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