Astromovida/addons/sound_manager/abstract_audio_player_pool.gd
Gerard Gascón 18efc36800 init
2025-04-24 17:06:24 +02:00

148 lines
3.7 KiB
GDScript

extends Node
@export var default_busses := []
@export var default_pool_size := 8
var available_players: Array[AudioStreamPlayer] = []
var busy_players: Array[AudioStreamPlayer] = []
var bus: String = "Master"
var _tweens: Dictionary = {}
func _init(possible_busses: PackedStringArray = default_busses, pool_size: int = default_pool_size) -> void:
bus = get_possible_bus(possible_busses)
for i in pool_size:
increase_pool()
func get_possible_bus(possible_busses: PackedStringArray) -> String:
for possible_bus in possible_busses:
var cases: PackedStringArray = [
possible_bus,
possible_bus.to_lower(),
possible_bus.to_camel_case(),
possible_bus.to_pascal_case(),
possible_bus.to_snake_case()
]
for case in cases:
if AudioServer.get_bus_index(case) > -1:
return case
return "Master"
func prepare(resource: AudioStream, override_bus: String = "") -> AudioStreamPlayer:
var player: AudioStreamPlayer
if resource is AudioStreamRandomizer:
player = get_player_with_resource(resource)
if player == null:
player = get_available_player()
player.stream = resource
player.bus = override_bus if override_bus != "" else bus
player.volume_db = linear_to_db(1.0)
player.pitch_scale = 1
return player
func get_available_player() -> AudioStreamPlayer:
if available_players.size() == 0:
increase_pool()
var player = available_players.pop_front()
busy_players.append(player)
return player
func get_player_with_resource(resource: AudioStream) -> AudioStreamPlayer:
for player in busy_players + available_players:
if player.stream == resource:
return player
return null
func get_busy_player_with_resource(resource: AudioStream) -> AudioStreamPlayer:
for player in busy_players:
if player.stream.resource_path == resource.resource_path:
return player
return null
func mark_player_as_available(player: AudioStreamPlayer) -> void:
if busy_players.has(player):
busy_players.erase(player)
if available_players.size() >= default_pool_size:
player.queue_free()
elif not available_players.has(player):
available_players.append(player)
func increase_pool() -> void:
# See if we can reclaim a rogue busy player
for player in busy_players:
if not player.playing:
mark_player_as_available(player)
return
# Otherwise, add a new player
var player := AudioStreamPlayer.new()
add_child(player)
available_players.append(player)
player.bus = bus
player.finished.connect(_on_player_finished.bind(player))
func fade_volume(player: AudioStreamPlayer, from_volume: float, to_volume: float, duration: float) -> AudioStreamPlayer:
# Remove any tweens that might already be on this player
_remove_tween(player)
# Start a new tween
var tween: Tween = get_tree().create_tween().bind_node(self)
player.volume_db = from_volume
if from_volume > to_volume:
# Fade out
tween.tween_property(player, "volume_db", to_volume, duration).set_trans(Tween.TRANS_CIRC).set_ease(Tween.EASE_IN)
else:
# Fade in
tween.tween_property(player, "volume_db", to_volume, duration).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
_tweens[player] = tween
tween.finished.connect(_on_fade_completed.bind(player, tween, from_volume, to_volume, duration))
return player
#region Helpers
func _remove_tween(player: AudioStreamPlayer) -> void:
if _tweens.has(player):
var fade: Tween = _tweens.get(player)
fade.kill()
_tweens.erase(player)
#endregion
#region Signals
func _on_player_finished(player: AudioStreamPlayer) -> void:
mark_player_as_available(player)
func _on_fade_completed(player: AudioStreamPlayer, tween: Tween, from_volume: float, to_volume: float, duration: float):
_remove_tween(player)
# If we just faded out then our player is now available
if to_volume <= -79.0:
player.stop()
mark_player_as_available(player)
#endregion