mise en place de fade sonores pour les dialogues, suppression des oiseaux de l'ambiance de Demeter
This commit is contained in:
@@ -2,7 +2,7 @@
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://dyv128cll6e15"
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uid="uid://6yx6txbgc6pt"
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path="res://.godot/imported/ambiance_astra.ogg-c1e9bdfc0ebfa9518b0518ec57815251.oggvorbisstr"
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[deps]
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@@ -2,7 +2,7 @@
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importer="oggvorbisstr"
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type="AudioStreamOggVorbis"
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uid="uid://ca8n3mvauex0w"
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uid="uid://c8gbtdul2x8ws"
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path="res://.godot/imported/ambiance_borea.ogg-bdd873a3b02e98a2b30b14228d0c975e.oggvorbisstr"
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[deps]
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Binary file not shown.
@@ -5,10 +5,10 @@
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[ext_resource type="AudioStream" uid="uid://bm0tdi6bd2e65" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_2.ogg" id="3_7uv4r"]
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[ext_resource type="AudioStream" uid="uid://b1hut6lc1jevh" path="res://common/audio_manager/assets/morceaux/niveau/mines_phase_2.ogg" id="4_2fduo"]
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[ext_resource type="AudioStream" uid="uid://dftxjfdqgsbd3" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_3.ogg" id="4_tuvql"]
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[ext_resource type="AudioStream" uid="uid://dyv128cll6e15" path="res://common/audio_manager/assets/ambiance/astra/ambiance_astra.ogg" id="5_8204s"]
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[ext_resource type="AudioStream" uid="uid://6yx6txbgc6pt" path="res://common/audio_manager/assets/ambiance/astra/ambiance_astra.ogg" id="5_8204s"]
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[ext_resource type="AudioStream" uid="uid://dcbuhtc085q2x" path="res://common/audio_manager/assets/morceaux/niveau/mines_phase_1.ogg" id="5_ajci6"]
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[ext_resource type="AudioStream" uid="uid://cwu71o0sl2vto" path="res://common/audio_manager/assets/ambiance/dialogues/ambiance_Demeter.ogg" id="6_8204s"]
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[ext_resource type="AudioStream" uid="uid://ca8n3mvauex0w" path="res://common/audio_manager/assets/ambiance/borea/ambiance_borea.ogg" id="7_spekb"]
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[ext_resource type="AudioStream" uid="uid://c8gbtdul2x8ws" path="res://common/audio_manager/assets/ambiance/borea/ambiance_borea.ogg" id="7_spekb"]
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[ext_resource type="AudioStream" uid="uid://bpf6witukorka" path="res://common/audio_manager/assets/morceaux/menu/main_menu.ogg" id="7_tuvql"]
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[ext_resource type="AudioStream" uid="uid://bmwaw1yb8hucf" path="res://common/audio_manager/assets/ambiance/vaisseau/ship_music.ogg" id="8_tuvql"]
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[ext_resource type="AudioStream" uid="uid://dsphn6dbbd55a" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_1.ogg" id="9_am7i4"]
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@@ -11,217 +11,245 @@ var music_action : AudioAction
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var ambiance_action : AudioAction
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var playing_music : AudioStreamPlayer = null
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var playing_ambiance : AudioStreamPlayer = null
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var is_in_timeline := false
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var timeline_ambiance : AudioStreamPlayer = null
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var default_volumes := {}
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func _ready():
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for player in get_all_players():
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player.stop()
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fetch_default_volumes()
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# setup_players_bus()
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settings.sound_changed.connect(
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func(_s) : setup_players_bus()
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)
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SceneManager.scene_loaded.connect(_on_change_scene)
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Dialogic.timeline_started.connect(_on_timeline_started)
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Dialogic.timeline_ended.connect(_on_timeline_ended)
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for player in get_all_players():
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player.stop()
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fetch_default_volumes()
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# setup_players_bus()
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settings.sound_changed.connect(
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func(_s) : setup_players_bus()
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)
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SceneManager.scene_loaded.connect(_on_change_scene)
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Dialogic.timeline_started.connect(_on_timeline_started)
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Dialogic.timeline_ended.connect(_on_timeline_ended)
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func _process(_d):
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if music_action:
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playing_music = process_audio_action(
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music_action,
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%Musics,
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playing_music
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)
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music_action = null
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if ambiance_action:
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playing_ambiance = process_audio_action(
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ambiance_action,
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%Ambiance,
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playing_ambiance
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)
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ambiance_action = null
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if music_action:
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playing_music = process_audio_action(
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music_action,
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%Musics,
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playing_music
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)
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music_action = null
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if ambiance_action:
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playing_ambiance = process_audio_action(
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ambiance_action,
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%Ambiance,
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playing_ambiance
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)
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ambiance_action = null
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func process_audio_action(
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audio_action : AudioAction,
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player_search_node: Node,
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current_player: AudioStreamPlayer = null
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audio_action : AudioAction,
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player_search_node: Node,
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current_player: AudioStreamPlayer = null
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) -> AudioStreamPlayer:
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if audio_action is AudioLaunch:
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return process_audio_launch(audio_action, player_search_node, current_player)
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elif audio_action is AudioStop and current_player and current_player.playing:
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stop_player(current_player)
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return null
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if audio_action is AudioLaunch:
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return process_audio_launch(audio_action, player_search_node, current_player)
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elif audio_action is AudioStop and current_player and current_player.playing:
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stop_player(current_player)
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return null
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func process_audio_launch(
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audio_launch : AudioLaunch,
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player_search_node: Node,
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current_player: AudioStreamPlayer = null,
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audio_launch : AudioLaunch,
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player_search_node: Node,
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current_player: AudioStreamPlayer = null,
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) -> AudioStreamPlayer:
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var player = player_search_node.find_child(audio_launch.player_name)
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if not player:
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printerr("Player %s not found in category %s" % [audio_launch.player_name, player_search_node.name])
