extends DialogicSubsystem ## Subsystem for managing background music and one-shot sound effects. ## ## This subsystem has many different helper methods for managing audio ## in your timeline. ## For instance, you can listen to music changes via [signal music_started]. ## Whenever a new background music 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] ## `volume` | [type float] | The volume of the audio resource that will be set to the [member base_music_player]. [br] ## `audio_bus` | [type String] | The audio bus name that the [member base_music_player] will use. [br] ## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br] ## `channel` | [type int] | The channel ID to play the audio on. [br] signal music_started(info: Dictionary) ## Whenever a new sound effect is set, 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] ## `volume` | [type float] | The volume of the audio resource that will be set to [member base_sound_player]. [br] ## `audio_bus` | [type String] | The audio bus name that the [member base_sound_player] will use. [br] ## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br] signal sound_started(info: Dictionary) var max_channels: int: set(value): if max_channels != value: max_channels = value ProjectSettings.set_setting('dialogic/audio/max_channels', value) ProjectSettings.save() current_music_player.resize(value) get: return ProjectSettings.get_setting('dialogic/audio/max_channels', 4) ## Audio player base duplicated to play background music. ## ## Background music is long audio. var base_music_player := AudioStreamPlayer.new() ## Reference to the last used music player. var current_music_player: Array[AudioStreamPlayer] = [] ## Audio player base, that will be duplicated to play sound effects. ## ## Sound effects are short audio. var base_sound_player := AudioStreamPlayer.new() #region STATE #################################################################################################### ## Clears the state on this subsystem and stops all audio. ## ## If you want to stop sounds only, use [method stop_all_sounds]. func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void: for idx in max_channels: update_music('', 0.0, '', 0.0, true, idx) stop_all_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 var info: Dictionary = dialogic.current_state_info.get("music", {}) if not info.is_empty() and info.has('path'): update_music(info.path, info.volume, info.audio_bus, 0, info.loop, 0) else: for channel_id in info.keys(): if info[channel_id].is_empty() or info[channel_id].path.is_empty(): update_music('', 0.0, '', 0.0, true, channel_id) else: update_music(info[channel_id].path, info[channel_id].volume, info[channel_id].audio_bus, 0, info[channel_id].loop, channel_id) ## Pauses playing audio. func pause() -> void: for child in get_children(): child.stream_paused = true ## Resumes playing audio. func resume() -> void: for child in get_children(): child.stream_paused = false func _on_dialogic_timeline_ended() -> void: if not dialogic.Styles.get_layout_node(): clear_game_state() pass #endregion #region MAIN METHODS #################################################################################################### func _ready() -> void: dialogic.timeline_ended.connect(_on_dialogic_timeline_ended) base_music_player.name = "Music" add_child(base_music_player) base_sound_player.name = "Sound" add_child(base_sound_player) current_music_player.resize(max_channels) ## Updates the background music. Will fade out previous music. func update_music(path := "", volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true, channel_id := 0) -> void: if channel_id > max_channels: printerr("\tChannel ID (%s) higher than Max Music Channels (%s)" % [channel_id, max_channels]) dialogic.print_debug_moment() return if not dialogic.current_state_info.has('music'): dialogic.current_state_info['music'] = {} dialogic.current_state_info['music'][channel_id] = {'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop, 'channel':channel_id} music_started.emit(dialogic.current_state_info['music'][channel_id]) var fader: Tween = null if is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].playing or !path.is_empty(): fader = create_tween() var prev_node: Node = null if is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].playing: prev_node = current_music_player[channel_id] fader.tween_method(interpolate_volume_linearly.bind(prev_node), db_to_linear(prev_node.volume_db),0.0,fade_time) if path: current_music_player[channel_id] = base_music_player.duplicate() add_child(current_music_player[channel_id]) current_music_player[channel_id].stream = load(path) current_music_player[channel_id].volume_db = volume if audio_bus: current_music_player[channel_id].bus = audio_bus if not current_music_player[channel_id].stream is AudioStreamWAV: if "loop" in current_music_player[channel_id].stream: current_music_player[channel_id].stream.loop = loop elif "loop_mode" in current_music_player[channel_id].stream: if loop: current_music_player[channel_id].stream.loop_mode = AudioStreamWAV.LOOP_FORWARD else: current_music_player[channel_id].stream.loop_mode = AudioStreamWAV.LOOP_DISABLED current_music_player[channel_id].play(0) fader.parallel().tween_method(interpolate_volume_linearly.bind(current_music_player[channel_id]), 0.0, db_to_linear(volume),fade_time) if prev_node: fader.tween_callback(prev_node.queue_free) ## Whether music is playing. func has_music(channel_id := 0) -> bool: return !dialogic.current_state_info.get('music', {}).get(channel_id, {}).get('path', '').is_empty() ## Plays a given sound file. func play_sound(path: String, volume := 0.0, audio_bus := "", loop := false) -> void: if base_sound_player != null and !path.is_empty(): sound_started.emit({'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop}) var new_sound_node := base_sound_player.duplicate() new_sound_node.name += "Sound" new_sound_node.stream = load(path) if "loop" in new_sound_node.stream: new_sound_node.stream.loop = loop elif "loop_mode" in new_sound_node.stream: if loop: new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD else: new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED new_sound_node.volume_db = volume if audio_bus: new_sound_node.bus = audio_bus add_child(new_sound_node) new_sound_node.play() new_sound_node.finished.connect(new_sound_node.queue_free) ## Stops all audio. func stop_all_sounds() -> void: for node in get_children(): if node == base_sound_player: continue if "Sound" in node.name: node.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: Node) -> 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_id]. func is_music_playing_resource(resource_path: String, channel_id := 0) -> bool: var is_playing_resource: bool = (current_music_player.size() > channel_id and is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].is_playing() and current_music_player[channel_id].stream.resource_path == resource_path) return is_playing_resource #endregion