seeding-planets/addons/dialogic/Modules/Audio/subsystem_audio.gd

285 lines
9.2 KiB
GDScript

extends DialogicSubsystem
## Subsystem for managing background audio and one-shot sound effects.
##
## This subsystem has many different helper methods for managing audio
## in your timeline.
## For instance, you can listen to audio changes via [signal audio_started].
## Whenever a new audio event 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]
## `channel` | [type String] | The channel name to play the audio on. [br]
## `volume` | [type float] | The volume in `db` of the audio resource that will be set to the [AudioStreamPlayer]. [br]
## `audio_bus` | [type String] | The audio bus name that the [AudioStreamPlayer] will use. [br]
## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br]
signal audio_started(info: Dictionary)
## Audio node for holding audio players
var audio_node := Node.new()
## Sound node for holding sound players
var one_shot_audio_node := Node.new()
## Dictionary with info of all current audio channels
var current_audio_channels: Dictionary = {}
#region STATE
####################################################################################################
## Clears the state on this subsystem and stops all audio.
func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
stop_all_channels()
stop_all_one_shot_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
# Pre Alpha 17 Converter
_convert_state_info()
var info: Dictionary = dialogic.current_state_info.get("audio", {})
for channel_name in info.keys():
if info[channel_name].path.is_empty():
update_audio(channel_name)
else:
update_audio(channel_name, info[channel_name].path, info[channel_name].settings_overrides)
## Pauses playing audio.
func pause() -> void:
for child in audio_node.get_children():
child.stream_paused = true
for child in one_shot_audio_node.get_children():
child.stream_paused = true
## Resumes playing audio.
func resume() -> void:
for child in audio_node.get_children():
child.stream_paused = false
for child in one_shot_audio_node.get_children():
child.stream_paused = false
func _on_dialogic_timeline_ended() -> void:
if not dialogic.Styles.get_layout_node():
clear_game_state()
#endregion
#region MAIN METHODS
####################################################################################################
func _ready() -> void:
dialogic.timeline_ended.connect(_on_dialogic_timeline_ended)
audio_node.name = "Audio"
add_child(audio_node)
one_shot_audio_node.name = "OneShotAudios"
add_child(one_shot_audio_node)
## Plays the given file (or nothing) on the given channel.
## No channel given defaults to the "One-Shot SFX" channel,
## which does not save audio but can have multiple audios playing simultaneously.
func update_audio(channel_name:= "", path := "", settings_overrides := {}) -> void:
#volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true, sync_channel := "") -> void:
if not is_channel_playing(channel_name) and path.is_empty():
return
## Determine audio settings
## TODO use .merged after dropping 4.2 support
var audio_settings: Dictionary = DialogicUtil.get_audio_channel_defaults().get(channel_name, {})
audio_settings.merge(
{"volume":0, "audio_bus":"", "fade_length":0.0, "loop":true, "sync_channel":""}
)
audio_settings.merge(settings_overrides, true)
## Handle previous audio on channel
if is_channel_playing(channel_name):
var prev_audio_node: AudioStreamPlayer = current_audio_channels[channel_name]
prev_audio_node.name += "_Prev"
if audio_settings.fade_length > 0.0:
var fade_out_tween: Tween = create_tween()
fade_out_tween.tween_method(
interpolate_volume_linearly.bind(prev_audio_node),
db_to_linear(prev_audio_node.volume_db),
0.0,
audio_settings.fade_length)
fade_out_tween.tween_callback(prev_audio_node.queue_free)
else:
prev_audio_node.queue_free()
## Set state
if not dialogic.current_state_info.has('audio'):
dialogic.current_state_info['audio'] = {}
if not path:
dialogic.current_state_info['audio'].erase(channel_name)
return
dialogic.current_state_info['audio'][channel_name] = {'path':path, 'settings_overrides':settings_overrides}
audio_started.emit(dialogic.current_state_info['audio'][channel_name])
var new_player := AudioStreamPlayer.new()
if channel_name:
new_player.name = channel_name.validate_node_name()
audio_node.add_child(new_player)
else:
new_player.name = "OneShotSFX"
one_shot_audio_node.add_child(new_player)
var file := load(path)
if file == null:
printerr("[Dialogic] Audio file \"%s\" failed to load." % path)
return
new_player.stream = load(path)
## Apply audio settings
## Volume & Fade
if audio_settings.fade_length > 0.0:
new_player.volume_db = linear_to_db(0.0)
var fade_in_tween := create_tween()
fade_in_tween.tween_method(
interpolate_volume_linearly.bind(new_player),
0.0,
db_to_linear(audio_settings.volume),
audio_settings.fade_length)
else:
new_player.volume_db = audio_settings.volume
## Audio Bus
new_player.bus = audio_settings.audio_bus
## Loop
if "loop" in new_player.stream:
new_player.stream.loop = audio_settings.loop
elif "loop_mode" in new_player.stream:
if audio_settings.loop:
new_player.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
new_player.stream.loop_begin = 0
new_player.stream.loop_end = new_player.stream.mix_rate * new_player.stream.get_length()
else:
new_player.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
## Sync & start player
if audio_settings.sync_channel and is_channel_playing(audio_settings.sync_channel):
var play_position: float = current_audio_channels[audio_settings.sync_channel].get_playback_position()
new_player.play(play_position)
# TODO Remove this once https://github.com/godotengine/godot/issues/18878 is fixed
if new_player.stream is AudioStreamWAV and new_player.stream.format == AudioStreamWAV.FORMAT_IMA_ADPCM:
printerr("[Dialogic] WAV files using Ima-ADPCM compression cannot be synced. Reimport the file using a different compression mode.")
dialogic.print_debug_moment()
else:
new_player.play()
new_player.finished.connect(_on_audio_finished.bind(new_player, channel_name, path))
if channel_name:
current_audio_channels[channel_name] = new_player
## Returns `true` if any audio is playing on the given [param channel_name].
func is_channel_playing(channel_name: String) -> bool:
return (current_audio_channels.has(channel_name)
and is_instance_valid(current_audio_channels[channel_name])
and current_audio_channels[channel_name].is_playing())
## Stops audio on all channels.
func stop_all_channels(fade := 0.0) -> void:
for channel_name in current_audio_channels.keys():
update_audio(channel_name, '', {"fade_length":fade})
### Stops all one-shot sounds.
func stop_all_one_shot_sounds() -> void:
for i in one_shot_audio_node.get_children():
i.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: AudioStreamPlayer) -> 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_name].
func is_channel_playing_file(file_path: String, channel_name: String) -> bool:
return (is_channel_playing(channel_name)
and current_audio_channels[channel_name].stream.resource_path == file_path)
## Returns `true` if any channel is playing.
func is_any_channel_playing() -> bool:
for channel in current_audio_channels:
if is_channel_playing(channel):
return true
return false
func _on_audio_finished(player: AudioStreamPlayer, channel_name: String, path: String) -> void:
if current_audio_channels.has(channel_name) and current_audio_channels[channel_name] == player:
current_audio_channels.erase(channel_name)
player.queue_free()
if dialogic.current_state_info.get('audio', {}).get(channel_name, {}).get('path', '') == path:
dialogic.current_state_info['audio'].erase(channel_name)
#endregion
#region Pre Alpha 17 Conversion
func _convert_state_info() -> void:
var info: Dictionary = dialogic.current_state_info.get("music", {})
if info.is_empty():
return
var new_info := {}
if info.has("path"):
# Pre Alpha 16 Save Data Conversion
new_info['music'] = {
"path":info.path,
"settings_overrides": {
"volume":info.volume,
"audio_bus":info.audio_bus,
"loop":info.loop}
}
else:
# Pre Alpha 17 Save Data Conversion
for channel_id in info.keys():
if info[channel_id].is_empty():
continue
var channel_name = "music"
if channel_id > 0:
channel_name += str(channel_id + 1)
new_info[channel_name] = {
"path": info[channel_id].path,
"settings_overrides":{
'volume': info[channel_id].volume,
'audio_bus': info[channel_id].audio_bus,
'loop': info[channel_id].loop,
}
}
dialogic.current_state_info['audio'] = new_info
dialogic.current_state_info.erase('music')
#endregion