extends DialogicSubsystem ## Subsystem for managing background audio and one-shot sound effects. ## ## This subsystem has many different helper methods for managing audio ## in your timeline. ## For instance, you can listen to audio changes via [signal audio_started]. ## Whenever a new audio event 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] ## `channel` | [type String] | The channel name to play the audio on. [br] ## `volume` | [type float] | The volume in `db` of the audio resource that will be set to the [AudioStreamPlayer]. [br] ## `audio_bus` | [type String] | The audio bus name that the [AudioStreamPlayer] will use. [br] ## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br] signal audio_started(info: Dictionary) @export_group("State") @export var info := {} ## Audio node for holding audio players var audio_node := Node.new() ## Sound node for holding sound players var one_shot_audio_node := Node.new() ## Dictionary with info of all current audio channels var current_audio_channels: Dictionary = {} #region STATE #################################################################################################### ## Clears the state on this subsystem and stops all audio. func _clear_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void: stop_all_channels() stop_all_one_shot_sounds() ## Loads the state on this subsystem from the current state info. func _load_state(load_flag:=LoadFlags.FULL_LOAD) -> void: if load_flag == LoadFlags.ONLY_DNODES: return for channel_name in info.keys(): if info[channel_name].path.is_empty(): update_audio(channel_name) else: update_audio(channel_name, info[channel_name].path, info[channel_name].settings_overrides) ## Pauses playing audio. func _pause() -> void: for child in audio_node.get_children(): child.stream_paused = true for child in one_shot_audio_node.get_children(): child.stream_paused = true ## Resumes playing audio. func _resume() -> void: for child in audio_node.get_children(): child.stream_paused = false for child in one_shot_audio_node.get_children(): child.stream_paused = false func _on_dialogic_timeline_ended() -> void: if not dialogic.Styles.get_layout_node(): _clear_state() #endregion #region MAIN METHODS #################################################################################################### func _ready() -> void: dialogic.timeline_ended.connect(_on_dialogic_timeline_ended) audio_node.name = "Audio" add_child(audio_node) one_shot_audio_node.name = "OneShotAudios" add_child(one_shot_audio_node) ## Plays the given file (or nothing) on the given channel. ## No channel given defaults to the "One-Shot SFX" channel, ## which does not save audio but can have multiple audios playing simultaneously. func update_audio(channel_name:= "", path := "", settings_overrides := {}) -> void: #volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true, sync_channel := "") -> void: if not is_channel_playing(channel_name) and path.is_empty(): return ## Determine audio settings var audio_settings: Dictionary = DialogicUtil.get_audio_channel_defaults().get(channel_name, {}).merged( {"volume":0, "audio_bus":"", "fade_length":0.0, "loop":true, "sync_channel":""} ).merged(settings_overrides, true) ## Handle previous audio on channel if is_channel_playing(channel_name): var prev_audio_node: AudioStreamPlayer = current_audio_channels[channel_name] prev_audio_node.name += "_Prev" if audio_settings.fade_length > 0.0: var fade_out_tween: Tween = create_tween() fade_out_tween.tween_method( interpolate_volume_linearly.bind(prev_audio_node), db_to_linear(prev_audio_node.volume_db), 0.0, audio_settings.fade_length) fade_out_tween.tween_callback(prev_audio_node.queue_free) else: prev_audio_node.queue_free() ## Set state if not path: info.erase(channel_name) return info[channel_name] = {'path':path, 'settings_overrides':settings_overrides} audio_started.emit(info[channel_name]) var new_player := AudioStreamPlayer.new() if channel_name: new_player.name = channel_name.validate_node_name() audio_node.add_child(new_player) else: new_player.name = "OneShotSFX" one_shot_audio_node.add_child(new_player) var file := load(path) if file == null: printerr("[Dialogic] Audio file \"%s\" failed to load." % path) return new_player.stream = load(path) ## Apply audio settings ## Volume & Fade if audio_settings.fade_length > 0.0: new_player.volume_db = linear_to_db(0.0) var fade_in_tween := create_tween() fade_in_tween.tween_method( interpolate_volume_linearly.bind(new_player), 0.0, db_to_linear(audio_settings.volume), audio_settings.fade_length) else: new_player.volume_db = audio_settings.volume ## Audio Bus new_player.bus = audio_settings.audio_bus ## Loop if "loop" in new_player.stream: new_player.stream.loop = audio_settings.loop elif "loop_mode" in new_player.stream: if audio_settings.loop: new_player.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD new_player.stream.loop_begin = 0 new_player.stream.loop_end = new_player.stream.mix_rate * new_player.stream.get_length() else: new_player.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED ## Sync & start player if audio_settings.sync_channel and is_channel_playing(audio_settings.sync_channel): var play_position: float = current_audio_channels[audio_settings.sync_channel].get_playback_position() new_player.play(play_position) # TODO Remove this once https://github.com/godotengine/godot/issues/18878 is fixed if new_player.stream is AudioStreamWAV and new_player.stream.format == AudioStreamWAV.FORMAT_IMA_ADPCM: printerr("[Dialogic] WAV files using Ima-ADPCM compression cannot be synced. Reimport the file using a different compression mode.") dialogic.print_debug_moment() else: new_player.play() new_player.finished.connect(_on_audio_finished.bind(new_player, channel_name, path)) if channel_name: current_audio_channels[channel_name] = new_player ## Returns `true` if any audio is playing on the given [param channel_name]. func is_channel_playing(channel_name: String) -> bool: return (current_audio_channels.has(channel_name) and is_instance_valid(current_audio_channels[channel_name]) and current_audio_channels[channel_name].is_playing()) ## Stops audio on all channels. func stop_all_channels(fade := 0.0) -> void: for channel_name in current_audio_channels.keys(): update_audio(channel_name, '', {"fade_length":fade}) ### Stops all one-shot sounds. func stop_all_one_shot_sounds() -> void: for i in one_shot_audio_node.get_children(): i.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: AudioStreamPlayer) -> 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_name]. func is_channel_playing_file(file_path: String, channel_name: String) -> bool: return (is_channel_playing(channel_name) and current_audio_channels[channel_name].stream.resource_path == file_path) ## Returns `true` if any channel is playing. func is_any_channel_playing() -> bool: for channel in current_audio_channels: if is_channel_playing(channel): return true return false func _on_audio_finished(player: AudioStreamPlayer, channel_name: String, path: String) -> void: if current_audio_channels.has(channel_name) and current_audio_channels[channel_name] == player: current_audio_channels.erase(channel_name) player.queue_free() if info.get(channel_name, {}).get('path', '') == path: info.erase(channel_name) #endregion