A robot vacuum (scripts/Roomba.gd, kind=steel) docks near spawn, lifeless, and deploys the moment the first thing in the site breaks: the cleaner arrives because there is mess. It patrols, sniffs out debris within 5 m, and eats it — each shard shrinks into the intake, beeps smugly, and takes 2 points off your score. Dent it (crowbar and up — the matrix already knew) and it panics and flees at 2.7x cruise. A sledgehammer genuinely kills it, at which point the payslip bills you for a destroyed Roomba, because it was company property and you were seen. Voice is three synthesized chirps, no assets. Not spawned in LEVEL 0 — nothing cute lives in the Backrooms. Docked = genuinely asleep, so probe_levels stays 0.00. dev/probe_roomba.gd measures the contract: docked at spawn, wakes on first smash, shard dropped in its path is eaten within 5 s and the score goes down. ROOMBA OK. probe_levels 6x 0.00 m/s - probe_overlap CLEAN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
227 lines
6.8 KiB
GDScript
227 lines
6.8 KiB
GDScript
extends Smashable
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class_name Roomba
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## The anti-combo antagonist: a robot vacuum that patrols the site EATING YOUR DEBRIS,
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## and every shard it eats comes off your score. It is company property (steel), so the
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## weapon matrix already knows what to do with it: bare hands clank off it, a crowbar
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## dents it (it panics and flees), and a sledgehammer genuinely kills it — at which point
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## the payslip bills you for a destroyed Roomba, because of course it does.
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##
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## It spawns DOCKED and lifeless, and deploys the moment the first thing in the site
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## breaks: the cleaner arrives because there is mess. (This is also what keeps
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## probe_levels honest — a docked Roomba is genuinely at rest.)
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##
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## All audio synthesized in _ready — no assets. House rule: nothing explains it.
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signal ate_debris(at: Vector3)
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const CRUISE := 0.85 ## m/s while patrolling
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const PANIC := 2.3 ## m/s while fleeing a dent
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const SNIFF := 5.0 ## debris detection radius
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const DRIVE := 26.0 ## N of forward push (mass ~4)
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const RETARGET_S := 3.0
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var _awake := false
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var _panic_left := 0.0
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var _flee_dir := Vector3.ZERO
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var _target := Vector3.ZERO
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var _retarget := 0.0
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var _eaten := 0
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var _mouth: Area3D
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var _speaker: AudioStreamPlayer3D
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var _snd_beep: AudioStreamWAV
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var _snd_panic: AudioStreamWAV
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var _snd_slurp: AudioStreamWAV
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func _init() -> void:
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kind = "steel"
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start_frozen = false
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func _ready() -> void:
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super._ready()
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add_to_group("roomba")
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name = "roomba"
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mass = 4.0
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can_sleep = true # docked it sleeps; wake() flips this off
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angular_damp = 6.0 # a hockey puck, not a tumbling die
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linear_damp = 0.8
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center_of_mass_mode = RigidBody3D.CENTER_OF_MASS_MODE_CUSTOM
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center_of_mass = Vector3(0, 0.02, 0)
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# --- the body: a dark disc with a bump, one bright ring so it reads at a glance ---
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var disc := MeshInstance3D.new()
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var cm := CylinderMesh.new()
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cm.top_radius = 0.17
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cm.bottom_radius = 0.17
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cm.height = 0.09
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disc.mesh = cm
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var mat := StandardMaterial3D.new()
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mat.albedo_color = Color(0.16, 0.16, 0.18)
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mat.roughness = 0.4
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mat.metallic = 0.3
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disc.material_override = mat
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disc.position.y = 0.045
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add_child(disc)
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var ring := MeshInstance3D.new()
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var rm := TorusMesh.new()
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rm.inner_radius = 0.055
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rm.outer_radius = 0.075
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ring.mesh = rm
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var rmat := StandardMaterial3D.new()
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rmat.albedo_color = Color(0.95, 0.55, 0.15)
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rmat.emission_enabled = true
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rmat.emission = Color(0.95, 0.55, 0.15)
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rmat.emission_energy_multiplier = 0.7
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ring.material_override = rmat
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ring.position.y = 0.092
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add_child(ring)
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var col := CollisionShape3D.new()
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var cs := CylinderShape3D.new()
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cs.radius = 0.17
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cs.height = 0.09
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col.shape = cs
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col.position.y = 0.045
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add_child(col)
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# --- the mouth: debris that touches this gets eaten ---
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_mouth = Area3D.new()
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var ms := CollisionShape3D.new()
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var msph := SphereShape3D.new()
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msph.radius = 0.26
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ms.shape = msph
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ms.position.y = 0.05
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_mouth.add_child(ms)
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add_child(_mouth)
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_mouth.body_entered.connect(_on_mouth)
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# --- voice ---
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_snd_beep = _wav(_chirp([880.0, 1320.0], 0.09))
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_snd_panic = _wav(_chirp([1560.0, 990.0, 620.0], 0.07))
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_snd_slurp = _wav(_noise_swoosh(0.16))
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_speaker = AudioStreamPlayer3D.new()
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_speaker.unit_size = 5.0
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add_child(_speaker)
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damaged.connect(_on_dented)
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## Deployed by Main on the first smash in the site. Until then: docked, silent, asleep.
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func wake() -> void:
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if _awake or is_broken():
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return
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_awake = true
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can_sleep = false
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sleeping = false
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_say(_snd_beep)
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_retarget = 0.0
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func _physics_process(dt: float) -> void:
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super._physics_process(dt)
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if not _awake or freeze or is_broken():
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return
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var speed_cap := CRUISE
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var dir: Vector3
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if _panic_left > 0.0:
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_panic_left -= dt
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dir = _flee_dir
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speed_cap = PANIC
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else:
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_retarget -= dt
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if _retarget <= 0.0:
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_retarget = RETARGET_S
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_pick_target()
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dir = _target - global_position
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dir.y = 0.0
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if dir.length() < 0.4:
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_retarget = 0.0
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dir = Vector3.ZERO
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else:
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dir = dir.normalized()
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if dir != Vector3.ZERO and linear_velocity.length() < speed_cap:
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apply_central_force(dir * DRIVE * (2.0 if _panic_left > 0.0 else 1.0))
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## Nearest debris in sniff range beats a random wander point.
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func _pick_target() -> void:
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var best_d := SNIFF * SNIFF
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var best := Vector3.INF
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for n in get_tree().get_nodes_in_group("debris"):
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var b := n as Node3D
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if b == null:
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continue
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var d := (b.global_position - global_position).length_squared()
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if d < best_d:
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best_d = d
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best = b.global_position
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if best != Vector3.INF:
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_target = best
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else:
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var a := randf() * TAU
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_target = global_position + Vector3(cos(a), 0.0, sin(a)) * randf_range(2.0, 5.0)
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if randf() < 0.25:
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_say(_snd_beep) # contented patrol beep, occasionally
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func _on_mouth(b: Node) -> void:
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if not _awake or not (b is RigidBody3D) or not b.is_in_group("debris"):
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return
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var rb := b as RigidBody3D
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_eaten += 1
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_say(_snd_slurp)
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ate_debris.emit(rb.global_position)
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# the shard shrinks into the intake rather than blinking out
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rb.freeze = true
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var tw := create_tween()
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tw.tween_property(rb, "scale", Vector3.ONE * 0.05, 0.22)
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tw.tween_callback(rb.queue_free)
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## A dent means someone hit it with something heavy enough to matter: panic and flee.
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func _on_dented(_kind: String, at: Vector3, _frac: float) -> void:
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wake()
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_flee_dir = (global_position - at)
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_flee_dir.y = 0.0
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_flee_dir = _flee_dir.normalized() if _flee_dir.length() > 0.01 else Vector3.FORWARD
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_panic_left = 2.5
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_say(_snd_panic)
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# ---------------------------------------------------------------- tiny synth voice
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func _say(w: AudioStreamWAV) -> void:
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if _speaker == null or w == null:
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return
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_speaker.stream = w
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_speaker.pitch_scale = randf_range(0.96, 1.05)
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_speaker.play()
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func _wav(samples: PackedFloat32Array) -> AudioStreamWAV:
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var w := AudioStreamWAV.new()
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w.format = AudioStreamWAV.FORMAT_16_BITS
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w.mix_rate = 22050
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w.stereo = false
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var bytes := PackedByteArray()
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bytes.resize(samples.size() * 2)
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for i in samples.size():
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bytes.encode_s16(i * 2, int(clampf(samples[i], -1.0, 1.0) * 32767.0))
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w.data = bytes
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return w
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## A little sequence of pure tones — the entire emotional range of a robot vacuum.
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func _chirp(freqs: Array, per: float) -> PackedFloat32Array:
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var rate := 22050
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var n := int(rate * per * freqs.size())
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var out := PackedFloat32Array()
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out.resize(n)
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var per_n := int(rate * per)
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for i in n:
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var seg := mini(i / per_n, freqs.size() - 1)
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var t := float(i) / float(rate)
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var env := sin(PI * float(i % per_n) / float(per_n))
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out[i] = sin(TAU * float(freqs[seg]) * t) * 0.4 * env
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return out
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func _noise_swoosh(dur: float) -> PackedFloat32Array:
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var rate := 22050
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var n := int(rate * dur)
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var out := PackedFloat32Array()
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out.resize(n)
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for i in n:
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var f := float(i) / float(n)
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out[i] = (randf() * 2.0 - 1.0) * 0.35 * sin(PI * f) * (0.4 + 0.6 * f)
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return out
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