CrossingOver/addons/resonate/music_manager/music_manager.gd
2024-03-14 00:53:46 -03:00

368 lines
11 KiB
GDScript

extends Node
## The MusicManager is responsible for all music in your game.
##
## It manages the playback of music tracks, which are constructed with one or more
## stems. Each stem can be independently enabled or disabled, allowing for more dynamic
## playback. Music tracks can also be crossfaded when switching from one to another.
##
## @tutorial(View example scenes): https://github.com/hugemenace/resonate/tree/main/examples
const ResonateSettings = preload("../shared/resonate_settings.gd")
var _settings = ResonateSettings.new()
## Emitted only once when the MusicManager has finished setting up and
## is ready to play music tracks and enable and disable stems.
signal loaded
## Emitted every time the MusicManager detects that a MusicBank has
## been added or removed from the scene tree.
signal banks_updated
## Emitted whenever [signal MusicManager.loaded] or
## [signal MusicManager.pools_updated] is emitted.
signal updated
## Whether the MusicManager has completed setup and is ready to
## play music tracks and enable and disable stems.
var has_loaded: bool = false
var _music_table: Dictionary = {}
var _music_table_hash: int
var _music_streams: Array[StemmedMusicStreamPlayer] = []
var _volume: float
# ------------------------------------------------------------------------------
# Lifecycle methods
# ------------------------------------------------------------------------------
func _init():
process_mode = Node.PROCESS_MODE_ALWAYS
func _ready() -> void:
_auto_add_music()
var scene_root = get_tree().root.get_tree()
scene_root.node_added.connect(_on_scene_node_added)
scene_root.node_removed.connect(_on_scene_node_removed)
func _process(_p_delta) -> void:
if _music_table_hash != _music_table.hash():
_music_table_hash = _music_table.hash()
banks_updated.emit()
updated.emit()
if has_loaded:
return
has_loaded = true
loaded.emit()
updated.emit()
# ------------------------------------------------------------------------------
# Public methods
# ------------------------------------------------------------------------------
## Play a music track from a SoundBank, and optionally fade-in
## or crossfade over the provided [b]p_crossfade_time[/b].
func play(p_bank_label: String, p_track_name: String, p_crossfade_time: float = 5.0) -> bool:
if not has_loaded:
push_error("Resonate - The music track [%s] on bank [%s] can't be played as the MusicManager has not loaded yet. Use the [loaded] signal/event to determine when it is ready." % [p_track_name, p_bank_label])
return false
if not _music_table.has(p_bank_label):
push_error("Resonate - Tried to play the music track [%s] from an unknown bank [%s]." % [p_track_name, p_bank_label])
return false
if not _music_table[p_bank_label]["tracks"].has(p_track_name):
push_error("Resonate - Tried to play an unknown music track [%s] from the bank [%s]." % [p_track_name, p_bank_label])
return false
var bank = _music_table[p_bank_label] as Dictionary
var track = bank["tracks"][p_track_name] as Dictionary
var stems = track["stems"] as Array
if stems.size() == 0:
push_error("Resonate - The music track [%s] on bank [%s] has no stems, you'll need to add one at minimum." % [p_track_name, p_bank_label])
return false
for stem in stems:
if stem.stream == null:
push_error("Resonate - The stem [%s] on the music track [%s] on bank [%s] does not have an audio stream, you'll need to add one." % [stem.name, p_track_name, p_bank_label])
return false
if not ResonateUtils.is_stream_looped(stem.stream):
push_warning("Resonate - The stem [%s] on the music track [%s] on bank [%s] is not set to loop, which will cause it to work incorrectly." % [stem.name, p_track_name, p_bank_label])
var bus = _get_bus(bank.bus, track.bus)
var player = StemmedMusicStreamPlayer.create(p_bank_label, p_track_name, bus, bank.mode, _volume)
if _music_streams.size() > 0:
for stream in _music_streams:
stream.stop_stems(p_crossfade_time)
_music_streams.append(player)
add_child(player)
player.start_stems(stems, p_crossfade_time)
player.stopped.connect(_on_player_stopped.bind(player))
return true
## Check whether the MusicManager is playing from a specific bank, or any track
## with the given name, or more specifically a certain track from a certain bank.
func is_playing(p_bank_label: String = "", p_track_name: String = "") -> bool:
if not has_loaded:
return false
if _music_streams.size() == 0:
return false
var current_player = _get_current_player()
var is_playing = not current_player.is_stopping
var bank_label = current_player.bank_label
var track_name = current_player.track_name
if p_bank_label == "" and p_track_name == "":
return is_playing
if p_bank_label != "" and p_track_name == "":
return bank_label == p_bank_label and is_playing
if p_bank_label == "" and p_track_name != "":
return track_name == p_track_name and is_playing
return bank_label == p_bank_label and track_name == p_track_name and is_playing
## Stop the playback of all music.
func stop(p_fade_time: float = 5.0) -> void:
if not _is_playing_music():
push_warning("Resonate - Cannot stop the music track as there is no music currently playing.")
