citylimits/addons/sound_manager/music.gd
Tony Bark 2b41f84b05 Lots of stuff I forgot to commit because Holidays
- D&D dice engine (see README)
- Markdown support
- Phantom camera
2023-12-24 20:39:57 -05:00

133 lines
3.7 KiB
GDScript

extends "res://addons/sound_manager/abstract_audio_player_pool.gd"
var tweens: Dictionary = {}
var track_history: PackedStringArray = []
func play(resource: AudioStream, position: float = 0.0, volume: float = 0.0, crossfade_duration: float = 0.0, override_bus: String = "") -> AudioStreamPlayer:
stop(crossfade_duration * 2)
var player = _get_player_with_music(resource)
# If the player already exists then just make sure the volume is right (it might have just been fading in or out)
if player != null:
fade_volume(player, player.volume_db, volume, crossfade_duration)
return player
# Otherwise we need to prep another player and handle its introduction
player = prepare(resource, override_bus)
fade_volume(player, -80.0, volume, crossfade_duration)
# Remember this track name
track_history.insert(0, resource.resource_path)
if track_history.size() > 50:
track_history.remove_at(50)
player.call_deferred("play", position)
return player
func is_playing(resource: AudioStream) -> bool:
if resource != null:
return _get_player_with_music(resource) != null
else:
return busy_players.size() > 0
func stop(fade_out_duration: float = 0.0) -> void:
for player in busy_players:
if fade_out_duration <= 0.0:
fade_out_duration = 0.01
fade_volume(player, player.volume_db, -80, fade_out_duration)
func pause(resource: AudioStream = null) -> void:
if resource != null:
var player = _get_player_with_music(resource)
if is_instance_valid(player):
player.stream_paused = true
else:
for player in busy_players:
player.stream_paused = true
func resume(resource: AudioStream = null) -> void:
if resource != null:
var player = _get_player_with_music(resource)
if is_instance_valid(player):
player.stream_paused = false
else:
for player in busy_players:
player.stream_paused = false
func is_track_playing(resource_path: String) -> bool:
for player in busy_players:
if player.stream.resource_path == resource_path:
return true
return false
func get_currently_playing() -> Array[AudioStream]:
var tracks: Array[AudioStream] = []
for player in busy_players:
tracks.append(player.stream)
return tracks
func get_currently_playing_tracks() -> PackedStringArray:
var tracks: PackedStringArray = []
for player in busy_players:
tracks.append(player.stream.resource_path)
return tracks
func fade_volume(player: AudioStreamPlayer, from_volume: float, to_volume: float, duration: float) -> AudioStreamPlayer:
# Remove any tweens that might already be on this player
_remove_tween(player)
# Start a new tween
var tween: Tween = get_tree().create_tween().bind_node(self)
player.volume_db = from_volume
if from_volume > to_volume:
# Fade out
tween.tween_property(player, "volume_db", to_volume, duration).set_trans(Tween.TRANS_CIRC).set_ease(Tween.EASE_IN)
else:
# Fade in
tween.tween_property(player, "volume_db", to_volume, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
tweens[player] = tween
tween.finished.connect(_on_fade_completed.bind(player, tween, from_volume, to_volume, duration))
return player
### Helpers
func _get_player_with_music(resource: AudioStream) -> AudioStreamPlayer:
for player in busy_players:
if player.stream.resource_path == resource.resource_path:
return player
return null
func _remove_tween(player: AudioStreamPlayer) -> void:
if tweens.has(player):
var fade: Tween = tweens.get(player)
fade.kill()
tweens.erase(player)
### Signals
func _on_fade_completed(player: AudioStreamPlayer, tween: Tween, from_volume: float, to_volume: float, duration: float):
_remove_tween(player)
# If we just faded out then our player is now available
if to_volume <= -79.0:
player.stop()
mark_player_as_available(player)