refonte de l'audio manager pour inclure du multi piste
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user