Files
modbison/scripts/audio_manager.gd
T

186 lines
5.4 KiB
GDScript

extends Node
## Central Audio Manager singleton (autoload name: "AudioManager").
##
## Pre-warms an AudioStreamPlayer pool for UI and game SFX.
## Provides convenience methods for standard sound effects and
## automatically hooks UI buttons for tactile click audio feedback.
const STREAM_CLICK: AudioStream = preload("res://assets/audio/click.wav")
const STREAM_COIN: AudioStream = preload("res://assets/audio/coin.wav")
const STREAM_CHIME: AudioStream = preload("res://assets/audio/chime.wav")
const STREAM_FANFARE: AudioStream = preload("res://assets/audio/fanfare.wav")
const STREAM_BELL: AudioStream = preload("res://assets/audio/bell.wav")
const STREAM_DOOR: AudioStream = preload("res://assets/audio/door_open.wav")
const POOL_SIZE: int = 16
const SETTINGS_FILE := "user://audio_settings.json"
signal sound_toggled(enabled: bool)
var _players: Array[AudioStreamPlayer] = []
var _player_index: int = 0
## Whether sound effects and audio output are enabled.
var sound_enabled: bool = true
## Number of active AudioStreamPlayers in the pool.
var pool_size: int:
get:
return _players.size()
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
_init_pool()
_load_settings()
var tree := get_tree()
if tree != null:
tree.node_added.connect(_on_node_added)
_hook_existing_buttons(tree.root)
func _load_settings() -> void:
if FileAccess.file_exists(SETTINGS_FILE):
var file := FileAccess.open(SETTINGS_FILE, FileAccess.READ)
if file != null:
var text := file.get_as_text()
var parsed = JSON.parse_string(text)
if parsed is Dictionary and parsed.has("sound_enabled"):
set_sound_enabled(bool(parsed["sound_enabled"]), false)
return
set_sound_enabled(true, false)
func _save_settings() -> void:
var file := FileAccess.open(SETTINGS_FILE, FileAccess.WRITE)
if file != null:
file.store_string(JSON.stringify({"sound_enabled": sound_enabled}))
## Check whether sound is currently enabled.
func is_sound_enabled() -> bool:
return sound_enabled
## Enable or disable sound output.
func set_sound_enabled(enabled: bool, save: bool = true) -> void:
sound_enabled = enabled
if not sound_enabled:
for player in _players:
if player != null and is_instance_valid(player) and player.playing:
player.stop()
var master_idx := AudioServer.get_bus_index("Master")
if master_idx >= 0:
AudioServer.set_bus_mute(master_idx, not sound_enabled)
if save:
_save_settings()
sound_toggled.emit(sound_enabled)
## Toggle sound between ON and OFF. Returns new state.
func toggle_sound() -> bool:
set_sound_enabled(not sound_enabled)
if sound_enabled:
play_click()
return sound_enabled
func _init_pool() -> void:
if not _players.is_empty():
return
for i in range(POOL_SIZE):
var player := AudioStreamPlayer.new()
player.name = "AudioPlayer_%d" % i
player.bus = "Master"
add_child(player)
_players.append(player)
## Play an audio stream on the specified bus with volume and pitch settings.
func play_sound(stream: AudioStream, bus: String = "Master", volume_db: float = 0.0, pitch_scale: float = 1.0) -> AudioStreamPlayer:
if not sound_enabled:
return null
if stream == null:
return null
if _players.is_empty():
_init_pool()
var player: AudioStreamPlayer = _players[_player_index]
_player_index = (_player_index + 1) % POOL_SIZE
if player.playing:
player.stop()
player.stream = stream
player.bus = bus
player.volume_db = volume_db
player.pitch_scale = pitch_scale
player.play()
return player
## Play UI button click with subtle random pitch variance.
func play_click(volume_db: float = 0.0, pitch_variance: float = 0.05) -> AudioStreamPlayer:
var pitch := 1.0
if pitch_variance > 0.0:
pitch += randf_range(-pitch_variance, pitch_variance)
return play_sound(STREAM_CLICK, "Master", volume_db, pitch)
## Play coin transaction sound (credits / marketplace / payouts).
func play_coin(volume_db: float = 0.0) -> AudioStreamPlayer:
return play_sound(STREAM_COIN, "Master", volume_db, 1.0)
## Play chime sound (successful world / chunk save).
func play_chime(volume_db: float = 0.0) -> AudioStreamPlayer:
return play_sound(STREAM_CHIME, "Master", volume_db, 1.0)
## Play victory / achievement fanfare.
func play_fanfare(volume_db: float = 0.0) -> AudioStreamPlayer:
return play_sound(STREAM_FANFARE, "Master", volume_db, 1.0)
## Play alert bell sound.
func play_bell(volume_db: float = 0.0) -> AudioStreamPlayer:
return play_sound(STREAM_BELL, "Master", volume_db, 1.0)
## Play door open transition sound.
func play_door(volume_db: float = 0.0) -> AudioStreamPlayer:
return play_sound(STREAM_DOOR, "Master", volume_db, 1.0)
# ---------------------------------------------------------------------------
# Universal Tactile UI Click Wiring
# ---------------------------------------------------------------------------
func _on_node_added(node: Node) -> void:
if node is BaseButton:
_hook_button(node as BaseButton)
func _hook_existing_buttons(node: Node) -> void:
if node is BaseButton:
_hook_button(node as BaseButton)
for child in node.get_children():
_hook_existing_buttons(child)
func _hook_button(btn: BaseButton) -> void:
var callable := Callable(self, "_on_button_pressed").bind(btn)
if not btn.pressed.is_connected(callable):
btn.pressed.connect(callable)
func _on_button_pressed(btn: BaseButton) -> void:
if not sound_enabled:
return
if not is_instance_valid(btn):
return
if btn.is_in_group("no_click_sound"):
return
if btn.is_visible_in_tree() and not btn.disabled:
play_click()