GodotProjects/Sprout/addons/dialogic/Events/Audio/subsystem_audio.gd
2023-01-03 16:54:53 -07:00

95 lines
3.6 KiB
GDScript

extends DialogicSubsystem
## Subsystem that manages music and sounds.
####################################################################################################
## STATE
####################################################################################################
func clear_game_state():
update_music()
stop_all_sounds()
func load_game_state():
var info = dialogic.current_state_info.get('music')
if info == null or info.path.is_empty():
update_music()
else:
update_music(info.path, info.volume, info.audio_bus, 0, info.loop)
func pause() -> void:
for node in get_tree().get_nodes_in_group('dialogic_music_player'):
node.stream_paused = true
for child in get_children():
child.stream_paused = true
func resume() -> void:
for node in get_tree().get_nodes_in_group('dialogic_music_player'):
node.stream_paused = false
for child in get_children():
child.stream_paused = false
####################################################################################################
## MAIN METHODS
####################################################################################################
## Updates the background music. Will fade out previous music.
func update_music(path:String = '', volume:float = 0.0, audio_bus:String = "Master", fade_time:float = 0.0, loop:bool = true) -> void:
dialogic.current_state_info['music'] = {'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop}
for node in get_tree().get_nodes_in_group('dialogic_music_player'):
var fader: Tween = null
if node.playing or path:
fader = create_tween()
var prev_node = null
if node.playing:
prev_node = node.duplicate()
add_child(prev_node)
prev_node.play(node.get_playback_position())
prev_node.remove_from_group('dialogic_music_player')
fader.tween_method(interpolate_volume_linearly.bind(prev_node), db_to_linear(prev_node.volume_db),0.0,fade_time)
if path:
node.stream = load(path)
node.volume_db = volume
node.bus = audio_bus
if "loop" in node.stream:
node.stream.loop = loop
elif "loop_mode" in node.stream:
if loop:
node.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
else:
node.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
node.play()
fader.parallel().tween_method(interpolate_volume_linearly.bind(node), 0.0,db_to_linear(volume),fade_time)
else:
node.stop()
if prev_node:
fader.tween_callback(prev_node.queue_free)
## Plays a given sound file.
func play_sound(path:String, volume:float = 0.0, audio_bus:String = "Master", loop :bool= false) -> void:
var sound_node: DialogicNode_SoundPlayer = get_tree().get_nodes_in_group('dialogic_sound_player').front()
if sound_node != null and !path.is_empty():
var new_sound_node: DialogicNode_SoundPlayer = sound_node.duplicate()
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
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)
func stop_all_sounds() -> void:
var sound_nodes: Array = get_tree().get_nodes_in_group('dialogic_sound_player')
if !sound_nodes.is_empty():
for sound_player in sound_nodes.front().get_children():
sound_player.queue_free()
func interpolate_volume_linearly(value :float, node:Node) -> void:
node.volume_db = linear_to_db(value)