410 lines
13 KiB
GDScript
410 lines
13 KiB
GDScript
extends Node
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class_name AudioManagerInstance
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const MIN_VOLUME = -60.
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const MAX_VOLUME = 24.
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const DEFAULT_FADE_TIME : float = 5.0
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const REGION_FIRST_PHASE = [
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"RegionForestPhase1",
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"RegionForestPhase2",
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"RegionMinePhase1",
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"RegionMinePhase2"
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]
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const REGION_LOOP_PHASE = [
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"RegionForestLoop",
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"RegionForestLoop",
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"RegionMineLoop",
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"RegionMineLoop"
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]
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@onready var settings : SettingsData = GameInfo.settings_data
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var music_actions : Array[AudioAction]
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var ambiance_actions : Array[AudioAction]
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var playing_musics : Array[String] = []
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var playing_ambiances : Array[String] = []
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var default_volumes := {}
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# ----------------- Partie Fonctionnelle ----------------
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# Fonction s'exécutant à chaque changement de scène
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func _on_change_scene(scene : Scene):
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stop_all_ambiances()
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match scene.scene_id:
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"TITLE":
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play_music_alone("Title", false, 0.0)
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"INTRO":
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stop_all_musics()
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"REGION":
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play_ambiance("Exterior", false)
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var region_level = GameInfo.game_data.current_region_data.region_level
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var first_phase = REGION_FIRST_PHASE[region_level % len(REGION_FIRST_PHASE)]
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var loop_phase = REGION_LOOP_PHASE[region_level % len(REGION_LOOP_PHASE)]
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play_music_alone(first_phase)
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queue_music(loop_phase, first_phase)
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"COCKPIT":
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play_music_alone("Ship", true)
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"ASTRA":
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stop_all_musics()
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play_ambiance_alone("Astra", false, 5.0)
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"GARAGE":
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stop_all_musics()
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play_ambiance_alone("Astra", false, 5.0)
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"BOREA":
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stop_all_musics()
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play_ambiance_alone("Borea", false, 5.0)
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# Fonction s'exécutant à chaque début de timeline
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func _on_timeline_started():
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var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
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change_ambiances_volume(-10)
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match timeline_name:
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"demeter_astra_failed":
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play_ambiance("Demeter")
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"demeter_ship_presentation":
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play_ambiance("Demeter")
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"demeter_intro":
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play_ambiance("Demeter")
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"demeter_post_tutorial":
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play_ambiance("Demeter")
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"failure":
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play_ambiance("Demeter")
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# Fonction s'exécutant à chaque fin de timeline
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func _on_timeline_ended():
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if SceneManager.actual_scene:
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change_ambiances_volume()
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# Joue la musique définie par player_name, arrête toute les autres musiques immédiatement
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# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
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# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
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# - fade_time : durée du fondu d'arrivée
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func play_music_alone(
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player_name : String = "",
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from_random_time := false,
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fade_time := DEFAULT_FADE_TIME
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):
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stop_all_musics()
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play_music(player_name,from_random_time,fade_time)
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# Joue la musique définie par player_name
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# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
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# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
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# - fade_time : durée du fondu d'arrivée
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func play_music(
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player_name : String = "",
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from_random_time := false,
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fade_time := DEFAULT_FADE_TIME
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):
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music_actions.append(AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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))
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# Joue la musique définie par player_name juste après la fin de la musique after_player_name, stoppe cette dernière à ce moment
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# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
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# - after_player_name : Nom de la Node dans la scène Godot à attendre, puis à stopper
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# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
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# - fade_time : durée du fondu d'arrivée
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func queue_music(
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player_name : String,
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after_player_name : String,
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from_random_time := false,
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fade_time := DEFAULT_FADE_TIME
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):
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var player : AudioStreamPlayer = get_player_from_node(after_player_name, %Musics)
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if player:
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await player.finished
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music_actions.append(AudioStop.new(after_player_name))
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music_actions.append(AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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))
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# Stoppe la musique définie par player_name
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# - player_name : Nom de la Node dans la scène Godot sous la node Musics à jouer
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# - fade_time : durée du fondu de départ
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func stop_music(player_name : String, fade := DEFAULT_FADE_TIME):
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music_actions.append(AudioStop.new(player_name, fade))
