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SoundPlayer.gd
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SoundPlayer.gd
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# Subclass of AudioStreamPlayer, with mute setting.
# Used in `GameGridMap.gd` to play sounds.
extends "res://MuteSamplePlayer.gd"
class _AudioPlayer extends "res://MuteSamplePlayer.gd":
var sound # enum Sound!
func _init():
set_bus_name(BUS_NAME)
set_settings_name(SETTING_NAME)
func play(position=0):
assert(sound != null)
assert(is_inside_tree())
var name = Sound.name(sound)
stream = load("res://sounds/%s.wav" % name)
.play(position)
const SETTING_NAME = "sounds_player"
const BUS_NAME = "sound-player"
const LOW_FREQ = 680#Hz
var nightmare = false setget set_nightmare, is_nightmare
func is_nightmare():
return nightmare
func set_nightmare(enabled):
nightmare = enabled
var bus = AudioServer.get_bus_index(BUS_NAME)
AudioServer.set_bus_effect_enabled(bus, 0, nightmare)
func _init():
set_bus_name(BUS_NAME)
set_settings_name(SETTING_NAME)
var bus = AudioServer.get_bus_index(BUS_NAME)
var effect = AudioEffectLowPassFilter.new()
effect.cutoff_hz = LOW_FREQ
effect.db = AudioEffectFilter.FILTER_12DB
AudioServer.add_bus_effect(bus, effect)
AudioServer.set_bus_effect_enabled(bus, 0, false)
func _get_players():
var players := []
for child in get_children():
if child is _AudioPlayer: players.append(child)
return players
func _player_for(sound: int):
for player in _get_players():
if player.sound == sound and player.playing: return player
func _get_ready_player() -> _AudioPlayer:
var player = _AudioPlayer.new(); add_child(player)
player.bus = BUS_NAME
return player
func play_sound(sound: int):
assert(is_inside_tree())
prints("$$$ Playing:", Sound.name(sound))
var player := _get_ready_player()
player.sound = sound
player.play()
func stop_sound(sound: int):
if _player_for(sound):
_player_for(sound).stop()
#cleanup_players() # TODO: Cleanup players sometime
func cleanup_players():
for player in []+_get_players():
if not player.playing:
player.queue_free(); remove_child(player)