prototype vibe
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113
systems/audio_system.gd
Normal file
113
systems/audio_system.gd
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extends Node
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const SFX_PATHS := {
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"hit": "res://assets/audio/sfx/hit.wav",
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"death": "res://assets/audio/sfx/death.wav",
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"level_up": "res://assets/audio/sfx/level_up.wav",
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"ability_cast": "res://assets/audio/sfx/ability_cast.wav",
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"portal_spawn": "res://assets/audio/sfx/portal_spawn.wav",
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"invasion_alarm": "res://assets/audio/sfx/invasion_alarm.wav",
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"tavern_damage": "res://assets/audio/sfx/tavern_damage.wav",
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}
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const MUSIC_PATHS := {
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"tavern": "res://assets/audio/music/tavern.wav",
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"battle": "res://assets/audio/music/battle.wav",
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"invasion": "res://assets/audio/music/invasion.wav",
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}
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const SFX_POOL_SIZE := 8
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var sfx_cache: Dictionary = {}
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var music_cache: Dictionary = {}
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var sfx_players: Array[AudioStreamPlayer] = []
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var music_player: AudioStreamPlayer = null
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var current_music: String = ""
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func _ready() -> void:
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for i in range(SFX_POOL_SIZE):
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var p := AudioStreamPlayer.new()
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p.volume_db = -6.0
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add_child(p)
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sfx_players.append(p)
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music_player = AudioStreamPlayer.new()
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music_player.volume_db = -12.0
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music_player.finished.connect(_on_music_finished)
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add_child(music_player)
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_preload_audio()
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EventBus.attack_executed.connect(_on_attack_executed)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.level_up.connect(_on_level_up)
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EventBus.portal_spawn.connect(_on_portal_spawn)
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EventBus.tavern_damaged.connect(_on_tavern_damaged)
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EventBus.invasion_started.connect(_on_invasion_started)
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EventBus.invasion_ended.connect(_on_invasion_ended)
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EventBus.wave_started.connect(_on_wave_started)
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_play_music("tavern")
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func _preload_audio() -> void:
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for key in SFX_PATHS:
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var path: String = SFX_PATHS[key]
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if ResourceLoader.exists(path):
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var stream: AudioStream = load(path)
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if stream:
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sfx_cache[key] = stream
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for key in MUSIC_PATHS:
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var path: String = MUSIC_PATHS[key]
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if ResourceLoader.exists(path):
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var stream: AudioStream = load(path)
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if stream is AudioStreamWAV:
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(stream as AudioStreamWAV).loop_mode = AudioStreamWAV.LOOP_FORWARD
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(stream as AudioStreamWAV).loop_end = (stream as AudioStreamWAV).data.size() / 2
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if stream:
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music_cache[key] = stream
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func play_sfx(key: String) -> void:
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if not sfx_cache.has(key):
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return
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for p in sfx_players:
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if not p.playing:
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p.stream = sfx_cache[key]
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p.play()
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return
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func _play_music(key: String) -> void:
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if current_music == key and music_player.playing:
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return
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if not music_cache.has(key):
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return
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music_player.stream = music_cache[key]
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music_player.play()
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current_music = key
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func _on_music_finished() -> void:
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if current_music != "" and music_cache.has(current_music):
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music_player.play()
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func _on_attack_executed(_attacker, _pos, _dir, _dmg) -> void:
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play_sfx("hit")
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func _on_entity_died(entity: Node) -> void:
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if entity == PlayerData:
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return
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play_sfx("death")
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func _on_level_up(_player, _level) -> void:
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play_sfx("level_up")
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func _on_portal_spawn(_portal, _enemies) -> void:
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play_sfx("portal_spawn")
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func _on_tavern_damaged(_current, _max_val) -> void:
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play_sfx("tavern_damage")
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func _on_invasion_started(_enemies) -> void:
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play_sfx("invasion_alarm")
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_play_music("invasion")
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func _on_invasion_ended(_success) -> void:
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_play_music("battle")
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func _on_wave_started(_wave) -> void:
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if current_music != "invasion":
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_play_music("battle")
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