Add Sway and Bob
This commit is contained in:
28
Game.exr.import
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28
Game.exr.import
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@@ -0,0 +1,28 @@
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[remap]
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importer="2d_array_texture"
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type="CompressedTexture2DArray"
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uid="uid://djhovwrdokme0"
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path.etc2="res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.etc2.ctexarray"
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path.s3tc="res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.s3tc.ctexarray"
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metadata={
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"imported_formats": ["etc2", "s3tc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://Game.exr"
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dest_files=["res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.etc2.ctexarray", "res://.godot/imported/Game.exr-72bd638e1628ca77f007b851e1ccfc0d.s3tc.ctexarray"]
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[params]
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compress/mode=2
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/channel_pack=1
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mipmaps/generate=false
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mipmaps/limit=-1
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slices/horizontal=1
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slices/vertical=1
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2
Game.gd
2
Game.gd
@@ -9,7 +9,7 @@ func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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func _process(delta):
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func _process(_delta):
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label.text = "H Velocity: %3.2f" % [Vector2(player.velocity.x, player.velocity.z).length()]
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label.text += "\nV Velocity: %3.2f" % [player.velocity.y]
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label.text += "\nOn floor: %s" % player.is_on_floor()
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BIN
Game.lmbake
Normal file
BIN
Game.lmbake
Normal file
Binary file not shown.
49
Game.tscn
49
Game.tscn
@@ -1,22 +1,51 @@
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[gd_scene load_steps=4 format=3 uid="uid://chf6bnj13f744"]
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[gd_scene load_steps=8 format=3 uid="uid://cqutof7bvocqc"]
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[ext_resource type="PackedScene" uid="uid://c65plp2c8ms4" path="res://player_q3/PlayerQ3.tscn" id="1"]
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[ext_resource type="LightmapGIData" uid="uid://k5haifo34pp6" path="res://Game.lmbake" id="2_3k1jt"]
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[ext_resource type="PackedScene" uid="uid://bl7jynld7s25o" path="res://scenes/player/PlayerQ3.tscn" id="2_dhifo"]
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[ext_resource type="Script" path="res://Game.gd" id="3"]
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[ext_resource type="PackedScene" uid="uid://bke5cip8sjpoq" path="res://map/entity_0_worldspawn.tscn" id="4"]
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[ext_resource type="PackedScene" uid="uid://bke5cip8sjpoq" path="res://scenes/map/entity_0_worldspawn.tscn" id="3_3r3q4"]
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[sub_resource type="PhysicalSkyMaterial" id="PhysicalSkyMaterial_mv01y"]
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[sub_resource type="Sky" id="Sky_ybtis"]
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sky_material = SubResource("PhysicalSkyMaterial_mv01y")
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[sub_resource type="Environment" id="Environment_ul6y4"]
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background_mode = 2
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sky = SubResource("Sky_ybtis")
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ambient_light_source = 3
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reflected_light_source = 2
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tonemap_mode = 2
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tonemap_exposure = 2.0
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[node name="Game" type="Node3D"]
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script = ExtResource("3")
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[node name="LightmapGI" type="LightmapGI" parent="."]
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visible = false
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quality = 2
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||||
bounces = 6
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light_data = ExtResource("2_3k1jt")
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[node name="LightmapProbe" type="LightmapProbe" parent="."]
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visible = false
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_ul6y4")
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(0.77938, 0.395123, -0.486256, 0.383799, 0.312364, 0.86898, 0.495243, -0.86389, 0.0918022, 0, 22.9909, 0)
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light_indirect_energy = 1.5
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light_bake_mode = 1
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shadow_enabled = true
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[node name="entity_0_worldspawn" parent="." instance=ExtResource("3_3r3q4")]
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[node name="CanvasLayer" type="CanvasLayer" parent="."]
