted changes found | |
| [2026-01-25T01:44:33.087Z] [INFO] π Cleanup: Reverting CLAUDE.md commit | |
| [2026-01-25T01:44:33.087Z] [INFO] Using saved commit hash: 53ce563... | |
| [2026-01-25T01:44:33.087Z] [INFO] Checking if CLAUDE.md was modified since initial commit... | |
| [2026-01-25T01:44:33.146Z] [INFO] No modifications detected, using standard git revert... | |
| [2026-01-25T01:44:33.221Z] [INFO] π¦ Committed: CLAUDE.md revert | |
| [2026-01-25T01:44:34.028Z] [INFO] π€ Pushed: CLAUDE.md revert to GitHub | |
| [2026-01-25T01:44:34.029Z] [INFO] | |
| === Session Summary === | |
| [2026-01-25T01:44:34.030Z] [INFO] β Session ID: b0595cdf-1498-41f1-9c80-ad04aa50599d | |
| [2026-01-25T01:44:34.030Z] [INFO] β Complete log file: /home/hive/b0595cdf-1498-41f1-9c80-ad04aa50599d.log | |
| [2026-01-25T01:44:34.030Z] [INFO] | |
| [2026-01-25T01:44:34.030Z] [INFO] π‘ To continue this session in Claude Code interactive mode: | |
| [2026-01-25T01:44:34.030Z] [INFO] | |
| [2026-01-25T01:44:34.031Z] [INFO] (cd "/tmp/gh-issue-solver-1769305106509" && claude --resume b0595cdf-1498-41f1-9c80-ad04aa50599d --model opus) | |
| [2026-01-25T01:44:34.031Z] [INFO] | |
| [2026-01-25T01:44:34.031Z] [INFO] | |
| π Searching for created pull requests or comments... | |
| [2026-01-25T01:44:34.374Z] [INFO] | |
| π Checking for pull requests from branch issue-73-ace88bc8e9f5... | |
| [2026-01-25T01:44:34.983Z] [INFO] β Found pull request #362: "docs: case study for issue #73 - multiple sounds cut off" | |
| [2026-01-25T01:44:35.350Z] [INFO] π Updating PR body to link issue #73... | |
| [2026-01-25T01:44:36.602Z] [INFO] β Updated PR body to include "Fixes Jhon-Crow/godot-topdown-MVP#73" | |
| [2026-01-25T01:44:36.602Z] [INFO] π Converting PR from draft to ready for review... | |
| [2026-01-25T01:44:37.579Z] [INFO] β PR converted to ready for review | |
| [2026-01-25T01:44:37.580Z] [INFO] | |
| π Uploading solution draft log to Pull Request... | |
| [2026-01-25T01:44:37.646Z] [INFO] π° Calculated cost: $2.179344 |
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