Add addons
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86
Sprout/addons/dialogic/Events/Audio/event_music.gd
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86
Sprout/addons/dialogic/Events/Audio/event_music.gd
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@tool
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class_name DialogicMusicEvent
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extends DialogicEvent
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## Event that can change the currently playing background music.
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### Settings
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## The file to play. If empty, the previous music will be faded out.
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var file_path: String = ""
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## The length of the fade. If 0 (by default) it's an instant change.
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var fade_length: float = 0
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## The volume the music will be played at.
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var volume: float = 0
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## The audio bus the music will be played at.
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var audio_bus: String = "Master"
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## If true, the audio will loop, otherwise only play once.
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var loop: bool = true
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################################################################################
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## EXECUTE
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################################################################################
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func _execute() -> void:
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dialogic.Audio.update_music(file_path, volume, audio_bus, fade_length, loop)
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finish()
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################################################################################
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## INITIALIZE
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################################################################################
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func _init() -> void:
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event_name = "Music"
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set_default_color('Color5')
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event_category = Category.AudioVisual
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event_sorting_index = 2
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expand_by_default = false
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func _get_icon() -> Resource:
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return load(self.get_script().get_path().get_base_dir().path_join('icon_music.png'))
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################################################################################
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## SAVING/LOADING
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################################################################################
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func get_shortcode() -> String:
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return "music"
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func get_shortcode_parameters() -> Dictionary:
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return {
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#param_name : property_info
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"path" : {"property": "file_path", "default": ""},
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"fade" : {"property": "fade_length", "default": 0},
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"volume" : {"property": "volume", "default": 0},
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"bus" : {"property": "audio_bus", "default": "Master",
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"suggestions": get_bus_suggestions},
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"loop" : {"property": "loop", "default": true,
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"suggestions": func(): return {'True':{'value':'true'}, 'False':{'value':'false'}}},
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}
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################################################################################
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## EDITOR REPRESENTATION
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################################################################################
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func build_event_editor():
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add_header_edit('file_path', ValueType.File, 'Play', '',
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{'file_filter' : "*.mp3, *.ogg, *.wav",
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'placeholder' : "No music",
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'editor_icon' : ["AudioStreamPlayer", "EditorIcons"]})
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add_body_edit('fade_length', ValueType.Float, 'Fade Time:')
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add_body_edit('volume', ValueType.Decibel, 'volume:', '', {}, '!file_path.is_empty()')
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add_body_edit('audio_bus', ValueType.SinglelineText, 'audio_bus:', '', {}, '!file_path.is_empty()')
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add_body_edit('loop', ValueType.Bool, 'loop:', '', {}, '!file_path.is_empty()')
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func get_bus_suggestions() -> Dictionary:
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var bus_name_list := {}
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for i in range(AudioServer.bus_count):
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bus_name_list[AudioServer.get_bus_name(i)] = {'value':AudioServer.get_bus_name(i)}
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return bus_name_list
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81
Sprout/addons/dialogic/Events/Audio/event_sound.gd
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81
Sprout/addons/dialogic/Events/Audio/event_sound.gd
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@tool
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class_name DialogicSoundEvent
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extends DialogicEvent
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## Event that allows to play a sound effect. Requires the Audio subsystem!
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### Settings
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## The path to the file to play.
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var file_path: String = ""
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## The volume to play the sound at.
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var volume: float = 0
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## The bus to play the sound on.
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var audio_bus: String = "Master"
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## If true, the sound will loop infinitely. Not recommended (as there is no way to stop it).
