The quiz is saved to current_quiz.json in the config folder after every change, and the game goes on where it was when it starts again: the players with their points and characters, every song with who got a point for it and whether it was played, answered or is playing, and the songs downloaded ahead with their files. The song that was playing is ready to play again. Songs whose files are gone are downloaded again. On a server, the saved songs are checked against the server's playlist. If it changed, e.g. after a sync, or another server is used, the quiz starts over with the same players. A quiz from a music folder continues offline, including how far a prepared quiz has come. A new game is saved like any other change, and a file that can't be read starts a new quiz. Characters can be read from a folder picked in Settings instead of the server, for this session. A music folder with a characters folder brings its own characters, e.g. for a themed quiz; that folder is not counted as a soundtrack. When the characters come from somewhere else, players pick their characters again. Closes #11, closes #44
255 lines
7.8 KiB
GDScript
255 lines
7.8 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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## Puts song [param song_object_no] in the player without playing it, e.g. the song that
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## was playing when the game was closed. Play starts it from the beginning.
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func load_song_object(song_object_no: int) -> void:
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var song: AudioStream = Playlist.get_song(song_object_no)
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if song == null:
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return
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audio_player.stream = song
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stream = song
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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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progress_slider.max_value = round(stream.get_length())
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progress_slider.tick_count = 0 if Settings.hide_ticks else 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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var song: AudioStream = Playlist.get_song(song_object_no)
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if song == null:
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GameLog.warning("Song ", song_object_no, " has no file to play")
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return
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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 = song
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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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