added some sound triggers and holes in the map
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53
Scripts/audio_options.gd
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53
Scripts/audio_options.gd
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extends VBoxContainer
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@export var master_input: SpinBox
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@export var master_slider: HSlider
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@export var music_input: SpinBox
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@export var music_slider: HSlider
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@export var sfx_input: SpinBox
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@export var sfx_slider: HSlider
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func _ready() -> void:
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master_input.value = Data.audio.master
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master_slider.value = Data.audio.master
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music_input.value = Data.audio.music
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music_slider.value = Data.audio.music
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sfx_input.value = Data.audio.sfx
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sfx_slider.value = Data.audio.sfx
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func _on_master_spin_box_value_changed(value: float) -> void:
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master_slider.value = value
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Data.audio.master = value
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value / 100.0))
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func _on_master_h_slider_value_changed(value: float) -> void:
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master_input.value = value
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Data.audio.master = value
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value / 100.0))
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func _on_music_spin_box_value_changed(value: float) -> void:
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music_slider.value = value
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Data.audio.music = value
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(value / 100.0))
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func _on_music_h_slider_value_changed(value: float) -> void:
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music_input.value = value
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Data.audio.music = value
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(value / 100.0))
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func _on_sfx_spin_box_value_changed(value: float) -> void:
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sfx_slider.value = value
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Data.audio.sfx = value
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value / 100.0))
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func _on_sfx_h_slider_value_changed(value: float) -> void:
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sfx_input.value = value
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Data.audio.sfx = value
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value / 100.0))
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