Toasty Tumble Devlog #5 - Music, Sound FX & Better Gameplay


In this devlog I start by refactoring my spawning code to improve the gameplay. I introduce a bug, finally fix it and then move onto audio. I build a simple audio manager to handle both sound effects and music in one centralised place. 

AI Generated Summary

Gameplay Refactoring & Spawning

🔄 PrefabSpawner class  

Simplified FoodManager and ObstacleManager into a single spawner system  

ObstacleManager uses two spawners (top/bottom); FoodManager uses one  

Spawns items within a configurable range to avoid overlaps  

🐞 Overlap bug & fix  

Initial bug: items spawn overlapping due to collider instantiation timing  

Added double-check parameter: runs a delayed coroutine (0.5 s) to re–detect overlaps  

Some items still despawn “overfixing,” but major bug resolved  

Audio Implementation

🔊 AudioManager setup  

Centralized sound control via an AudioManager class (event-driven)  

Separate AudioSources for music and SFX  

Hard-coded clips for now; plans to refactor for scale  

🎵 Music selection & looping  

Sourced free loops from Itch.io (Tallbeard Studios)  

Used same track for menu & gameplay; menu version is a slowed, shorter loop  

⏳ Scene persistence & transitions  

Applied Don’t Destroy on Load to persist AudioManager across scenes  

Implemented fade-in coroutine (1.5 s) for smooth music transitions  

🔈 Volume & event handling  

Fine-tuned jump SFX volume per clip to avoid affecting all SFX  

Current issue: both “hit obstacle” and “game over” events fire together—needs event filtering  

Development Notes

📚 Progress slowed after core Flappy Bird mechanics—reliant on custom tutorials for refactoring, audio, and polishing features.

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