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var loop: bool = false
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################################################################################
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## EXECUTE
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################################################################################
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func _execute() -> void:
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dialogic.Audio.play_sound(file_path, volume, audio_bus, loop)
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finish()
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################################################################################
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## INITIALIZE
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################################################################################
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func _init() -> void:
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event_name = "Sound"
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set_default_color('Color5')
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event_category = Category.AudioVisual
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event_sorting_index = 3
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expand_by_default = false
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help_page_path = "https://dialogic.coppolaemilio.com"
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func _get_icon() -> Resource:
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return load(self.get_script().get_path().get_base_dir().path_join('icon_sound.png'))
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################################################################################
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## SAVING/LOADING
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################################################################################
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func get_shortcode() -> String:
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return "sound"
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func get_shortcode_parameters() -> Dictionary:
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return {
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#param_name : property_name
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"path" : {"property": "file_path", "default": "",},
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"volume" : {"property": "volume", "default": 0},
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"bus" : {"property": "audio_bus", "default": "Master",
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"suggestions": get_bus_suggestions},
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"loop" : {"property": "loop", "default": false,
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"suggestions": func(): return {'True':{'value':'true'}, 'False':{'value':'false'}}},
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}
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################################################################################
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## EDITOR REPRESENTATION
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################################################################################
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func build_event_editor():
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add_header_edit('file_path', ValueType.File, '', '',
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{'file_filter' : '*.mp3, *.ogg, *.wav',
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'placeholder' : "Select file",
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'editor_icon' : ["AudioStreamPlayer", "EditorIcons"]})
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add_body_edit('volume', ValueType.Decibel, 'volume:', '', {}, '!file_path.is_empty()')
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add_body_edit('audio_bus', ValueType.SinglelineText, 'audio_bus:', '', {}, '!file_path.is_empty()')
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func get_bus_suggestions() -> Dictionary:
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var bus_name_list := {}
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for i in range(AudioServer.bus_count):
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bus_name_list[AudioServer.get_bus_name(i)] = {'value':AudioServer.get_bus_name(i)}
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return bus_name_list
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BIN
Sprout/addons/dialogic/Events/Audio/icon_music.png
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BIN
Sprout/addons/dialogic/Events/Audio/icon_music.png
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Binary file not shown.
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After Width: | Height: | Size: 552 B |
34
Sprout/addons/dialogic/Events/Audio/icon_music.png.import
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34
Sprout/addons/dialogic/Events/Audio/icon_music.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://buvpjsvdt4evk"
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path="res://.godot/imported/icon_music.png-9629b0cbb1d40f2776216a2874ccbd27.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://addons/dialogic/Events/Audio/icon_music.png"
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dest_files=["res://.godot/imported/icon_music.png-9629b0cbb1d40f2776216a2874ccbd27.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
Sprout/addons/dialogic/Events/Audio/icon_sound.png
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BIN
Sprout/addons/dialogic/Events/Audio/icon_sound.png
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Binary file not shown.
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34
Sprout/addons/dialogic/Events/Audio/icon_sound.png.import
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34
Sprout/addons/dialogic/Events/Audio/icon_sound.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://d3ookrkto0yh6"
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path="res://.godot/imported/icon_sound.png-00b9f09aba60dcc77e5ef32a9d1ac490.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://addons/dialogic/Events/Audio/icon_sound.png"
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dest_files=["res://.godot/imported/icon_sound.png-00b9f09aba60dcc77e5ef32a9d1ac490.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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10
Sprout/addons/dialogic/Events/Audio/index.gd
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10
Sprout/addons/dialogic/Events/Audio/index.gd
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@tool
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extends DialogicIndexer
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func _get_events() -> Array:
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return [this_folder.path_join('event_music.gd'), this_folder.path_join('event_sound.gd')]
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func _get_subsystems() -> Array:
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return [{'name':'Audio', 'script':this_folder.path_join('subsystem_audio.gd')}]
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7
Sprout/addons/dialogic/Events/Audio/node_music_player.gd
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7
Sprout/addons/dialogic/Events/Audio/node_music_player.gd
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class_name DialogicNode_MusicPlayer
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extends AudioStreamPlayer
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## An audio stream player that is used by dialogic to play music.
