Follow the GDScript style guide in every script

- Types on every parameter, return value and variable, and snake_case names
  (the player name limit is the constant MAX_NAME_LENGTH).
- Spelling fixes: *_triggered, character_selected, separator, caught_errors.
  The server's catched_errors key stays as the server sends it.
- Signals are connected with signal.connect() instead of by name.
- Code is ordered signals, constants, exported vars, vars, @onready vars,
  functions, with @onready on one line and two blank lines between functions.
- Every script starts with a ## description. Template comments, old LOC notes
  and commented-out code are gone, apart from the local play code.
- Lines are at most 100 characters, apart from the local play path.
- The screenshot tour turns off the blinking text cursor so pictures match.
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Sansan committed 2026-10-06 11:53:26 +02:00
1 parent 674604425f
commit a0428e3475
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@@ -1,19 +1,24 @@
class_name VolumeSlider
extends HSlider
## A slider that sets the volume of an audio bus.
@export
var audio_bus_name := "music"
## The audio bus whose volume the slider sets.
@onready
var _bus: int
@export var audio_bus_name: String = "music"
func _ready():
var _bus: int
func _ready() -> void:
_bus = AudioServer.get_bus_index(audio_bus_name)
value_changed.connect(_on_value_changed)
value = db_to_linear(AudioServer.get_bus_volume_db(_bus))
func _on_value_changed(changed_value: float) -> void:
AudioServer.set_bus_volume_db(_bus, linear_to_db(changed_value))
## Sets the bus volume to [param changed_value], from 0 (silent) to 1 (full).
func change_volume(changed_value: float) -> void:
AudioServer.set_bus_volume_db(_bus, linear_to_db(changed_value))
func _on_value_changed(changed_value: float) -> void:
AudioServer.set_bus_volume_db(_bus, linear_to_db(changed_value))