feat(poc): implement Sprint 1 proof of concept
- project.godot with autoload configuration - Reception room with placeholder visuals - Draggable Character with DragDropComponent - Interactive flower object with bounce animation - GameState, SaveManager, AudioManager, InputManager autoloads - HUD with back button and music toggle Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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63
scripts/autoload/AudioManager.gd
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63
scripts/autoload/AudioManager.gd
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## AudioManager — music playback with cross-fade, SFX playback, volume control.
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extends Node
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const DEFAULT_MUSIC_VOLUME: float = 0.6
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const CROSSFADE_DURATION: float = 1.0
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var _music_player_a: AudioStreamPlayer
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var _music_player_b: AudioStreamPlayer
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var _active_player: AudioStreamPlayer
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var _sfx_player: AudioStreamPlayer
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var _music_volume: float = DEFAULT_MUSIC_VOLUME
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var _sfx_volume: float = 1.0
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var _is_fading: bool = false
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func _ready() -> void:
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_music_player_a = AudioStreamPlayer.new()
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_music_player_b = AudioStreamPlayer.new()
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_sfx_player = AudioStreamPlayer.new()
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add_child(_music_player_a)
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add_child(_music_player_b)
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add_child(_sfx_player)
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_active_player = _music_player_a
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_apply_music_volume()
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func play_music(stream: AudioStream) -> void:
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if _active_player.stream == stream and _active_player.playing:
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return
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var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a
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next_player.stream = stream
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next_player.volume_db = linear_to_db(0.0)
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next_player.play()
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var tween: Tween = create_tween()
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tween.set_parallel(true)
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tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
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tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
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var prev_player: AudioStreamPlayer = _active_player
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tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
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_active_player = next_player
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func play_sfx(stream: AudioStream) -> void:
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_sfx_player.stream = stream
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_sfx_player.volume_db = linear_to_db(_sfx_volume)
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_sfx_player.play()
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func set_music_volume(value: float) -> void:
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_music_volume = clampf(value, 0.0, 1.0)
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_apply_music_volume()
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func set_sfx_volume(value: float) -> void:
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_sfx_volume = clampf(value, 0.0, 1.0)
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func get_music_volume() -> float:
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return _music_volume
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func _apply_music_volume() -> void:
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_active_player.volume_db = linear_to_db(_music_volume)
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