extends Node2D const MusicPlayer := preload('res://scripts/MusicPlayer.gd') var MusicLoader := preload('res://scripts/loaders/snes/music_ff5.gd').new() var inst_buttons = [] var sfx_buttons = [] func _create_sfx_buttons(): var disable_btn := !SoundLoader.has_loaded_audio_samples for i in SoundLoader.INST_NUM: var btn = Button.new() btn.text = 'Inst #%02X' % i btn.align = Button.ALIGN_CENTER btn.set_position(Vector2((i%7)*50, (i/7)*24)) btn.rect_min_size.x = 48 add_child(btn) btn.connect('pressed', SoundLoader, 'play_sample', [i]) inst_buttons.append(btn) btn.disabled = disable_btn for i in SoundLoader.SFX_NUM: var btn = Button.new() btn.text = 'SFX #%02X' % i btn.align = Button.ALIGN_CENTER btn.set_position(Vector2((i%4)*50, 130 + (i/4)*24)) btn.rect_min_size.x = 48 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 const NUM_CHANNELS := 8 var music_player = null var inst_sample_map := {} var bgm_tracksets := {} func evaluate_bgm(id: int): var buffer: StreamPeerBuffer = RomLoader.snes_buffer.duplicate() var bgm_song_ptr: int = RomLoader.snes_data.bgm_song_pointers[id] & 0x3FFFFF var bank_offset: int = bgm_song_ptr & 0x3F0000 buffer.seek(bgm_song_ptr) var length := buffer.get_u16() var rom_address_base := buffer.get_u16() var track_ptrs := PoolIntArray() for i in NUM_CHANNELS: var track_ptr := buffer.get_u16() + bank_offset if track_ptr < bgm_song_ptr: track_ptr += 0x010000 # next bank track_ptrs.append(track_ptr) var end_ptr := buffer.get_u16() + bank_offset if end_ptr < bgm_song_ptr: end_ptr += 0x010000 # next bank var tracks := [] for i in NUM_CHANNELS: var track_ptr := track_ptrs[i] # var channel: MusicChannel = self.channels[i] # print('Unrolling BGM track %02d:%02d at 0x%06X:0x%06X:0x%06X' % [id, i, bgm_song_ptr, track_ptr, end_ptr]) tracks.append(MusicLoader.unroll_track(buffer.duplicate(), bgm_song_ptr, track_ptr, end_ptr, '%02d:%02d'%[id, i])) bgm_tracksets[id] = tracks func play_bgm(id: int) -> void: 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[inst_idx] if self.music_player: remove_child(music_player) self.music_player = MusicPlayer.new(bgm_tracksets[id], self.inst_sample_map) add_child(self.music_player) self.music_player.is_playing = true print('Playing BGM%02d' % id) func _play_bgm() -> void: self.play_bgm($sb_bgm.value) func _create_bgm_playback() -> void: $sb_bgm.max_value = SoundLoader.BGM_NUM $btn_bgm.connect('pressed', self, '_play_bgm') for i in SoundLoader.SFX_NUM: self.inst_sample_map[i] = SoundLoader.sfx_samples[i] for i in SoundLoader.BGM_NUM: evaluate_bgm(i) func _stop_all() -> void: if self.music_player: self.music_player.queue_free() self.music_player = null SoundLoader.player.stop() # Called when the node enters the scene tree for the first time. func _ready() -> void: self._create_sfx_buttons() self._create_bgm_playback() $btn_stop.connect('pressed', self, '_stop_all') for i in len(RomLoader.snes_data.bgm_song_pointers): var pointer = RomLoader.snes_data.bgm_song_pointers[i] print('BGM 0x%02X (%02d) at 0x%06X' % [i, i, pointer])