Files
mmo/systems/audio_system.gd
Marek Lenczewski f21e30eb55 prototype vibe
2026-04-16 17:20:57 +02:00

114 lines
3.3 KiB
GDScript

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