refonte de l'audio manager pour inclure du multi piste

This commit is contained in:
2026-02-22 17:18:24 +01:00
parent e767e776f2
commit b4c21c037d
6 changed files with 341 additions and 140 deletions

View File

@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/main_menu.ogg-45c6ef59eabdc081ad36ff5114035b6
[params]
loop=true
loop_offset=0
bpm=0
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

View File

@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/forest_phase_1.ogg-6fd2e255642e47e98a5560b5a2
[params]
loop=true
loop_offset=0
bpm=0
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

View File

@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/forest_phase_2.ogg-1497e4a80f7f2adb0670888710
[params]
loop=true
loop_offset=0
bpm=0
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

View File

@@ -13,7 +13,7 @@ dest_files=["res://.godot/imported/forest_waiting.ogg-b3b1041d32126973edfe0a5259
[params]
loop=true
loop_offset=0
bpm=0
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

View File

@@ -46,15 +46,6 @@ stream_0 = ExtResource("2_tuvql")
stream_1 = ExtResource("3_7uv4r")
stream_2 = ExtResource("4_tuvql")
[sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ajci6"]
stream_count = 6
stream_0 = ExtResource("5_ajci6")
stream_1 = ExtResource("4_2fduo")
stream_2 = ExtResource("11_ngi21")
stream_3 = ExtResource("9_am7i4")
stream_4 = ExtResource("10_tq535")
stream_5 = ExtResource("12_xmumj")
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_kfbah"]
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_1w04j"]
@@ -93,31 +84,53 @@ stream_7/stream = ExtResource("36_4sa2t")
process_mode = 3
script = ExtResource("1_0tvca")
[node name="Ambiance" type="Node" parent="." unique_id=1989991562]
[node name="Ambiances" type="Node" parent="." unique_id=1989991562]
unique_name_in_owner = true
[node name="Exterior" type="AudioStreamPlayer" parent="Ambiance" unique_id=1405716780]
[node name="Exterior" type="AudioStreamPlayer" parent="Ambiances" unique_id=1405716780]
unique_name_in_owner = true
stream = SubResource("AudioStreamPlaylist_8204s")
[node name="Astra" type="AudioStreamPlayer" parent="Ambiance" unique_id=1244577212]
[node name="Astra" type="AudioStreamPlayer" parent="Ambiances" unique_id=1244577212]
unique_name_in_owner = true
stream = ExtResource("5_8204s")
[node name="Demeter" type="AudioStreamPlayer" parent="Ambiance" unique_id=351918026]
[node name="Demeter" type="AudioStreamPlayer" parent="Ambiances" unique_id=351918026]
unique_name_in_owner = true
stream = ExtResource("6_8204s")
[node name="Borea" type="AudioStreamPlayer" parent="Ambiance" unique_id=1857904648]
[node name="Borea" type="AudioStreamPlayer" parent="Ambiances" unique_id=1857904648]
unique_name_in_owner = true
stream = ExtResource("7_spekb")
[node name="Musics" type="Node" parent="." unique_id=1450527710]
unique_name_in_owner = true
[node name="Region" type="AudioStreamPlayer" parent="Musics" unique_id=1029114070]
[node name="RegionForestPhase1" type="AudioStreamPlayer" parent="Musics" unique_id=1029114070]
unique_name_in_owner = true
stream = SubResource("AudioStreamPlaylist_ajci6")
stream = ExtResource("9_am7i4")
[node name="RegionForestPhase2" type="AudioStreamPlayer" parent="Musics" unique_id=417543634]
unique_name_in_owner = true
stream = ExtResource("10_tq535")
[node name="RegionMinePhase1" type="AudioStreamPlayer" parent="Musics" unique_id=152032267]
unique_name_in_owner = true
stream = ExtResource("5_ajci6")
[node name="RegionMinePhase2" type="AudioStreamPlayer" parent="Musics" unique_id=348001141]
unique_name_in_owner = true
stream = ExtResource("4_2fduo")
[node name="RegionForestLoop" type="AudioStreamPlayer" parent="Musics" unique_id=482654512]
unique_name_in_owner = true
stream = ExtResource("12_xmumj")
bus = &"Music"
[node name="RegionMineLoop" type="AudioStreamPlayer" parent="Musics" unique_id=814165127]
unique_name_in_owner = true
stream = ExtResource("11_ngi21")
bus = &"Music"
[node name="Title" type="AudioStreamPlayer" parent="Musics" unique_id=2105759422]
unique_name_in_owner = true

