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Cozypaw-Hospital/scripts/autoload/AudioManager.gd
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GDScript

## AudioManager — floor music with cross-fade and SFX for player interactions.
## Autoload registered in project.godot. No class_name (Godot 4 autoload conflict).
extends Node
const CROSSFADE_DURATION: float = 0.8
const DEFAULT_MUSIC_VOLUME: float = 0.6
const _MUSIC_MAP: Dictionary = {
0: "res://assets/audio/music/floor_0.ogg",
1: "res://assets/audio/music/floor_1.ogg",
2: "res://assets/audio/music/floor_2.ogg",
3: "res://assets/audio/music/floor_3.ogg",
}
const _SFX_MAP: Dictionary = {
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
"xray_scan": "res://assets/audio/sfx/xray_scan.ogg",
"tea_pour": "res://assets/audio/sfx/tea_pour.ogg",
"cradle_rock": "res://assets/audio/sfx/cradle_rock.ogg",
"gift_open": "res://assets/audio/sfx/gift_open.ogg",
"ambulance_siren": "res://assets/audio/sfx/ambulance_siren.ogg",
"delivery_cheer": "res://assets/audio/sfx/delivery_cheer.ogg",
"object_tap": "res://assets/audio/sfx/object_tap.ogg",
}
var _current_floor: int = -1
var _is_crossfading: bool = false
var _active_player: AudioStreamPlayer
var _last_room: String = ""
var _music_a: AudioStreamPlayer
var _music_b: AudioStreamPlayer
var _sfx_player: AudioStreamPlayer
func _ready() -> void:
_music_a = AudioStreamPlayer.new()
_music_b = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new()
add_child(_music_a)
add_child(_music_b)
add_child(_sfx_player)
_active_player = _music_a
_music_a.volume_db = linear_to_db(GameState.music_volume)
_music_b.volume_db = linear_to_db(0.0)
_sfx_player.volume_db = linear_to_db(GameState.sfx_volume)
GameState.state_changed.connect(_on_game_state_changed)
_last_room = GameState.current_room
var initial_floor: int = _derive_floor_from_room(GameState.current_room)
if initial_floor != -1:
play_floor_music(initial_floor)
func play_floor_music(floor: int) -> void:
if AudioServer.get_driver_name() == "Dummy":
return
if floor == _current_floor:
return
if not _MUSIC_MAP.has(floor):
return
if _is_crossfading:
return
_is_crossfading = true
_current_floor = floor
var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a
var path: String = _MUSIC_MAP[floor]
if not ResourceLoader.exists(path):
_is_crossfading = false
return
var stream: AudioStream = load(path) as AudioStream
if stream == null:
_is_crossfading = false
return
inactive.stream = stream
inactive.volume_db = linear_to_db(0.0)
inactive.play()
var tween: Tween = create_tween().set_parallel(true)
tween.tween_property(inactive, "volume_db", linear_to_db(GameState.music_volume), CROSSFADE_DURATION)
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
await tween.finished
_active_player.stop()
_active_player = inactive
_is_crossfading = false
func play_sfx(event: String) -> void:
if AudioServer.get_driver_name() == "Dummy":
return
if not _SFX_MAP.has(event):
return
var path: String = _SFX_MAP[event]
if not ResourceLoader.exists(path):
return
var stream: AudioStream = load(path) as AudioStream
if stream == null:
return
_sfx_player.stream = stream
_sfx_player.play()
func set_music_volume(vol: float) -> void:
GameState.music_volume = vol
_active_player.volume_db = linear_to_db(vol)
func set_sfx_volume(vol: float) -> void:
GameState.sfx_volume = vol
_sfx_player.volume_db = linear_to_db(vol)
func get_current_floor() -> int:
return _current_floor
func _on_game_state_changed() -> void:
if GameState.current_room == _last_room:
return
_last_room = GameState.current_room
var floor: int = _derive_floor_from_room(GameState.current_room)
if floor != -1:
play_floor_music(floor)
func _derive_floor_from_room(room: String) -> int:
match room:
"reception", "giftshop", "restaurant", "emergency":
return 0
"xray", "pharmacy", "lab", "patient_rooms":
return 1
"ultrasound", "delivery_room", "nursery":
return 2
"garden_party":
return 3
return -1