Log through a GameLog autoload instead of print()
GameLog.debug() prints only in debug builds, and GameLog.warning() reports problems such as unexpected server data or failed downloads.
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@@ -91,7 +91,7 @@ func play_or_pause() -> void:
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audio_player.stream_paused = false
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song_finished = false
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audio_player.seek(playback_position)
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print("continue")
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GameLog.debug("continue")
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progress_slider.max_value = round(stream.get_length())
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if Settings.hide_ticks:
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progress_slider.tick_count = 0
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@@ -184,7 +184,7 @@ func play_song(song: AudioStream) -> void:
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music_time_label.text = format_text(progress_slider.value, stream.get_length())
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func play_song_object(song_object_no: int) -> void:
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print("play_song_object")
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GameLog.debug("play_song_object")
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if audio_player.is_playing():
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audio_player.stop()
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await get_tree().create_timer(0.5).timeout
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@@ -204,7 +204,7 @@ func play_song_object(song_object_no: int) -> void:
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Playlist.set_currently_playing_song(song_object_no)
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Playlist.unset_is_playing()
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if !Settings.hide_next_track:
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print("Show answer now!!")
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GameLog.debug("Show answer now!!")
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Playlist.song_is_answered(song_object_no)
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Playlist.song_has_played(song_object_no)
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Playlist.song_is_playing(song_object_no)
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@@ -229,8 +229,8 @@ func load_mp3(_path: String) -> AudioStream:
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func play_local_song() -> void:
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if songs:
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local_path = songs[0]
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print(local_path)
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print(FileAccess.file_exists(local_path))
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GameLog.debug(local_path)
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GameLog.debug(FileAccess.file_exists(local_path))
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play_sound(load_mp3(local_path))
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func sound_test_local() -> void:
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