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blujai831 993141655c
Project automatically updated for compatibility upon opening in Godot 4.4.dev bleeding-edge build. 2024-09-29 19:20:27 -07:00
blujai831 b82fc22498
Clarified purpose of _set_weather. 2024-02-13 10:51:15 -08:00
blujai831 53d1bdb7f8
Initial untested prototype of new FX implementation. 2024-02-13 10:27:08 -08:00
blujai831 e4c6ff5e89
Initial untested prototype of AmbienceInterpolator, a class for crossfading between audio streams in an array representing different stages or magnitudes of the same general category of ambience. 2024-02-13 10:26:41 -08:00
blujai831 30dcb94548
Changed project organization somewhat: instead of having an autoload directory, autoloads will be sorted into directories based on what they do. Wait is basically a utility class, so it goes in util. 2024-02-13 10:25:13 -08:00
blujai831 4e151ec943
I've decided shader globals shouldn't be initialized in their respective shaders because their initial values are specified in the project config. 2024-02-13 10:22:03 -08:00
blujai831 32d9f4e1b0
Some uid's mysteriously decided to change. 2024-02-13 10:20:17 -08:00
blujai831 007b0db0cf
Added actions to input map. 2024-01-29 12:47:08 -08:00
blujai831 b6b19cbd7b
Added some guard conditionals to AudioFader to make it resilient against, for example, playing null streams. 2024-01-24 15:39:13 -08:00
blujai831 7276a4a978
Initial impl of AudioFader. 2024-01-24 15:25:51 -08:00
blujai831 14e4ea41fb
Fixed hang when TweenChannel.sync is called too late. 2024-01-24 12:13:09 -08:00
blujai831 eb720b6188
Clarified documentation of Task.group. 2024-01-07 09:28:08 -08:00
blujai831 4d2d82b199
Added factory functions for TweenChannel because 'TweenChannel.new(TweenChannel.ArbitrationMode.REPLACE)' is kind of tedious to write. 2024-01-06 19:16:28 -08:00
blujai831 0cfdf81b48
Immediately changed my mind about previous commit and changed default tween channel arbitration mode back to YIELD. Instead implemented a constructor which takes arbitration mode as an optional parameter. This way I can initialize arbitration mode to REPLACE as needed in variable declarations of type TweenChannel, rather than having to do it in _ready, and still have the default be YIELD. 2024-01-06 18:47:57 -08:00
blujai831 ebae0648c8
Changed default tween channel arbitration mode to REPLACE. 2024-01-06 18:41:58 -08:00
blujai831 50e13dbd44
Rewrote sky shader. 2024-01-06 16:26:11 -08:00
blujai831 d73fffb22f
Clarified documentation of TweenChannel.arbitration_mode. 2024-01-06 13:16:05 -08:00
blujai831 1437194677
Implemented TweenChannel. 2024-01-06 13:09:18 -08:00
blujai831 73bcc8c315
Restored UI resources. Set default theme, font, and audio bus layout. 2024-01-05 10:18:12 -08:00
blujai831 2b70e7ddeb
Reorganized audio. 2024-01-05 10:15:33 -08:00
blujai831 de72172cf7
Reimported audio. 2024-01-04 10:20:34 -08:00
blujai831 ac3a57dc05
Made CallableNode wait until its designated parent is in the tree and it itself is not. (Before, it only checked if it itself was in the tree, and handled it by removing itself from the tree instead of by waiting.) Fixed variable shadowing warnings. 2024-01-03 14:04:04 -08:00
blujai831 47b4c1f17a
Fixed an oversight in how correct process_mode to use for invoked CallableNode is resolved. 2024-01-02 22:03:46 -08:00
blujai831 48a84ac85b
Drafted CallableNode class. Will use later down the line for a much cleaner implementation (or possibly outright elision) of what was previously the UI autoload, which should hopefully fix all those errors about awaiters having disappeared by the time a signal emits or a coroutine returns (if I was interpreting them correctly; I can't remember what they actually said, but it was something to that effect). 2024-01-02 21:47:30 -08:00
blujai831 60fee556cd
Added license. Reimplemented Task (formerly Promise), TimeExt (formerly TimeIntervalFormatting), and Wait. 2024-01-02 19:34:41 -08:00
blujai831 7621b719e1
Created Godot project. 2024-01-02 12:13:14 -08:00
blujai831 04ab91a50f
Deleted everything. I am going to try to comprehensively overhaul all my work so far to be more consistent, more idiomatic, better-documented, and less prone to gotchas. 2024-01-02 12:07:01 -08:00
blujai831 d18d2c3463
Had accidentally made the water opaque at some point. Fixed. 2023-12-28 16:11:37 -08:00
blujai831 848202fd2a
Reordered tool acknowledgements. The previous ordering was an artifact of the previous license agreement: for all they've made possible, I truly do owe the maintainers of *that* license more thanks than anyone, even the Godot contributors. While I do think the new license is a more moral license, else I wouldn't have switched to it, in practice it has yet to make anywhere near as great a positive impact on open-source as a movement, and therefore I owe its maintainers thanks only for the license itself, not for everything under the sun -- a much more modest but still very important contribution. One might wonder, then, why I don't still credit the maintainers of the old license on the list, if their work has been so essential even disregarding that I'm no longer using their license. The answer is simple: the list of explicit tool credits is reserved for maintainers of tools I use directly, and their license is no longer a tool I use directly. Anyway, credit to them above all others is already heavily implied in the more general acknowledgement of the entire open-source sphere. Which, if you think about it, really speaks to just how important their work has been. Also, an automatic update of unknown purpose was made to autoload/Storyboard/TestSaveData.tres. The only change seems to be that an array which was previously stored in pure-literal form now has its own resource ID. I assume I must have upgraded Godot in a recent system update and this behavior must be the most recent minor change to the engine: maybe it now always assigns resource IDs to arrays. 2023-12-28 05:54:42 -08:00
blujai831 dfc4b993ee
Replaced unintentional non-ASCII character in LICENSE.txt. 2023-12-27 12:23:29 -08:00
blujai831 a4065f7831
Imported project state from previous repo. (Previous repo was deleted to avoid continuing to distribute copies licensed under my previous choice of license; updating the license in the repo would not have sufficed because I would still be distributing undesirably licensed copies via the repo's history.) 2023-12-27 12:18:33 -08:00
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If the Work is classified as Software, each time You Distribute or
Publicly Perform an Adaptation, Licensor offers to the recipient a copy
and/or URI of the corresponding Source Code on the same terms and
conditions as the license granted to You under this License.
If the Work is used as a Network Service, each time You Distribute or
Publicly Perform an Adaptation, or serve data derived from the Software,
the Licensor offers to any recipients of the data a copy and/or URI of
the corresponding Source Code on the same terms and conditions as the
license granted to You under this License.
If any provision of this License is invalid or unenforceable under
applicable law, it shall not affect the validity or enforceability of
the remainder of the terms of this License, and without further action
by the parties to this agreement, such provision shall be reformed to
the minimum extent necessary to make such provision valid and
enforceable.
No term or provision of this License shall be deemed waived and no
breach consented to unless such waiver or consent shall be in writing
and signed by the party to be charged with such waiver or consent.
This License constitutes the entire agreement between the parties with
respect to the Work licensed here. There are no understandings,
agreements or representations with respect to the Work not specified
here. Licensor shall not be bound by any additional provisions that may
appear in any communication from You. This License may not be modified
without the mutual written agreement of the Licensor and You.
The rights granted under, and the subject matter referenced, in this
License were drafted utilizing the terminology of the Berne Convention
for the Protection of Literary and Artistic Works (as amended on
September 28, 1979), the Rome Convention of 1961, the WIPO Copyright
Treaty of 1996, the WIPO Performances and Phonograms Treaty of 1996 and
the Universal Copyright Convention (as revised on July 24, 1971). These
rights and subject matter take effect in the relevant jurisdiction in
which the License terms are sought to be enforced according to the
corresponding provisions of the implementation of those treaty
provisions in the applicable national law. If the standard suite of
rights granted under applicable copyright law includes additional rights
not granted under this License, such additional rights are deemed to be
included in the License; this License is not intended to restrict the
license of any rights under applicable law.

