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author Nemrav <50055236+Nemrav@users.noreply.github.com>2024-08-06 01:48:36 +0200
committer GitHub <noreply@github.com>2024-08-06 01:48:36 +0200
commit82b16bcca7c74607a8885b882ec36f5202e7ef70 (patch)
tree0a9bd4f52c01315c3b38ce641a78c33bd8562be2 /extension/src/openvic-extension
parentfde15e554dc9ed458a838683c69d10262764db12 (diff)
parent9506f4160f0bd351f0853e6e8263ea927d9ec771 (diff)
Merge pull request #243 from Nemrav/music
Music and sound effects
Diffstat (limited to 'extension/src/openvic-extension')
-rw-r--r--extension/src/openvic-extension/register_types.cpp9
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.cpp15
-rw-r--r--extension/src/openvic-extension/singletons/GameSingleton.hpp3
-rw-r--r--extension/src/openvic-extension/singletons/SoundSingleton.cpp413
-rw-r--r--extension/src/openvic-extension/singletons/SoundSingleton.hpp86
5 files changed, 521 insertions, 5 deletions
diff --git a/extension/src/openvic-extension/register_types.cpp b/extension/src/openvic-extension/register_types.cpp
index b2b6731..0b9d779 100644
--- a/extension/src/openvic-extension/register_types.cpp
+++ b/extension/src/openvic-extension/register_types.cpp
@@ -17,6 +17,7 @@
#include "openvic-extension/singletons/LoadLocalisation.hpp"
#include "openvic-extension/singletons/MenuSingleton.hpp"
#include "openvic-extension/singletons/ModelSingleton.hpp"
+#include "openvic-extension/singletons/SoundSingleton.hpp"
using namespace godot;
using namespace OpenVic;
@@ -27,6 +28,7 @@ static GameSingleton* _game_singleton = nullptr;
static MenuSingleton* _menu_singleton = nullptr;
static ModelSingleton* _model_singleton = nullptr;
static AssetManager* _asset_manager_singleton = nullptr;
+static SoundSingleton* _sound_singleton = nullptr;
void initialize_openvic_types(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
@@ -41,6 +43,10 @@ void initialize_openvic_types(ModuleInitializationLevel p_level) {
_load_localisation = memnew(LoadLocalisation);
Engine::get_singleton()->register_singleton("LoadLocalisation", LoadLocalisation::get_singleton());
+ ClassDB::register_class<SoundSingleton>();
+ _sound_singleton = memnew(SoundSingleton);
+ Engine::get_singleton()->register_singleton("SoundSingleton", SoundSingleton::get_singleton());
+
ClassDB::register_class<GameSingleton>();
_game_singleton = memnew(GameSingleton);
Engine::get_singleton()->register_singleton("GameSingleton", GameSingleton::get_singleton());
@@ -97,6 +103,9 @@ void uninitialize_openvic_types(ModuleInitializationLevel p_level) {
Engine::get_singleton()->unregister_singleton("AssetManager");
memdelete(_asset_manager_singleton);
+
+ Engine::get_singleton()->unregister_singleton("SoundSingleton");
+ memdelete(_sound_singleton);
}
extern "C" {
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.cpp b/extension/src/openvic-extension/singletons/GameSingleton.cpp
index 4960b4f..5268789 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.cpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.cpp
@@ -37,7 +37,9 @@ StringName const& GameSingleton::_signal_clock_state_changed() {
void GameSingleton::_bind_methods() {
OV_BIND_SMETHOD(setup_logger);
- OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode, { "file_paths" });
+ OV_BIND_METHOD(GameSingleton::load_defines_compatibility_mode);
+ OV_BIND_METHOD(GameSingleton::set_compatibility_mode_roots, { "file_paths" });
+
OV_BIND_SMETHOD(search_for_game_path, { "hint_path" }, DEFVAL(String {}));
OV_BIND_METHOD(GameSingleton::lookup_file_path, { "path" });
