orbit/js
Brian Fertig 0bd93369a5 Use dedicated combat SFX voices for cannon, hit, and enemy laser
- Split the shared `fire` event into `cannon_fire`, `cannon_hit`, and `fire` so each weapon gets its own distinct voice
- Add three new sound assets (combat-mass-cannon, combat-mass-cannon-hit, combat-laser) to data/sfx.json and load them in GameScene
- Remove the 0.45 volume multiplier on enemy fire; the laser now plays at full volume since it has its own voice
- Update CombatSfx event map, both combat contexts (CombatScene, CombatSystem), dev tests, and README to reflect the ten-event SFX set
2026-09-19 19:07:50 -06:00
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build
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combat Use dedicated combat SFX voices for cannon, hit, and enemy laser 2026-09-19 19:07:50 -06:00
comms
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config
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dev
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economy Record per-bay cargo purchase costs and use them as the profit baseline 2026-09-19 13:40:27 -06:00
entities Color route marks by destination kind 2026-09-19 12:38:56 -06:00
galaxy
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mining
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quests
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reputation
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research
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save Record per-bay cargo purchase costs and use them as the profit baseline 2026-09-19 13:40:27 -06:00
scan
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scenes Use dedicated combat SFX voices for cannon, hit, and enemy laser 2026-09-19 19:07:50 -06:00
ship Record per-bay cargo purchase costs and use them as the profit baseline 2026-09-19 13:40:27 -06:00
tether
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ui Add level-up marquee beat for combat level landings 2026-09-19 18:42:21 -06:00
utils
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vendor
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vignettes
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visuals
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main.js
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