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extends Node
@onready var click_sound = $UI/Click
@onready var hover_sound = $UI/Hover
var item_sounds: Dictionary = {}
var item_id: int = 0
func play_click():
click_sound.play()
func play_hover():
hover_sound.play()
func play_hover_maybe(element):
if element is Button:
if element.is_hovered():
return
play_hover()
func item_progress(item: Item, running: AudioStream, stopping: AudioStream) -> int:
item_id += 1
var running_player: AudioStreamPlayer3D = AudioStreamPlayer3D.new()
running_player.stream = running
running_player.name = "Running%d" % item_id
add_child(running_player)
var stopping_player: AudioStreamPlayer3D = AudioStreamPlayer3D.new()
stopping_player.stream = stopping
stopping_player.name = "Stopping%d" % item_id
running_player.play()
add_child(stopping_player)
item_sounds[item_id] = [item, running_player, stopping_player, false]
return item_id
func item_finished(id: int):
var running_player: AudioStreamPlayer3D = item_sounds[id][1]
var stopping_player: AudioStreamPlayer3D = item_sounds[id][2]
item_sounds[id][3] = true
running_player.stop()
stopping_player.play()
stopping_player.finished.connect(func():
free_sound(id)
)
func free_sound(id: int):
var running_player: AudioStreamPlayer3D = item_sounds[id][1]
var stopping_player: AudioStreamPlayer3D = item_sounds[id][2]
running_player.queue_free()
stopping_player.queue_free()
item_sounds.erase(id)
func _physics_process(_delta):
for k in item_sounds.keys():
if item_sounds[k][0] != null:
var position: Vector3 = item_sounds[k][0].position
item_sounds[k][1].position = position
item_sounds[k][2].position = position
elif not item_sounds[k][3]:
item_finished(k)
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