@@ -582,16 +584,21 @@ Error GameSingleton::_load_flag_sheet() {
return ret;
}
-Error GameSingleton::load_defines_compatibility_mode(PackedStringArray const& file_paths) {
+Error GameSingleton::set_compatibility_mode_roots(PackedStringArray const& file_paths) {
Dataloader::path_vector_t roots;
for (String const& path : file_paths) {
roots.push_back(Utilities::godot_to_std_string(path));
}
- Error err = OK;
+ ERR_FAIL_COND_V_MSG(!game_manager.set_roots(roots), FAILED, "Failed to set dataloader roots!");
+ return OK;
+}
+Error GameSingleton::load_defines_compatibility_mode() {
+ Error err = OK;
auto add_message = std::bind_front(&LoadLocalisation::add_message, LoadLocalisation::get_singleton());
- if (!game_manager.load_definitions(roots, add_message)) {
+
+ if (!game_manager.load_definitions(add_message)) {
UtilityFunctions::push_error("Failed to load defines!");
err = FAILED;
}
diff --git a/extension/src/openvic-extension/singletons/GameSingleton.hpp b/extension/src/openvic-extension/singletons/GameSingleton.hpp
index e7f12bd..3c6d8f8 100644
--- a/extension/src/openvic-extension/singletons/GameSingleton.hpp
+++ b/extension/src/openvic-extension/singletons/GameSingleton.hpp
@@ -71,7 +71,8 @@ namespace OpenVic {
/* Load the game's defines in compatiblity mode from the filepath
* pointing to the defines folder. */
- godot::Error load_defines_compatibility_mode(godot::PackedStringArray const& file_paths);
+ godot::Error set_compatibility_mode_roots(godot::PackedStringArray const& file_paths);
+ godot::Error load_defines_compatibility_mode();
static godot::String search_for_game_path(godot::String const& hint_path = {});
godot::String lookup_file_path(godot::String const& path) const;
diff --git a/extension/src/openvic-extension/singletons/SoundSingleton.cpp b/extension/src/openvic-extension/singletons/SoundSingleton.cpp
new file mode 100644
index 0000000..a32d9fe
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/SoundSingleton.cpp
@@ -0,0 +1,413 @@
+#include "SoundSingleton.hpp"
+
+#include <string_view>
+#include <vector>
+
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/variant/string.hpp>
+#include <godot_cpp/classes/dir_access.hpp>
+#include <godot_cpp/classes/file_access.hpp>
+#include <godot_cpp/classes/stream_peer_buffer.hpp>
+
+#include "openvic-simulation/utility/StringUtils.hpp"
+#include <openvic-extension/utility/Utilities.hpp>
+#include <openvic-extension/utility/ClassBindings.hpp>
+#include <openvic-extension/singletons/GameSingleton.hpp>
+#include <openvic-dataloader/v2script/AbstractSyntaxTree.hpp>
+#include <openvic-simulation/dataloader/Dataloader.hpp>
+#include <openvic-simulation/dataloader/NodeTools.hpp>
+
+using OpenVic::Utilities::godot_to_std_string;
+using OpenVic::Utilities::std_to_godot_string;
+
+using namespace godot;
+using namespace OpenVic;
+using namespace OpenVic::NodeTools;
+
+//ov_bind_method is used to make a method visible to godot
+void SoundSingleton::_bind_methods() {
+ OV_BIND_METHOD(SoundSingleton::load_music);
+ OV_BIND_METHOD(SoundSingleton::get_song, {"song_name"});
+ OV_BIND_METHOD(SoundSingleton::get_song_list);
+
+ ADD_PROPERTY(PropertyInfo(
+ Variant::ARRAY,
+ "song_list", PROPERTY_HINT_ARRAY_TYPE,
+ "AudioStreamMP3"),
+ "", "get_song_list");
+
+ OV_BIND_METHOD(SoundSingleton::load_sounds);
+ OV_BIND_METHOD(SoundSingleton::get_sound_stream, {"sound_name"});
+ OV_BIND_METHOD(SoundSingleton::get_sound_base_volume, {"sound_name"});
+ OV_BIND_METHOD(SoundSingleton::get_sound_list);
+
+ ADD_PROPERTY(PropertyInfo(
+ Variant::ARRAY,
+ "sound_list",
