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path: root/game/src/Game/MusicConductor/MusicConductor.gd
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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: