You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
191 lines
6.6 KiB
191 lines
6.6 KiB
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
|