hero-mark-2/autoloads/audio.gd
2023-09-26 20:56:08 -04:00

61 lines
2.5 KiB
GDScript

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
#Sounds
const a_gold = preload("res://audio/sounds/key.wav")
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.wav")
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/a_bree.wav")
const a_shoot = preload("res://audio/sounds/shoot_arrow.ogg")
const a_die = preload("res://audio/sounds/die.wav")
const a_die_skeleton = preload("res://audio/sounds/die_skeleton.wav")
const a_scrump_die = preload("res://audio/sounds/scrump_die.wav")
const a_die_robot = preload("res://audio/sounds/die_robot.wav")
const a_gover = preload("res://audio/sounds/gover.wav")
const a_boss_hurt = preload("res://audio/sounds/boss_hurt.wav")
const a_bubble = preload("res://audio/sounds/bubble.wav")
const a_select = preload("res://audio/sounds/select.wav")
const a_confirm = preload("res://audio/sounds/confirm.wav")
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 = preload("res://audio/sounds/good_job.ogg")
const a_2600_charge = preload("res://audio/sounds/2600_charge.ogg")
#Plays a sound
func play_sound(snd,player):
player.set_stream(snd)
player._set_playing(true)
#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)
if Game.deaths == 0:
play_sound(a_good_job,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)
ac_music.set_stream_paused(false)