First work on dialogic, resized guild, and started implementing portraits.
This commit is contained in:
219
addons/dialogic/Modules/Audio/subsystem_audio.gd
Normal file
219
addons/dialogic/Modules/Audio/subsystem_audio.gd
Normal file
@@ -0,0 +1,219 @@
|
||||
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]
|
||||
## `channel` | [type int] | The channel ID to play the audio on. [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)
|
||||
|
||||
|
||||
var max_channels: int:
|
||||
set(value):
|
||||
if max_channels != value:
|
||||
max_channels = value
|
||||
ProjectSettings.set_setting('dialogic/audio/max_channels', value)
|
||||
ProjectSettings.save()
|
||||
current_music_player.resize(value)
|
||||
get:
|
||||
return ProjectSettings.get_setting('dialogic/audio/max_channels', 4)
|
||||
|
||||
## 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: Array[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:
|
||||
for idx in max_channels:
|
||||
update_music('', 0.0, '', 0.0, true, idx)
|
||||
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 not info.is_empty() and info.has('path'):
|
||||
update_music(info.path, info.volume, info.audio_bus, 0, info.loop, 0)
|
||||
else:
|
||||
for channel_id in info.keys():
|
||||
if info[channel_id].is_empty() or info[channel_id].path.is_empty():
|
||||
update_music('', 0.0, '', 0.0, true, channel_id)
|
||||
else:
|
||||
update_music(info[channel_id].path, info[channel_id].volume, info[channel_id].audio_bus, 0, info[channel_id].loop, channel_id)
|
||||
|
||||
|
||||
## 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
|
||||
|
||||
|
||||
func _on_dialogic_timeline_ended() -> void:
|
||||
if not dialogic.Styles.get_layout_node():
|
||||
clear_game_state()
|
||||
pass
|
||||
#endregion
|
||||
|
||||
|
||||
#region MAIN METHODS
|
||||
####################################################################################################
|
||||
|
||||
func _ready() -> void:
|
||||
dialogic.timeline_ended.connect(_on_dialogic_timeline_ended)
|
||||
|
||||
base_music_player.name = "Music"
|
||||
add_child(base_music_player)
|
||||
|
||||
base_sound_player.name = "Sound"
|
||||
add_child(base_sound_player)
|
||||
|
||||
current_music_player.resize(max_channels)
|
||||
|
||||
|
||||
## Updates the background music. Will fade out previous music.
|
||||
func update_music(path := "", volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true, channel_id := 0) -> void:
|
||||
|
||||
if channel_id > max_channels:
|
||||
printerr("\tChannel ID (%s) higher than Max Music Channels (%s)" % [channel_id, max_channels])
|
||||
dialogic.print_debug_moment()
|
||||
return
|
||||
|
||||
if not dialogic.current_state_info.has('music'):
|
||||
dialogic.current_state_info['music'] = {}
|
||||
|
||||
dialogic.current_state_info['music'][channel_id] = {'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop, 'channel':channel_id}
|
||||
music_started.emit(dialogic.current_state_info['music'][channel_id])
|
||||
|
||||
var fader: Tween = null
|
||||
if is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].playing or !path.is_empty():
|
||||
fader = create_tween()
|
||||
|
||||
var prev_node: Node = null
|
||||
if is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].playing:
|
||||
prev_node = current_music_player[channel_id]
|
||||
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[channel_id] = base_music_player.duplicate()
|
||||
add_child(current_music_player[channel_id])
|
||||
current_music_player[channel_id].stream = load(path)
|
||||
current_music_player[channel_id].volume_db = volume
|
||||
if audio_bus:
|
||||
current_music_player[channel_id].bus = audio_bus
|
||||
if not current_music_player[channel_id].stream is AudioStreamWAV:
|
||||
if "loop" in current_music_player[channel_id].stream:
|
||||
current_music_player[channel_id].stream.loop = loop
|
||||
elif "loop_mode" in current_music_player[channel_id].stream:
|
||||
if loop:
|
||||
current_music_player[channel_id].stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
|
||||
else:
|
||||
current_music_player[channel_id].stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
|
||||
|
||||
current_music_player[channel_id].play(0)
|
||||
fader.parallel().tween_method(interpolate_volume_linearly.bind(current_music_player[channel_id]), 0.0, db_to_linear(volume),fade_time)
|
||||
|
||||
if prev_node:
|
||||
fader.tween_callback(prev_node.queue_free)
|
||||
|
||||
|
||||
## Whether music is playing.
|
||||
func has_music(channel_id := 0) -> bool:
|
||||
return !dialogic.current_state_info.get('music', {}).get(channel_id, {}).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], for [param channel_id].
|
||||
func is_music_playing_resource(resource_path: String, channel_id := 0) -> bool:
|
||||
var is_playing_resource: bool = (current_music_player.size() > channel_id
|
||||
and is_instance_valid(current_music_player[channel_id])
|
||||
and current_music_player[channel_id].is_playing()
|
||||
and current_music_player[channel_id].stream.resource_path == resource_path)
|
||||
|
||||
return is_playing_resource
|
||||
|
||||
#endregion
|
||||
Reference in New Issue
Block a user