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# Stoppe toutes les musiques
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# - fade_time : durée du fondu de départ
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func stop_all_musics(fade := DEFAULT_FADE_TIME):
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music_actions.append(AudioStopAll.new(fade))
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# Joue l'ambiance définie par player_name, arrête toute les autres musiques immédiatement
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# - player_name : Nom de la Node dans la scène Godot sous la node Ambiances à jouer
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# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
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# - fade_time : durée du fondu d'arrivée
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func play_ambiance_alone(
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player_name : String = "",
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from_random_time := false,
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fade_time := DEFAULT_FADE_TIME
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):
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stop_all_ambiances()
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play_ambiance(player_name,from_random_time,fade_time)
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# Joue l'ambiance définie par player_name
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# - player_name : Nom de la Node dans la scène Godot sous la node Ambiances à jouer
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# - from_random_time : joue depuis un temps aléatoire (true) ou non (false)
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# - fade_time : durée du fondu d'arrivée
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func play_ambiance(
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player_name : String = "",
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from_random_time := false,
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fade_time := DEFAULT_FADE_TIME
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):
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ambiance_actions.append(AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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))
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# Stoppe l'ambiance définie par player_name
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# - player_name : Nom de la Node dans la scène Godot sous la node Ambiances à jouer
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# - fade_time : durée du fondu de départ
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func stop_ambiance(player_name : String, fade := DEFAULT_FADE_TIME):
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ambiance_actions.append(AudioStop.new(player_name, fade))
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# Stoppe toutes les ambiances
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# - fade_time : durée du fondu de départ
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func stop_all_ambiances(fade := DEFAULT_FADE_TIME):
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ambiance_actions.append(AudioStopAll.new(fade))
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# Change le volume de toutes les ambiances qui jouent
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# - db_change : changement du volume en décibel, mettre à 0 pour reset le volume
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# - fade_time : durée du fondu de départ
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func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME):
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ambiance_actions.append(
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AudioChangeVolumeAll.new(
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db_change,
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fade
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)
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)
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# Joue un
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# - player_name : Nom de la Node dans la scène Godot à jouer
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func play_sfx(sfx_name : String):
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var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
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if player:
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player.play()
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else:
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printerr("Sfx %s not found" % sfx_name)
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# ----------------- Partie Technique (pas touche Niels ;D) ----------------
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func _ready():
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for player in get_all_players():
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player.stop()
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fetch_default_volumes()
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# setup_players_bus()
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settings.sound_changed.connect(
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func(_s) : setup_players_bus()
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)
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SceneManager.scene_loaded.connect(_on_change_scene)
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Dialogic.timeline_started.connect(_on_timeline_started)
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Dialogic.timeline_ended.connect(_on_timeline_ended)
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func _process(_d):
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if len(music_actions) > 0:
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playing_musics = process_audio_actions_for_node(music_actions, %Musics, playing_musics)
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music_actions = []
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if len(ambiance_actions) > 0:
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playing_ambiances = process_audio_actions_for_node(ambiance_actions, %Ambiances, playing_ambiances)
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ambiance_actions = []
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func process_audio_actions_for_node(
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audio_actions : Array[AudioAction],
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parent_node : Node,
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current_players: Array[String]
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):
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var players : Array[String] = current_players.duplicate()
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for audio_action in audio_actions:
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players = audio_action.process(
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self,
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parent_node,
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players
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)
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return players
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func get_player_from_node(player_name : String, parent_node : Node) -> AudioStreamPlayer:
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var player = parent_node.find_child(player_name)
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if not player:
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printerr("Player %s not found in category %s" % [player_name, parent_node.name])
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return null
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return player
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func fetch_default_volumes():
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var all_players := get_all_players()
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for player in all_players:
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default_volumes[player] = player.volume_db
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func setup_players_bus():
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for player in get_all_players():
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if player.get_parent() == %Musics:
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player.bus = (AudioServer.get_bus_name(SettingsData.MUSIC_BUS_ID))
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elif player.get_parent() == %Sfx:
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player.bus = (AudioServer.get_bus_name(SettingsData.SFX_BUS_ID))
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elif player.get_parent() == %Ambiances:
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player.bus = (AudioServer.get_bus_name(SettingsData.AMBIANCE_BUS_ID))
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func get_volume(player : AudioStreamPlayer) -> float:
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return default_volumes[player]
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func get_all_players() -> Array[AudioStreamPlayer]:
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var players : Array[AudioStreamPlayer] = []
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players.append_array(get_players_from_node(%Musics))
