Files
MusicPlayer/player/music_player.gd
T
Sansan b510aa47f2
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Split settings into a quiz card and an application Settings popup
- A Quiz settings button under the player bar opens a small card above
  it with the quiz settings, including Auto repeat, which moves there
  from under the player bar. The card does not dim the quiz, so it can
  be changed during a song, and grows to fit its rows.
- A Settings button in the top bar opens the application settings:
  server, fullscreen and songs to download ahead. Quick sync is gone,
  as the server no longer has it, and the server list is in Settings.
- Labels use sentence case, and seconds to hide show as whole numbers.
- Debug builds switch to the local server and a low winning score in
  the Settings autoload, before any scene asks the server for anything.
  The DEBUG label moves to the top bar, so it shows on every tab.
- Search moves from the top bar back to the quiz toolbar, as the
  Statistics tab has its own search.
2026-10-07 16:05:13 +02:00

230 lines
7.0 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 songs: Array = []
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()
func get_sound_test_song() -> void:
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)
##### LOCAL
var local_path: String = '/Users/sebastian/ResilioSync/Sorterat_test/Metal Gear Solid 4 - Guns of the Patriots/2-16 Metal Gear Saga.mp3'
func load_mp3(_path: String) -> AudioStream:
var file: FileAccess = FileAccess.open(_path, FileAccess.READ)
var sound: AudioStream = AudioStreamMP3.new()
sound.data = file.get_buffer(file.get_length())
return sound
func play_local_song() -> void:
if songs:
local_path = songs[0]
GameLog.debug(local_path)
GameLog.debug(FileAccess.file_exists(local_path))
play_sound(load_mp3(local_path))
func sound_test_local() -> void:
play_sound(preload("res://sounds/01. Opening.mp3"))