

It would then be easy to have a db query asking for a sound matching material a, material b, at speed x. The same sound may represent several materials, and there can be several sounds for the same speed and material pairings for extra variation. I'd have some table of the collision sounds, with collision speeds and material they can represent. My plan is to use this SQLite plugin from the asset library. But I need a way that is more maintainable and can scale easier for new parts and materials. a large crash on big drop of a heavy object followed by residual clattering from small bounces. I've tried this in a limited way using various hacks which has convinced me it's a viable approach for nice, plausible sound effects, e.g. I would like to have some function that is triggered on collisions func find_suitable_sound(material_a, material_b, speed) -> AudioStreamPlayer: I have an idea for implementing varied, sort-of-realistic, collision sounds for these. In my game I have a 2D scene involving drag-and-drop of physics objects of different types and materials.