+ PROPERTY_HINT_ARRAY_TYPE,
+ "AudioStreamWAV"),
+ "", "get_sound_list");
+
+ OV_BIND_METHOD(SoundSingleton::load_title_theme);
+ OV_BIND_METHOD(SoundSingleton::get_title_theme);
+
+ ADD_PROPERTY(PropertyInfo(
+ Variant::STRING,
+ "title_theme"),
+ "", "get_title_theme");
+
+}
+
+SoundSingleton* SoundSingleton::get_singleton() {
+ return _singleton;
+}
+
+SoundSingleton::SoundSingleton() {
+ ERR_FAIL_COND(_singleton != nullptr);
+ _singleton = this;
+}
+
+SoundSingleton::~SoundSingleton() {
+ ERR_FAIL_COND(_singleton != this);
+ _singleton = nullptr;
+}
+
+
+//Load a sound from the path
+Ref<AudioStreamMP3> SoundSingleton::_load_godot_mp3(String const& path) const {
+ const Ref<FileAccess> file = FileAccess::open(path, FileAccess::ModeFlags::READ);
+
+ Error err = FileAccess::get_open_error();
+ ERR_FAIL_COND_V_MSG(
+ err != OK || file.is_null(), nullptr,
+ vformat("Failed to open mp3 file %s", path) //named %s, path,
+ );
+
+ const PackedByteArray data = file->get_buffer(file->get_length());
+
+ Ref<AudioStreamMP3> sound = Ref<AudioStreamMP3>();
+ sound.instantiate();
+ sound->set_data(data);
+
+ return sound;
+}
+
+//slices a path down to after the base_folder, keeps the extension
+//this is because the defines refer to audio files using this format,
+//so we might as well use this form as the key for the "name"->audiostream map
+String SoundSingleton::to_define_file_name(String const& path, std::string_view const& base_folder) const {
+ String name = path.replace("\\","/");
+ return name.get_slice(base_folder.data(),1); //get file name with extension
+}
+
+//Load a sound from the cache, or directly if its not in the cache
+//take in a path, extract just the file name for the cache (and defines)
+Ref<AudioStreamMP3> SoundSingleton::get_song(String const& path){
+ String name = to_define_file_name(path, music_folder);
+
+ const song_asset_map_t::const_iterator it = tracks.find(name);
+ if (it != tracks.end()) { //it->first = key, it->second = value
+ return it->second;
+ }
+
+ const Ref<AudioStreamMP3> song = _load_godot_mp3(path);
+
+ ERR_FAIL_NULL_V_MSG(
+ song, nullptr,
+ vformat("Failed to load music file: %s", path)
+ );
+ tracks.emplace(std::move(name), song);
+
+ return song;
+
+}
+
+//loading music is actually one of the slower things to do, and we want the title theme
+//playing the whole time. Solution: load it first and separately
+bool SoundSingleton::load_title_theme(){
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton"));
+
+ static constexpr std::string_view music_directory = "music";
+ bool ret = false;
+
+ Dataloader::path_vector_t music_files = game_singleton->get_dataloader()
+ .lookup_files_in_dir_recursive(music_directory, ".mp3");
+
+ if(music_files.size() < 1){
+ Logger::error("failed to load title theme: no files in music directory");
+ }
+
+ for(std::filesystem::path const& file_name : music_files) {
+ //the path
+ String file = std_to_godot_string(file_name.string());
+ //file name
+ String file_stem = to_define_file_name(file,music_folder);
+
+ if(file_stem == title_theme_name.data()){
+ if(!get_song(file).is_valid()){
+ Logger::error("failed to load title theme song at path ",file_name);
+ break; //don't try to append a null pointer to the list
+ }
+ else{
+ String name = to_define_file_name(file,music_folder);
+ title_theme = name;
+ ret = true;
+ break;
+ }
+ }
+
+ }
+
+ if(!ret) Logger::error("Failed to load title theme!");
+
+ return ret;
+}
+
+bool SoundSingleton::load_music() {
+
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton"));
