Feat/fix bug enemies y bosses#397
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Update audio SFX for EnemiesLVL1/Bouncer: remove obsolete files (Die.wav, Hit.wav, bouncer_atack.wav, bouncer_rebote.wav) and add new files (bouncer_damage.wav, bouncer_death.wav, bouncer_jump.wav). This standardizes naming and refreshes the damage, death and jump sound effects.
Replace Bouncer sound asset references and disable some playback calls. LoadFx paths updated to use bouncer_jump, bouncer_damage and bouncer_death; the bouncer_atack load was commented out. Corresponding PlayBouncerFx calls for attack and rebound were removed/commented to prevent redundant/undesired playback. The bouncer_death.wav asset was also updated in the repo.
Rename and normalize SpiderCandy audio assets (remove spaces and standardize to snake_case), delete old files, and add new fx files (walk, death, inflarse, walk). Update EnemyCarmel to use new fx IDs and paths: idle/move/attack IDs renamed to walk/roll/blowup (and attack sound no longer played on collision). Play blowup fx on BLOWUP transition and load all new audio paths. This aligns asset names with code and centralizes audio behavior changes for the SpiderCandy enemy.
Add a new dive sound for the Drowning Plush and play it on relevant Boss1 state transitions. A new audio asset (Drowingplush_sumergirse.wav) was added and an existing mouth sound was updated. Introduces a new fxDive_ member in include/Boss1.h, loads it in Boss1::Start(), and triggers audio.PlayFxSpatial(fxDive_, position) when transitioning to DIVE and DEATH; the JUMP transition now plays fxDive_ alongside fxJump_.
Increase Player::STEP_COOLDOWN from 550.0f to 750.0f to reduce footstep frequency/tighten step timing. Also update the footsteps audio asset assets/audio/fx/pasos_level1_1.wav (binary change) to match the adjusted timing.
TheUnrealZaka
approved these changes
Jun 11, 2026
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Canvis
fix bug enemies and bosses audios
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feat: Nova funcionalitatfix: Correcció de bugart: Asset gràficdocs: Documentaciórefactor: Refactorització de codibuild: Canvis al sistema de buildChecklist