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author Nemrav <>2024-04-22 22:30:21 +0200
committer Nemrav <>2024-08-06 01:40:34 +0200
commit9506f4160f0bd351f0853e6e8263ea927d9ec771 (patch)
tree0a9bd4f52c01315c3b38ce641a78c33bd8562be2 /game/src/Game/MusicConductor/MusicConductor.gd
parentfde15e554dc9ed458a838683c69d10262764db12 (diff)
Music and Sound Effect loading and playing
almost working music loading music list sent to godot wav loading not working mp3 metadata load wav initial load and play title theme first fix errors not related to nodetools working wav define loading and music playlists fixup error handling and playlist load song chances code style progress switch mp3 metadata addon to MusicMetadata add id3v1 mp3 metadata handling to MusicMetadata remove commented code from id3v1 sounds gd styling fix dataloader conflicts clean up commented code move MusicChance to dataloader remove reference to old addon move sfx defines loader add self to credits feedback on soundSingleton include subfolders in sound singleton sfx map replace space tabs replace std_view_to_godot_string with std_to_godot_string revise singleton files revise gd side sound final revisions
Diffstat (limited to 'game/src/Game/MusicConductor/MusicConductor.gd')
-rw-r--r--game/src/Game/MusicConductor/MusicConductor.gd82
1 files changed, 76 insertions, 6 deletions
diff --git a/game/src/Game/MusicConductor/MusicConductor.gd b/game/src/Game/MusicConductor/MusicConductor.gd
index b4b660a..7103aff 100644
--- a/game/src/Game/MusicConductor/MusicConductor.gd
+++ b/game/src/Game/MusicConductor/MusicConductor.gd
@@ -17,6 +17,12 @@ var _selected_track := 0
var _available_songs : Array[SongInfo] = []
var _auto_play_next_song : bool = true
+var playlist: Array[int] = []
+var playlist_index:int = 0
+var preferred_playlist_len: int = 7
+var last_played: int = -1
+
+
## True if music player should be visible.
## Used to keep keep consistency between scene changes
var is_music_player_visible : bool = true
@@ -28,6 +34,12 @@ func get_all_song_names() -> PackedStringArray:
for si : SongInfo in _available_songs:
songNames.append(si.song_name)
return songNames
+
+func get_all_song_paths() -> PackedStringArray:
+ var songPaths : PackedStringArray = []
+ for si : SongInfo in _available_songs:
+ songPaths.append(si.song_path)
+ return songPaths
func get_current_song_index() -> int:
return _selected_track
@@ -67,24 +79,82 @@ func start_song_by_index(id: int) -> void:
# REQUIREMENTS
# * SS-69
func select_next_song() -> void:
- _selected_track = (_selected_track + 1) % len(_available_songs)
+ #_selected_track = (_selected_track + 1) % len(_available_songs)
+ if playlist_index >= preferred_playlist_len or playlist_index >= len(playlist):
+ generate_playlist()
+ playlist_index = 0
+ _selected_track = playlist[playlist_index]
+ playlist_index += 1
+ last_played = playlist_index
start_current_song()
func select_previous_song() -> void:
_selected_track = (len(_available_songs) - 1) if (_selected_track == 0) else (_selected_track - 1)
start_current_song()
-# REQUIREMENTS
-# * SND-2, SND-3
-func _ready() -> void:
+func setup_compat_song(file_name) -> void:
+ var song = SongInfo.new()
+ var stream = SoundSingleton.get_song(file_name)
+
+ var metadata = MusicMetadata.new()
+ metadata.set_from_stream(stream)
+ var title = metadata.title
+ if title == "":
+ #use the file name without the extension if there's no metadata
+ title = file_name.split(".")[0]
+ song.init_stream(file_name,title,stream)
+ _available_songs.append(song)
+
+func add_compat_songs() -> void:
+ for file_name : String in SoundSingleton.song_list:
+ setup_compat_song(file_name)
+
+func add_ootb_music() -> void:
var dir := DirAccess.open(music_directory)
for fname : String in dir.get_files():
if fname.ends_with(".import"):
fname = fname.get_basename()
if fname.get_basename() == first_song_name:
_selected_track = _available_songs.size()
- _available_songs.append(SongInfo.new(music_directory, fname))
- start_current_song()
+ var song = SongInfo.new()
+ song.init_file_path(music_directory, fname)
+ _available_songs.append(song)
+
+func generate_playlist() -> void:
+ var song_names = MusicConductor.get_all_song_paths()
+ var possible_indices = range(len(song_names)-1)
+
+ var title_index = song_names.find(SoundSingleton.title_theme)
+ possible_indices.remove_at(title_index)
+
+ var actual_playlist_len = min(preferred_playlist_len,len(possible_indices))
+
+ #if the playlist size is too large or small, make it the same size as what we
+ #need to support
+ if len(playlist) != actual_playlist_len:
+ playlist.resize(actual_playlist_len)
+ playlist.fill(0)
+
+ #The song we just played can be in the playlist, just not the first one
+ if last_played != -1:
+ possible_indices.remove_at(last_played)
+
+ #essentially shuffle-bag randomness, picking from a list of song indices
+ for i in range(actual_playlist_len):
+ var ind = randi_range(0,len(possible_indices)-1)
+ #add back the last song we just played as an option
+ if i==2:
+ possible_indices.append(last_played)
+
+ playlist[i] = possible_indices[ind]
+ possible_indices.remove_at(ind)
+
+# REQUIREMENTS
+# * SND-2, SND-3
+func _ready() -> void:
+ add_ootb_music()
+ #don't start the current song for compat mode, do that from
+ #GameStart so we can wait until the music is loaded
func set_startup_music(play : bool) -> void:
if not _has_startup_happened: