Submissions from 2025-08-29 to 2025-08-30 (1 total)

Built complete contextual hurt sound system with weighted randomization


  • [X] Complete HurtSoundDatabaseSO system with weighted random selection
  • [X] Refactor DamageInfo to thread context through all actors
  • [X] organized files and namespaces
  • [X] protagonist hurt sound integrated
  • [ ] Need more sound effects for more variance to make it less repetitive its not enough to just pitch them differntly tho it works for now.

Went full on the hurt sound system today!

What started as "just add a dog hurt sound" turned into architecting a complete audio feedback infrastructure. Dependencies man. 🫠

  1. Started with basic hurt sound module concept
  2. Added doggo hurt sound for testing
  3. Built the weighted database system
  4. Integrated everything through the damage pipeline
  5. Cleaned up architecture and file organization
  • Context-based selection ("light" vs "heavy" damage sounds)
  • Extensible to any actor type without code changes