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[node name="Label" type="Label" parent="CanvasLayer"]
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offset_right = 40.0
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offset_bottom = 14.0
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[node name="entity_0_worldspawn" parent="." instance=ExtResource("4")]
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[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, -0.0303989, 0.999538, 0, -0.999538, -0.0303989, 0, 25.1267, 0)
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[node name="PlayerQ3" parent="." instance=ExtResource("1")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -3.0882, 1, -0.869213)
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[node name="PlayerQ3" parent="." instance=ExtResource("2_dhifo")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.6672, 11.2181)
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20
addons/godot_sfxr/GodotSfxr.gd
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20
addons/godot_sfxr/GodotSfxr.gd
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@@ -0,0 +1,20 @@
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@tool
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extends EditorPlugin
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func _enter_tree() -> void:
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add_custom_type(
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"SfxrStreamPlayer", "AudioStreamPlayer", load("res://addons/godot_sfxr/SfxrStreamPlayer.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer", "EditorIcons"))
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add_custom_type(
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"SfxrStreamPlayer2D", "AudioStreamPlayer2D", load("res://addons/godot_sfxr/SfxrStreamPlayer2D.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer2D", "EditorIcons"))
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add_custom_type(
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"SfxrStreamPlayer3D", "AudioStreamPlayer3D", load("res://addons/godot_sfxr/SfxrStreamPlayer3D.gd"),
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get_editor_interface().get_base_control().get_theme_icon("AudioStreamPlayer3D", "EditorIcons"))
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func _exit_tree() -> void:
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remove_custom_type("SfxrStreamPlayer")
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remove_custom_type("SfxrStreamPlayer2D")
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remove_custom_type("SfxrStreamPlayer3D")
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309
addons/godot_sfxr/SfxrGenerator.gd
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309
addons/godot_sfxr/SfxrGenerator.gd
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@@ -0,0 +1,309 @@
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extends RefCounted
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class_name SfxrGenerator
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var params
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var wave_shape: int
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var repeat_time: float
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var elapsed_since_repeat: float
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var arpeggio_time: int
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var arpeggio_multiplier: float
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var period: float
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var period_mult: float
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var period_mult_slide: float
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var period_max: float
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var enable_frequency_cutoff: bool
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var duty_cycle: float
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var duty_cycle_slide: float
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var fltw: float
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var fltw_d: float
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var fltdmp: float
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var flthp: float
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var flthp_d: float
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var enable_low_pass_filter: bool
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var vibrato_speed: float
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var vibrato_amplitude: float
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var envelope_length: Array
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var envelope_punch: float
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var flanger_offset: float
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var flanger_offset_slide: float
