death sounds, build sounds, better audio management

This commit is contained in:
Ian Woods 2026-06-30 23:12:27 -07:00
parent a7b2d1854d
commit 9f25844657
26 changed files with 313 additions and 12 deletions

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@ -0,0 +1,42 @@
// Assets/_Project/Scripts/Combat/EnemyDeathSound.cs
using TD.Audio;
using TD.Gameplay;
using UnityEngine;
namespace TD.Combat
{
/// <summary>
/// Local-only audio for enemy death. Subscribes to <see cref="EnemyHealth.OnDiedClient"/>
/// and plays a randomly chosen clip from <see cref="deathClips"/>.
/// Attach to any enemy prefab and assign its clips in the Inspector.
/// </summary>
[RequireComponent(typeof(EnemyHealth))]
public class EnemyDeathSound : MonoBehaviour
{
[SerializeField] private SoundConfig[] deathSounds;
private EnemyHealth enemyHealth;
private void Awake()
{
enemyHealth = GetComponent<EnemyHealth>();
}
private void OnEnable()
{
if (enemyHealth != null) enemyHealth.OnDiedClient += HandleDied;
}
private void OnDisable()
{
if (enemyHealth != null) enemyHealth.OnDiedClient -= HandleDied;
}
private void HandleDied()
{
if (deathSounds == null || deathSounds.Length == 0) return;
var sound = deathSounds[Random.Range(0, deathSounds.Length)];
AudioManager.Instance?.Play(sound.clip, AudioCategory.EnemyHitDeath, sound.RandomPitch(), sound.volume);
}
}
}

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fileFormatVersion: 2
guid: 9df6fea9a86daafae998f8eecc44ee7d

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@ -17,12 +17,7 @@ namespace TD.Combat
[RequireComponent(typeof(TowerCombat))]
public class TeslaTowerFireSound : MonoBehaviour
{
[Tooltip("Sound played each time the coil discharges.")]
[SerializeField] private AudioClip fireClip;
[Tooltip("Pitch is randomized within this range each shot to avoid a mechanical loop.")]
[SerializeField] private float minPitch = 0.93f;
[SerializeField] private float maxPitch = 1.07f;
[SerializeField] private SoundConfig fireSound;
private TowerCombat combat;
@ -43,7 +38,7 @@ namespace TD.Combat
private void HandleAreaFired(Vector3[] positions)
{
AudioManager.Instance?.Play(fireClip, AudioCategory.TowerFire, Random.Range(minPitch, maxPitch));
AudioManager.Instance?.Play(fireSound.clip, AudioCategory.TowerFire, fireSound.RandomPitch(), fireSound.volume);
}
}
}

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// Assets/_Project/Scripts/Combat/TowerBuiltSound.cs
using TD.Audio;
using TD.Gameplay;
using UnityEngine;
namespace TD.Combat
{
/// <summary>
/// Local-only audio for tower construction completion. Subscribes to
/// <see cref="TowerInstance.OnBuiltClient"/> and plays a sound on every peer
/// when the tower finishes building.
/// Attach to any tower prefab and assign its clip in the Inspector.
/// </summary>
[RequireComponent(typeof(TowerInstance))]
public class TowerBuiltSound : MonoBehaviour
{
[SerializeField] private SoundConfig builtSound;
private TowerInstance towerInstance;
private void Awake()
{
towerInstance = GetComponent<TowerInstance>();
}
private void OnEnable()
{
if (towerInstance != null) towerInstance.OnBuiltClient += HandleBuilt;
}
private void OnDisable()
{
if (towerInstance != null) towerInstance.OnBuiltClient -= HandleBuilt;
}
private void HandleBuilt()
{
AudioManager.Instance?.Play(builtSound.clip, AudioCategory.UI, builtSound.RandomPitch(), builtSound.volume);
}
}
}

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fileFormatVersion: 2
guid: ce512ec39eb6a8f079c7b258a4d0ced1