refactor
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@@ -2,32 +2,40 @@ extends Node
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const MUSIC_PATH := "res://audio/Space Horror InGame Music (Exploration) _Clement Panchout.wav"
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const MUSIC_PATH := "res://audio/Space Horror InGame Music (Exploration) _Clement Panchout.wav"
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@onready var music_player := AudioStreamPlayer.new()
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var music_player: AudioStreamPlayer
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func _ready():
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func _ready():
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music_player = AudioStreamPlayer.new()
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add_child(music_player)
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add_child(music_player)
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if not _load_and_configure_stream():
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var orig_stream = _load_stream()
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if not orig_stream:
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push_error("Failed to load music stream: %s" % MUSIC_PATH)
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push_error("Failed to load music stream: %s" % MUSIC_PATH)
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return
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return
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var stream = orig_stream.duplicate(true) as AudioStream
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_configure_stream_loop(stream)
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music_player.stream = stream
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_configure_audio_bus()
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_configure_audio_bus()
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if SettingsManager.get_setting("music_volume") > 0:
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if SettingsManager.get_setting("music_volume") <= 0:
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_start_music()
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return
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func _load_and_configure_stream() -> bool:
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_start_music()
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var stream: AudioStream = load(MUSIC_PATH)
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if not stream:
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return false
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func _load_stream() -> AudioStream:
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var res = load(MUSIC_PATH)
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if not res or not res is AudioStream:
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return null
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return res
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func _configure_stream_loop(stream: AudioStream) -> void:
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if stream is AudioStreamWAV:
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if stream is AudioStreamWAV:
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stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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elif stream is AudioStreamOggVorbis:
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elif stream is AudioStreamOggVorbis:
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stream.loop = true
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stream.loop = true
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music_player.stream = stream
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return true
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func _configure_audio_bus() -> void:
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func _configure_audio_bus() -> void:
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music_player.bus = "Music"
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music_player.bus = "Music"
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music_player.volume_db = linear_to_db(SettingsManager.get_setting("music_volume"))
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music_player.volume_db = linear_to_db(SettingsManager.get_setting("music_volume"))
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@@ -1,5 +1,6 @@
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extends Node
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extends Node
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const LANGUAGES_JSON_PATH := "res://localization/languages.json"
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const SETTINGS_FILE = "user://settings.cfg"
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const SETTINGS_FILE = "user://settings.cfg"
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# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
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# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
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# prod `user://`=`%APPDATA%\Skelly\`
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# prod `user://`=`%APPDATA%\Skelly\`
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@@ -48,21 +49,36 @@ func get_setting(key: String):
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func set_setting(key: String, value):
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func set_setting(key: String, value):
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settings[key] = value
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settings[key] = value
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_apply_setting_side_effect(key, value)
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func _apply_setting_side_effect(key: String, value) -> void:
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match key:
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"language":
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TranslationServer.set_locale(value)
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"master_volume":
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(value))
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"music_volume":
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AudioManager.update_music_volume(value)
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"sfx_volume":
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(value))
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func load_languages():
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func load_languages():
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var file = FileAccess.open("res://localization/languages.json", FileAccess.READ)
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var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ)
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if file:
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if not file:
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var json_string = file.get_as_text()
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file.close()
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var json = JSON.new()
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var parse_result = json.parse(json_string)
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if parse_result == OK:
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languages_data = json.data
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print("Languages loaded: ", languages_data.languages.keys())
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else:
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print("Error parsing languages.json")
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else:
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print("Could not open languages.json")
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print("Could not open languages.json")
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return
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var json_string = file.get_as_text()
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file.close()
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var json = JSON.new()
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if json.parse(json_string) != OK:
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print("Error parsing languages.json")
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return
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languages_data = json.data
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if languages_data.has("languages"):
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print("Languages loaded: ", languages_data.languages.keys())
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func get_languages_data():
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func get_languages_data():
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return languages_data
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return languages_data
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@@ -32,21 +32,6 @@ func _ready():
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func _on_volume_slider_changed(value, setting_key):
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func _on_volume_slider_changed(value, setting_key):
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settings_manager.set_setting(setting_key, value)
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settings_manager.set_setting(setting_key, value)
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var bus_map = {
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"master_volume": "Master",
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"music_volume": "Music",
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"sfx_volume": "SFX"
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}
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if bus_map.has(setting_key):
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var bus_index = AudioServer.get_bus_index(bus_map[setting_key])
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if bus_index < 0:
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return
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if setting_key == "music_volume":
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AudioManager.update_music_volume(value)
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else:
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AudioServer.set_bus_volume_db(bus_index, linear_to_db(value))
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func _exit_settings():
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func _exit_settings():
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print("Exiting settings")
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print("Exiting settings")
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settings_manager.save_settings()
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settings_manager.save_settings()
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