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var gain: float
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var sample_rate: float
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func init_params(stream_player) -> void:
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params = stream_player
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prepare_values()
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# Wave shape
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wave_shape = params.wave_type
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# Filter
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fltw = pow(params.p_lpf_freq, 3.0) * 0.1
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enable_low_pass_filter = params.p_lpf_freq != 1.0
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fltw_d = 1.0 + params.p_lpf_ramp * 0.0001
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fltdmp = 5.0 / (1.0 + pow(params.p_lpf_resonance, 2.0) * 20.0) * (0.01 + fltw)
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if (fltdmp > 0.8):
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fltdmp = 0.8
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flthp = pow(params.p_hpf_freq, 2.0) * 0.1
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flthp_d = 1 + params.p_hpf_ramp * 0.0003
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# Vibrato
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vibrato_speed = pow(params.p_vib_speed, 2.0) * 0.01
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vibrato_amplitude = params.p_vib_strength * 0.5
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# Envelope
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envelope_length = [
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floor(params.p_env_attack * params.p_env_attack * 100000.0),
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floor(params.p_env_sustain * params.p_env_sustain * 100000.0),
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floor(params.p_env_decay * params.p_env_decay * 100000.0),
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]
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envelope_punch = params.p_env_punch
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# Flanger
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flanger_offset = pow(params.p_pha_offset, 2.0) * 1020.0
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if (params.p_pha_offset < 0.0):
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flanger_offset = -flanger_offset
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flanger_offset_slide = pow(params.p_pha_ramp, 2.0) * 1.0
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if (params.p_pha_ramp < 0.0):
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flanger_offset_slide = -flanger_offset_slide
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# Repeat
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repeat_time = floor(pow(1 - params.p_repeat_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_repeat_speed == 0.0):
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repeat_time = 0.0
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gain = exp(params.sound_vol) - 1.0
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sample_rate = params.sample_rate
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func prepare_values() -> void:
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elapsed_since_repeat = 0.0
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period = 100.0 / (params.p_base_freq * params.p_base_freq + 0.001)
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period_max = 100.0 / (params.p_freq_limit * params.p_freq_limit + 0.001)
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enable_frequency_cutoff = params.p_freq_limit > 0.0
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period_mult = 1.0 - pow(params.p_freq_ramp, 3.0) * 0.01
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period_mult_slide = -pow(params.p_freq_dramp, 3.0) * 0.000001
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duty_cycle = 0.5 - params.p_duty * 0.5
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duty_cycle_slide = -params.p_duty_ramp * 0.00005
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if (params.p_arp_mod >= 0.0):
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arpeggio_multiplier = 1.0 - pow(params.p_arp_mod, 2.0) * 0.9
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else:
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arpeggio_multiplier = 1.0 + pow(params.p_arp_mod, 2.0) * 10.0
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arpeggio_time = floor(pow(1.0 - params.p_arp_speed, 2.0) * 20000.0 + 32.0)
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if (params.p_arp_speed == 1.0):
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arpeggio_time = 0
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func get_raw_buffer() -> Array:
