orbit/js/combat
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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Bullet.js
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CamShake.js
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Combat.js
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CombatHud.js
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CombatScene.js Use dedicated combat SFX voices for cannon, hit, and enemy laser 2026-09-19 19:07:50 -06:00
CombatSfx.js Use dedicated combat SFX voices for cannon, hit, and enemy laser 2026-09-19 19:07:50 -06:00
CombatSystem.js Use dedicated combat SFX voices for cannon, hit, and enemy laser 2026-09-19 19:07:50 -06:00
EnemyShip.js
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EnemyTypes.js
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Fx.js
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StarDrift.js
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Waves.js
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XpManager.js
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main.js
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