Files
seeding-planets/common/audio_manager/scripts/audio_manager.gd
Zacharie Guet 83d462f2f4 changement du scene manager, amélioration du cockpit et autres
* refonte du scene manager
* refonte du audio manager
* premier rework des plantes
* nettoyage des dossiers/fichiers
* renommage de planète en region
* fix des run
2026-01-23 18:06:27 +01:00

122 lines
3.6 KiB
GDScript

extends Node
const MIN_VOLUME = -60.
const MAX_VOLUME = 24.
@onready var settings : SettingsData = GameInfo.game_data.settings
@export var default_fade_time = 1.0
@export var playing_music : AudioStreamPlayer = null
@export var playing_ambiance : AudioStreamPlayer = null
var default_volumes := {}
func _ready():
for player in get_all_players():
player.stop()
fetch_default_volumes()
setup_volume()
settings.sound_changed.connect(
func(_s) : setup_volume()
)
SceneManager.scene_loaded.connect(_on_change_scene)
func _on_change_scene(scene : Scene):
play_ambiance()
match scene.scene_id:
"TITLE":
play_music("Title")
"REGION":
play_music("Region")
play_ambiance("Exterior")
"COCKPIT":
play_music("Truck")
func fetch_default_volumes():
var all_players := get_all_players()
for player in all_players:
default_volumes[player] = player.volume_db
func setup_volume():
for player in get_all_players():
player.volume_db = get_volume_from_parent(player)
func get_volume_from_parent(player : AudioStreamPlayer) -> float:
var settings_volume = 0.5
if player.get_parent() == %Ambiance:
settings_volume = settings.ambiance_volume
elif player.get_parent() == %Sfx:
settings_volume = settings.sfx_volume
elif player.get_parent() == %Musics:
settings_volume = settings.music_volume
return default_volumes[player] + lerp(MIN_VOLUME, MAX_VOLUME, settings_volume)
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(%Sfx))
return players
func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
var streams : Array[AudioStreamPlayer] = []
for c in node.get_children():
if c is AudioStreamPlayer:
streams.append(c)
return streams
func set_volume(player : AudioStreamPlayer, to : float, fade_time = default_fade_time) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
fade_tween.tween_property(player, "volume_db", to, fade_time)
return fade_tween
func reset_volume(player : AudioStreamPlayer):
player.volume_db = get_volume_from_parent(player)
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)
func play_music(music_name : String = ""):
if playing_music:
await set_volume(playing_music, MIN_VOLUME).finished
if playing_music:
playing_music.stop()
reset_volume(playing_music)
playing_music = null
if music_name:
var player := %Musics.find_child(music_name) as AudioStreamPlayer
if player:
playing_music = player
player.play()
else:
printerr("Music %s not found" % music_name)
func play_ambiance(ambiance_name : String = ""):
if playing_ambiance:
await set_volume(playing_ambiance, MIN_VOLUME).finished
if playing_ambiance:
playing_ambiance.stop()
reset_volume(playing_ambiance)
playing_ambiance = null
if ambiance_name:
var player := %Ambiance.find_child(ambiance_name) as AudioStreamPlayer
if player:
playing_ambiance = player
player.play()
else:
printerr("Sfx %s not found" % ambiance_name)