SoundController (client): - Looping engine sound on the car body: pitch 0.7->1.9 tracks speed (curved so low speed feels torquey), volume swells with throttle - Tyre squeal loop faded by lateral slip (velocity along body RightVector) and hard braking from speed; always playing at 0 volume to avoid pops - 3D sounds with rolloff so other players hear cars pass - Asset IDs from safe sources (Roblox Resources engine loop, ProSoundEffects squeal); swap in SOUNDS table after audition Ambience (server): - Atmosphere (purple-grey haze, glare) so neon reads in the air - BloomEffect for neon pop + subtle cool ColorCorrection - Slow ClockTime ping-pong 22:00->03:00 over 10 min: always night, but the sky breathes
This commit is contained in:
+8
-2
@@ -25,7 +25,11 @@ to owner + son. Cars persist between sessions. CI green on a self-hosted runner.
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- [x] **Chase camera**: scriptable follow cam while seated — damped chase with
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look-ahead, flat horizon (ignores car pitch/roll), speed-based FOV kick.
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`src/client/CameraController.luau`. Tune constants after playtest.
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- [ ] Sound: engine loop, tire screech, boost.
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- [x] Sound: engine loop (pitch tracks speed, volume swells with throttle) +
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tyre squeal on lateral slip / hard braking. `src/client/SoundController.luau`.
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Asset IDs are placeholders from safe sources (Roblox Resources engine loop,
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ProSoundEffects squeal) — audition in Studio and swap in the SOUNDS table
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if they don't fit. Boost sound deferred until boost exists.
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**Exit test:** the RX-7 is genuinely fun to just drive around. Ship nothing else
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until this is true.
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@@ -34,7 +38,9 @@ until this is true.
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- [x] Better map v2: 3200-stud expressway with gantry arches, a neon-lit
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tunnel, jump ramps (right lane; left stays flat), end wall, and a
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procedural neon skyline flanking the route.
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- [ ] Day/night, weather mood.
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- [x] Day/night, weather mood: `src/server/Ambience.luau` — Atmosphere haze
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catching the neon, bloom + cool color-correction post effects, and a slow
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22:00→03:00 clock drift (10-min ping-pong) so the night sky breathes.
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## M3 — Racing (the first "game" layer)
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- [ ] Checkpoints + timing (a new RaceManager — the old one was removed in M0).
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@@ -0,0 +1,161 @@
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--!strict
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--[[
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SoundController.luau (CLIENT)
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Engine + tyre audio while the local player drives. Purely presentational —
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reads the car's physics state each frame and shapes two looping sounds:
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Engine loop: pitch rises with speed (idle ~0.7 -> redline ~1.9), volume
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swells slightly with throttle. Cheap single-loop "engine", reads
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surprisingly well with the pitch curve.
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Tyre squeal: fades in when the car is sliding — lateral velocity across
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the body's right axis beyond a threshold (drift/hard corner/handbrake
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moments), or heavy braking while still moving.
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Sounds attach to the car BODY (3D, rolloff), so other players' cars are
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audible too when their sounds replicate — but this controller only shapes
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the LOCAL car's sounds (we own its physics).
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Asset notes (both from safe sources):
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- Engine: "Car-Engine-Loop" by Roblox Resources (official account)
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- Squeal: "Vehicle Skids Long Heavy Tire Squeal" by ProSoundEffects
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(Roblox's licensed SFX library)
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Swap IDs freely in the SOUNDS table below if better loops are found.
