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megaproxy d819c13a9d Phase 18 — Audio (music director + SFX catalog + bus wiring)
Adds an AudioManager autoload with three buses (Master, Music routed to
Master, SFX routed to Master), a small catalog of looping music + one-shot
SFX, and a single persistent AudioStreamPlayer for the music director.

Music
* Day and night loops swap on Clock.phase_changed (night during the night
  phase, day everywhere else). Tracks pulled from Retro Farming Music 1
  (day) and Cozy Melodies Pack 1 (night), both loopable OGG.

SFX
* Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick.
* EventBus.pawn_took_damage → combat_hit (Sword Pack 1).
* EventBus.storyteller_event_fired → ui_confirm sting.
* EventBus.alert_added → ui_click.
* play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't
  saturate the mixer.

Settings + suspend
* SettingsMenu master/music/sfx sliders now live-bind to the bus dB via
  Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The
  ambient slider is intentionally unwired; no ambient bus this pass.
* NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to
  match the existing "no background sim" rule. Resume + focus restore it.

Bundle housekeeping
* Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro
  Farming Music 1) extracted in place to keep pack identity intact for
  the license/credits string. 8 OGG files curated into audio/ at ~5.3MB.

Verified end-to-end via MCP runtime: buses online, day_loop plays at
boot, manual phase swap day→night→day round-trips, slider linear→dB
mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 18:54:36 +01:00
.claude Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
art Door sprite — swap castle gate for 1-tile FG_Village cabin door 2026-05-12 16:11:05 +01:00
audio Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
autoload Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
data Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
docs Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
scenes Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
tests Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
tools Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
.gitignore Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
.mcp.json Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
CLAUDE.md Wire Godot MCP Pro and tiered subagents (mirrors tavernkeep) 2026-05-10 19:26:54 +01:00
icon.svg Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00
icon.svg.import Make main scene root Node2D so editor defaults to 2D view 2026-05-10 20:19:09 +01:00
memory.md Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
project.godot Phase 18 — Audio (music director + SFX catalog + bus wiring) 2026-05-15 18:54:36 +01:00
README.md Phase 0 scaffold + asset audit findings 2026-05-10 20:09:11 +01:00

rimlike

A 2D, tile-based cute-farming-RPG-meets-colony-sim for mobile and handheld. Rimworld DNA, Going Medieval × Stardew lodestars. Built on Godot 4.

Working title rimlike — rename TBD.

Working in this repo

On a fresh clone

The proprietary Godot MCP Pro addon is gitignored. Re-copy from the local install before opening the project:

cp -r /mnt/d/godot/mcp/addons/godot_mcp ./addons/

Then open project.godot in Godot 4.6+. Project → Project Settings → Plugins → enable Godot MCP Pro. Look for the green dot in the "MCP Pro" bottom panel.

Engine

Godot 4.6.2 stable, GDScript only, GL Compatibility renderer (max mobile reach), 16×16 pixel art (texture filter = nearest, pixel snap on).