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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
82
Scripts/Misc/LimitedAudioPlayer.cs
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82
Scripts/Misc/LimitedAudioPlayer.cs
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using Godot;
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namespace Cirno.Scripts.Misc;
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public partial class LimitedAudioPlayer : AudioStreamPlayer2D
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{
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[Export] public StringName AudioName { get; private set; }
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[Export] public bool ReparentOnCreation { get; private set; } = false;
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[Export] public float Duration { get; private set; } = -1;
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private bool _finished = false;
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private double _timer = 0;
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public override void _Ready()
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{
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if (ReparentOnCreation)
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{
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CallDeferred(MethodName.ReparentDeferred);
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}
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if (Duration >= 0)
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{
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}
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// Check if it can play
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if (IsAutoplayEnabled())
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{
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TryPlay();
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}
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this.Finished += OnFinished;
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}
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public override void _Process(double delta)
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{
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if (Duration >= 0 && IsPlaying())
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{
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_timer += delta;
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if (_timer >= Duration)
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{
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this.Stop();
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}
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}
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}
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private void ReparentDeferred()
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{
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this.Reparent(GameManager.Instance.BulletsContainer);
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}
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public override void _ExitTree()
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{
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this.Finished -= OnFinished;
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if (!_finished)
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{
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AudioManager.Instance.Stop(AudioName);
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}
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}
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public void TryPlay()
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{
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if (!AudioManager.Instance.Play(AudioName))
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{
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this.SetVolumeDb(-100);
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return;
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}
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else
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{
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this.SetVolumeDb(0);
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}
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}
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private void OnFinished()
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{
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AudioManager.Instance.Stop(AudioName);
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_finished = true;
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}
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}
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