Rename SFXPlayer to SoundPlayer
Now that music playback is handled by this singleton the old name is insufficient
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445a814654
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@ -30,7 +30,7 @@ Rules="*res://singletons/Rules.gd"
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FileLoader="*res://singletons/FileLoader.gd"
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Library="*res://singletons/Library.gd"
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GameTheme="*res://singletons/GameTheme.gd"
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SFXPlayer="*res://singletons/SFXPlayer.gd"
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SoundPlayer="*res://singletons/SoundPlayer.gd"
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[debug]
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@ -59,6 +59,7 @@ singletons_disabled=[ ]
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[rendering]
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vram_compression/import_etc=true
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environment/default_clear_color=Color( 0.11, 0.11, 0.11, 1 )
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quality/filters/msaa=1
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environment/default_environment="res://default_env.tres"
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quality/subsampling/x=1.0
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@ -193,7 +193,7 @@ func _draw_song_select(center: Vector2) -> Array:
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var subsize = size * scales.value(abs(s_delta))
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var gx = center.x - (subsize + spacer_x) * s_delta
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var songslist = Library.genre_songs[g].keys()
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var genre_str = '%s (%d)'%[genres.keys()[g], len(songslist)]
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var genre_str = '%s (%d songs)'%[genres.keys()[g], len(songslist)]
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draw_string_centered(GenreFont, Vector2(center.x, gy), genre_str, Color.lightblue)
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var s = len(songslist)
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var key = songslist[self.selected_song_idx % s]
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@ -462,46 +462,46 @@ func set_menu_mode(mode):
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func touch_select_song(touchdict):
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if (self.selected_genre == touchdict.genre_idx) and (self.selected_song_idx == touchdict.song_idx):
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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# var songslist = genres[genres.keys()[selected_genre]]
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# selected_song_key = songslist[self.target_song_idx % len(songslist)]
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set_menu_mode(MenuMode.CHART_SELECT)
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else:
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self.selected_genre = touchdict.genre_idx
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self.target_song_idx = touchdict.song_idx
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
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load_preview()
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func touch_select_chart(touchdict):
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if touchdict.chart_idx == selected_difficulty:
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if touchdict.enabled:
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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set_menu_mode(MenuMode.GAMEPLAY)
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else:
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_error, 0.0)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_error, 0.0)
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elif touchdict.chart_idx < 0:
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -3.0, 0.7)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, -3.0, 0.7)
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set_menu_mode(MenuMode.SONG_SELECT)
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else:
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self.selected_difficulty = touchdict.chart_idx
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, -4.5)
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func touch_gameplay(touchdict):
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if touchdict.has('action'):
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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if touchdict.action == 'stop':
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NoteHandler.stop()
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func touch_score_screen(touchdict):
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if touchdict.has('next_menu'):
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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set_menu_mode(touchdict.next_menu)
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ScoreText.score = ''
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ScoreText.score_sub = ''
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# TODO: time this to coincide with the menu going fully offscreen
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ScoreText.update()
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elif touchdict.has('action'):
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, snd_interact, 0.0)
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if touchdict.action == 'save':
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save_score()
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@ -8,7 +8,7 @@ var running := false
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var song_key = ''
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export var VideoPlayerPath := @'../../video'
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onready var MusicPlayer := SFXPlayer.music_player
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onready var MusicPlayer := SoundPlayer.music_player
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onready var VideoPlayer := get_node(VideoPlayerPath)
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onready var Painter = $Painter
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@ -203,12 +203,12 @@ func make_slide_trail_mesh(note) -> ArrayMesh:
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#----------------------------------------------------------------------------------------------------------------------------------------------
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func make_judgement_column(judgement, column: int):
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active_judgement_texts.append({col=column, judgement=judgement, time=t})
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
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func make_judgement_pos(judgement, pos: Vector2):
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# Positional judgement text not yet implemented, will do if touches are ever added
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#active_judgement_texts.append({judgement=judgement, time=t})
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_judgement[judgement], GameTheme.db_judgement[judgement], GameTheme.pitch_judgement[judgement])
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func activate_note(note, judgement):
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@ -497,7 +497,7 @@ func stop():
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next_note_to_load = 10000000 # Hacky but whatever
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func intro_click():
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SFXPlayer.play(SFXPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_count_in)
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SoundPlayer.play(SoundPlayer.Type.NON_POSITIONAL, self, GameTheme.snd_count_in)
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func get_realtime_precise() -> float:
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# Usually we only update the gametime once per process loop, but for input callbacks it's good to have msec precision
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@ -38,7 +38,6 @@ func play(type: int, parent: Node, stream: AudioStream, volume_db: float = 0.0,
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audio_stream_player.connect("finished", audio_stream_player, "queue_free")
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# This singleton and API will need renaming later to reflect the new purposes
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var music_player := AudioStreamPlayer.new()
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func _ready() -> void:
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add_child(music_player)
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