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@ -1,10 +0,0 @@
# Hi! You're early!
This is the root commit. There's nothing here yet.
The main branch is reserved for feature-complete and known-working refs.
If you're reading this on the head of the main branch, it's probably because
the project is in such early development that no feature-complete
and known-working refs exist yet. In this case, to take a look
at development progress, and/or playtest whatever incomplete content
is available thus far, you can checkout the dev branch instead.

75
audio/AudioFader.gd Normal file
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class_name AudioFader extends Node
## Controls an AudioStreamPlayer and allows for fading and crossfading.
## Audio fade-out target.
const AUDIO_FADE_MIN_VOLUME: float = -20.0
## Default audio transition time.
const DEFAULT_AUDIO_FADE: float = 1.0
## Audio bus.
@export var bus: StringName
## Current AudioStreamPlayer.
var player: AudioStreamPlayer = null
## Current TweenChannel.
var tween_channel: TweenChannel = null
## Creates an initial AudioStreamPlayer child and TweenChannel.
func _ready() -> void:
_create_members()
## Creates an AudioStreamPlayer child and TweenChannel.
func _create_members() -> void:
player = AudioStreamPlayer.new()
add_child(player)
tween_channel = TweenChannel.make_replacing()
## Fades in the current audio player.
func fade_in(stream: AudioStream, fade: float = DEFAULT_AUDIO_FADE) -> void:
await fade_out()
player.stream = stream
if player.stream:
player.volume_db = AUDIO_FADE_MIN_VOLUME
player.play()
var tween := await tween_channel.create_tween(player)
tween.tween_property(player, ^'volume_db', 0.0, fade)
await tween_channel.sync(tween)
## Fades out an arbitrary audio player on an arbitrary tween channel.
static func _fade_out_foreign(
p_player: AudioStreamPlayer,
p_tween_channel: TweenChannel,
fade: float = DEFAULT_AUDIO_FADE
) -> void:
if p_player.playing and p_player.volume_db > AUDIO_FADE_MIN_VOLUME:
var tween := await p_tween_channel.create_tween(p_player)
tween.tween_property(
p_player, ^'volume_db', AUDIO_FADE_MIN_VOLUME, fade
)
await p_tween_channel.sync(tween)
p_player.stop()
## Fades out the current audio player.
func fade_out(fade: float = DEFAULT_AUDIO_FADE) -> void:
await AudioFader._fade_out_foreign(player, tween_channel, fade)
## Plays audio without fading in.
func play(stream: AudioStream) -> void:
await player.fade_out()
player.stream = stream
if player.stream:
player.volume_db = 0.0
player.play()
## Fades out old audio and fades in new audio at the same time.
func crossfade(stream: AudioStream, fade: float = DEFAULT_AUDIO_FADE) -> void:
var old_player := player
var old_tween_channel := tween_channel
var thunk := func() -> void:
await AudioFader._fade_out_foreign(old_player, old_tween_channel, fade)
old_player.queue_free()
_create_members()
await Wait.until(player.is_node_ready)
var task := Task.new(thunk)
await fade_in(stream, fade)
await task.sync()

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class_name AmbienceInterpolator extends Node
## Interpolates between multiple ambience streams.
## Audio fade-out target.
const AUDIO_FADE_MIN_VOLUME: float = -20.0
## Default audio transition time.
const DEFAULT_AUDIO_FADE: float = 1.0
## Audio bus.
@export var bus: StringName
## Array of ambience streams to interpolate between.
##
## If an element is a sub-array, its elements in turn play simultaneously.
@export var streams: Array = []
## Tween channel for interpolation index.
@onready var _tween_channel := TweenChannel.make_replacing()
## Array of audio players, one for each ambience stream.
var _players: Array = []