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return null
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if current_player and current_player.playing and current_player.name == audio_launch.player_name:
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return current_player
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elif current_player:
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stop_player(current_player)
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start_player(player, audio_launch.from_random_time, audio_launch.fade_time)
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return player
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var player = player_search_node.find_child(audio_launch.player_name)
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if not player:
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printerr("Player %s not found in category %s" % [audio_launch.player_name, player_search_node.name])
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return null
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if current_player and current_player.playing and current_player.name == audio_launch.player_name:
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return current_player
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elif current_player:
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stop_player(current_player)
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start_player(player, audio_launch.from_random_time, audio_launch.fade_time)
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return player
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func _on_change_scene(scene : Scene):
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stop_ambiance()
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match scene.scene_id:
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"TITLE":
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play_music("Title", false, 0.0)
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"INTRO":
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stop_music()
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"REGION":
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play_music("Region", true)
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play_ambiance("Exterior")
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"COCKPIT":
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play_music("Ship")
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"ASTRA":
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stop_music()
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play_ambiance("Astra")
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"GARAGE":
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stop_music()
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play_ambiance("Astra")
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"BOREA":
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stop_music()
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play_ambiance("Borea")
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if not is_in_timeline:
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stop_ambiance()
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match scene.scene_id:
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"TITLE":
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play_music("Title", false, 0.0)
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"INTRO":
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stop_music()
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"REGION":
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play_music("Region", true)
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play_ambiance("Exterior")
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"COCKPIT":
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play_music("Ship")
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"ASTRA":
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stop_music()
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play_ambiance("Astra")
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"GARAGE":
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stop_music()
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play_ambiance("Astra")
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"BOREA":
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stop_music()
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play_ambiance("Borea")
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func _on_timeline_started():
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var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
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stop_ambiance()
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var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
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match timeline_name:
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"demeter_astra_failed":
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play_ambiance("Demeter")
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"demeter_ship_presentation":
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play_ambiance("Demeter")
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"demeter_intro":
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play_ambiance("Demeter")
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"demeter_post_tutorial":
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play_ambiance("Demeter")
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"demeter_outro":
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play_ambiance("Demeter")
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if timeline_name in [
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"demeter_astra_failed",
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"demeter_ship_presentation",
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"demeter_intro",
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"demeter_post_tutorial",
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"demeter_outro"
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]:
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start_timeline_ambiance("Demeter")
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func _on_timeline_ended():
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if SceneManager.actual_scene:
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_on_change_scene(SceneManager.actual_scene)
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# Stop ambiance timeline proprement
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if timeline_ambiance:
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await set_volume(timeline_ambiance, MIN_VOLUME, 0.5).finished
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timeline_ambiance.stop()
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timeline_ambiance = null
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# Restore ambiance principale si elle existe
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if playing_ambiance and playing_ambiance.playing:
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set_volume(playing_ambiance, get_volume(playing_ambiance), 0.5)
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is_in_timeline = false
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if SceneManager.actual_scene:
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_on_change_scene(SceneManager.actual_scene)
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func play_music(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
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music_action = AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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)
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music_action = AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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)
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func stop_music():
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music_action = AudioStop.new()
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music_action = AudioStop.new()
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func play_ambiance(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
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ambiance_action = AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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)
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ambiance_action = AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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)
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func stop_ambiance():
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ambiance_action = AudioStop.new()
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ambiance_action = AudioStop.new()
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func fetch_default_volumes():
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var all_players := get_all_players()
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var all_players := get_all_players()
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for player in all_players:
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default_volumes[player] = player.volume_db
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for player in all_players:
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default_volumes[player] = player.volume_db
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func setup_players_bus():
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for player in get_all_players():
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if player.get_parent() == %Musics:
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player.bus = (AudioServer.get_bus_name(SettingsData.MUSIC_BUS_ID))
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elif player.get_parent() == %Sfx:
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player.bus = (AudioServer.get_bus_name(SettingsData.SFX_BUS_ID))
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elif player.get_parent() == %Ambiance:
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player.bus = (AudioServer.get_bus_name(SettingsData.AMBIANCE_BUS_ID))
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for player in get_all_players():
