mirror of
https://github.com/drwhut/tabletop-club.git
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74 lines
2.5 KiB
GDScript
74 lines
2.5 KiB
GDScript
# tabletop-club
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# Copyright (c) 2020-2024 Benjamin 'drwhut' Beddows.
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# Copyright (c) 2021-2024 Tabletop Club contributors (see game/CREDITS.tres).
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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extends Node
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onready var _audio_player = $AudioStreamPlayer
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onready var _track_label = $TrackLabel
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var _music_queue = []
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var _track_name = ""
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# Play the next track in the queue.
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func next_track() -> void:
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if _music_queue.empty():
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_track_name = tr("Nothing")
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update_label_text()
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return
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var track_entry = _music_queue.pop_front()
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_track_name = track_entry["name"]
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update_label_text()
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var track_stream = ResourceManager.load_res(track_entry["audio_path"])
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# Make sure the track doesn't loop, no matter what format it is.
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# NOTE: Why is looping a property of the stream and not the player??
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# This literally makes NO sense. - an annoyed drwhut.
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if track_stream is AudioStreamMP3:
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track_stream.loop = false
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elif track_stream is AudioStreamOGGVorbis:
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track_stream.loop = false
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elif track_stream is AudioStreamSample:
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track_stream.loop_mode = AudioStreamSample.LOOP_DISABLED
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_audio_player.stream = track_stream
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_audio_player.play()
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# Update the label text.
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func update_label_text() -> void:
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_track_label.text = tr("Now Playing: %s") % _track_name
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func _ready():
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var asset_db = AssetDB.get_db()
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for pack in asset_db:
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if asset_db[pack].has("music"):
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for music_entry in asset_db[pack]["music"]:
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if music_entry["main_menu"]:
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_music_queue.push_back(music_entry)
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randomize()
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_music_queue.shuffle()
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func _on_AudioStreamPlayer_finished():
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next_track()
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