Implemented sound layer handling.

remotes/1699085073425121156/tmp_refs/heads/announcer
unfa 2021-04-07 01:26:12 +02:00
parent 17749dc241
commit 8bc42e8fbc
1 changed files with 17 additions and 4 deletions

View File

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