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randomize()
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var fltp: float = 0.0
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var fltdp: float = 0.0
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var fltphp: float = 0.0
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var noise_buffer_length: int = 32
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var noise_buffer: Array = []
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for i in noise_buffer_length:
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noise_buffer.append(randf() * 2.0 - 1.0)
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var envelope_stage: int = 0
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var envelope_elapsed: float = 0.0
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var vibrato_phase: float = 0.0
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var phase: int = 0
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var ipp: int = 0
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var flanger_buffer_length: int = 1024
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var flanger_buffer: Array = []
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for i in flanger_buffer_length:
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flanger_buffer.append(0.0)
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var _buffer: Array = []
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var sample_sum: float = 0.0
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var num_summed: float = 0.0
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var summands: int = floor(44100.0 / sample_rate)
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var t: float = -1.0
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while t < INF:
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t += 1
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# Repeats
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elapsed_since_repeat += 1.0
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if (repeat_time != 0.0 and elapsed_since_repeat >= repeat_time):
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prepare_values()
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# Arpeggio (single)
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if (arpeggio_time != 0 and t >= arpeggio_time):
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arpeggio_time = 0
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period *= arpeggio_multiplier
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# Frequency slide, and frequency slide slide!
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period_mult += period_mult_slide
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period *= period_mult
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if (period > period_max):
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period = period_max
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if (enable_frequency_cutoff):
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break
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# Vibrato
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var rfperiod: float = period
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if (vibrato_amplitude > 0.0):
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vibrato_phase += vibrato_speed
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rfperiod = period * (1.0 + sin(vibrato_phase) * vibrato_amplitude)
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var iperiod: int = floor(rfperiod)
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if (iperiod < SfxrGlobals.OVERSAMPLING):
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iperiod = SfxrGlobals.OVERSAMPLING
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# Square wave duty cycle
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duty_cycle = duty_cycle + duty_cycle_slide
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if (duty_cycle > 0.5):
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duty_cycle = 0.5
|
||||
elif (duty_cycle < 0.0):
|
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duty_cycle = 0.0
|
||||
|
||||
# Volume envelope
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||||
envelope_elapsed += 1.0
|
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if (envelope_elapsed > envelope_length[envelope_stage]):
|
||||
envelope_elapsed = 0.0
|
||||
envelope_stage += 1.0
|
||||
if (envelope_stage > 2.0):
|
||||
break
|
||||
|
||||
if (envelope_length[envelope_stage] == 0):
|
||||
continue
|
||||
|
||||
var env_vol: float = 0.0
|
||||
var envf: float = envelope_elapsed / envelope_length[envelope_stage]
|
||||
if (envelope_stage == 0.0): # Attack
|
||||
env_vol = envf
|
||||
elif (envelope_stage == 1.0): # Sustain
|
||||
env_vol = 1.0 + (1.0 - envf) * 2.0 * envelope_punch
|
||||
else: # Decay
|
||||
env_vol = 1.0 - envf
|
||||
|
||||
# Flanger step
|
||||