+
+ static constexpr std::string_view music_directory = "music";
+ bool ret = true;
+
+ Dataloader::path_vector_t music_files = game_singleton->get_dataloader()
+ .lookup_files_in_dir_recursive(music_directory, ".mp3");
+
+ if(music_files.size() < 1){
+ Logger::error("failed to load music: no files in music directory");
+ ret = false;
+ }
+
+ for(std::filesystem::path const& file_name : music_files) {
+ String file = std_to_godot_string(file_name.string());
+ String name = to_define_file_name(file,music_folder);
+ if(name == title_theme_name.data()) continue;
+
+ if(!get_song(file).is_valid()){
+ Logger::error("failed to load song at path ",file_name);
+ ret = false;
+ continue; //don't try to append a null pointer to the list
+ }
+ song_list.append(name);
+
+ }
+
+ return ret;
+}
+
+//Load a sound into the sound cache, accessed via its file path
+Ref<AudioStreamWAV> SoundSingleton::get_sound(String const& path){
+ String name = to_define_file_name(path, sound_folder);
+
+ const sfx_asset_map_t::const_iterator it = sfx.find(name);
+ if (it != sfx.end()) { //it->first = key, it->second = value
+ return it->second;
+ }
+
+ const Ref<AudioStreamWAV> sound = _load_godot_wav(path);
+
+ ERR_FAIL_NULL_V_MSG(
+ sound, nullptr,
+ vformat("Failed to load sound file %s", path) //named %s, path,
+ );
+
+ sfx.emplace(std::move(name), sound);
+ return sound;
+}
+
+//Get a sound by its define name
+Ref<AudioStreamWAV> SoundSingleton::get_sound_stream(String const& path) {
+ if(sfx_define[path].audioStream.has_value()){
+ return sfx_define[path].audioStream.value();
+ }
+
+ ERR_FAIL_V_MSG(
+ nullptr,
+ vformat("Attempted to retrieve sound stream at invalid index ", path)
+ );
+
+}
+
+//get the base volume of a sound from its define name
+float SoundSingleton::get_sound_base_volume(String const& path) {
+ if(sfx_define[path].volume.has_value()){
+ return sfx_define[path].volume.value().to_float();
+ }
+ return 1.0;
+}
+
+//Requires the sound defines to already be loaded by the dataloader
+//then build the define map (define_identifier->{audiostream,volume})
+bool SoundSingleton::load_sounds() {
+ static constexpr std::string_view sound_directory = "sound";
+ bool ret = true;
+
+ GameSingleton const* game_singleton = GameSingleton::get_singleton();
+ ERR_FAIL_NULL_V_MSG(game_singleton, false, vformat("Error retrieving GameSingleton"));
+
+ SoundEffectManager const& sound_manager = game_singleton->get_definition_manager().get_sound_effect_manager();
+
+ if(sound_manager.sound_effects_empty()){
+ Logger::error("failed to load music: no identifiers in sounds.sfx");
+ ret = false;
+ }
+
+ for(SoundEffect const& sound_inst : sound_manager.get_sound_effects()){
+ std::string folder_path = StringUtils::append_string_views(sound_directory, "/", sound_inst.get_file());
+ fs::path full_path = game_singleton->get_dataloader().lookup_file(folder_path, false);
+
+ //UI_Cavalry_Selected.wav doesn't exist (paradox mistake, UI_Cavalry_Select.wav does), just keep going
+ //the define its associated with also isn't used in game
+ if(full_path.empty()){
+ Logger::warning("The sound define ",sound_inst.get_identifier()," points to an non-existing file ", folder_path);
+ continue;
+ }
+
+ Ref<AudioStreamWAV> stream = get_sound(std_to_godot_string(full_path.string()));
+ if(stream.is_null()){
+ Logger::error("failed to load sound ",sound_inst.get_identifier()," at path ",full_path);
+ ret = false;
+ continue; //don't try to append a null pointer to the list
+ }
+
+ String name = to_define_file_name(std_to_godot_string(full_path.string()), sound_folder);
