fix: Music does not play, if volume was 0 on game loads
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@@ -6,25 +6,42 @@ const MUSIC_PATH := "res://audio/Space Horror InGame Music (Exploration) _Clemen
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var is_music_playing := false
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func _ready():
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if is_music_playing:
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return
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add_child(music_player)
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var stream: AudioStream = load(MUSIC_PATH)
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if not stream:
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push_error("Failed to load music stream: %s" % MUSIC_PATH)
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return
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# Loop safely
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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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# Setup player
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music_player.stream = stream
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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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add_child(music_player)
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music_player.play()
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if SettingsManager.get_setting("music_volume") > 0:
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_start_music()
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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 is_music_playing:
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return
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music_player.play()
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is_music_playing = true
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func _stop_music() -> void:
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if not is_music_playing:
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return
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music_player.stop()
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is_music_playing = false
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@@ -40,10 +40,13 @@ func _on_volume_slider_changed(value, setting_key):
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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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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 _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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