Files
Cozypaw-Hospital/scripts/autoload/AudioManager.gd
Steven Wroblewski 6b0c41bbfd fix(core): resolve review findings in Sprint 3-4
- Fix SaveManager reset_game to use DirAccess.remove correctly
- Add null check for FileAccess.open in save_game
- Fix AudioManager crossfade tween callback chain
- Replace fragile absolute HUD path with relative onready
- Guard character position save against empty id
- Add GameState.has_character_position helper
- Emit room_changed signal after tween completes
- Add target_floor validation in ElevatorButton
- Persist audio settings via GameState
- Add class_name to RoomNavigator, AudioManager, HUD

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 12:22:27 +02:00

64 lines
1.9 KiB
GDScript

## AudioManager — music playback with cross-fade, SFX playback, volume control.
class_name AudioManager extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6
const CROSSFADE_DURATION: float = 1.0
var _music_player_a: AudioStreamPlayer
var _music_player_b: AudioStreamPlayer
var _active_player: AudioStreamPlayer
var _sfx_player: AudioStreamPlayer
var _music_volume: float = DEFAULT_MUSIC_VOLUME
var _sfx_volume: float = 1.0
var _is_fading: bool = false
func _ready() -> void:
_music_player_a = AudioStreamPlayer.new()
_music_player_b = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new()
add_child(_music_player_a)
add_child(_music_player_b)
add_child(_sfx_player)
_active_player = _music_player_a
_apply_music_volume()
func play_music(stream: AudioStream) -> void:
if _active_player.stream == stream and _active_player.playing:
return
var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a
next_player.stream = stream
next_player.volume_db = linear_to_db(0.0)
next_player.play()
var prev_player: AudioStreamPlayer = _active_player
_active_player = next_player
var tween: Tween = create_tween()
tween.set_parallel(true)
tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
tween.chain().tween_callback(prev_player.stop)
func play_sfx(stream: AudioStream) -> void:
_sfx_player.stream = stream
_sfx_player.volume_db = linear_to_db(_sfx_volume)
_sfx_player.play()
func set_music_volume(value: float) -> void:
_music_volume = clampf(value, 0.0, 1.0)
_apply_music_volume()
func set_sfx_volume(value: float) -> void:
_sfx_volume = clampf(value, 0.0, 1.0)
func get_music_volume() -> float:
return _music_volume
func _apply_music_volume() -> void:
_active_player.volume_db = linear_to_db(_music_volume)