flanger_offset += flanger_offset_slide
|
||||
var iphase: int = abs(floor(flanger_offset))
|
||||
if (iphase > 1023):
|
||||
iphase = 1023
|
||||
|
||||
if (flthp_d != 0.0):
|
||||
flthp = flthp * flthp_d
|
||||
if (flthp > 0.1):
|
||||
flthp = 0.1
|
||||
elif (flthp < 0.00001):
|
||||
flthp = 0.00001
|
||||
|
||||
# 8x Oversampling
|
||||
var sample: float = 0.0
|
||||
for i in SfxrGlobals.OVERSAMPLING:
|
||||
var sub_sample: float = 0.0
|
||||
phase += 1
|
||||
if (phase >= iperiod):
|
||||
phase %= iperiod
|
||||
if (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
|
||||
for j in noise_buffer_length:
|
||||
noise_buffer[i] = randf() * 2.0 - 1.0
|
||||
|
||||
# Base waveform
|
||||
var fp: float = float(phase) / float(iperiod)
|
||||
if (wave_shape == SfxrGlobals.WAVE_SHAPES.SQUARE):
|
||||
if (fp < duty_cycle):
|
||||
sub_sample = 0.5
|
||||
else:
|
||||
sub_sample = -0.5
|
||||
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SAWTOOTH):
|
||||
if (fp < duty_cycle):
|
||||
sub_sample = -1.0 + 2.0 * fp / duty_cycle
|
||||
else:
|
||||
sub_sample = 1.0 - 2.0 * (fp - duty_cycle) / (1 - duty_cycle)
|
||||
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.SINE):
|
||||
sub_sample = sin(fp * 2.0 * PI)
|
||||
elif (wave_shape == SfxrGlobals.WAVE_SHAPES.NOISE):
|
||||
sub_sample = noise_buffer[int(floor(phase * 32.0 / iperiod))]
|
||||
else:
|
||||
printerr("ERROR: Bad wave type: " + str(wave_shape))
|
||||
sub_sample = 0
|
||||
|
||||
# Low-pass filter
|
||||
var pp: float = fltp
|
||||
fltw *= fltw_d
|
||||
if (fltw > 0.1):
|
||||
fltw = 0.1
|
||||
elif (fltw < 0.0):
|
||||
fltw = 0.0
|
||||
if (enable_low_pass_filter):
|
||||
fltdp += (sub_sample - fltp) * fltw
|
||||
fltdp -= fltdp * fltdmp
|
||||
else:
|
||||
fltp = sub_sample
|
||||
fltdp = 0.0
|
||||
fltp += fltdp
|
||||
|
||||
# High-pass filter
|
||||
fltphp += fltp - pp
|
||||
fltphp -= fltphp * flthp
|
||||
sub_sample = fltphp
|
||||
|
||||
# Flanger
|
||||
flanger_buffer[ipp & 1023] = sub_sample
|
||||
sub_sample += flanger_buffer[(ipp - iphase + 1024) & 1023]
|
||||
|
||||
ipp = (ipp + 1) & 1023
|
||||
|
||||
# Final accumulation and envelope application
|
||||
sample += sub_sample * env_vol
|
||||
|
||||
# Accumulate samples appropriately for sample rate
|
||||
sample_sum += sample
|
||||
num_summed += 1.0
|
||||
if (num_summed >= summands):
|
||||
num_summed = 0.0
|
||||
sample = sample_sum / summands
|
||||
sample_sum = 0.0
|
||||
else:
|
||||
continue
|
||||
|
||||
sample = sample / SfxrGlobals.OVERSAMPLING * SfxrGlobals.MASTER_VOLUME
|
||||
sample *= gain
|
||||
|
||||
sample = floor((sample + 1) * 128)
|
||||
if (sample > 255):
|
||||
sample = 255;
|
||||
elif (sample < 0):
|
||||
sample = 0
|
||||
sample += 128
|
||||
if sample > 255:
|
||||
sample -= 255
|
||||
|
||||
_buffer.append(sample)
|
||||
|
||||
return _buffer
|
||||
|
||||
|
||||
func build_sample(stream_player):
|
||||
init_params(stream_player)
|
||||
var sample: AudioStreamWAV = stream_player.stream
|
||||
if (not sample):
|
||||
stream_player.stream = AudioStreamWAV.new()
|
||||
sample = stream_player.stream
|
||||
sample.mix_rate = sample_rate
|
||||
sample.data = PackedByteArray(get_raw_buffer())
|
||||
return sample
|
||||
30
addons/godot_sfxr/SfxrGlobals.gd
Normal file
30
addons/godot_sfxr/SfxrGlobals.gd
Normal file
@@ -0,0 +1,30 @@
|
||||
extends Object
|
||||
class_name SfxrGlobals
|
||||
|
||||
|
||||
enum WAVE_SHAPES {
|
||||
SQUARE,
|
||||
SAWTOOTH,
|
||||
SINE,
|
||||
NOISE,
|
||||
}
|
||||
|
||||
enum PRESETS {
|
||||
NONE,
|
||||
PICKUP,
|
||||
LASER,
|
||||
EXPLOSION,
|
||||
POWERUP,
|
||||
HIT,
|
||||
JUMP,
|
||||
CLICK,
|
||||
BLIP,
|
||||
SYNTH,
|
||||
RANDOM,
|
||||
TONE,
|
||||
MUTATE,
|
||||
}
|
||||
|
||||
const OVERSAMPLING = 8
|
||||
|
||||
const MASTER_VOLUME = 1
|
||||
119
addons/godot_sfxr/SfxrStreamPlayer.gd
Normal file
119
addons/godot_sfxr/SfxrStreamPlayer.gd
Normal file
@@ -0,0 +1,119 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
|
||||
var p_env_sustain: float
|
||||
var p_env_punch: float
|
||||
var p_env_decay: float
|
||||
|
||||
# Tone
|
||||
var p_base_freq: float
|
||||
var p_freq_limit: float
|
||||
var p_freq_ramp: float
|
||||
var p_freq_dramp: float
|
||||
|
||||
# Vibrato
|
||||
var p_vib_strength: float
|
||||
var p_vib_speed: float
|
||||
|
||||
# Tonal Change
|
||||
var p_arp_mod: float
|
||||
var p_arp_speed: float
|
||||
|
||||
# Square wve duty (proportion of time signal is high vs low)
|
||||
var p_duty: float
|
||||
var p_duty_ramp: float
|
||||
|
||||
# Repeat
|
||||
var p_repeat_speed: float
|
||||
|
||||
# Flanger
|
||||
var p_pha_offset: float
|
||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
|
||||
var p_lpf_freq: float
|
||||
var p_lpf_ramp: float
|
||||
var p_lpf_resonance: float
|
||||
|
||||
# High-pass filter
|
||||
var p_hpf_freq: float
|
||||
var p_hpf_ramp: float
|
||||
|
||||
# Sample parameters
|
||||
var sound_vol: float
|
||||
var sample_rate: float
|
||||
|
||||
# Sfx Generation
|
||||
var sfx_timer: SceneTreeTimer
