ChocolateBird/test/audio_system.gd

119 lines
4.0 KiB
GDScript

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])