Merge pull request 'add-music' (#1) from add-music into main
Reviewed-on: #1
This commit is contained in:
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@@ -0,0 +1,24 @@
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[remap]
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importer="wav"
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type="AudioStreamWAV"
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uid="uid://dcpehnwdueyyo"
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path="res://.godot/imported/Space Horror InGame Music (Exploration) _Clement Panchout.wav-9d35410fa91625c5f4d02f369a39bf2e.sample"
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[deps]
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source_file="res://audio/Space Horror InGame Music (Exploration) _Clement Panchout.wav"
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dest_files=["res://.godot/imported/Space Horror InGame Music (Exploration) _Clement Panchout.wav-9d35410fa91625c5f4d02f369a39bf2e.sample"]
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[params]
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force/8_bit=false
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force/mono=false
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force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=2
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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2
audio/sources.yaml
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2
audio/sources.yaml
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- fileName: Space Horror InGame Music (Exploration) _Clement Panchout
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commonUrl: https://clement-panchout.itch.io/yet-another-free-music-pack
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15
default_bus_layout.tres
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15
default_bus_layout.tres
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[gd_resource type="AudioBusLayout" format=3 uid="uid://c4bwiq14nq074"]
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[resource]
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bus/1/name = &"SFX"
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bus/1/solo = false
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bus/1/mute = false
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bus/1/bypass_fx = false
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bus/1/volume_db = 0.0
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bus/1/send = &"Master"
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bus/2/name = &"Music"
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bus/2/solo = false
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bus/2/mute = false
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bus/2/bypass_fx = false
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bus/2/volume_db = 0.0
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bus/2/send = &"Master"
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@@ -1,4 +1,61 @@
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extends Node
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const MUSIC_PATH := "res://audio/Space Horror InGame Music (Exploration) _Clement Panchout.wav"
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var music_player: AudioStreamPlayer
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func _ready():
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pass
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music_player = AudioStreamPlayer.new()
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add_child(music_player)
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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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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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if SettingsManager.get_setting("music_volume") <= 0:
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return
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_start_music()
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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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stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
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elif stream is AudioStreamOggVorbis:
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stream.loop = true
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func _configure_audio_bus() -> void:
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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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func update_music_volume(volume: float) -> void:
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var volume_db = linear_to_db(volume)
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music_player.volume_db = volume_db
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), volume_db)
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if volume > 0:
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_start_music()
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else:
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_stop_music()
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func _start_music() -> void:
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if music_player.playing:
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return
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music_player.play()
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func _stop_music() -> void:
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if not music_player.playing:
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return
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music_player.stop()
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@@ -3,6 +3,9 @@ extends Control
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@onready var press_any_key_screen = $PressAnyKeyScreen
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var current_menu = null
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const MAIN_MENU_SCENE = preload("res://ui/MainMenu.tscn")
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const SETTINGS_MENU_SCENE = preload("res://ui/SettingsMenu.tscn")
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func _ready():
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print("Main scene ready")
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press_any_key_screen.any_key_pressed.connect(_on_any_key_pressed)
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@@ -14,14 +17,14 @@ func _on_any_key_pressed():
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func show_main_menu():
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clear_current_menu()
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var main_menu = preload("res://ui/MainMenu.tscn").instantiate()
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var main_menu = MAIN_MENU_SCENE.instantiate()
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main_menu.open_settings.connect(_on_open_settings)
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add_child(main_menu)
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current_menu = main_menu
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func show_settings_menu():
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clear_current_menu()
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var settings_menu = preload("res://ui/SettingsMenu.tscn").instantiate()
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var settings_menu = SETTINGS_MENU_SCENE.instantiate()
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settings_menu.back_to_main_menu.connect(_on_back_to_main_menu)
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add_child(settings_menu)
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current_menu = settings_menu
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@@ -1,5 +1,6 @@
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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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# dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly`
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# prod `user://`=`%APPDATA%\Skelly\`
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@@ -31,7 +32,10 @@ func load_settings():
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print("No settings file found, using defaults")
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print("Language is set to: ", settings["language"])
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TranslationServer.set_locale(settings["language"])
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# TODO: Apply values for volume control
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(settings["master_volume"]))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(settings["music_volume"]))
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AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(settings["sfx_volume"]))
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func save_settings():
