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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)