return
var current_player = _get_current_player()
current_player.stop_stems(p_fade_time)
## Check whether the MusicManager should skip playing a new track. It will return true if the
## MusicManager has not loaded yet, or if the flag you provide is not [b]false[/b] or [b]null[/b].
func should_skip_playing(p_flag) -> bool:
return not has_loaded or (p_flag != false and p_flag != null)
## Set the volume of the current music track (if playing) and all future tracks to be played.
func set_volume(p_volume: float) -> void:
_volume = p_volume
if not _is_playing_music():
return
var current_player = _get_current_player()
current_player.set_volume(_volume)
## Enable the specified stem on the currently playing music track.
func enable_stem(p_name: String, p_fade_time: float = 2.0) -> void:
_set_stem(p_name, true, p_fade_time)
## Disable the specified stem on the currently playing music track.
func disable_stem(p_name: String, p_fade_time: float = 2.0) -> void:
_set_stem(p_name, false, p_fade_time)
## Set the volume for the specified stem on the currently playing music track.
func set_stem_volume(p_name: String, p_volume: float) -> void:
if not _is_playing_music():
push_warning("Resonate - Cannot set the volume of stem [%s] as there is no music currently playing." % p_name)
return
var current_player = _get_current_player()
current_player.set_stem_volume(p_name, p_volume)
## Get the underlying details of the provided stem for the currently playing music track.
func get_stem_details(p_name: String) -> Variant:
if not _is_playing_music():
push_warning("Resonate - Cannot get the details for stem [%s] as there is no music currently playing." % p_name)
return
var current_player = _get_current_player()
return current_player.get_stem_details(p_name)
## Will automatically stop the provided music track when the provided
## [b]p_base[/b] is removed from the scene tree.
func stop_on_exit(p_base: Node, p_bank_label: String, p_track_name: String, p_fade_time: float = 5.0) -> void:
p_base.tree_exiting.connect(_on_music_player_exiting.bind(p_bank_label, p_track_name, p_fade_time))
## Will automatically stop the provided music track when the provided
## [b]p_base[/b] is removed from the scene tree.[br][br]
## [b]Note:[/b] This method has been deprecated, please use [method MusicManager.stop_on_exit] instead.
## @deprecated
func auto_stop(p_base: Node, p_bank_label: String, p_track_name: String, p_fade_time: float = 5.0) -> void:
push_warning("Resonate - auto_stop has been deprecated, please use stop_on_exit instead.")
stop_on_exit(p_base, p_bank_label, p_track_name, p_fade_time)
## Manually add a new SoundBank into the music track cache.
func add_bank(p_bank: MusicBank) -> void:
_add_bank(p_bank)
## Remove the provided bank from the music track cache.
func remove_bank(p_bank_label: String) -> void:
if not _music_table.has(p_bank_label):
return
_music_table.erase(p_bank_label)
## Clear all banks from the music track cache.
func clear_banks() -> void:
_music_table.clear()
# ------------------------------------------------------------------------------
# Private methods
# ------------------------------------------------------------------------------
func _on_scene_node_added(p_node: Node) -> void:
if not p_node is MusicBank:
return
_add_bank(p_node)
func _on_scene_node_removed(p_node: Node) -> void:
if not p_node is MusicBank:
return
_remove_bank(p_node)
func _auto_add_music() -> void:
var music_banks = ResonateUtils.find_all_nodes(self, "MusicBank")
for music_bank in music_banks:
_add_bank(music_bank)
_music_table_hash = _music_table.hash()
func _add_bank(p_bank: MusicBank) -> void:
if _music_table.has(p_bank.label):
_music_table[p_bank.label]["ref_count"] = \
_music_table[p_bank.label]["ref_count"] + 1
return
_music_table[p_bank.label] = {
"name": p_bank.label,
"bus": p_bank.bus,
"mode": p_bank.mode,
"tracks": _create_tracks(p_bank.tracks),
"ref_count": 1,
}
func _remove_bank(p_bank: MusicBank) -> void:
if not _music_table.has(p_bank.label):
return
if _music_table[p_bank.label]["ref_count"] == 1:
_music_table.erase(p_bank.label)
return
_music_table[p_bank.label]["ref_count"] = \
_music_table[p_bank.label]["ref_count"] - 1
func _create_tracks(p_tracks: Array[MusicTrackResource]) -> Dictionary:
var tracks = {}
for track in p_tracks:
tracks[track.name] = {
"name": track.name,
"bus": track.bus,
"stems": _create_stems(track.stems),
}
return tracks
func _create_stems(p_stems: Array[MusicStemResource]) -> Array:
var stems = []
for stem in p_stems:
stems.append({
"name": stem.name,
"enabled": stem.enabled,
"volume": stem.volume,
"stream": stem.stream,
})
return stems
func _get_bus(p_bank_bus: String, p_track_bus: String) -> String:
if p_track_bus != null and p_track_bus != "":
return p_track_bus
if p_bank_bus != null and p_bank_bus != "":
return p_bank_bus
return ProjectSettings.get_setting(
_settings.MUSIC_BANK_BUS_SETTING_NAME,
_settings.MUSIC_BANK_BUS_SETTING_DEFAULT)
func _is_playing_music() -> bool:
return _music_streams.size() > 0
func _get_current_player() -> StemmedMusicStreamPlayer:
if _music_streams.size() == 0:
return null
return _music_streams.back() as StemmedMusicStreamPlayer
func _set_stem(p_name: String, p_enabled: bool, p_fade_time: float) -> void:
if not _is_playing_music():
push_warning("Resonate - Cannot toggle the stem [%s] as there is no music currently playing." % p_name)
return
var current_player = _get_current_player()
current_player.toggle_stem(p_name, p_enabled, p_fade_time)
func _on_music_player_exiting(p_bank_label: String, p_track_name: String, p_fade_time: float) -> void:
if not is_playing(p_bank_label, p_track_name):
return
stop(p_fade_time)
func _on_player_stopped(p_player: StemmedMusicStreamPlayer) -> void:
if not _is_playing_music():
return
_music_streams.erase(p_player)
remove_child(p_player)