Add sound effects issue #5#68
Conversation
…ion bug - Added dynamic conveyor creation for MultiSink level (3+ conveyors) - Maintained safety check for BasicEventFlow to prevent crash - Fixed level.gd to initialize before scene change (not after) - Resolves issue where MultiSink failed during full game playthrough - Addresses maintainer feedback about connection limits Fixes knative-extensions#55
- Created AudioManager singleton for centralized audio control - Added looping construction sound with audio ducking - Added click sounds for source and destination selection - Added poof sound when events are filtered out - Added success/fail sounds for level completion - Integrated existing sound assets from SoundEffects folder Fixes knative-extensions#5
|
Hi @ankitajana21, @Cali0707 and @zainabhusain227, Sound effects integration is complete! All 6 sound assets are now integrated with:
I've attached the demo video showing the implementation. Ready for review! Fixes #5 |
|
@Itx-Psycho0 |
Removed commented-out code for conveyor creation safety checks and streamlined the create_conveyor function.
|
@ankitajana21 Fixed! Thanks so much for the review and for catching that! Really appreciate your guidance. I've cleaned up ConveyerController.gd and removed all the unrelated changes from PR #56. It now only contains the sound effect line as it should. Thanks for helping me learn proper PR practices! Ready for re-review! |
|
Thanks for working on this. |
|
Hey @Itx-Psycho0 can you fix the merge conflict on this PR? |
|
Merge conflict resolved! The sound effect call in event_box.gd is now properly integrated. Ready for final review . |
|
[APPROVALNOTIFIER] This PR is APPROVED This pull-request has been approved by: Cali0707, Itx-Psycho0 The full list of commands accepted by this bot can be found here. The pull request process is described here DetailsNeeds approval from an approver in each of these files:
Approvers can indicate their approval by writing |
Summary
Integrates existing sound assets to enhance game user experience with audio feedback for all player interactions. (Fixes #5 )
Changes Made
New Files
Scripts/AudioManager.gd- Singleton for centralized audio control with duckingModified Files
Scripts/event_box.gd- Added click sound when selecting sourceScripts/SinkClick.gd- Added click sound when selecting destinationScripts/ConveyerController.gd- Added looping construction soundScripts/draggable_filter.gd- Added poof sound when box is filteredScripts/level.gd- Added success/fail soundsproject.godot- Added AudioManager autoloadSound Effects Integrated
sfx_click_start.wav - Plays when clicking source/box
sfx_click_end.wav - Plays when clicking destination/sink
sfx_construction.wav - Loops continuously after first belt created, auto-ducks when other sounds play
sfx_poof.wav - Plays when event doesn't pass through filter
sfx_level_clear.wav - Plays on level success
sfx_level_fail.wav - Plays on level failure
Technical Details
finishedsignal for reliable looping in Godot 4.xTesting
All sounds play at appropriate trigger points
Construction sound loops continuously throughout level
Audio ducking works smoothly (background quiets for foreground)
Construction sound stops on level completion/failure
No audio clipping or overlap issues
Tested across all game levels (BasicEventFlow, BoxClick, MultiSink, DlqPattern)
No performance impact
Demo Video
Screen.Recording.2026-01-30.213830.mp4
Fixes #5