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var config = ConfigFile.new()
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@@ -45,22 +49,36 @@ func get_setting(key: String):
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func set_setting(key: String, value):
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settings[key] = value
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save_settings()
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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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var file = FileAccess.open("res://localization/languages.json", FileAccess.READ)
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if file:
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var file = FileAccess.open(LANGUAGES_JSON_PATH, FileAccess.READ)
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if not file:
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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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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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if json.parse(json_string) != OK:
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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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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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return languages_data
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@@ -7,49 +7,48 @@ signal back_to_main_menu
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@onready var sfx_slider = $SettingsContainer/SFXVolumeContainer/SFXVolumeSlider
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@onready var language_selector = $SettingsContainer/LanguageContainer/LanguageSelector
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@export var settings_manager: Node = SettingsManager
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@export var localization_manager: Node = LocalizationManager
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var language_codes = []
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func _ready():
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print("SettingsMenu ready")
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# Load current settings into sliders
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master_slider.value = SettingsManager.get_setting("master_volume")
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music_slider.value = SettingsManager.get_setting("music_volume")
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sfx_slider.value = SettingsManager.get_setting("sfx_volume")
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# Connect slider signals
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master_slider.value_changed.connect(_on_master_volume_changed)
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music_slider.value_changed.connect(_on_music_volume_changed)
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sfx_slider.value_changed.connect(_on_sfx_volume_changed)
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var volume_sliders = {
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"master_volume": master_slider,
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"music_volume": music_slider,
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"sfx_volume": sfx_slider
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}
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for setting_key in volume_sliders.keys():
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var slider = volume_sliders[setting_key]
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slider.value = settings_manager.get_setting(setting_key)
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slider.value_changed.connect(_on_volume_slider_changed.bind(setting_key))
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# Setup language selector from JSON data
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setup_language_selector()
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update_text()
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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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func _on_master_volume_changed(value: float):
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SettingsManager.set_setting("master_volume", value)
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print("Master volume changed to: ", value)
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func _on_music_volume_changed(value: float):
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SettingsManager.set_setting("music_volume", value)
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print("Music volume changed to: ", value)
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func _on_sfx_volume_changed(value: float):
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SettingsManager.set_setting("sfx_volume", value)
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print("SFX volume changed to: ", value)
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func _exit_settings():
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print("Exiting settings")
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settings_manager.save_settings()
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back_to_main_menu.emit()
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func _input(event):
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if event.is_action_pressed("ui_cancel") or event.is_action_pressed("ui_menu_toggle"):
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print("ESC pressed in settings")
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back_to_main_menu.emit()
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_exit_settings()
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get_viewport().set_input_as_handled()
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func _on_back_button_pressed():
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print("Back button pressed")
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back_to_main_menu.emit()
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_exit_settings()
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func setup_language_selector():
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var languages_data = SettingsManager.get_languages_data()
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var languages_data = settings_manager.get_languages_data()
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if languages_data.has("languages"):
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language_selector.clear()
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language_codes.clear()
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@@ -59,22 +58,19 @@ func setup_language_selector():
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var display_name = languages_data.languages[lang_code]["display_name"]
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language_selector.add_item(display_name)
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# Set current language selection
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var current_lang = SettingsManager.get_setting("language")
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var current_lang = settings_manager.get_setting("language")
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var lang_index = language_codes.find(current_lang)
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if lang_index >= 0:
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language_selector.selected = lang_index
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# Remove the old get_language_index function and update this one:
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func _on_language_selector_item_selected(index: int):
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if index < language_codes.size():
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var selected_lang = language_codes[index]
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SettingsManager.set_setting("language", selected_lang)
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settings_manager.set_setting("language", selected_lang)
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print("Language changed to: ", selected_lang)
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LocalizationManager.change_language(selected_lang)
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localization_manager.change_language(selected_lang)
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func update_text():
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# Update all the label texts when language changes
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$SettingsContainer/SettingsTitle.text = tr("settings_title")
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$SettingsContainer/MasterVolumeContainer/MasterVolume.text = tr("master_volume")
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$SettingsContainer/MusicVolumeContainer/MusicVolume.text = tr("music_volume")
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