storytelling-assistant/addons/event_audio/event_audio.gd

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GDScript3
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extends Node
# Ideally this would be called just EventAudio, but that would class with the autoload
class_name EventAudioAPI
static var _separator := "+"
static var instance : EventAudioAPI
@export var log_lookups := false
@export var log_deaths := false
@export var log_registrations := false
var _trigger_map: Dictionary
var _rng: RandomNumberGenerator
var _audio_banks: Array[EAEventBank]
class AudioEmitter2D:
var source: Node2D
var player: AudioStreamPlayer2D
var event: EAEvent
var _active_emitters_2d = Array()
class AudioEmitter3D:
var source: Node3D
var player: AudioStreamPlayer3D
var event: EAEvent
var _active_emitters_3d = Array()
#---------------------------------------------------------
# API
#---------------------------------------------------------
static func get_instance() -> EventAudioAPI:
return instance
func play_2d(trigger: String, source: Node2D) -> AudioEmitter2D:
var event := _find_event_for_trigger(trigger)
if event == null:
return null
var stream_player = AudioStreamPlayer2D.new()
return _play_event(event, stream_player, source)
func play_3d(trigger: String, source: Node3D) -> AudioEmitter3D:
var event := _find_event_for_trigger(trigger)
if event == null:
return null
var stream_player = AudioStreamPlayer3D.new()
return _play_event(event, stream_player, source)
func stop(emitter):
if emitter.player != null:
emitter.player.stop()
func register_event_bank(bank: EAEventBank):
if log_registrations:
print("Registering bank: " + bank.resource_path)
_audio_banks.append(bank)
_invalidate_trigger_map()
func unregister_event_bank(bank: EAEventBank):
if log_registrations:
print("Unregistering bank: " + bank.resource_name)
var idx := _audio_banks.find(bank)
if idx >= 0:
_audio_banks.remove_at(idx)
_invalidate_trigger_map()
static func init_player_from_playback_settings(rng, stream_player, settings: EAEventPlaybackSettings):
var min_pitch := min(settings.min_pitch, settings.max_pitch) as float
var max_pitch := max(settings.min_pitch, settings.max_pitch) as float
var pitch = rng.randf_range(min_pitch, max_pitch)
stream_player.pitch_scale = pitch
stream_player.volume_db = settings.volume_db
if stream_player is AudioStreamPlayer3D:
stream_player.unit_size = settings.unit_size
stream_player.max_db = settings.max_db
stream_player.panning_strength = settings.panning_strength
elif stream_player is AudioStreamPlayer2D:
stream_player.max_distance = settings.max_distance
stream_player.attenuation = settings.attenuation
stream_player.panning_strength = settings.panning_strength
#---------------------------------------------------------
func _init():
_rng = RandomNumberGenerator.new()
func _process(_delta: float):
_active_emitters_2d = _process_active_audio(_active_emitters_2d)
_active_emitters_3d = _process_active_audio(_active_emitters_3d)
func _process_active_audio(active_audio):
var new_active_audio := Array()
# TODO - find a better way of modifying the list of active audio emitters
for audio in active_audio:
var alive := true
if audio.player == null:
alive = false
elif not audio.player.playing:
audio.player.queue_free()
audio.player = null
alive = false
elif audio.source == null:
if audio.event.playback_settings.stop_when_source_dies:
audio.player.stop()
alive = false
# Update the position
if not audio.event.playback_settings.stationary and alive and audio.source != null:
audio.player.global_position = audio.source.global_position
if alive:
new_active_audio.append(audio)
else:
_log_death(audio.event.trigger_tags)
return new_active_audio
func _enter_tree():
instance = self
func _exit_tree():
instance = null
#---------------------------------------------------------------------------------
# Internals
#---------------------------------------------------------------------------------
func _play_event(event: EAEvent, stream_player, source: Node):
var stream := event.get_weighted_random_stream(_rng.randf())
stream_player.name = "AudioPlayback"
add_child(stream_player)
stream_player.stream = stream
EventAudioAPI.init_player_from_playback_settings(_rng, stream_player, event.playback_settings)
if source:
stream_player.global_position = source.global_position
stream_player.play()
if stream_player is AudioStreamPlayer2D:
var emitter := AudioEmitter2D.new()
emitter.player = stream_player
emitter.source = source
emitter.event = event
_active_emitters_2d.append(emitter)
return emitter
else:
var emitter = AudioEmitter3D.new()
emitter.player = stream_player
emitter.source = source
emitter.event = event
_active_emitters_3d.append(emitter)
return emitter
func _invalidate_trigger_map():
_trigger_map = {}
func _make_trigger_map():
_trigger_map = {}
for bank: EAEventBank in _audio_banks:
for entry in bank.entries:
var key = entry.trigger_tags
_trigger_map[key] = entry
func _find_event_for_trigger(trigger: String) -> EAEvent:
if _trigger_map.size() == 0:
_make_trigger_map()
var current_trigger := trigger
while current_trigger != "":
_log_lookup(current_trigger)
var found_entry := _trigger_map.get(current_trigger) as EAEvent
if found_entry:
_log_found(found_entry.trigger_tags)
return found_entry
var tag_pos := current_trigger.rfind(_separator)
if tag_pos >= 0:
current_trigger = current_trigger.substr(0, tag_pos)
else:
current_trigger = ""
return null
func _log_lookup(msg: String):
if log_lookups:
print("Trying " + msg)
func _log_found(msg: String):
if log_lookups:
print("Found " + msg)
func _log_bank_add(msg: String):
if log_registrations:
print("Registering Bank " + msg)
func _log_bank_remove(msg: String):
if log_registrations:
print("Unregistering Bank " + msg)
func _log_death(msg: String):
if log_deaths:
print("Killing " + msg)