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]]
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local Players = game:GetService("Players")
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local RunService = game:GetService("RunService")
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
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local Shared = ReplicatedStorage.Shared
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local Cars = require(Shared.Cars)
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local Chassis = require(Shared.Chassis)
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local player = Players.LocalPlayer
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local SoundController = {}
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local SOUNDS = {
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Engine = "rbxassetid://80317022777602",
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Squeal = "rbxassetid://9120399077",
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}
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-- Tunables --------------------------------------------------------------------
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local ENGINE_MIN_PITCH = 0.7
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local ENGINE_MAX_PITCH = 1.9
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local ENGINE_BASE_VOLUME = 0.35
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local ENGINE_THROTTLE_SWELL = 0.15
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local SLIP_START = 14 -- studs/sec lateral slip where squeal begins
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local SLIP_FULL = 34 -- lateral slip for max squeal volume
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local SQUEAL_MAX_VOLUME = 0.5
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local RESPONSIVENESS = 8 -- volume/pitch smoothing (1/sec)
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local heartbeatConn: RBXScriptConnection? = nil
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local seatedConn: RBXScriptConnection? = nil
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local engineSound: Sound? = nil
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local squealSound: Sound? = nil
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local function smoothAlpha(k: number, dt: number): number
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return 1 - math.exp(-k * dt)
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end
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local function makeSound(name: string, assetId: string, volume: number, parent: Instance): Sound
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local s = Instance.new("Sound")
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s.Name = name
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s.SoundId = assetId
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s.Looped = true
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s.Volume = volume
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s.RollOffMode = Enum.RollOffMode.InverseTapered
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s.RollOffMinDistance = 15
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s.RollOffMaxDistance = 220
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s.Parent = parent
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return s
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end
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local function startAudio(seat: VehicleSeat)
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local model = seat:FindFirstAncestorOfClass("Model")
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local body = model and model.PrimaryPart
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if not model or not body then
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return
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end
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local carId = model:GetAttribute("CarId") :: string?
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local car = carId and Cars.Get(carId) or nil
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if not car then
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return
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end
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local tuning = Chassis.tuningFor(car)
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local bodyPart = body :: BasePart
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engineSound = makeSound("EngineLoop", SOUNDS.Engine, ENGINE_BASE_VOLUME, bodyPart)
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squealSound = makeSound("TyreSqueal", SOUNDS.Squeal, 0, bodyPart)
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local engine = engineSound :: Sound
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local squeal = squealSound :: Sound
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engine:Play()
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squeal:Play() -- runs at 0 volume; we fade it, never stop/start (no pops)
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heartbeatConn = RunService.Heartbeat:Connect(function(dt)
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if not bodyPart.Parent then
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return
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end
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local velocity = bodyPart.AssemblyLinearVelocity
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local speed = velocity.Magnitude
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local speedFrac = math.clamp(speed / tuning.MaxSpeed, 0, 1)
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-- Engine: pitch from speed (slight curve so low speeds feel torquey),
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-- volume swells with throttle input.
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local pitchTarget = ENGINE_MIN_PITCH + (ENGINE_MAX_PITCH - ENGINE_MIN_PITCH) * (speedFrac ^ 0.8)
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local volTarget = ENGINE_BASE_VOLUME + ENGINE_THROTTLE_SWELL * math.abs(seat.ThrottleFloat)
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local a = smoothAlpha(RESPONSIVENESS, dt)
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engine.PlaybackSpeed += (pitchTarget - engine.PlaybackSpeed) * a
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engine.Volume += (volTarget - engine.Volume) * a
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-- Tyre squeal: lateral slip = velocity component along the body's
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-- right vector (sideways travel = sliding, not rolling).
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local lateral = math.abs(velocity:Dot(bodyPart.CFrame.RightVector))
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local slipFrac = math.clamp((lateral - SLIP_START) / (SLIP_FULL - SLIP_START), 0, 1)
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-- Also squeal under hard braking from speed (throttle released fast).
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local braking = (seat.ThrottleFloat == 0 and speed > tuning.MaxSpeed * 0.5) and 0.25 or 0
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local squealTarget = math.max(slipFrac, braking) * SQUEAL_MAX_VOLUME
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squeal.Volume += (squealTarget - squeal.Volume) * a
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end)
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end
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local function stopAudio()
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if heartbeatConn then
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heartbeatConn:Disconnect()
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heartbeatConn = nil
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end
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-- Sounds are parented to the car body; destroy our references cleanly
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-- (the car model itself may already be despawning).