View File

@@ -1,19 +1,207 @@
extends Node
class_name AudioManagerInstance
const MIN_VOLUME = -60.
const MAX_VOLUME = 24.
const DEFAULT_FADE_TIME : float = 0.5
const REGION_FIRST_PHASE = [
"RegionForestPhase1",
"RegionForestPhase2",
"RegionMinePhase1",
"RegionMinePhase2"
]
const REGION_LOOP_PHASE = [
"RegionForestLoop",
"RegionForestLoop",
"RegionMineLoop",
"RegionMineLoop"
]
@onready var settings : SettingsData = GameInfo.settings_data
var music_action : AudioAction
var ambiance_action : AudioAction
var playing_music : AudioStreamPlayer = null
var playing_ambiance : AudioStreamPlayer = null
var music_actions : Array[AudioAction]
var ambiance_actions : Array[AudioAction]
var playing_musics : Array[String] = []
var playing_ambiances : Array[String] = []
var default_volumes := {}
# ----------------- Partie Fonctionnelle ----------------
# Fonction s'exécutant à chaque changement de scène
func _on_change_scene(scene : Scene):
stop_all_ambiances()
match scene.scene_id:
"TITLE":
play_music_alone("Title", false, 0.0)
"INTRO":
stop_all_musics()
"REGION":
play_ambiance("Exterior")
var region_level = GameInfo.game_data.current_region_data.region_level
var first_phase = REGION_FIRST_PHASE[region_level % len(REGION_FIRST_PHASE)]
var loop_phase = REGION_LOOP_PHASE[region_level % len(REGION_LOOP_PHASE)]
print(first_phase)
play_music_alone(first_phase)
queue_music(loop_phase, first_phase)
"COCKPIT":
play_music_alone("Ship", true)
"ASTRA":
stop_all_musics()
play_ambiance_alone("Astra")
"GARAGE":
stop_all_musics()
"BOREA":
stop_all_musics()
play_ambiance_alone("Borea")
# Fonction s'exécutant à chaque début de timeline
func _on_timeline_started():
var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
change_ambiances_volume(-10)
match timeline_name:
"demeter_astra_failed":
play_ambiance("Demeter")
"demeter_ship_presentation":
play_ambiance("Demeter")
"demeter_intro":
play_ambiance("Demeter")
"demeter_post_tutorial":
play_ambiance("Demeter")
"failure":
play_ambiance("Demeter")
# Fonction s'exécutant à chaque fin de timeline
func _on_timeline_ended():
if SceneManager.actual_scene:
change_ambiances_volume()
_on_change_scene(SceneManager.actual_scene)
# Joue la musique définie par player_name, arrête toute les autres musiques immédiatement
# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
# - fade_time : durée du fondu d'arrivée
func play_music_alone(
player_name : String = "",
from_random_time := false,
fade_time := DEFAULT_FADE_TIME
):
stop_all_musics()
play_music(player_name,from_random_time,fade_time)
# Joue la musique définie par player_name
# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
# - fade_time : durée du fondu d'arrivée
func play_music(
player_name : String = "",
from_random_time := false,
fade_time := DEFAULT_FADE_TIME
):
music_actions.append(AudioLaunch.new(
player_name,
from_random_time,
fade_time
))
# Joue la musique définie par player_name juste après la fin de la musique after_player_name, stoppe cette dernière à ce moment
# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
# - after_player_name : Nom de la Node dans la scène Godot à attendre, puis à stopper
# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
# - fade_time : durée du fondu d'arrivée
func queue_music(
player_name : String,
after_player_name : String,
from_random_time := false,
fade_time := DEFAULT_FADE_TIME
):
var player : AudioStreamPlayer = get_player_from_node(after_player_name, %Musics)
if player:
await player.finished
music_actions.append(AudioStop.new(after_player_name))
music_actions.append(AudioLaunch.new(
player_name,
from_random_time,
fade_time
))
# Stoppe la musique définie par player_name
# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
# - fade_time : durée du fondu de départ
func stop_music(player_name : String, fade := DEFAULT_FADE_TIME):
music_actions.append(AudioStop.new(player_name, fade))
# Stoppe toutes les musiques
# - fade_time : durée du fondu de départ
func stop_all_musics(fade := DEFAULT_FADE_TIME):
music_actions.append(AudioStopAll.new(fade))
# Joue l'ambiance définie par player_name, arrête toute les autres musiques immédiatement
# - player_name : Nom de la Node dans la scène Godot sous la node Ambiances à jouer
# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
# - fade_time : durée du fondu d'arrivée
func play_ambiance_alone(
player_name : String = "",
from_random_time := false,
fade_time := DEFAULT_FADE_TIME
):
