extends Node #Audio Channels onready var ac_jump = $JumpSound onready var ac_collectible = $CollectibleSound onready var ac_climb = $ClimbSound onready var ac_die = $DieSound onready var ac_music = $Music onready var ac_cheat = $CodeEntrySound onready var ac_boss = $BossSound onready var ac_shard = $ShardSound onready var ac_pause_music = $PauseMusic onready var ac_menu = $MenuSound onready var ac_land = $LandSound onready var ac_voice = $Voice onready var ac_small_explosion = $SmallExplosion onready var ac_mech_hurt = $MechHurt onready var ac_mech_shoot = $MechShoot #Sounds const a_key = preload("res://audio/sounds/key.ogg") const a_arrow = preload("res://audio/sounds/arrow_collect.ogg") const a_jump = preload("res://audio/sounds/jump.ogg") const a_star = preload("res://audio/sounds/star.ogg") const a_shard = preload("res://audio/sounds/shard_get.ogg") const a_climb_up = preload("res://audio/sounds/a_climb.ogg") const a_climb_down = preload("res://audio/sounds/a_bmilc.ogg") const a_sword = preload("res://audio/sounds/sword.ogg") const a_doublejump = preload("res://audio/sounds/double_jump.ogg") const a_shoot = preload("res://audio/sounds/shoot_arrow.ogg") const a_die = preload("res://audio/sounds/die.ogg") const a_die_splash = preload("res://audio/sounds/splash.ogg") const a_die_zap = preload("res://audio/sounds/spark.ogg") const a_die_skeleton = preload("res://audio/sounds/die_skeleton.ogg") const a_scrump_die = preload("res://audio/sounds/scrump_die.ogg") const a_explosion = preload("res://audio/sounds/explosion.ogg") const a_game_over = preload("res://audio/sounds/gover.ogg") const a_scrump_hurt = preload("res://audio/sounds/scrump_hurt.ogg") const a_bubble = preload("res://audio/sounds/bubble.ogg") const a_select = preload("res://audio/sounds/select.ogg") const a_confirm = preload("res://audio/sounds/confirm.ogg") const a_bullet_barrage = preload("res://audio/sounds/bullet_barrage.ogg") const a_rainbow_laser = preload("res://audio/sounds/rainbow_laser.ogg") const a_spaghetti = preload("res://audio/sounds/spaghetti.ogg") const a_good_job_penny = preload("res://audio/sounds/good_job_penny.ogg") const a_good_job_haze = preload("res://audio/sounds/good_job_haze.ogg") const a_good_job_ivy = preload("res://audio/sounds/good_job_ivy.ogg") const a_good_job_dog = preload("res://audio/sounds/good_job_dog.ogg") const a_great_job_penny = preload("res://audio/sounds/great_job_penny.ogg") const a_great_job_haze = preload("res://audio/sounds/great_job_haze.ogg") const a_great_job_ivy = preload("res://audio/sounds/great_job_ivy.ogg") const a_great_job_dog = preload("res://audio/sounds/great_job_dog.ogg") const a_2600_charge = preload("res://audio/sounds/2600_charge.ogg") const a_victory = preload("res://audio/sounds/victory.ogg") const a_shard_results = preload("res://audio/sounds/shard_results.ogg") const a_fail_shard = preload("res://audio/sounds/fail_shard.ogg") const a_final_score = preload("res://audio/sounds/final_score.ogg") const a_land = preload("res://audio/sounds/land.ogg") const a_teleport = preload("res://audio/sounds/teleport.ogg") const a_mkey = preload("res://audio/sounds/mkey.ogg") const a_msx_die = preload("res://audio/sounds/msx_die.ogg") const a_famira = preload("res://audio/sounds/famira.ogg") const a_vulcan = preload("res://audio/sounds/vulcan.ogg") const a_grumble = preload("res://audio/sounds/fami_grumble.ogg") const a_laser_ready = preload("res://audio/sounds/laser_ready.ogg") const a_copsquash = preload("res://audio/sounds/copsquash.ogg") const a_copsquash2 = preload("res://audio/sounds/cop_splat.ogg") const a_fami_transform = preload("res://audio/sounds/fami_transform.ogg") const a_ominous = preload("res://audio/sounds/ominous.ogg") const a_bullet_casing = preload("res://audio/sounds/shell.ogg") const a_gun_cock = preload("res://audio/sounds/gun_cock.ogg") const a_famira_die = preload("res://audio/sounds/famira_die.ogg") const a_small_explosion = preload("res://audio/sounds/explosion_small.ogg") const a_mech_hurt_1 = preload("res://audio/sounds/mech_hurt_1.ogg") const a_mech_hurt_2 = preload("res://audio/sounds/mech_hurt_2.ogg") const a_mech_hurt_3 = preload("res://audio/sounds/mech_hurt_3.ogg") const a_critical_heat = preload("res://audio/sounds/critical_heat.ogg") const a_glass_break = preload("res://audio/sounds/cop_shoot.ogg") var loop_section = null var has_looped = false var r = 0 #Plays a sound func play_sound(snd: AudioStream, player: AudioStreamPlayer, pitch: float = 1.0): player.stream = snd player.pitch_scale = pitch player.play() #Play music, if same track is already playing do nothing func play_music(song): if Audio.ac_music.stream != song or Audio.ac_music.playing == false: play_sound(song,ac_music) #Play shard sound, this silences all other sounds including music until the sound ends func play_shard_sound(): var idx = AudioServer.get_bus_index("sound") AudioServer.set_bus_mute(idx, true) ac_music.set_stream_paused(true) ac_pause_music.set_stream_paused(true) var r = 0 if Game.deaths == 0: if Game.shards == 4: r = 40 else: r = 40 if r <= 30: play_sound(a_good_job_penny,ac_shard) if r > 30 && r <= 60: play_sound(a_good_job_haze,ac_shard) if r > 60 && r <= 90: play_sound(a_good_job_ivy,ac_shard) if r > 90: play_sound(a_good_job_dog,ac_shard) else: play_sound(a_shard,ac_shard) func _on_ShardSound_finished(): var idx = AudioServer.get_bus_index("sound") AudioServer.set_bus_mute(idx, false) if !get_tree().paused: ac_music.set_stream_paused(false) ac_pause_music.set_stream_paused(false) func great_job(): var idx = AudioServer.get_bus_index("sound") AudioServer.set_bus_mute(idx, true) ac_music.set_stream_paused(true) ac_pause_music.set_stream_paused(true) if Game.deaths == 0: r = 40 else: r = 40 if r <= 30: play_sound(a_great_job_penny,ac_shard) if r > 30 && r <= 60: play_sound(a_great_job_haze,ac_shard) if r > 60 && r <= 90: play_sound(a_great_job_ivy,ac_shard) if r > 90: play_sound(a_great_job_dog,ac_shard) func pause_all(paused: bool) -> void: for player in get_children(): player.stream_paused = paused