SoundControler added

simple SoundControler script that can be used to play soundeffects and music
This commit is contained in:
Streamfire
2020-04-17 20:20:34 +02:00
parent 5881ddf2e5
commit e17c958ac3
2 changed files with 70 additions and 0 deletions

View File

@@ -0,0 +1,66 @@
extends Node
const EFFECT_LAYERS:int = 5
var _effect: Array = []
var _music: AudioStreamPlayer
#Playback Options
var _loop: bool = true
#Settings that should be put into an Options script
var _music_volume:int = -12
var _effects_volume:int = -12
func _ready() -> void:
_music = AudioStreamPlayer.new()
_music.bus = "BGM"
_music.volume_db= _music_volume
_music.connect("finished",self,"sig_music_finished")
add_child(_music)
for i in range(0,EFFECT_LAYERS):
_effect.append(AudioStreamPlayer.new())
_effect[i].volume_db= _effects_volume
_effect[i].bus = str("Effects",i)
_effect[i].connect("finished", self, "sig_effect_finished")
add_child(_effect[i])
func pub_play_music(path:String,should_loop:bool=true)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
_music.stop()
_music.stream = stream
_music.play()
_loop=should_loop
func pub_play_effect(path:String,layer:int=0)-> void:
var stream = load(path)
#AudioServer.set_bus_mute(1, true)
_effect[layer].stop()
_effect[layer].stream = stream
_effect[layer].play()
func pub_stop_music()-> void:
_music.stop()
func pub_stop_effects()-> void:
for i in range(0,EFFECT_LAYERS):
_effect[i].stop()
func pub_stop_all() -> void:
pub_stop_music()
pub_stop_effects()
func sig_music_finished() -> void:
#AudioServer.set_bus_mute(1, false)
if _loop :
_music.stop()
_music.play()
pass
func sig_effect_finished() -> void:
#AudioServer.set_bus_mute(1, false)
pass

View File

@@ -24,6 +24,10 @@ config/name="LD46 Game"
run/main_scene="res://World.tscn"
config/icon="res://icon.png"
[autoload]
SoundControler="*res://Autoloads/SoundControler.gd"
[display]
window/size/width=320