extends Node2D #warning-ignore-all:return_value_discarded signal exit const MusicPlayer := preload('res://scripts/MusicPlayer.gd') const MusicRenderer := preload('res://scripts/MusicRenderer.gd') var MusicLoader := preload('res://scripts/loaders/snes/music_ff5.gd').new() onready var bgm_titles := Common.load_glyph_table('res://data/5/bgm_titles.txt') onready var audio_renderer: Node = SoundLoader.audio_renderer var inst_buttons = [] var sfx_buttons = [] const NUM_CHANNELS := 8 var music_player = null var inst_sample_map := {} func _create_sfx_buttons(): var disable_btn := !SoundLoader.has_loaded_audio_samples var btn_width := 48 var btn_height := 22 var btns_per_row := 8 var inst_pos_offset: Vector2 = $inst_buttons.rect_position for i in SoundLoader.INST_NUM: var btn = Button.new() btn.text = 'Inst #%02d' % i btn.align = Button.ALIGN_CENTER btn.set_position(Vector2((i%btns_per_row)*btn_width, (i/btns_per_row)*btn_height) + inst_pos_offset) btn.rect_min_size.x = btn_width add_child(btn) btn.connect('pressed', SoundLoader, 'play_sample', [i]) inst_buttons.append(btn) btn.disabled = disable_btn btns_per_row = int($sfx_buttons.rect_size.x/btn_width) var sfx_pos_offset: Vector2 = $sfx_buttons.rect_position for i in SoundLoader.SFX_NUM: var btn = Button.new() btn.text = 'SFX #%02d' % i btn.align = Button.ALIGN_CENTER btn.set_position(Vector2((i%btns_per_row)*btn_width, (i/btns_per_row)*btn_height) + sfx_pos_offset) btn.rect_min_size.x = btn_width add_child(btn) btn.connect('pressed', SoundLoader, 'play_sfx', [i]) sfx_buttons.append(btn) btn.disabled = disable_btn if disable_btn: SoundLoader.connect('audio_samples_loaded', self, '_enable_sfx_buttons') SoundLoader.connect('audio_inst_sample_loaded', self, '_enable_inst_button') SoundLoader.connect('audio_sfx_sample_loaded', self, '_enable_sfx_button') func _enable_sfx_buttons(): for btn in sfx_buttons: btn.disabled = false for btn in inst_buttons: btn.disabled = false func _enable_sfx_button(id: int): # NB: This assumes sequential loading (may change, probably won't) for i in id+1: sfx_buttons[i].disabled = false func _enable_inst_button(id: int): # NB: This assumes sequential loading (may change, probably won't) for i in id+1: inst_buttons[i].disabled = false func play_bgm(id: int, live: bool) -> void: self._stop_all() if live: print('@%dms - Playing BGM%02d' % [get_ms(), id]) var inst_indices = RomLoader.snes_data.bgm_instrument_indices[id] for i in 16: var inst_idx: int = inst_indices[i]-1 if inst_idx < 0: self.inst_sample_map[i + 0x20] = null else: self.inst_sample_map[i + 0x20] = SoundLoader.instrument_samples_HACK_EXTENDED_LOOPS[inst_idx] if self.music_player: remove_child(music_player) self.music_player = MusicPlayer.new(MusicManager.bgm_tracksets[id], self.inst_sample_map) add_child(self.music_player) self.music_player.is_playing = true else: # Play prerendered var tempo_thou = $slider_tempo.value * 10 var key = 'BGM%02d-%04d' % [id, tempo_thou] MusicManager.play_bgm(key) func _play_bgm_live() -> void: self.play_bgm($sb_bgm.value, true) func _play_bgm_prerendered() -> void: self.play_bgm($sb_bgm.value, false) func _create_bgm_playback() -> void: $sb_bgm.max_value = SoundLoader.BGM_NUM $sb_bgm.connect('value_changed', self, '_update_bgm_label') self._update_bgm_label() $btn_bgm_live.connect('pressed', self, '_play_bgm_live') $btn_bgm_prerendered.connect('pressed', self, '_play_bgm_prerendered') $btn_render.connect('pressed', MusicManager, 'render_all_bgm') for i in SoundLoader.SFX_NUM: self.inst_sample_map[i] = SoundLoader.sfx_samples[i] func _stop_all() -> void: if self.music_player: self.music_player.queue_free() self.music_player = null SoundLoader.player.stop() MusicManager.stop() func _update_bgm_label(id = 0) -> void: if id < len(bgm_titles): $lbl_bgm_title.text = bgm_titles[id] else: $lbl_bgm_title.text = '' func _update_tempo(tempo := 100) -> void: $lbl_tempo.text = 'Tempo scale: %d' % tempo var tempo_thou = tempo * 10 MusicManager.update_tempo(tempo_thou) func _reset_tempo() -> void: self._update_tempo() $slider_tempo.value = 100 func _exit() -> void: self.emit_signal('exit') func _ready() -> void: self._create_sfx_buttons() self._create_bgm_playback() $btn_stop.connect('pressed', self, '_stop_all') $slider_tempo.connect('value_changed', self, '_update_tempo') $btn_reset_tempo.connect('pressed', self, '_reset_tempo') $btn_exit.connect('pressed', self, '_exit') var load_start_tick: int func get_ms(restart: bool = false) -> int: if restart or not self.load_start_tick: self.load_start_tick = Time.get_ticks_msec() return 0 return Time.get_ticks_msec() - self.load_start_tick func get_shader_test_pattern() -> PoolByteArray: var midi_events_bytes := StreamPeerBuffer.new() var midi_events_bytes2 := StreamPeerBuffer.new() var midi_events_bytes3 := StreamPeerBuffer.new() var midi_events_bytes4 := StreamPeerBuffer.new() for i in 2048: var t = i * 2.0 midi_events_bytes.put_32(t*32000) # t_start midi_events_bytes2.put_32((t+1.75)*32000) # t_end midi_events_bytes3.put_u8(i%35) # instrument midi_events_bytes3.put_u8(71) # pitch_idx # midi_events_bytes.put_float((35 + (i%40))) # pitch_idx midi_events_bytes3.put_u8(255) # velocity midi_events_bytes3.put_u8(0) # pan # midi_events_bytes3.put_u8(i%256) # pan midi_events_bytes4.put_32(0) # ADSR return midi_events_bytes.data_array + midi_events_bytes2.data_array + midi_events_bytes3.data_array + midi_events_bytes4.data_array