Files
MusicPlayer/player/music_player.gd
T
Sansan 222d231b1b
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Add offline mode: play from a music folder instead of the server
Settings has a Music folder row. A folder with subfolders is played as
soundtracks: Next picks a random subfolder and a random song in it, the
subfolder is the answer's soundtrack and the file name without its type the
song. The inspiration list and Search show the subfolders.

A folder with songs and no subfolders is a prepared quiz, played once in order
(natural sort) or at random, showing only the song title. It has no winning
score: after the last song Next becomes Show winner, and the players with the
most points win, ties included.

While a folder is used nothing but the characters is asked from the server:
Sync, QR, Statistics, the update check and play counting are off. Characters
fall back to the cached pictures when the server can't be reached. mp3, ogg and
wav play; other files and broken ones are skipped.

The old local playback code, the hidden Open button and the hidden Local toggle
are removed. Next now waits for the song to start before preparing the next one.
2026-10-07 23:07:47 +02:00

217 lines
6.7 KiB
GDScript

class_name MusicPlayer
extends Control
## The bar that plays the songs, with play, restart, progress and volume. Whether a song
## repeats is a quiz setting ([code]Settings.auto_repeat_song[/code]).
signal update_song_list
signal play_next_song
var play_icon: Texture = preload("res://icons/play_icon_light.svg")
var pause_icon: Texture = preload("res://icons/pause_icon_light.svg")
var is_changing: bool = false
var playback_position: float
var stream: AudioStream
var song_finished: bool = false
@onready var play_button: TextureButton = %PlayTextureButton
@onready var restart_button: TextureButton = %RestartTextureButton
@onready var audio_player: AudioStreamPlayer = $AudioStreamPlayer
@onready var sound_player: AudioStreamPlayer = $AudioSoundPlayer
@onready var sound_effect_player: AudioStreamPlayer = $AudioSoundEffectPlayer
@onready var progress_slider: HSlider = %MusicPlayerSlider
@onready var volume_slider: VolumeSlider = %VolumeSlider
@onready var music_time_label: Label = %MusicTimeLabel
func _ready() -> void:
play_button.pressed.connect(play_or_pause)
restart_button.pressed.connect(restart)
progress_slider.drag_started.connect(_on_drag_started)
progress_slider.drag_ended.connect(_on_drag_ended)
audio_player.finished.connect(_on_finished)
func _process(_delta: float) -> void:
if audio_player.has_stream_playback() && !is_changing && !audio_player.stream_paused:
if !Settings.hide_beginning \
|| audio_player.get_playback_position() > Settings.hide_for_seconds:
progress_slider.value = audio_player.get_playback_position()
if stream != null:
music_time_label.text = format_text(progress_slider.value, stream.get_length())
else:
music_time_label.text = format_text(progress_slider.value, 0.0)
func format_time(time: float) -> String:
var total_seconds: int = roundi(time)
@warning_ignore("integer_division")
return "%02d:%02d" % [total_seconds / 60, total_seconds % 60]
func format_text(part: float, total: float) -> String:
if (Settings.hide_beginning && part < Settings.hide_for_seconds) && Settings.hide_length:
return "??:?? / ??:??"
elif Settings.hide_length:
return format_time(part) + " / ??:??"
elif Settings.hide_beginning && part < Settings.hide_for_seconds:
return "??:?? / " + format_time(total)
else:
return format_time(part) + " / " + format_time(total)
func play_or_pause() -> void:
if song_finished:
restart()
elif audio_player.stream_paused:
play_button.texture_normal = pause_icon
audio_player.stream_paused = false
song_finished = false
audio_player.seek(playback_position)
GameLog.debug("continue")
progress_slider.max_value = round(stream.get_length())
if Settings.hide_ticks:
progress_slider.tick_count = 0
else:
