spaceship/audio/Sfx.gd
Loïc Wisniewski 46196a1adb tmp
2026-08-30 16:53:08 +02:00

96 lines
3.3 KiB
GDScript

class_name Sfx
extends RefCounted
# Forgejo #146: the three things that happen to something and should be
# heard - a shot leaving a gun, a vessel dying, a structure coming down.
#
# The sounds themselves are synthesised (see audio/make_sfx.py) rather than
# downloaded. The ticket asked for free sources and the good ones are in its
# comments, but a generated sound has no licence to track, no attribution to
# keep, and no binary in the repository whose provenance nobody can check
# later. Swapping in a file from one of those packs is a matter of replacing
# the .wav - nothing here knows or cares which it is.
#
# Parented to the tree root for the same reason Music is: a sound started by
# something that is about to be freed - which is every one of these, a dying
# ship being the obvious case - cannot live on the thing that started it.
#
# A POOL rather than one player, because these overlap constantly: a fleet
# firing is several shots inside one shot's length. The oldest is recycled
# when they are all busy, which is the right thing to lose.
const NODE_NAME: String = "SfxPlayers"
const VOICES: int = 12
const SHOT: String = "shot"
const SHIP_DEATH: String = "ship_death"
const BUILDING_DEATH: String = "building_death"
const SOUNDS: Dictionary = {
SHOT: "res://audio/sfx_shot.wav",
SHIP_DEATH: "res://audio/sfx_ship_death.wav",
BUILDING_DEATH: "res://audio/sfx_building_death.wav",
}
# Per-sound level. A shot is fired constantly and a death happens once, so
# they cannot share a volume and stay in proportion.
const LEVELS: Dictionary = {
SHOT: -26.0,
SHIP_DEATH: -23.0,
BUILDING_DEATH: -23.0,
}
# Shots vary a little in pitch so a stream of them does not turn into one
# flat machine-gun note. The deaths do not: they are events, and a wobbling
# explosion sounds broken rather than varied.
const SHOT_PITCH_SPREAD: float = 0.12
static func _pool(tree: SceneTree) -> Node:
var existing: Node = tree.root.get_node_or_null(NODE_NAME)
if existing != null:
return existing
var pool := Node.new()
pool.name = NODE_NAME
# #128 stops the tree for dialogs. A sound already in flight should
# finish rather than freeze mid-bang.
pool.process_mode = Node.PROCESS_MODE_ALWAYS
tree.root.add_child(pool)
for i in range(VOICES):
var voice := AudioStreamPlayer.new()
voice.process_mode = Node.PROCESS_MODE_ALWAYS
pool.add_child(voice)
return pool
# Plays one sound. Safe from a node on its way out of the tree, and safe to
# call far more often than there are voices.
static func play(tree: SceneTree, id: String) -> void:
if tree == null or not SOUNDS.has(id):
return
var stream: AudioStream = load(String(SOUNDS[id]))
if stream == null:
return
var pool: Node = _pool(tree)
var voice: AudioStreamPlayer = null
for child in pool.get_children():
if not (child as AudioStreamPlayer).playing:
voice = child
break
if voice == null:
# All busy. The oldest is the one furthest through its own sound, so
# it is the one with the least left to lose.
var most: float = -1.0
for child in pool.get_children():
var at: float = (child as AudioStreamPlayer).get_playback_position()
if at > most:
most = at
voice = child
if voice == null:
return
voice.stream = stream
voice.volume_db = float(LEVELS.get(id, -10.0))
voice.pitch_scale = 1.0
if id == SHOT:
voice.pitch_scale = 1.0 + randf_range(-SHOT_PITCH_SPREAD, SHOT_PITCH_SPREAD)
voice.play()