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if player.get_parent() == %Musics:
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player.bus = (AudioServer.get_bus_name(SettingsData.MUSIC_BUS_ID))
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elif player.get_parent() == %Sfx:
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player.bus = (AudioServer.get_bus_name(SettingsData.SFX_BUS_ID))
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elif player.get_parent() == %Ambiance:
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player.bus = (AudioServer.get_bus_name(SettingsData.AMBIANCE_BUS_ID))
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func get_volume(player : AudioStreamPlayer) -> float:
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return default_volumes[player]
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return default_volumes[player]
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func get_all_players() -> Array[AudioStreamPlayer]:
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var players : Array[AudioStreamPlayer] = []
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players.append_array(get_players_from_node(%Musics))
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players.append_array(get_players_from_node(%Ambiance))
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players.append_array(get_players_from_node(%Sfx))
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var players : Array[AudioStreamPlayer] = []
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players.append_array(get_players_from_node(%Musics))
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players.append_array(get_players_from_node(%Ambiance))
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players.append_array(get_players_from_node(%Sfx))
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return players
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return players
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func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
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var streams : Array[AudioStreamPlayer] = []
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var streams : Array[AudioStreamPlayer] = []
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for c in node.get_children():
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if c is AudioStreamPlayer:
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streams.append(c)
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return streams
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for c in node.get_children():
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if c is AudioStreamPlayer:
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streams.append(c)
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return streams
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func set_volume(player : AudioStreamPlayer, to : float, fade_time = DEFAULT_FADE_TIME) -> Tween:
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var fade_tween : Tween = get_tree().create_tween()
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var fade_tween : Tween = get_tree().create_tween()
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fade_tween.tween_property(player, "volume_db", to, fade_time)
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fade_tween.tween_property(player, "volume_db", to, fade_time)
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return fade_tween
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return fade_tween
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func start_player(player: AudioStreamPlayer, from_random_time = false, fade_time = DEFAULT_FADE_TIME):
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if player and not player.playing:
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player.play(
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0.0 if not from_random_time
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else randf_range(0.0, player.stream.get_length())
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)
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if fade_time > 0.0:
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player.volume_db = MIN_VOLUME
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await set_volume(player, get_volume(player), fade_time).finished
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if player and not player.playing:
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player.play(
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0.0 if not from_random_time
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else randf_range(0.0, player.stream.get_length())
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)
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if fade_time > 0.0:
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player.volume_db = MIN_VOLUME
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await set_volume(player, get_volume(player), fade_time).finished
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func stop_player(player : AudioStreamPlayer, fade_time = DEFAULT_FADE_TIME):
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if player and player.playing:
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if fade_time > 0.0:
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await set_volume(player, MIN_VOLUME, fade_time).finished
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player.stop()
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player.volume_db = get_volume(player)
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if player and player.playing:
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if fade_time > 0.0:
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await set_volume(player, MIN_VOLUME, fade_time).finished
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player.stop()
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player.volume_db = get_volume(player)
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func reset_volume(player : AudioStreamPlayer):
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player.volume_db = get_volume(player)
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player.volume_db = get_volume(player)
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func play_sfx(sfx_name : String):
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print(sfx_name)
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var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
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if player:
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player.play()
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else:
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printerr("Sfx %s not found" % sfx_name)
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print(sfx_name)
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var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
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if player:
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player.play()
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else:
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printerr("Sfx %s not found" % sfx_name)
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func start_timeline_ambiance(player_name: String):
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var player := %Ambiance.find_child(player_name) as AudioStreamPlayer
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if not player:
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printerr("Timeline ambiance %s not found" % player_name)
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return
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if playing_ambiance and playing_ambiance.playing:
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set_volume(playing_ambiance, -20.0, 0.5)
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timeline_ambiance = player
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timeline_ambiance.volume_db = MIN_VOLUME
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timeline_ambiance.play()
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set_volume(timeline_ambiance, get_volume(timeline_ambiance), 0.5)
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class AudioAction:
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pass
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pass
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class AudioLaunch extends AudioAction:
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var player_name : String
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var from_random_time : bool
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var fade_time : float
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var player_name : String
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var from_random_time : bool
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var fade_time : float
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func _init(
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_player_name : String,
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_from_random_time := false,
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_fade_time := DEFAULT_FADE_TIME,
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):
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player_name = _player_name
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from_random_time = _from_random_time
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fade_time = _fade_time
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func _init(
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_player_name : String,
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_from_random_time := false,
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_fade_time := DEFAULT_FADE_TIME,
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):
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player_name = _player_name
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from_random_time = _from_random_time
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fade_time = _fade_time
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class AudioStop extends AudioAction:
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pass
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pass
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Reference in New Issue
Block a user