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
return SfxrStreamPlayerInterface.object_get_property_list()
|
||||
|
||||
|
||||
func _get(property):
|
||||
return SfxrStreamPlayerInterface.object_get(self, property)
|
||||
|
||||
|
||||
func _set(property, value) -> bool:
|
||||
return SfxrStreamPlayerInterface.object_set(self, property, value)
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
func _init():
|
||||
SfxrStreamPlayerInterface.object_set_defaults(self)
|
||||
|
||||
|
||||
func property_can_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_can_revert(property)
|
||||
|
||||
|
||||
func property_get_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_get_revert(property)
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
func random_preset() -> bool:
|
||||
return SfxrStreamPlayerInterface.random_preset(self)
|
||||
|
||||
|
||||
func preset_values(preset_key: int) -> bool:
|
||||
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
|
||||
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
|
||||
|
||||
|
||||
func build_sfx(play_after_build: bool = false):
|
||||
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
|
||||
|
||||
|
||||
func play(from_position: float = 0.0):
|
||||
if playing:
|
||||
stop()
|
||||
super.play(from_position)
|
||||
119
addons/godot_sfxr/SfxrStreamPlayer2D.gd
Normal file
119
addons/godot_sfxr/SfxrStreamPlayer2D.gd
Normal file
@@ -0,0 +1,119 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer2D
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
|
||||
var p_env_sustain: float
|
||||
var p_env_punch: float
|
||||
var p_env_decay: float
|
||||
|
||||
# Tone
|
||||
var p_base_freq: float
|
||||
var p_freq_limit: float
|
||||
var p_freq_ramp: float
|
||||
var p_freq_dramp: float
|
||||
|
||||
# Vibrato
|
||||
var p_vib_strength: float
|
||||
var p_vib_speed: float
|
||||
|
||||
# Tonal Change
|
||||
var p_arp_mod: float
|
||||
var p_arp_speed: float
|
||||
|
||||
# Square wve duty (proportion of time signal is high vs low)
|
||||
var p_duty: float
|
||||
var p_duty_ramp: float
|
||||
|
||||
# Repeat
|
||||
var p_repeat_speed: float
|
||||
|
||||
# Flanger
|
||||
var p_pha_offset: float
|
||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
|
||||
var p_lpf_freq: float
|
||||
var p_lpf_ramp: float
|
||||
var p_lpf_resonance: float
|
||||
|
||||
# High-pass filter
|
||||
var p_hpf_freq: float
|
||||
var p_hpf_ramp: float
|
||||
|
||||
# Sample parameters
|
||||
var sound_vol: float
|
||||
var sample_rate: float
|
||||
|
||||
# Sfx Generation
|
||||
var sfx_timer: SceneTreeTimer
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
return SfxrStreamPlayerInterface.object_get_property_list()
|
||||
|
||||
|
||||
func _get(property):
|
||||
return SfxrStreamPlayerInterface.object_get(self, property)
|
||||
|
||||
|
||||
func _set(property, value) -> bool:
|
||||
return SfxrStreamPlayerInterface.object_set(self, property, value)
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
func _init():
|
||||
SfxrStreamPlayerInterface.object_set_defaults(self)
|
||||
|
||||
|
||||
func property_can_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_can_revert(property)
|
||||
|
||||
|
||||
func property_get_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_get_revert(property)
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
func random_preset() -> bool:
|
||||
return SfxrStreamPlayerInterface.random_preset(self)
|
||||
|
||||
|
||||
func preset_values(preset_key: int) -> bool:
|
||||
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
|
||||
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
|
||||
|
||||
|
||||
func build_sfx(play_after_build: bool = false):
|
||||
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
|
||||
|
||||
|
||||
func play(from_position: float = 0.0):
|
||||
if playing:
|
||||
stop()
|
||||
super.play(from_position)
|
||||
119
addons/godot_sfxr/SfxrStreamPlayer3D.gd
Normal file
119
addons/godot_sfxr/SfxrStreamPlayer3D.gd
Normal file
@@ -0,0 +1,119 @@
|
||||
@tool
|
||||
extends AudioStreamPlayer3D
|
||||
|
||||
|
||||
# Wave Shape
|
||||
var wave_type: int
|
||||
|
||||
# Envelope
|
||||
var p_env_attack: float
|
||||
var p_env_sustain: float
|
||||
var p_env_punch: float
|
||||
var p_env_decay: float
|
||||
|
||||
# Tone
|
||||
var p_base_freq: float
|
||||
var p_freq_limit: float
|
||||
var p_freq_ramp: float
|
||||
var p_freq_dramp: float
|
||||
|
||||
# Vibrato
|
||||
var p_vib_strength: float
|
||||
var p_vib_speed: float
|
||||
|
||||
# Tonal Change
|
||||
var p_arp_mod: float
|
||||
var p_arp_speed: float
|
||||
|
||||
# Square wve duty (proportion of time signal is high vs low)
|
||||
var p_duty: float
|
||||
var p_duty_ramp: float
|
||||
|
||||
# Repeat
|
||||
var p_repeat_speed: float
|
||||
|
||||
# Flanger
|
||||
var p_pha_offset: float
|
||||
var p_pha_ramp: float
|
||||
|
||||
# Low-pass filter
|
||||
var p_lpf_freq: float
|
||||
var p_lpf_ramp: float
|
||||
var p_lpf_resonance: float
|
||||
|
||||
# High-pass filter
|
||||
