# Random Audio Stream PLayer Godot Engine Add-on # Copyright (c) Tim Krief. # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. tool extends AudioStreamPlayer export(Array, AudioStream) var samples = [] export(String, DIR) var select_samples_from_folder setget load_samples_from_folder export(int, "Pure", "No consecutive repetition", "Use all samples before repeat") var random_strategy = 0 onready var base_volume = volume_db export(float, 0, 80) var random_volume_range = 0 onready var base_pitch = pitch_scale export(float, 0, 4) var random_pitch_range = 0 var playing_sample_nb : int = -1 var last_played_sample_nb : int = -1 # only used if random_strategy = 1 var to_play = [] # only used if random_strategy = 2 # You can use playing_sample_nb to choose what sample to use func play(from_position=0.0, playing_sample_nb=-1): var number_of_samples = len(samples) if number_of_samples > 0: if playing_sample_nb < 0: if number_of_samples == 1: playing_sample_nb = 0 else: match random_strategy: 1: playing_sample_nb = randi() % (number_of_samples - 1) if last_played_sample_nb == playing_sample_nb: playing_sample_nb += 1 last_played_sample_nb = playing_sample_nb 2: if len(to_play) == 0: for i in range(number_of_samples): if i != last_played_sample_nb: to_play.append(i) to_play.shuffle() playing_sample_nb = to_play.pop_back() last_played_sample_nb = playing_sample_nb _: playing_sample_nb = randi() % number_of_samples if random_volume_range != 0: .set_volume_db(base_volume + (randf() - .5) * random_volume_range) if random_pitch_range != 0: .set_pitch_scale(max(0.0001, base_pitch + (randf() - .5) * random_pitch_range)) set_stream(samples[playing_sample_nb]) .play(from_position) func set_volume_db(new_volume_db): .set_volume_db(new_volume_db) base_volume = new_volume_db func set_pitch_scale(new_pitch): .set_pitch_scale(max(0.0001, new_pitch)) base_pitch = new_pitch func load_samples_from_folder(path): if path != "": samples.clear() var dir = Directory.new() if dir.open(path) == OK: dir.list_dir_begin(true) var file_name = dir.get_next() while file_name != "": if not dir.current_is_dir() and file_name.ends_with(".import"): var resource_path = dir.get_current_dir() + "/" + file_name.replace('.import', '') if resource_path.get_extension().to_lower() in ["wav", "ogg"]: var resource = load(resource_path) if resource != null: samples.append(resource) file_name = dir.get_next() select_samples_from_folder = ""