+
+ StringName define_gd_name = std_to_godot_string(sound_inst.get_identifier());
+ sfx_define[define_gd_name].audioStream = get_sound(name);
+ sfx_define[define_gd_name].volume = sound_inst.get_volume();
+
+ sound_list.append(define_gd_name);
+ }
+
+ return ret;
+
+}
+
+Ref<AudioStreamWAV> SoundSingleton::_load_godot_wav(String const& path) const {
+ const Ref<FileAccess> file = FileAccess::open(path, FileAccess::ModeFlags::READ);
+
+ Error err = FileAccess::get_open_error();
+ ERR_FAIL_COND_V_MSG(
+ err != OK || file.is_null(), nullptr,
+ vformat("Failed to open wav file %s", path)
+ );
+
+
+ Ref<AudioStreamWAV> sound = Ref<AudioStreamWAV>();
+ sound.instantiate();
+
+ //RIFF file header
+ String riff_id = read_riff_str(file); //RIFF
+ int riff_size = std::min(static_cast<uint64_t>(file->get_32()), file->get_length());
+ String form_type = read_riff_str(file); //WAVE
+
+
+ //ie. 16, 24, 32 bit audio
+ int bits_per_sample = 0;
+
+ //godot audiostreamwav has: data,format,loop_begin,loop_end,loop_mode,mix_rate,stereo
+
+ //RIFF reader
+ while(file->get_position() < riff_size){
+ String id = read_riff_str(file);
+ int size = file->get_32();
+ if(id=="LIST"){
+ String list_type = read_riff_str(file);
+ }
+ else if(id=="JUNK"){
+ const PackedByteArray junk = file->get_buffer(size);
+ }
+ else if(id=="fmt "){
+ //what fields to read depends on the fmt chunk variant (can be 16, 18, or 40 bytes long)
+ //basic fields
+
+ //2bytes: type of format can be 1=PCM, 3=IEEE float, 6=8bit Alaw, 7=8bit mu-law, FFFE=go by subformat
+ int formatTag = file->get_16();
+ int channels = file->get_16();
+ int samplesPerSec = file->get_32();
+ int avgBytesPerSec = file->get_32();
+ int blockAlign = file->get_16();
+
+ bits_per_sample = file->get_16();
+ ERR_FAIL_COND_V_MSG(
+ bits_per_sample == 24 || bits_per_sample == 32, nullptr,
+ vformat("Unsupported wav file sample rate %s", bits_per_sample)
+ );
+
+ if(size > 16){
+ int extensionSize = file->get_16();
+ }
+ if(size > 18){
+ //extensible format
+ int validBitsPerSample = file->get_16();
+ int channelMask = file->get_32();
+
+ //16 byte subformat
+ int subFormat = file->get_16();
+ String subFormatString = read_riff_str(file,14);
+ }
+
+ //set godot properties
+ sound->set_stereo(channels==2);
+ switch(formatTag){ //TODO: verify, looks from 1 doc like these should be 0x0101, 0x102, ...
+ case 0:{
+ sound->set_format(sound->FORMAT_8_BITS);
+ break;
+ }
+ case 1:{
+ sound->set_format(sound->FORMAT_16_BITS);
+ break;
+ }
+ case 2:{
+ sound->set_format(sound->FORMAT_IMA_ADPCM);
+ break;
+ }
+ default:{
+ Logger::warning("unknown WAV format tag %x",formatTag);
+ sound->set_format(sound->FORMAT_16_BITS);
+ break;
+ }
+ }
+
+ sound->set_mix_rate(samplesPerSec);
+
+ }
+ else if(id=="data"){
+ PackedByteArray audio_data = file->get_buffer(size);
+
+ if(bits_per_sample == 24 || bits_per_sample == 32){
+ //sound->set_data(to_16bit_wav_data(audio_data,bits_per_sample));
+ Logger::error("WAV file ",godot_to_std_string(path), " uses an unsupported sample rate ", bits_per_sample);
+ }
+ else{
+ sound->set_data(audio_data);
+ }
+ }
+ else if(id=="fact"){ //for compressed formats that aren't PCM
+ //TODO: Handle these other cases
+ int sampleLen = file->get_32(); //# samples/channel
+ Logger::warning("WAV fact header, indicates likely unhandled case");
+ }
+ else{
+ //Logger::warning("skipping Unhandled RIFF chunk of id ",godot_to_std_string(id));
+ //known chunks that cause this: "smpl", "labl", "cue ", "ltxt", info chunks (IART, ICOP, IENG, ...)