## Current interpolation index.
##
## This value times streams.size() will be offset by +1
## from the value whose ceil and ceil-1
## will actually be used to index the arrays.
## For example, if _ii == 2.5/streams.size(),
## then array indices 1 and 2 will be used,
## not array indices 2 and 3.
## If _ii < 1.0/streams.size(),
## it interpolates between silence and array index 0.
var _ii: float = 0.0
## Creates an audio player for each audio stream.
func _ready() -> void:
for elem in streams:
if elem is Array:
var mapping: Array = []
_players.push_back(mapping)
for stream in elem:
assert(stream is AudioStream)
var player := AudioStreamPlayer.new()
add_child(player)
mapping.push_back(player)
player.bus = bus
player.stream = stream
else:
assert(elem is AudioStream)
var player := AudioStreamPlayer.new()
add_child(player)
_players.push_back(player)
player.bus = bus
player.stream = elem
## Getter for interpolation index.
func get_interpolation_index() -> float:
return _ii
## Sets interpolation index and adjusts audio player levels accordingly.
func set_interpolation_index(ii: float) -> void:
# Calculate interpolation factor and array indices.
var scaled: float = ii*_players.size()
var interp_fact: float = scaled - floorf(scaled)
var i_hi: int = ceili(scaled) - 1
if i_hi >= _players.size():
i_hi = _players.size() - 1
var i_lo: int = i_hi - 1
# Get audio players from array.
var p_hi: Variant = null
var p_lo: Variant = null
if i_hi >= 0:
p_hi = _players[i_hi]
if i_lo >= 0:
p_lo = _players[i_lo]
# Calculate volumes to set.
var v_lo: float = lerpf(0.0, AUDIO_FADE_MIN_VOLUME, interp_fact)
var v_hi: float = lerpf(AUDIO_FADE_MIN_VOLUME, 0.0, interp_fact)
# Set audio player volumes and start audio players.
if p_lo is Array:
for player in p_lo:
assert(player is AudioStreamPlayer)
player.volume_db = v_lo
if not player.playing:
player.play()
elif p_lo != null:
assert(p_lo is AudioStreamPlayer)
p_lo.volume_db = v_lo
if not p_lo.playing:
p_lo.play()
if p_hi is Array:
for player in p_hi:
assert(player is AudioStreamPlayer)
player.volume_db = v_hi
if not player.playing:
player.play()
elif p_hi != null:
assert(p_hi is AudioStreamPlayer)
p_hi.volume_db = v_hi
if not p_hi.playing:
p_hi.play()
# Stop every audio player we have that isn't one of the two requested.
for elem in _players:
if elem is Array:
for player in elem:
assert(player is AudioStreamPlayer)
if player != p_lo and player != p_hi:
player.volume_db = AUDIO_FADE_MIN_VOLUME
if player.playing:
player.stop()
else:
assert(elem is AudioStreamPlayer)
if elem != p_lo and elem != p_hi:
elem.volume_db = AUDIO_FADE_MIN_VOLUME
if elem.playing:
elem.stop()
# Update stored value of interpolation index.
_ii = ii
## Tweens the interpolation index to the given target over time.
func interpolate(target: float, fade: float = DEFAULT_AUDIO_FADE) -> void:
var tween := await _tween_channel.create_tween(self)
tween.tween_method(
set_interpolation_index,
get_interpolation_index(),
target, fade
)
await _tween_channel.sync(tween)

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dest_files=["res://.godot/imported/rain_level_4.ogg-a0a891fd7c8fff6e3ddd7d33a910d33d.oggvorbisstr"]
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dest_files=["res://.godot/imported/rain_level_5.ogg-a42af9ea7f3a07f6f96a6eb590272827.oggvorbisstr"]
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importer="oggvorbisstr"
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dest_files=["res://.godot/imported/thunder.ogg-e34ac28b5de757919640751a8d86651a.oggvorbisstr"]
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importer="oggvorbisstr"
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source_file="res://audio/bounce.ogg"
dest_files=["res://.godot/imported/bounce.ogg-940bd5e995894096e5cc0ce21a4b942d.oggvorbisstr"]
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dest_files=["res://.godot/imported/bumper.ogg-74960beefee058b54465ade6cd78b323.oggvorbisstr"]
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dest_files=["res://.godot/imported/caw.ogg-e26a18751c108024e980d5711592b430.oggvorbisstr"]
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[gd_resource type="AudioBusLayout" format=3 uid="uid://tv5nsclb3wfb"]
[resource]
bus/1/name = &"Music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = &"Master"
bus/2/name = &"Sound"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = 0.0
bus/2/send = &"Master"

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