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