+ //these don't seem to be needed for our uses
+ const PackedByteArray junk = file->get_buffer(size); //just try and skip this chunk
+
+ }
+ if(file->get_position() % 2 != 0){ //align to even bytes
+ file->get_8();
+ }
+
+ }
+
+ sound->set_loop_end(file->get_length()/4);
+ return sound;
+}
+
+//set size if its an info string, otherwise leaving
+String SoundSingleton::read_riff_str(Ref<FileAccess> const& file, int size) const {
+ return file->get_buffer(size).get_string_from_ascii();
+} \ No newline at end of file
diff --git a/extension/src/openvic-extension/singletons/SoundSingleton.hpp b/extension/src/openvic-extension/singletons/SoundSingleton.hpp
new file mode 100644
index 0000000..bfa03ea
--- /dev/null
+++ b/extension/src/openvic-extension/singletons/SoundSingleton.hpp
@@ -0,0 +1,86 @@
+#pragma once
+
+#include <godot_cpp/core/class_db.hpp>
+#include <godot_cpp/core/object.hpp>
+#include <godot_cpp/variant/string.hpp>
+#include <godot_cpp/variant/string_name.hpp>
+
+#include <godot_cpp/classes/file_access.hpp>
+#include <godot_cpp/classes/audio_stream.hpp>
+#include <godot_cpp/classes/audio_stream_mp3.hpp>
+#include <godot_cpp/classes/audio_stream_wav.hpp>
+#include <godot_cpp/templates/vector.hpp>
+
+#include <openvic-simulation/types/OrderedContainers.hpp>
+#include <openvic-simulation/types/IdentifierRegistry.hpp>
+#include <openvic-simulation/types/fixed_point/FixedPoint.hpp>
+
+namespace OpenVic {
+
+ class SoundSingleton : public godot::Object {
+
+ GDCLASS(SoundSingleton, godot::Object);
+
+ static inline SoundSingleton* _singleton = nullptr;
+
+ //cache of songs
+ //names will be like "subfolder/songname", with "music/" base folder and the extension (.mp3) being excluded
+ using song_asset_map_t = deque_ordered_map<godot::StringName, godot::Ref<godot::AudioStreamMP3>>;
+ song_asset_map_t tracks;
+
+ //cache of sfx (map file name to an audio stream), only used temporarily until the sfx_define_map is built
+ using sfx_asset_map_t = deque_ordered_map<godot::StringName, godot::Ref<godot::AudioStreamWAV>>;
+ sfx_asset_map_t sfx;
+
+ //define name, stream ref, volume for sound effects so we can get these properties with a simple call in godot
+ struct sound_asset_t {
+ std::optional<godot::Ref<godot::AudioStreamWAV>> audioStream;
+ std::optional<fixed_point_t> volume;
+ };
+ using sfx_define_map_t = deque_ordered_map<godot::StringName,sound_asset_t>;
+ sfx_define_map_t sfx_define;
+
+ static constexpr std::string_view title_theme_name = "thecoronation_titletheme.mp3";
+ static constexpr std::string_view music_folder = "music/";
+ static constexpr std::string_view sound_folder = "sound/";
+
+ //property for gd scripts to access song names
+ godot::Array PROPERTY(song_list);
+ godot::String PROPERTY(title_theme);
+
+ //property for gd scripts to access sound names
+ godot::Array PROPERTY(sound_list);
+
+ public:
+ SoundSingleton();
+ ~SoundSingleton();
+ static SoundSingleton* get_singleton();
+
+ protected:
+ static void _bind_methods();
+
+ godot::String to_define_file_name(godot::String const& path, std::string_view const& base_folder) const;
+ godot::String read_riff_str(godot::Ref<godot::FileAccess> const& file, int size=4) const;
+
+ private:
+ /* Loads AudioStreams (.mp3 or .wav) at runtime using godot's functions*/
+ godot::Ref<godot::AudioStreamMP3> _load_godot_mp3(godot::String const& path) const;
+ godot::Ref<godot::AudioStreamWAV> _load_godot_wav(godot::String const& path) const;
+
+ public:
+ //gets a song from the cache ('tracks' variable), or if not, then from the files using _load_godot_mp3
+ godot::Ref<godot::AudioStreamMP3> get_song(godot::String const& name);
+ godot::Ref<godot::AudioStreamWAV> get_sound(godot::String const& path);
+
+ //load the files into memory
+ bool load_music();
+ bool load_sounds();
+ bool load_title_theme();
+
+ //for sound effects, get the stream and relative volume it should play at from the sfx map
+ godot::Ref<godot::AudioStreamWAV> get_sound_stream(godot::String const& path);
+ float get_sound_base_volume(godot::String const& path);
+
+ };
+
+} \ No newline at end of file