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This week, I added the sound effects and finished the process of moving SD2020 to SDR.
For the original SD2020, I wrote and used a sound queue system. In Game Maker, if multiple sound effects are programmed to be played on the same tick, then the software plays all of them instantaneously. In cases when these multiple sound effects are copies of each other, the result is one very loud sound effect. My queue system was designed to check if a sound effect is to be played on the same tick, and does not allow multiple copies of it to be played at the same time, to prevent audio spikes.
Unfortunately, Godot seems to lack the tools to make an equivalent to this system. I managed to make an approximation that seems to work fine, but it is not perfect, like it was in SD2020.
Regardless, all sound effects from SD2020 have been moved to SDR. With a bonus sound effect for the Splitter whenever it is activated. This sound effect was borrowed from the unused sound effect for the unused Lamia powerup mechanic.
With the sound effects added, Sunrise Doll R is now a worthy successor to Sunrise Doll 2020, and its development can finally enter the uncharted waters of designing the main campaign. As for now, I will focus on creating means for downloading and playing SDR. The link will be provided on the index page.
As a bonus, here is the third and final background of SD2020, but not the final of SDR, as is: