Updated dialogic

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MaddoScientisto 2026-01-05 16:00:41 +01:00
commit cbb82512ee
483 changed files with 5743 additions and 2177 deletions

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@ -1,101 +1,77 @@
extends DialogicSubsystem
## Subsystem for managing background music and one-shot sound effects.
## Subsystem for managing background audio and one-shot sound effects.
##
## This subsystem has many different helper methods for managing audio
## in your timeline.
## For instance, you can listen to music changes via [signal music_started].
## For instance, you can listen to audio changes via [signal audio_started].
## Whenever a new background music is started, this signal is emitted and
## Whenever a new audio event is started, this signal is emitted and
## contains a dictionary with the following keys: [br]
## [br]
## Key | Value Type | Value [br]
## ----------- | ------------- | ----- [br]
## `path` | [type String] | The path to the audio resource file. [br]
## `volume` | [type float] | The volume of the audio resource that will be set to the [member base_music_player]. [br]
## `audio_bus` | [type String] | The audio bus name that the [member base_music_player] will use. [br]
## `channel` | [type String] | The channel name to play the audio on. [br]
## `volume` | [type float] | The volume in `db` of the audio resource that will be set to the [AudioStreamPlayer]. [br]
## `audio_bus` | [type String] | The audio bus name that the [AudioStreamPlayer] will use. [br]
## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br]
## `channel` | [type int] | The channel ID to play the audio on. [br]
signal music_started(info: Dictionary)
signal audio_started(info: Dictionary)
## Whenever a new sound effect is set, this signal is emitted and contains a
## dictionary with the following keys: [br]
## [br]
## Key | Value Type | Value [br]
## ----------- | ------------- | ----- [br]
## `path` | [type String] | The path to the audio resource file. [br]
## `volume` | [type float] | The volume of the audio resource that will be set to [member base_sound_player]. [br]
## `audio_bus` | [type String] | The audio bus name that the [member base_sound_player] will use. [br]
## `loop` | [type bool] | Whether the audio resource will loop or not once it finishes playing. [br]
signal sound_started(info: Dictionary)
var max_channels: int:
set(value):
if max_channels != value:
max_channels = value
ProjectSettings.set_setting('dialogic/audio/max_channels', value)
ProjectSettings.save()
current_music_player.resize(value)
get:
return ProjectSettings.get_setting('dialogic/audio/max_channels', 4)
## Audio player base duplicated to play background music.
##
## Background music is long audio.
var base_music_player := AudioStreamPlayer.new()
## Reference to the last used music player.
var current_music_player: Array[AudioStreamPlayer] = []
## Audio player base, that will be duplicated to play sound effects.
##
## Sound effects are short audio.
var base_sound_player := AudioStreamPlayer.new()
## Audio node for holding audio players
var audio_node := Node.new()
## Sound node for holding sound players
var one_shot_audio_node := Node.new()
## Dictionary with info of all current audio channels
var current_audio_channels: Dictionary = {}
#region STATE
####################################################################################################
## Clears the state on this subsystem and stops all audio.
##
## If you want to stop sounds only, use [method stop_all_sounds].
func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
for idx in max_channels:
update_music('', 0.0, '', 0.0, true, idx)
stop_all_sounds()
stop_all_channels()
stop_all_one_shot_sounds()
## Loads the state on this subsystem from the current state info.
func load_game_state(load_flag:=LoadFlags.FULL_LOAD) -> void:
if load_flag == LoadFlags.ONLY_DNODES:
return
var info: Dictionary = dialogic.current_state_info.get("music", {})
if not info.is_empty() and info.has('path'):
update_music(info.path, info.volume, info.audio_bus, 0, info.loop, 0)
else:
for channel_id in info.keys():
if info[channel_id].is_empty() or info[channel_id].path.is_empty():
update_music('', 0.0, '', 0.0, true, channel_id)
else:
update_music(info[channel_id].path, info[channel_id].volume, info[channel_id].audio_bus, 0, info[channel_id].loop, channel_id)
# Pre Alpha 17 Converter
_convert_state_info()
var info: Dictionary = dialogic.current_state_info.get("audio", {})
for channel_name in info.keys():
if info[channel_name].path.is_empty():
update_audio(channel_name)
else:
update_audio(channel_name, info[channel_name].path, info[channel_name].settings_overrides)
## Pauses playing audio.
func pause() -> void:
for child in get_children():
for child in audio_node.get_children():
child.stream_paused = true
for child in one_shot_audio_node.get_children():
child.stream_paused = true
## Resumes playing audio.
func resume() -> void:
for child in get_children():
for child in audio_node.get_children():
child.stream_paused = false
for child in one_shot_audio_node.get_children():
child.stream_paused = false
func _on_dialogic_timeline_ended() -> void:
if not dialogic.Styles.get_layout_node():
clear_game_state()
pass
#endregion
@ -105,115 +81,204 @@ func _on_dialogic_timeline_ended() -> void:
func _ready() -> void:
dialogic.timeline_ended.connect(_on_dialogic_timeline_ended)
base_music_player.name = "Music"
add_child(base_music_player)
base_sound_player.name = "Sound"
add_child(base_sound_player)
current_music_player.resize(max_channels)
audio_node.name = "Audio"
add_child(audio_node)
one_shot_audio_node.name = "OneShotAudios"
add_child(one_shot_audio_node)
## Updates the background music. Will fade out previous music.
func update_music(path := "", volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true, channel_id := 0) -> void:
if channel_id > max_channels:
printerr("\tChannel ID (%s) higher than Max Music Channels (%s)" % [channel_id, max_channels])
dialogic.print_debug_moment()
## Plays the given file (or nothing) on the given channel.
## No channel given defaults to the "One-Shot SFX" channel,
## which does not save audio but can have multiple audios playing simultaneously.
func update_audio(channel_name:= "", path := "", settings_overrides := {}) -> void:
#volume := 0.0, audio_bus := "", fade_time := 0.0, loop := true, sync_channel := "") -> void:
if not is_channel_playing(channel_name) and path.is_empty():
return
if not dialogic.current_state_info.has('music'):
dialogic.current_state_info['music'] = {}
## Determine audio settings
## TODO use .merged after dropping 4.2 support
var audio_settings: Dictionary = DialogicUtil.get_audio_channel_defaults().get(channel_name, {})
audio_settings.merge(
{"volume":0, "audio_bus":"", "fade_length":0.0, "loop":true, "sync_channel":""}
)
audio_settings.merge(settings_overrides, true)
dialogic.current_state_info['music'][channel_id] = {'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop, 'channel':channel_id}
music_started.emit(dialogic.current_state_info['music'][channel_id])
## Handle previous audio on channel
if is_channel_playing(channel_name):
var prev_audio_node: AudioStreamPlayer = current_audio_channels[channel_name]
prev_audio_node.name += "_Prev"
if audio_settings.fade_length > 0.0:
var fade_out_tween: Tween = create_tween()
fade_out_tween.tween_method(
interpolate_volume_linearly.bind(prev_audio_node),
db_to_linear(prev_audio_node.volume_db),
0.0,
audio_settings.fade_length)
fade_out_tween.tween_callback(prev_audio_node.queue_free)
var fader: Tween = null
if is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].playing or !path.is_empty():
fader = create_tween()
else:
prev_audio_node.queue_free()
var prev_node: Node = null
if is_instance_valid(current_music_player[channel_id]) and current_music_player[channel_id].playing:
prev_node = current_music_player[channel_id]
fader.tween_method(interpolate_volume_linearly.bind(prev_node), db_to_linear(prev_node.volume_db),0.0,fade_time)
## Set state
if not dialogic.current_state_info.has('audio'):
dialogic.current_state_info['audio'] = {}
if path:
current_music_player[channel_id] = base_music_player.duplicate()
add_child(current_music_player[channel_id])
current_music_player[channel_id].stream = load(path)
current_music_player[channel_id].volume_db = volume
if audio_bus:
current_music_player[channel_id].bus = audio_bus
if not current_music_player[channel_id].stream is AudioStreamWAV:
if "loop" in current_music_player[channel_id].stream:
current_music_player[channel_id].stream.loop = loop
elif "loop_mode" in current_music_player[channel_id].stream:
if loop:
current_music_player[channel_id].stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
else:
current_music_player[channel_id].stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
if not path:
dialogic.current_state_info['audio'].erase(channel_name)
return
current_music_player[channel_id].play(0)
fader.parallel().tween_method(interpolate_volume_linearly.bind(current_music_player[channel_id]), 0.0, db_to_linear(volume),fade_time)
dialogic.current_state_info['audio'][channel_name] = {'path':path, 'settings_overrides':settings_overrides}
audio_started.emit(dialogic.current_state_info['audio'][channel_name])
if prev_node:
fader.tween_callback(prev_node.queue_free)
var new_player := AudioStreamPlayer.new()
if channel_name:
new_player.name = channel_name.validate_node_name()
audio_node.add_child(new_player)
else:
new_player.name = "OneShotSFX"
one_shot_audio_node.add_child(new_player)
var file := load(path)
if file == null:
printerr("[Dialogic] Audio file \"%s\" failed to load." % path)
return
new_player.stream = load(path)
## Apply audio settings
## Volume & Fade
if audio_settings.fade_length > 0.0:
new_player.volume_db = linear_to_db(0.0)
var fade_in_tween := create_tween()
fade_in_tween.tween_method(
interpolate_volume_linearly.bind(new_player),
0.0,
db_to_linear(audio_settings.volume),
audio_settings.fade_length)
else:
new_player.volume_db = audio_settings.volume
## Audio Bus
new_player.bus = audio_settings.audio_bus
## Loop
if "loop" in new_player.stream:
new_player.stream.loop = audio_settings.loop
elif "loop_mode" in new_player.stream:
if audio_settings.loop:
new_player.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
new_player.stream.loop_begin = 0
new_player.stream.loop_end = new_player.stream.mix_rate * new_player.stream.get_length()
else:
new_player.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
## Sync & start player
if audio_settings.sync_channel and is_channel_playing(audio_settings.sync_channel):
var play_position: float = current_audio_channels[audio_settings.sync_channel].get_playback_position()
new_player.play(play_position)
# TODO Remove this once https://github.com/godotengine/godot/issues/18878 is fixed
if new_player.stream is AudioStreamWAV and new_player.stream.format == AudioStreamWAV.FORMAT_IMA_ADPCM:
printerr("[Dialogic] WAV files using Ima-ADPCM compression cannot be synced. Reimport the file using a different compression mode.")
dialogic.print_debug_moment()
else:
new_player.play()
new_player.finished.connect(_on_audio_finished.bind(new_player, channel_name, path))
if channel_name:
current_audio_channels[channel_name] = new_player
## Whether music is playing.
func has_music(channel_id := 0) -> bool:
return !dialogic.current_state_info.get('music', {}).get(channel_id, {}).get('path', '').is_empty()
## Returns `true` if any audio is playing on the given [param channel_name].
func is_channel_playing(channel_name: String) -> bool:
return (current_audio_channels.has(channel_name)
and is_instance_valid(current_audio_channels[channel_name])
and current_audio_channels[channel_name].is_playing())
## Plays a given sound file.
func play_sound(path: String, volume := 0.0, audio_bus := "", loop := false) -> void:
if base_sound_player != null and !path.is_empty():
sound_started.emit({'path':path, 'volume':volume, 'audio_bus':audio_bus, 'loop':loop})
var new_sound_node := base_sound_player.duplicate()
new_sound_node.name += "Sound"
new_sound_node.stream = load(path)
if "loop" in new_sound_node.stream:
new_sound_node.stream.loop = loop
elif "loop_mode" in new_sound_node.stream:
if loop:
new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
else:
new_sound_node.stream.loop_mode = AudioStreamWAV.LOOP_DISABLED
new_sound_node.volume_db = volume
if audio_bus:
new_sound_node.bus = audio_bus
add_child(new_sound_node)
new_sound_node.play()
new_sound_node.finished.connect(new_sound_node.queue_free)
## Stops audio on all channels.
func stop_all_channels(fade := 0.0) -> void:
for channel_name in current_audio_channels.keys():
update_audio(channel_name, '', {"fade_length":fade})
## Stops all audio.
func stop_all_sounds() -> void:
for node in get_children():
if node == base_sound_player:
continue
if "Sound" in node.name:
node.queue_free()
### Stops all one-shot sounds.
func stop_all_one_shot_sounds() -> void:
for i in one_shot_audio_node.get_children():
i.queue_free()
## Converts a linear loudness value to decibel and sets that volume to
## the given [param node].
func interpolate_volume_linearly(value: float, node: Node) -> void:
func interpolate_volume_linearly(value: float, node: AudioStreamPlayer) -> void:
node.volume_db = linear_to_db(value)
## Returns whether the currently playing audio resource is the same as this
## event's [param resource_path], for [param channel_id].
func is_music_playing_resource(resource_path: String, channel_id := 0) -> bool:
var is_playing_resource: bool = (current_music_player.size() > channel_id
and is_instance_valid(current_music_player[channel_id])
and current_music_player[channel_id].is_playing()
and current_music_player[channel_id].stream.resource_path == resource_path)
## event's [param resource_path], for [param channel_name].
func is_channel_playing_file(file_path: String, channel_name: String) -> bool:
return (is_channel_playing(channel_name)
and current_audio_channels[channel_name].stream.resource_path == file_path)
return is_playing_resource
## Returns `true` if any channel is playing.
func is_any_channel_playing() -> bool:
for channel in current_audio_channels:
if is_channel_playing(channel):
return true
return false
func _on_audio_finished(player: AudioStreamPlayer, channel_name: String, path: String) -> void:
if current_audio_channels.has(channel_name) and current_audio_channels[channel_name] == player:
current_audio_channels.erase(channel_name)
player.queue_free()
if dialogic.current_state_info.get('audio', {}).get(channel_name, {}).get('path', '') == path:
dialogic.current_state_info['audio'].erase(channel_name)
#endregion
#region Pre Alpha 17 Conversion
func _convert_state_info() -> void:
var info: Dictionary = dialogic.current_state_info.get("music", {})
if info.is_empty():
return
var new_info := {}
if info.has("path"):
# Pre Alpha 16 Save Data Conversion
new_info['music'] = {
"path":info.path,
"settings_overrides": {
"volume":info.volume,
"audio_bus":info.audio_bus,
"loop":info.loop}
}
else:
# Pre Alpha 17 Save Data Conversion
for channel_id in info.keys():
if info[channel_id].is_empty():
continue
var channel_name = "music"
if channel_id > 0:
channel_name += str(channel_id + 1)
new_info[channel_name] = {
"path": info[channel_id].path,
"settings_overrides":{
'volume': info[channel_id].volume,
'audio_bus': info[channel_id].audio_bus,
'loop': info[channel_id].loop,
}
}
dialogic.current_state_info['audio'] = new_info
dialogic.current_state_info.erase('music')
#endregion