Attempt2/lib/classes/audiostreamplayer_state_receiver.gd
2025-04-20 22:20:27 -07:00

92 lines
3.1 KiB
GDScript3

class_name AudioStreamPlayer_StateReceiver
extends AudioStreamPlayer
export var debug_component: bool = false
export var callable_state_machine :NodePath
var request_state_change: FuncRef
export(Array, Resource) var sound_effects
onready var current_state :StateAnimatedActor
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var sound_effects_dict: Dictionary
#class_name FrameSoundEffects
#extends Resource
#
#
#export (String) var animation_name
#export(int) var frame_number
#export (AudioStreamSample) var sound
# Called when the node enters the scene tree for the first time.
func _ready():
# Trying something new with a custom resourse.
for i in sound_effects:
if i is SE_StateFrame:
sound_effects_dict[i.state_name + str(i.frame_number)] = i
if debug_component:
print (sound_effects_dict)
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
## Connect signal to get alerted of state change
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
## A reference to the current state machine state
current_state = get_node(callable_state_machine).current_state
# Experimenting with sound based resources I did this and it worked
#sound_effect_player.stream = sound_effects.sounds["pew"]
#print(sounds.sounds["pew"])
#sound_effects.play()
#var last_sound_frame_animation: String = ''
#var last_sound_frame: int = -1
#func play_sound_frame(animation: String, frame: int ):
# ##DEBUG:
# #if animation == 'run' and frame == 6:
# # print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
# if animation != last_sound_frame_animation or frame != last_sound_frame:
# last_sound_frame = frame
# last_sound_frame_animation = animation
# var sound_index = animation + str(frame)
# if sound_effects_dict.has(sound_index):
# stream = sound_effects_dict[sound_index]
# play()
# print(self.name, " Playing SE: ", sound_index)
var current_se_index :String
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var sound_index = current_state.name + str(current_state.animation_frame)
if current_se_index != sound_index and sound_effects_dict.has(sound_index):
if debug_component:
print (get_path())
print("\tPlay sound: ", current_state.name, current_state.animation_frame)
current_se_index = sound_index
##TODO: Better to do an is check here or a cast
## We already assure these are SE_StateFrames
var se_resource :SE_StateFrame = sound_effects_dict[sound_index]
stream = se_resource.sound
#var this_sound :AudioStreamSample
play()
# Not sure what should be called first here.
if has_method('_state_process_' + current_state.name):
call('_state_process_' + current_state.name)
func _on_state_change(old_state_name:String, new_state :State):
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state
if has_method('_on_state_change_' + current_state.name):
call('_on_state_change_' + current_state.name)
else:
push_warning("Received non animated Actor state.")
#current_state = new_state