stop_all_ambiances()
play_ambiance(player_name,from_random_time,fade_time)
# Joue l'ambiance définie par player_name
# - player_name : Nom de la Node dans la scène Godot sous la node Ambiances à jouer
# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
# - fade_time : durée du fondu d'arrivée
func play_ambiance(
player_name : String = "",
from_random_time := false,
fade_time := DEFAULT_FADE_TIME
):
ambiance_actions.append(AudioLaunch.new(
player_name,
from_random_time,
fade_time
))
# Stoppe l'ambiance définie par player_name
# - player_name : Nom de la Node dans la scène Godot sous la node Ambiances à jouer
# - fade_time : durée du fondu de départ
func stop_ambiance(player_name : String, fade := DEFAULT_FADE_TIME):
ambiance_actions.append(AudioStop.new(player_name, fade))
# Stoppe toutes les ambiances
# - fade_time : durée du fondu de départ
func stop_all_ambiances(fade := DEFAULT_FADE_TIME):
ambiance_actions.append(AudioStopAll.new(fade))
# Change le volume de toutes les ambiances qui jouent
# - db_change : changement du volume en décibel, mettre à 0 pour reset le volume
# - fade_time : durée du fondu de départ
func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME):
ambiance_actions.append(
AudioChangeVolumeAll.new(
db_change,
fade
)
)
# Joue un
# - player_name : Nom de la Node dans la scène Godot à jouer
func play_sfx(sfx_name : String):
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % sfx_name)
# ----------------- Partie Technique (pas touche Nils ;D) ----------------
func _ready():
for player in get_all_players():
player.stop()
@@ -28,113 +216,36 @@ func _ready():
Dialogic.timeline_ended.connect(_on_timeline_ended)
func _process(_d):
if music_action:
playing_music = process_audio_action(
music_action,
%Musics,
playing_music
)
music_action = null
if len(music_actions) > 0:
playing_musics = process_audio_actions_for_node(music_actions, %Musics, playing_musics)
music_actions = []
if ambiance_action:
playing_ambiance = process_audio_action(
ambiance_action,
%Ambiance,
playing_ambiance
if len(ambiance_actions) > 0:
playing_ambiances = process_audio_actions_for_node(ambiance_actions, %Ambiances, playing_ambiances)
ambiance_actions = []
func process_audio_actions_for_node(
audio_actions : Array[AudioAction],
parent_node : Node,
current_players: Array[String]
):
var players : Array[String] = current_players.duplicate()
for audio_action in audio_actions:
players = audio_action.process(
self,
parent_node,
players
)
ambiance_action = null
return players
func process_audio_action(
audio_action : AudioAction,
player_search_node: Node,
current_player: AudioStreamPlayer = null
) -> AudioStreamPlayer:
if audio_action is AudioLaunch:
return process_audio_launch(audio_action, player_search_node, current_player)
elif audio_action is AudioStop and current_player and current_player.playing:
stop_player(current_player)
return null
func process_audio_launch(
audio_launch : AudioLaunch,
player_search_node: Node,
current_player: AudioStreamPlayer = null,
) -> AudioStreamPlayer:
var player = player_search_node.find_child(audio_launch.player_name)
func get_player_from_node(player_name : String, parent_node : Node) -> AudioStreamPlayer:
var player = parent_node.find_child(player_name)
if not player:
printerr("Player %s not found in category %s" % [audio_launch.player_name, player_search_node.name])
printerr("Player %s not found in category %s" % [player_name, parent_node.name])
return null
if current_player and current_player.playing and current_player.name == audio_launch.player_name:
return current_player
elif current_player:
stop_player(current_player)
start_player(player, audio_launch.from_random_time, audio_launch.fade_time)
return player
func _on_change_scene(scene : Scene):
stop_ambiance()
match scene.scene_id:
"TITLE":
play_music("Title", false, 0.0)
"INTRO":
stop_music()
"REGION":
play_music("Region", true)
play_ambiance("Exterior")
"COCKPIT":
play_music("Ship")
"ASTRA":
stop_music()
play_ambiance("Astra")
"GARAGE":
stop_music()
"BOREA":
stop_music()
play_ambiance("Borea")
func _on_timeline_started():
var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
stop_ambiance()
match timeline_name:
"demeter_astra_failed":
play_ambiance("Demeter")
"demeter_ship_presentation":
play_ambiance("Demeter")
"demeter_intro":
play_ambiance("Demeter")
"demeter_post_tutorial":
play_ambiance("Demeter")
"failure":
play_ambiance("Demeter")
func _on_timeline_ended():