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players.append_array(get_players_from_node(%Ambiances))
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players.append_array(get_players_from_node(%Sfx))
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return players
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static func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
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var streams : Array[AudioStreamPlayer] = []
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for c in node.get_children():
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if c is AudioStreamPlayer:
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streams.append(c)
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return streams
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func set_volume(player : AudioStreamPlayer, to : float, fade_time = DEFAULT_FADE_TIME) -> Tween:
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var fade_tween : Tween = get_tree().create_tween()
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fade_tween.tween_property(player, "volume_db", to, fade_time)
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return fade_tween
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func start_player(player: AudioStreamPlayer, from_random_time = false, fade_time = DEFAULT_FADE_TIME):
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if player and not player.playing:
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player.play(
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0.0 if not from_random_time
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else randf_range(0.0, player.stream.get_length())
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)
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if fade_time > 0.0:
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player.volume_db = MIN_VOLUME
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await set_volume(player, get_volume(player), fade_time).finished
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func stop_player(player : AudioStreamPlayer, fade_time = DEFAULT_FADE_TIME):
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if player and player.playing:
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if fade_time > 0.0:
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await set_volume(player, MIN_VOLUME, fade_time).finished
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player.stop()
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player.volume_db = get_volume(player)
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func reset_volume(player : AudioStreamPlayer):
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player.volume_db = get_volume(player)
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@abstract class AudioAction:
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@abstract func process(
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manager: AudioManagerInstance,
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parent_node : Node,
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current_players : Array[String]
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) -> Array[String]
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class AudioLaunch extends AudioAction:
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var player_name : String
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var from_random_time : bool
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var fade_time : float
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var alone : bool
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func _init(
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_player_name : String,
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_from_random_time := false,
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_fade_time := DEFAULT_FADE_TIME,
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_alone := true,
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):
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player_name = _player_name
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from_random_time = _from_random_time
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fade_time = _fade_time
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func process(
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manager: AudioManagerInstance,
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parent_node : Node,
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current_players : Array[String]
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) -> Array[String]:
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var player := manager.get_player_from_node(player_name,parent_node)
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if player and not player.name in current_players:
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manager.start_player(player, from_random_time, fade_time)
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current_players.append(player_name)
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return current_players
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class AudioStop extends AudioAction:
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var player_name : String
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var fade_time : float
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func _init(
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_player_name : String,
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_fade_time := DEFAULT_FADE_TIME,
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):
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player_name = _player_name
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fade_time = fade_time
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func process(
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manager: AudioManagerInstance,
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parent_node : Node,
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current_players : Array[String]
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) -> Array[String]:
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var player = manager.get_player_from_node(player_name,parent_node)
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if player and player in current_players:
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manager.stop_player(player, fade_time)
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current_players.erase(player_name)
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return current_players
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class AudioStopAll extends AudioAction:
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var fade_time : float
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func _init(
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_fade_time := DEFAULT_FADE_TIME,
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):
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fade_time = fade_time
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func process(
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manager: AudioManagerInstance,
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parent_node : Node,
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current_players : Array[String]
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) -> Array[String]:
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for player_name in current_players:
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var player := manager.get_player_from_node(player_name,parent_node)
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if player:
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manager.stop_player(player, fade_time)
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return []
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class AudioChangeVolumeAll extends AudioAction:
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var db_change : float
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var fade_time : float
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func _init(
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_db_change := 1.0,
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_fade_time := DEFAULT_FADE_TIME,
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):
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db_change = _db_change
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fade_time = fade_time
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func process(
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manager: AudioManagerInstance,
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parent_node : Node,
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current_players : Array[String]
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) -> Array[String]:
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for player_name in current_players:
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var player := manager.get_player_from_node(player_name,parent_node)
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if player:
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manager.set_volume(
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player,
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manager.get_volume(player) + db_change,
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fade_time
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)
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return current_players
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