-
Notifications
You must be signed in to change notification settings - Fork 1
/
music.gd
76 lines (56 loc) · 1.65 KB
/
music.gd
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
extends Node2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
onready var music = $music
onready var button = $button
onready var effect1 = $effect1
onready var effect2 = $effect2
var titlescreen = preload("res://music/soundtrack1.wav")
var overworld = preload("res://music/retro_lofi.wav")
var underworld = preload("res://music/Galaxy.wav")
var fight = preload("res://music/CothicTHEME.wav")
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func music_stream(path):
music.set_stream(path)
func button_stream(path):
button.set_stream(path)
func effect1_stream(path):
effect1.set_stream(path)
func effect2_stream(path):
effect2.set_stream(path)
func music_play():
if elements_handler.audio==true:
music.play()
music.get_stream().set_loop_mode(0)
music.get_stream().set_loop_begin(music.get_stream().get_length())
func audio_player_off():
elements_handler.audio=!elements_handler.audio
print(elements_handler.audio)
if elements_handler.audio==false:
for player in get_children():
player.stop()
else:
music_play()
func button_play():
if elements_handler.audio==true:
button.play()
func effect1_play():
if elements_handler.audio==true:
effect1.play()
func effect2_play():
if elements_handler.audio==true:
effect2.play()
func set_volume(bus,vol):
AudioServer.set_bus_volume_db(AudioServer.get_bus_index(bus), vol)
match (bus):
"Master":
elements_handler.master_level = vol
"Button":
elements_handler.buttons_level = vol
"Effect":
elements_handler.sound_effects_level = vol
"Music":
elements_handler.music_level = vol