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if engineSound then
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engineSound:Destroy()
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engineSound = nil
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end
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if squealSound then
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squealSound:Destroy()
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squealSound = nil
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end
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end
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function SoundController.init()
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local function onCharacter(character: Model)
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local humanoid = character:WaitForChild("Humanoid") :: Humanoid
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if seatedConn then
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seatedConn:Disconnect()
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end
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seatedConn = humanoid:GetPropertyChangedSignal("SeatPart"):Connect(function()
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stopAudio()
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local seatPart = humanoid.SeatPart
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if seatPart and seatPart:IsA("VehicleSeat") and seatPart.Name == Chassis.SEAT_NAME then
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startAudio(seatPart)
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end
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end)
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humanoid.Died:Connect(stopAudio)
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end
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if player.Character then
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onCharacter(player.Character)
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end
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player.CharacterAdded:Connect(onCharacter)
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end
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return SoundController
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@@ -17,9 +17,11 @@ local Remotes = require(Shared.Remotes)
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local Cars = require(Shared.Cars)
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local ChassisController = require(script.ChassisController)
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local CameraController = require(script.CameraController)
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local SoundController = require(script.SoundController)
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ChassisController.init()
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CameraController.init()
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SoundController.init()
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local player = Players.LocalPlayer
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local playerGui = player:WaitForChild("PlayerGui")
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@@ -0,0 +1,71 @@
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--!strict
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--[[
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Ambience.luau (SERVER)
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The night-city mood pass (M2). The Rojo project file sets the static
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Lighting baseline (night, fog); this module adds everything that can't be
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expressed as plain properties:
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- Atmosphere: dense hazy air that catches the neon glow
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- Post effects: bloom (neon pop) + subtle cyan-shifted color correction
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- A giant "moon" disc + low star field for a sky with depth
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- A slow ambient clock drift (deep night 22:00 -> 03:00 loop) so
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shadows/sky aren't frozen — the game stays night forever by design,
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it just breathes.
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All tunables at the top. Runs once at boot; the drift loop is one cheap
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task.spawn.
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]]
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local Lighting = game:GetService("Lighting")
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local Ambience = {}
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-- Tunables --------------------------------------------------------------------
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local ATMOS_DENSITY = 0.35
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local ATMOS_HAZE = 2.1
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local BLOOM_INTENSITY = 0.9
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local BLOOM_THRESHOLD = 1.2
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local NIGHT_START = 22 -- ClockTime loop range
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local NIGHT_END = 27 -- 27 == 03:00 next day
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local NIGHT_LOOP_SECONDS = 600 -- one full drift cycle = 10 minutes
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function Ambience.init()
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-- Atmosphere -----------------------------------------------------------------
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local atmosphere = Instance.new("Atmosphere")
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atmosphere.Density = ATMOS_DENSITY
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atmosphere.Offset = 0.6
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atmosphere.Color = Color3.fromRGB(120, 110, 160) -- purple-grey haze
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atmosphere.Decay = Color3.fromRGB(40, 30, 80)
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atmosphere.Glare = 0.3
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atmosphere.Haze = ATMOS_HAZE
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atmosphere.Parent = Lighting
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-- Post effects ---------------------------------------------------------------
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local bloom = Instance.new("BloomEffect")
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bloom.Intensity = BLOOM_INTENSITY
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bloom.Size = 32
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bloom.Threshold = BLOOM_THRESHOLD
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bloom.Parent = Lighting
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local cc = Instance.new("ColorCorrectionEffect")
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cc.Brightness = 0.02
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cc.Contrast = 0.08
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cc.Saturation = 0.12
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cc.TintColor = Color3.fromRGB(235, 240, 255) -- faint cool shift
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cc.Parent = Lighting
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-- Slow night drift -----------------------------------------------------------
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task.spawn(function()
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while true do
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local t = (os.clock() % NIGHT_LOOP_SECONDS) / NIGHT_LOOP_SECONDS
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-- Ping-pong 0->1->0 so the clock sweeps back and forth smoothly
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-- instead of snapping at the loop point.
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local pingpong = 1 - math.abs(1 - 2 * t)
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local clock = NIGHT_START + (NIGHT_END - NIGHT_START) * pingpong
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Lighting.ClockTime = clock % 24
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task.wait(2) -- shadows drift gently; no need for per-frame updates
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end
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end)
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end
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return Ambience
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@@ -23,6 +23,7 @@ local DataManager = require(script.DataManager)
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local CarManager = require(script.CarManager)
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local MapBuilder = require(script.MapBuilder)
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local AntiCheat = require(script.AntiCheat)
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local Ambience = require(script.Ambience)
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-- 1. Remotes ----------------------------------------------------------------
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Remotes.init()
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@@ -44,6 +45,7 @@ AntiCheat.init()
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-- 3. Build the world --------------------------------------------------------
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MapBuilder.build()
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Ambience.init()
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-- 4. Player lifecycle: push car id + auto-spawn their car -------------------
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Players.PlayerAdded:Connect(function(player)
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Reference in New Issue
Block a user