Implemented sound layer handling.
parent
17749dc241
commit
8bc42e8fbc
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@ -6,7 +6,7 @@ const SFX_dir = "res://Assets/Audio/SFX/" # all sound clips must reside somewher
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onready var player = $AudioStreamPlayer3D # playback backend
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export(String, FILE, "*01*.wav") var SoundClip = SFX_dir + "Test-01.wav"
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export(String, FILE, "*01*.wav") var SoundClip = SFX_dir + "Test_01.wav"
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export(bool) var AutoPlay = false
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export(float) var MinimumRandomDistance = 0.35 # gives optimal playback repetition for sound clip groups of different sizes.
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export(bool) var PlayUntilEnd = false # determines if the play() function is allowed to sop a previously started sound
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@ -26,9 +26,19 @@ func _ready():
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dir.open(SFX_dir)
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dir.list_dir_begin()
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#print("SoundClip: ", SoundClip)
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print("SoundClip: ", SoundClip)
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# determine the sound group name part
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var group = SoundClip.left(SoundClip.find_last('_')).right(SoundClip.find_last('/') + 1)
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#print("group: ", group)
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# determine the sound layer name part
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var layer = SoundClip.right(SoundClip.find_last('01') + 1)
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layer = layer.right(layer.find_last('_') + 1)
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layer = layer.left(layer.find_last('.'))
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if layer == "1": # sound without a layer defined will return "1", so let's take that as a "no layers defined in this sound"
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layer = ""
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print("group: ", group)
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print("layer: ", layer)
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while true:
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var file = dir.get_next()
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@ -36,7 +46,10 @@ func _ready():
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if file == "":
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break
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elif not file.begins_with(".") and file.begins_with(group) and file.ends_with(".wav"):
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files.append(file)
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if layer.length() == 0: # no layer specified?
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files.append(file)
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elif file.find(layer) > -1: # chek if the file name contains the layer string
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files.append(file)
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dir.list_dir_end()
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