Files
seeding-planets/common/audio_manager/scripts/audio_manager.gd

205 lines
6.1 KiB
GDScript

extends Node
const MIN_VOLUME = -60.
const MAX_VOLUME = 24.
const DEFAULT_FADE_TIME : float = 0.5
@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 default_volumes := {}
func _ready():
for player in get_all_players():
player.stop()
fetch_default_volumes()
# setup_players_bus()
settings.sound_changed.connect(
func(_s) : setup_players_bus()
)
SceneManager.scene_loaded.connect(_on_change_scene)
Dialogic.timeline_started.connect(_on_timeline_started)
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 ambiance_action:
playing_ambiance = process_audio_action(
ambiance_action,
%Ambiance,
playing_ambiance
)
ambiance_action = null
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)
if not player:
printerr("Player %s not found in category %s" % [audio_launch.player_name, player_search_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)
"REGION":
play_music("Region", true)
play_ambiance("Exterior", true)
"COCKPIT":
play_music("Truck", true)
func _on_timeline_started():
var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
# Timeline name et le nom du fichier de timeline, par exemple demeter_intro
# Amuse toi Nilou ;)
func _on_timeline_ended():
_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()
for player in all_players:
default_volumes[player] = player.volume_db
func setup_players_bus():
for player in get_all_players():
if player.get_parent() == %Musics:
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:
player.bus = (AudioServer.get_bus_name(SettingsData.AMBIANCE_BUS_ID))
func get_volume(player : AudioStreamPlayer) -> float:
return default_volumes[player]
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 := 0.0) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
fade_tween.tween_property(player, "volume_db", to, fade_time)
return fade_tween
func start_player(player: AudioStreamPlayer, from_random_time = false, fade_time = DEFAULT_FADE_TIME):
if player and not player.playing:
player.play(
0.0 if not from_random_time
else randf_range(0.0, player.stream.get_length())
)
if fade_time > 0.0:
player.volume_db = MIN_VOLUME
await set_volume(player, get_volume(player), fade_time).finished
func stop_player(player : AudioStreamPlayer, fade_time = DEFAULT_FADE_TIME):
if player and player.playing:
if fade_time > 0.0:
await set_volume(player, MIN_VOLUME, fade_time).finished
player.stop()
player.volume_db = get_volume(player)
func reset_volume(player : AudioStreamPlayer):
player.volume_db = get_volume(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)
class AudioAction:
pass
class AudioLaunch extends AudioAction:
var player_name : String
var from_random_time : bool
var fade_time : float
func _init(
_player_name : String,
_from_random_time := false,
_fade_time := DEFAULT_FADE_TIME,
):
player_name = _player_name
from_random_time = _from_random_time
fade_time = _fade_time
class AudioStop extends AudioAction:
pass