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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