extends DialogicSubsystem ## Subsystem for managing background music and one-shot sound effects. ## ## This subsystem has many different helper methods for managing audio ## in your timeline. ## For instance, you can listen to music changes via [signal music_started]. ## Whenever a new background music is started, this signal is emitted and ## contains a dictionary with the following keys: [br] ## [br] ## Key | Value Type | Value [br] ## ----------- | ------------- | ----- [br] ## `path` | [type String] | The path to the audio resource file. [br] ## `volume` | [type float] | The volume of the audio resource that will be set to the [member base_music_player]. [br] ## `audio_bus` | [type String] | The audio bus name that the [member base_music_player] will use. [br] ## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br] signal music_started(info: Dictionary) ## Whenever a new sound effect is set, this signal is emitted and contains a ## dictionary with the following keys: [br] ## [br] ## Key | Value Type | Value [br] ## ----------- | ------------- | ----- [br] ## `path` | [type String] | The path to the audio resource file. [br] ## `volume` | [type float] | The volume of the audio resource that will be set to [member base_sound_player]. [br] ## `audio_bus` | [type String] | The audio bus name that the [member base_sound_player] will use. [br] ## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br] signal sound_started(info: Dictionary) ## Audio player base duplicated to play background music. ## ## Background music is long audio. var base_music_player := AudioStreamPlayer.new() ## Reference to the last used music player. var current_music_player: AudioStreamPlayer ## Audio player base, that will be duplicated to play sound effects. ## ## Sound effects are short audio. var base_sound_player := AudioStreamPlayer.new() #region STATE #################################################################################################### ## Clears the state on this subsystem and stops all audio. ## ## If you want to stop sounds only, use [method stop_all_sounds]. func clear_game_state(clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void: update_music() stop_all_sounds() ## Loads the state on this subsystem from the current state info. func load_game_state(load_flag:=LoadFlags.FULL_LOAD) -> void: if load_flag == LoadFlags.ONLY_DNODES: return var info: Dictionary = dialogic.current_state_info.get("music", {}) if info.is_empty() or info.path.is_empty(): update_music() else: update_music(info.path, info.volume, info.audio_bus, 0, info.loop) ## Pauses playing audio. func pause() -> void: for child in get_children(): child.stream_paused = true ## Resumes playing audio. func resume() -> void: for child in get_children(): child.stream_paused = false #endregion #region MAIN METHODS #################################################################################################### func _ready() -> void: base_music_player.name = "Music" add_child(base_music_player) base_sound_player.name = "Sound" add_child(base_sound_player) ## Updates the background music. Will fade out previous music. func update_music(path := "", volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true) -> void: dialogic.current_state_info['music'] = {'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop} music_started.emit(dialogic.current_state_info['music']) var fader: Tween = null if is_instance_valid(current_music_player) and current_music_player.playing or !path.is_empty(): fader = create_tween() var prev_node: Node = null if is_instance_valid(current_music_player) and current_music_player.playing: prev_node = current_music_player.duplicate() add_child(prev_node) prev_node.play(current_music_player.get_playback_position()) fader.tween_method(interpolate_volume_linearly.bind(prev_node), db_to_linear(prev_node.volume_db),0.0,fade_time) if path: current_music_player = base_music_player.duplicate() add_child(current_music_player) current_music_player.stream = load(path) current_music_player.volume_db = volume if audio_bus: current_music_player.bus = audio_bus if not current_music_player.stream is AudioStreamWAV: if "loop" in current_music_player.stream: current_music_player.stream.loop = loop elif "loop_mode" in current_music_player.stream: if loop: current_music_player.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD else: current_music_player.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED current_music_player.play(0) fader.parallel().tween_method(interpolate_volume_linearly.bind(current_music_player), 0.0, db_to_linear(volume),fade_time) else: if is_instance_valid(current_music_player): current_music_player.stop() current_music_player.queue_free() if prev_node: fader.tween_callback(prev_node.queue_free) ## Whether music is playing. func has_music() -> bool: return !dialogic.current_state_info.get('music', {}).get('path', '').is_empty() ## Plays a given sound file. func play_sound(path: String, volume := 0.0, audio_bus := "", loop := false) -> void: if base_sound_player != null and !path.is_empty(): sound_started.emit({'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop}) var new_sound_node := base_sound_player.duplicate() new_sound_node.name += "Sound" new_sound_node.stream = load(path) if "loop" in new_sound_node.stream: new_sound_node.stream.loop = loop elif "loop_mode" in new_sound_node.stream: if loop: new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD else: new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED new_sound_node.volume_db = volume if audio_bus: new_sound_node.bus = audio_bus add_child(new_sound_node) new_sound_node.play() new_sound_node.finished.connect(new_sound_node.queue_free) ## Stops all audio. func stop_all_sounds() -> void: for node in get_children(): if node == base_sound_player: continue if "Sound" in node.name: node.queue_free() ## Converts a linear loudness value to decibel and sets that volume to ## the given [param node]. func interpolate_volume_linearly(value: float, node: Node) -> void: node.volume_db = linear_to_db(value) ## Returns whether the currently playing audio resource is the same as this ## event's [param resource_path]. func is_music_playing_resource(resource_path: String) -> bool: var is_playing_resource: bool = (base_music_player.is_playing() and base_music_player.stream.resource_path == resource_path) return is_playing_resource #endregion