236 lines
7.9 KiB
GDScript
236 lines
7.9 KiB
GDScript
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
|