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func _ready():
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add_to_group('dialogic_music_player')
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7
Sprout/addons/dialogic/Events/Audio/node_sound_player.gd
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7
Sprout/addons/dialogic/Events/Audio/node_sound_player.gd
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class_name DialogicNode_SoundPlayer
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extends AudioStreamPlayer
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## An audio stream player that is used by dialogic to play sounds.
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func _ready():
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add_to_group('dialogic_sound_player')
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95
Sprout/addons/dialogic/Events/Audio/subsystem_audio.gd
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95
Sprout/addons/dialogic/Events/Audio/subsystem_audio.gd
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extends DialogicSubsystem
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## Subsystem that manages music and sounds.
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####################################################################################################
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## STATE
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####################################################################################################
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func clear_game_state():
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update_music()
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stop_all_sounds()
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func load_game_state():
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var info = dialogic.current_state_info.get('music')
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if info == null or info.path.is_empty():
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update_music()
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else:
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update_music(info.path, info.volume, info.audio_bus, 0, info.loop)
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func pause() -> void:
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for node in get_tree().get_nodes_in_group('dialogic_music_player'):
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node.stream_paused = true
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for child in get_children():
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child.stream_paused = true
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func resume() -> void:
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for node in get_tree().get_nodes_in_group('dialogic_music_player'):
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node.stream_paused = false
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for child in get_children():
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child.stream_paused = false
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####################################################################################################
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## MAIN METHODS
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####################################################################################################
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## Updates the background music. Will fade out previous music.
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func update_music(path:String = '', volume:float = 0.0, audio_bus:String = "Master", fade_time:float = 0.0, loop:bool = true) -> void:
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dialogic.current_state_info['music'] = {'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop}
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for node in get_tree().get_nodes_in_group('dialogic_music_player'):
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var fader: Tween = null
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if node.playing or path:
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fader = create_tween()
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var prev_node = null
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if node.playing:
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prev_node = node.duplicate()
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add_child(prev_node)
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prev_node.play(node.get_playback_position())
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prev_node.remove_from_group('dialogic_music_player')
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fader.tween_method(interpolate_volume_linearly.bind(prev_node), db_to_linear(prev_node.volume_db),0.0,fade_time)
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if path:
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node.stream = load(path)
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node.volume_db = volume
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node.bus = audio_bus
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if "loop" in node.stream:
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node.stream.loop = loop
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elif "loop_mode" in node.stream:
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if loop:
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node.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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else:
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node.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
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node.play()
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fader.parallel().tween_method(interpolate_volume_linearly.bind(node), 0.0,db_to_linear(volume),fade_time)
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else:
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node.stop()
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if prev_node:
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fader.tween_callback(prev_node.queue_free)
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## Plays a given sound file.
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func play_sound(path:String, volume:float = 0.0, audio_bus:String = "Master", loop :bool= false) -> void:
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var sound_node: DialogicNode_SoundPlayer = get_tree().get_nodes_in_group('dialogic_sound_player').front()
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if sound_node != null and !path.is_empty():
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var new_sound_node: DialogicNode_SoundPlayer = sound_node.duplicate()
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new_sound_node.stream = load(path)
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if "loop" in new_sound_node.stream:
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new_sound_node.stream.loop = loop
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elif "loop_mode" in new_sound_node.stream:
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if loop:
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new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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else:
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new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
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new_sound_node.volume_db = volume
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new_sound_node.bus = audio_bus
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add_child(new_sound_node)
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new_sound_node.play()
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new_sound_node.finished.connect(new_sound_node.queue_free)
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func stop_all_sounds() -> void:
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var sound_nodes: Array = get_tree().get_nodes_in_group('dialogic_sound_player')
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if !sound_nodes.is_empty():
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for sound_player in sound_nodes.front().get_children():
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sound_player.queue_free()
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func interpolate_volume_linearly(value :float, node:Node) -> void:
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node.volume_db = linear_to_db(value)
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