The bar is rounded and a little taller, with a round orange play button and a restart button that lights up orange under the mouse. The icons sit inside their buttons with room around them, and are one colour, cropped to their shape. Progress fills in orange, the volume slider gets a speaker icon, and the buttons say their shortcut keys in their tooltips. Buttons grow a little under the mouse and shrink while held down, and the play button pops when it switches between play and pause. ButtonBounce holds these animations so other buttons can use them too.
235 lines
7.1 KiB
GDScript
235 lines
7.1 KiB
GDScript
class_name MusicPlayer
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extends Control
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## The bar that plays the songs, with play, restart, progress and volume. Whether a song
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## repeats is a quiz setting ([code]Settings.auto_repeat_song[/code]).
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##
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## The buttons grow a little under the mouse and the play button pops when it switches
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## between play and pause, see [ButtonBounce].
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signal update_song_list
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signal play_next_song
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var play_icon: Texture = preload("res://icons/play_button_icon.svg")
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var pause_icon: Texture = preload("res://icons/pause_button_icon.svg")
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var is_changing: bool = false
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var playback_position: float
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var stream: AudioStream
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var song_finished: bool = false
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@onready var play_button: Button = %PlayButton
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@onready var restart_button: Button = %RestartButton
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@onready var audio_player: AudioStreamPlayer = $AudioStreamPlayer
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@onready var sound_player: AudioStreamPlayer = $AudioSoundPlayer
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@onready var sound_effect_player: AudioStreamPlayer = $AudioSoundEffectPlayer
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@onready var progress_slider: HSlider = %MusicPlayerSlider
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@onready var volume_slider: VolumeSlider = %VolumeSlider
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@onready var music_time_label: Label = %MusicTimeLabel
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func _ready() -> void:
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play_button.pressed.connect(play_or_pause)
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restart_button.pressed.connect(restart)
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ButtonBounce.add_to(play_button)
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ButtonBounce.add_to(restart_button)
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progress_slider.drag_started.connect(_on_drag_started)
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progress_slider.drag_ended.connect(_on_drag_ended)
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audio_player.finished.connect(_on_finished)
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func _process(_delta: float) -> void:
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if audio_player.has_stream_playback() && !is_changing && !audio_player.stream_paused:
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if !Settings.hide_beginning \
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|| audio_player.get_playback_position() > Settings.hide_for_seconds:
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progress_slider.value = audio_player.get_playback_position()
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if stream != null:
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music_time_label.text = format_text(progress_slider.value, stream.get_length())
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else:
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music_time_label.text = format_text(progress_slider.value, 0.0)
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## Whether the play button shows pause, because a song is playing.
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func shows_playing() -> bool:
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return play_button.icon == pause_icon
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# Shows pause on the play button while a song plays, and play otherwise
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func _show_playing(playing: bool) -> void:
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var icon: Texture = pause_icon if playing else play_icon
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if play_button.icon != icon:
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play_button.icon = icon
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ButtonBounce.pop(play_button)
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func format_time(time: float) -> String:
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var total_seconds: int = roundi(time)
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@warning_ignore("integer_division")
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return "%02d:%02d" % [total_seconds / 60, total_seconds % 60]
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func format_text(part: float, total: float) -> String:
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if (Settings.hide_beginning && part < Settings.hide_for_seconds) && Settings.hide_length:
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return "??:?? / ??:??"
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elif Settings.hide_length:
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return format_time(part) + " / ??:??"
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elif Settings.hide_beginning && part < Settings.hide_for_seconds:
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return "??:?? / " + format_time(total)
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else:
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return format_time(part) + " / " + format_time(total)
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func play_or_pause() -> void:
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if song_finished:
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restart()
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elif audio_player.stream_paused:
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_show_playing(true)
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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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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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else:
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progress_slider.tick_count = round(stream.get_length() / 60)
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else:
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pause()
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func pause() -> void:
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audio_player.stream_paused = true
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playback_position = audio_player.get_playback_position()
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_show_playing(false)
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func restart() -> void:
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audio_player.stop()
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audio_player.stream_paused = false
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song_finished = false
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progress_slider.value = 0
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playback_position = audio_player.get_playback_position()
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audio_player.seek(playback_position)
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_show_playing(true)
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audio_player.play()
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func _on_finished() -> void:
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_show_playing(false)
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song_finished = true
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if !Settings.stop_after_current:
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play_next_song.emit()
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if Settings.auto_repeat_song:
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restart()
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func _on_drag_started() -> void:
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is_changing = true
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func _on_drag_ended(_changed: bool) -> void:
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audio_player.seek(progress_slider.value)
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playback_position = progress_slider.value
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is_changing = false
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func seek(new_position: float) -> void:
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progress_slider.value += new_position
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is_changing = true
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audio_player.seek(progress_slider.value)
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playback_position = progress_slider.value
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is_changing = false
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func change_volume(value: float) -> void:
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volume_slider.value += value
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volume_slider.change_volume(volume_slider.value)
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func _on_point_triggered(point: String) -> void:
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if point == "first":
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var value: int = randi_range(0, 10)
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if value == 0:
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play_sound(preload("res://sounds/sound1.mp3"))
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elif value < 5:
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play_sound(preload("res://sounds/intro_long.mp3"))
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else:
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play_sound(preload("res://sounds/intro_short.mp3"))
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elif point == "match":
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play_sound(preload("res://sounds/sound0.mp3"))
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func play_sound_effect(sound_effect_name: AudioStream) -> void:
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sound_effect_player.stream = sound_effect_name
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sound_effect_player.play()
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func play_sound(sound_name: AudioStream) -> void:
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sound_player.stream = sound_name
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audio_player.stop()
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sound_player.play()
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song_finished = true
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_show_playing(false)
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progress_slider.value = 0
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func play_song(song: AudioStream) -> void:
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audio_player.stream = song
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audio_player.play()
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sound_player.stop()
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song_finished = false
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_show_playing(true)
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stream = audio_player.stream
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progress_slider.value = 0
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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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else:
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progress_slider.tick_count = round(stream.get_length() / 60)
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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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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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audio_player.stream = Playlist.get_song(song_object_no)
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sound_player.stop()
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audio_player.play()
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song_finished = false
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_show_playing(true)
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stream = audio_player.stream
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progress_slider.value = 0
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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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else:
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progress_slider.tick_count = round(stream.get_length() / 60)
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music_time_label.text = format_text(progress_slider.value, stream.get_length())
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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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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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update_song_list.emit()
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## Plays a song to test the sound: one from the server, or a song that comes with the
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## game when playing from a music folder.
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func get_sound_test_song() -> void:
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if Settings.is_offline():
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sound_test_local()
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return
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var test_sound: Callable = func test_sound(body: PackedByteArray) -> void:
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var sound: AudioStream = AudioStreamMP3.new()
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sound.data = body
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play_song(sound)
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MusicServerClient.fetch_sound_test_song(test_sound)
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# The sound test without a server: a song that comes with the game
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func sound_test_local() -> void:
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play_song(preload("res://sounds/01. Opening.mp3"))
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