95 lines
3.6 KiB
GDScript
95 lines
3.6 KiB
GDScript
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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