progress_slider.tick_count = round(stream.get_length() / 60)
else:
pause()
func pause() -> void:
audio_player.stream_paused = true
playback_position = audio_player.get_playback_position()
play_button.texture_normal = play_icon
func restart() -> void:
audio_player.stop()
audio_player.stream_paused = false
song_finished = false
progress_slider.value = 0
playback_position = audio_player.get_playback_position()
audio_player.seek(playback_position)
play_button.texture_normal = pause_icon
audio_player.play()
func _on_finished() -> void:
play_button.texture_normal = play_icon
song_finished = true
if !Settings.stop_after_current:
play_next_song.emit()
if Settings.auto_repeat_song:
restart()
func _on_drag_started() -> void:
is_changing = true
func _on_drag_ended(_changed: bool) -> void:
audio_player.seek(progress_slider.value)
playback_position = progress_slider.value
is_changing = false
func seek(new_position: float) -> void:
progress_slider.value += new_position
is_changing = true
audio_player.seek(progress_slider.value)
playback_position = progress_slider.value
is_changing = false
func change_volume(value: float) -> void:
volume_slider.value += value
volume_slider.change_volume(volume_slider.value)
func _on_point_triggered(point: String) -> void:
if point == "first":
var value: int = randi_range(0, 10)
if value == 0:
play_sound(preload("res://sounds/sound1.mp3"))
elif value < 5:
play_sound(preload("res://sounds/intro_long.mp3"))
else:
play_sound(preload("res://sounds/intro_short.mp3"))
elif point == "match":
play_sound(preload("res://sounds/sound0.mp3"))
func play_sound_effect(sound_effect_name: AudioStream) -> void:
sound_effect_player.stream = sound_effect_name
sound_effect_player.play()
func play_sound(sound_name: AudioStream) -> void:
sound_player.stream = sound_name
audio_player.stop()
sound_player.play()
song_finished = true
play_button.texture_normal = play_icon
progress_slider.value = 0
func play_song(song: AudioStream) -> void:
audio_player.stream = song
audio_player.play()
sound_player.stop()
song_finished = false
play_button.texture_normal = pause_icon
stream = audio_player.stream
progress_slider.value = 0
progress_slider.max_value = round(stream.get_length())
if Settings.hide_ticks:
progress_slider.tick_count = 0
else:
progress_slider.tick_count = round(stream.get_length() / 60)
music_time_label.text = format_text(progress_slider.value, stream.get_length())
func play_song_object(song_object_no: int) -> void:
GameLog.debug("play_song_object")
if audio_player.is_playing():
audio_player.stop()
await get_tree().create_timer(0.5).timeout
audio_player.stream = Playlist.get_song(song_object_no)
sound_player.stop()
audio_player.play()
song_finished = false
play_button.texture_normal = pause_icon
stream = audio_player.stream
progress_slider.value = 0
progress_slider.max_value = round(stream.get_length())
if Settings.hide_ticks:
progress_slider.tick_count = 0
else:
progress_slider.tick_count = round(stream.get_length() / 60)
music_time_label.text = format_text(progress_slider.value, stream.get_length())
Playlist.set_currently_playing_song(song_object_no)
Playlist.unset_is_playing()
if !Settings.hide_next_track:
GameLog.debug("Show answer now!!")
Playlist.song_is_answered(song_object_no)
Playlist.song_has_played(song_object_no)
Playlist.song_is_playing(song_object_no)
update_song_list.emit()
## Plays a song to test the sound: one from the server, or a song that comes with the
## game when playing from a music folder.
func get_sound_test_song() -> void:
if Settings.is_offline():
sound_test_local()
return
var test_sound: Callable = func test_sound(body: PackedByteArray) -> void:
var sound: AudioStream = AudioStreamMP3.new()
sound.data = body
play_song(sound)
MusicServerClient.fetch_sound_test_song(test_sound)
# The sound test without a server: a song that comes with the game
func sound_test_local() -> void:
play_song(preload("res://sounds/01. Opening.mp3"))