var p_hpf_freq: float
|
||||
var p_hpf_ramp: float
|
||||
|
||||
# Sample parameters
|
||||
var sound_vol: float
|
||||
var sample_rate: float
|
||||
|
||||
# Sfx Generation
|
||||
var sfx_timer: SceneTreeTimer
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
func _get_property_list() -> Array:
|
||||
return SfxrStreamPlayerInterface.object_get_property_list()
|
||||
|
||||
|
||||
func _get(property):
|
||||
return SfxrStreamPlayerInterface.object_get(self, property)
|
||||
|
||||
|
||||
func _set(property, value):
|
||||
return SfxrStreamPlayerInterface.object_set(self, property, value)
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
func _init():
|
||||
SfxrStreamPlayerInterface.object_set_defaults(self)
|
||||
|
||||
|
||||
func property_can_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_can_revert(property)
|
||||
|
||||
|
||||
func property_get_revert(property: String):
|
||||
return SfxrStreamPlayerInterface.object_property_get_revert(property)
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
func random_preset() -> bool:
|
||||
return SfxrStreamPlayerInterface.random_preset(self)
|
||||
|
||||
|
||||
func preset_values(preset_key: int) -> bool:
|
||||
return SfxrStreamPlayerInterface.preset_values(self, preset_key)
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
func _on_sfx_timer_timeout(timer: SceneTreeTimer, play_after_build: bool):
|
||||
SfxrStreamPlayerInterface._on_sfx_timer_timeout(self, timer, play_after_build)
|
||||
|
||||
|
||||
func build_sfx(play_after_build: bool = false):
|
||||
SfxrStreamPlayerInterface.build_sfx(self, play_after_build)
|
||||
|
||||
|
||||
func play(from_position: float = 0.0):
|
||||
if playing:
|
||||
stop()
|
||||
super.play(from_position)
|
||||
477
addons/godot_sfxr/SfxrStreamPlayerInterface.gd
Normal file
477
addons/godot_sfxr/SfxrStreamPlayerInterface.gd
Normal file
@@ -0,0 +1,477 @@
|
||||
extends Object
|
||||
class_name SfxrStreamPlayerInterface
|
||||
|
||||
|
||||
##################################
|
||||
# Inspector Properties
|
||||
##################################
|
||||
|
||||
|
||||
const PROPERTY_MAP = {
|
||||
# Sample params
|
||||
"sample_params/sound_vol": {"name": "sound_vol", "hint_string": "0,1,0.000000001", "default": 0.25},
|
||||
"sample_params/sample_rate": {"name": "sample_rate", "hint_string": "6000,44100,1", "default": 44100.0},
|
||||
# Envelope
|
||||
"envelope/attack_time": {"name": "p_env_attack", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"envelope/sustain_time": {"name": "p_env_sustain", "hint_string": "0,1,0.000000001", "default": 0.6641},
|
||||
"envelope/punch_time": {"name": "p_env_punch", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"envelope/decay_time": {"name": "p_env_decay", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Frequency
|
||||
"frequency/start_frequency": {"name": "p_base_freq", "hint_string": "0,1,0.000000001", "default": 0.35173364},
|
||||
"frequency/min_freq_cutoff": {"name": "p_freq_limit", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"frequency/slide": {"name": "p_freq_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"frequency/delta_slide": {"name": "p_freq_dramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
# Vibrato
|
||||
"vibrato/depth": {"name": "p_vib_strength", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"vibrato/speed": {"name": "p_vib_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Arpeggiation
|
||||
"arpeggiation/frequency_mult": {"name": "p_arp_mod", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"arpeggiation/change_speed": {"name": "p_arp_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Duty cycle
|
||||
"duty_cycle/duty_cycle": {"name": "p_duty", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"duty_cycle/sweep": {"name": "p_duty_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
# Retrigger
|
||||
"retrigger/rate": {"name": "p_repeat_speed", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# Flanger
|
||||
"flanger/offset": {"name": "p_pha_offset", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"flanger/sweep": {"name": "p_pha_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
# Low-pass filter
|
||||
"low_pass_filter/cutoff_frequency": {"name": "p_lpf_freq", "hint_string": "0,1,0.000000001", "default": 1.0},
|
||||
"low_pass_filter/cutoff_sweep": {"name": "p_lpf_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
"low_pass_filter/resonance": {"name": "p_lpf_resonance", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
# High-pass filter
|
||||
"high_pass_filter/cutoff_frequency": {"name": "p_hpf_freq", "hint_string": "0,1,0.000000001", "default": 0.0},
|
||||
"high_pass_filter/cutoff_sweep": {"name": "p_hpf_ramp", "hint_string": "-1,1,0.000000001", "default": 0.0},
|
||||
}
|
||||
|
||||
|
||||
static func object_get_property_list() -> Array:
|
||||
var presets = SfxrGlobals.PRESETS.keys()
|
||||
presets.pop_front()
|
||||
var props = []
|
||||
props.append({
|
||||
"name": "SfxrStreamPlayer",
|
||||
"type": TYPE_NIL,
