diff options
Diffstat (limited to 'game/src/Game/MusicConductor/MusicConductor.gd')
-rw-r--r-- | game/src/Game/MusicConductor/MusicConductor.gd | 82 |
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: |