extends AudioStreamPlayer2D var immune = 0.3 @onready var player = $"../../" func _ready(): #pitch_scale = player.velocity.y / player.JUMP_VELOCITY play() func _process(delta): immune -= delta if Input.is_action_pressed("jump") or immune > 0: pitch_scale += delta * (pitch_scale) volume_db -= delta * 15 * (1 - immune) if player.is_on_floor(): queue_free() func _on_finished(): queue_free()