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Concurrent audio limit and volume limiter
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parent
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commit
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11 changed files with 162 additions and 6 deletions
52
Scripts/Misc/AudioManager.cs
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52
Scripts/Misc/AudioManager.cs
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using System.Collections.Generic;
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using Godot;
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namespace Cirno.Scripts.Misc;
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public partial class AudioManager : Node2D
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{
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public static AudioManager Instance { get; private set; }
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[Export]
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public int ConcurrentSounds { get; set; } = 3;
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private Dictionary<string, int> _audioDict = new Dictionary<string, int>();
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public override void _Ready()
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{
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Instance = this;
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}
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public bool CanPlay(string audioName)
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{
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var item = _audioDict.TryGetValue(audioName, out int amount);
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if (item) return amount < ConcurrentSounds;
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_audioDict.Add(audioName, 0);
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return true;
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}
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public bool Play(string audioName)
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{
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if (!CanPlay(audioName)) return false;
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if (!_audioDict.ContainsKey(audioName))
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{
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_audioDict.Add(audioName, 0);
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}
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_audioDict[audioName] += 1;
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return true;
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}
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public void Stop(string audioName)
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{
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if (_audioDict.ContainsKey(audioName))
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{
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_audioDict[audioName] -= 1;
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if (_audioDict[audioName] < 0)
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{
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_audioDict[audioName] = 0;
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}
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}
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}
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}
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