if SceneManager.actual_scene:
_on_change_scene(SceneManager.actual_scene)
func play_music(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
music_action = AudioLaunch.new(
player_name,
from_random_time,
fade_time
)
func stop_music():
music_action = AudioStop.new()
func play_ambiance(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
ambiance_action = AudioLaunch.new(
player_name,
from_random_time,
fade_time
)
func stop_ambiance():
ambiance_action = AudioStop.new()
func fetch_default_volumes():
var all_players := get_all_players()
@@ -147,7 +258,7 @@ func setup_players_bus():
player.bus = (AudioServer.get_bus_name(SettingsData.MUSIC_BUS_ID))
elif player.get_parent() == %Sfx:
player.bus = (AudioServer.get_bus_name(SettingsData.SFX_BUS_ID))
elif player.get_parent() == %Ambiance:
elif player.get_parent() == %Ambiances:
player.bus = (AudioServer.get_bus_name(SettingsData.AMBIANCE_BUS_ID))
func get_volume(player : AudioStreamPlayer) -> float:
@@ -156,12 +267,12 @@ func get_volume(player : AudioStreamPlayer) -> float:
func get_all_players() -> Array[AudioStreamPlayer]:
var players : Array[AudioStreamPlayer] = []
players.append_array(get_players_from_node(%Musics))
players.append_array(get_players_from_node(%Ambiance))
players.append_array(get_players_from_node(%Ambiances))
players.append_array(get_players_from_node(%Sfx))
return players
func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
static func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
var streams : Array[AudioStreamPlayer] = []
for c in node.get_children():
@@ -196,31 +307,108 @@ func stop_player(player : AudioStreamPlayer, fade_time = DEFAULT_FADE_TIME):
func reset_volume(player : AudioStreamPlayer):
player.volume_db = get_volume(player)
func play_sfx(sfx_name : String):
print(sfx_name)
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % sfx_name)
@abstract class AudioAction:
class AudioAction:
pass
@abstract func process(
manager: AudioManagerInstance,
parent_node : Node,
current_players : Array[String]
) -> Array[String]
class AudioLaunch extends AudioAction:
var player_name : String
var from_random_time : bool
var fade_time : float
var alone : bool
func _init(
_player_name : String,
_from_random_time := false,
_fade_time := DEFAULT_FADE_TIME,
_alone := true,
):
player_name = _player_name
from_random_time = _from_random_time
fade_time = _fade_time
func process(
manager: AudioManagerInstance,
parent_node : Node,
current_players : Array[String]
) -> Array[String]:
print("%s Launching %s" % [parent_node.name, player_name])
var player = manager.get_player_from_node(player_name,parent_node)
if player and not player in current_players:
manager.start_player(player, from_random_time, fade_time)
current_players.append(player_name)
return current_players
class AudioStop extends AudioAction:
pass
var player_name : String
var fade_time : float
func _init(
_player_name : String,
_fade_time := DEFAULT_FADE_TIME,
):
player_name = _player_name
fade_time = fade_time
func process(
manager: AudioManagerInstance,
parent_node : Node,
current_players : Array[String]
) -> Array[String]:
print("%s Stopping %s" % [parent_node.name, player_name])
var player = manager.get_player_from_node(player_name,parent_node)
if player and player in current_players:
manager.stop_player(player, fade_time)
current_players.erase(player_name)
return current_players
class AudioStopAll extends AudioAction:
var fade_time : float
func _init(
_fade_time := DEFAULT_FADE_TIME,
):
fade_time = fade_time
func process(
manager: AudioManagerInstance,
parent_node : Node,
current_players : Array[String]
) -> Array[String]:
print("%s Stopping All" % parent_node.name)
for player_name in current_players:
var player := manager.get_player_from_node(player_name,parent_node)
if player:
manager.stop_player(player, fade_time)
return []
class AudioChangeVolumeAll extends AudioAction:
var db_change : float
var fade_time : float
func _init(
_db_change := 1.0,
_fade_time := DEFAULT_FADE_TIME,
):
db_change = _db_change
fade_time = fade_time
func process(
manager: AudioManagerInstance,
parent_node : Node,
current_players : Array[String]
) -> Array[String]:
print("%d Change volume all" % parent_node.name)
for player_name in current_players:
var player := manager.get_player_from_node(player_name,parent_node)
if player:
manager.set_volume(
player,
manager.get_volume(player) + db_change,
fade_time
)
return current_players