|
||||
"usage": PROPERTY_USAGE_CATEGORY | PROPERTY_USAGE_SCRIPT_VARIABLE,
|
||||
})
|
||||
for preset in presets:
|
||||
props.append({
|
||||
"name": "generators/" + str(preset).to_lower(),
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE,
|
||||
})
|
||||
props.append({
|
||||
"name": "wave/type",
|
||||
"type": TYPE_INT,
|
||||
"hint": PROPERTY_HINT_ENUM,
|
||||
"hint_string": ",".join(PackedStringArray(SfxrGlobals.WAVE_SHAPES.keys())),
|
||||
})
|
||||
for property in PROPERTY_MAP:
|
||||
props.append({
|
||||
"name": property,
|
||||
"type": TYPE_FLOAT,
|
||||
"hint": PROPERTY_HINT_RANGE,
|
||||
"hint_string": PROPERTY_MAP[property]["hint_string"],
|
||||
})
|
||||
props.append_array([
|
||||
{
|
||||
"name": "actions/force_rebuild",
|
||||
"type": TYPE_BOOL,
|
||||
"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_NO_INSTANCE_STATE,
|
||||
},
|
||||
])
|
||||
return props
|
||||
|
||||
|
||||
static func object_get(object: Node, property: String):
|
||||
if property in PROPERTY_MAP:
|
||||
return object[PROPERTY_MAP[property]["name"]]
|
||||
elif property == "wave/type":
|
||||
return object.wave_type
|
||||
|
||||
|
||||
static func object_set(object: Node, property: String, value) -> bool:
|
||||
var auto_build = Engine.is_editor_hint() and object.is_inside_tree()
|
||||
if property in PROPERTY_MAP:
|
||||
object[PROPERTY_MAP[property]["name"]] = value
|
||||
if auto_build:
|
||||
_schedule_build_sfx(object, true)
|
||||
return true
|
||||
elif property == "wave/type":
|
||||
object.wave_type = value
|
||||
if auto_build:
|
||||
_schedule_build_sfx(object, true)
|
||||
return true
|
||||
elif property == "actions/force_rebuild":
|
||||
if value and auto_build:
|
||||
build_sfx(object, true)
|
||||
return true
|
||||
elif property == "sfxr_generator":
|
||||
if not value:
|
||||
value = 0
|
||||
if preset_values(object, value) and auto_build:
|
||||
build_sfx(object, true)
|
||||
return true
|
||||
elif property.begins_with("generators/"):
|
||||
property = property.replace("generators/", "").to_upper()
|
||||
if preset_values(object, SfxrGlobals.PRESETS.get(property, -1)) and auto_build:
|
||||
build_sfx(object, true)
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
##################################
|
||||
# Defaults
|
||||
##################################
|
||||
|
||||
|
||||
static func object_set_defaults(object: Node):
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
|
||||
for property in PROPERTY_MAP:
|
||||
object[PROPERTY_MAP[property]["name"]] = PROPERTY_MAP[property]["default"]
|
||||
|
||||
|
||||
static func object_property_can_revert(property: String):
|
||||
return property in PROPERTY_MAP
|
||||
|
||||
|
||||
static func object_property_get_revert(property: String):
|
||||
return PROPERTY_MAP[property]["default"]
|
||||
|
||||
|
||||
##################################
|
||||
# Helpers
|
||||
##################################
|
||||
|
||||
|
||||
static func frnd(rrange) -> float:
|
||||
return randf() * rrange
|
||||
|
||||
|
||||
static func rndr(from, to) -> float:
|
||||
return randf() * (to - from) + from
|
||||
|
||||
|
||||
static func rnd(rmax) -> float:
|
||||
return floor(randf() * (rmax + 1))
|
||||
|
||||
|
||||
##################################
|
||||
# Presets
|
||||
##################################
|
||||
|
||||
|
||||
static func _presets_pickup(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
|
||||
object.p_base_freq = 0.4 + frnd(0.5)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = frnd(0.1)
|
||||
object.p_env_decay = 0.1 + frnd(0.4)
|
||||
object.p_env_punch = 0.3 + frnd(0.3)
|
||||
if rnd(1):
|
||||
object.p_arp_speed = 0.5 + frnd(0.2)
|
||||
object.p_arp_mod = 0.2 + frnd(0.4)
|
||||
|
||||
|
||||
static func _presets_laser(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(2)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SINE and rnd(1):
|
||||
object.wave_type = rnd(1)
|
||||
if rnd(2) == 0:
|
||||
object.p_base_freq = 0.3 + frnd(0.6)
|
||||
object.p_freq_limit = frnd(0.1)
|
||||
object.p_freq_ramp = -0.35 - frnd(0.3)
|
||||
else:
|
||||
object.p_base_freq = 0.5 + frnd(0.5)
|
||||
object.p_freq_limit = object.p_base_freq - 0.2 - frnd(0.6)
|
||||
if object.p_freq_limit < 0.2:
|
||||
object.p_freq_limit = 0.2
|
||||
object.p_freq_ramp = -0.15 - frnd(0.2)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SAWTOOTH:
|
||||
object.p_duty = 1
|
||||
if rnd(1):
|
||||
object.p_duty = frnd(0.5)
|
||||
object.p_duty_ramp = frnd(0.2)
|
||||
else:
|
||||
object.p_duty = 0.4 + frnd(0.5)
|
||||
object.p_duty_ramp = -frnd(0.7)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.2)
|
||||
object.p_env_decay = frnd(0.4)
|
||||
if rnd(1):
|
||||
object.p_env_punch = frnd(0.3)
|
||||
if rnd(2) == 0:
|
||||
object.p_pha_offset = frnd(0.2)
|
||||
object.p_pha_ramp = -frnd(0.2)
|
||||
object.p_hpf_freq = frnd(0.3)
|
||||
|
||||
|
||||
static func _presets_explosion(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.NOISE
|
||||
if rnd(1):
|
||||
object.p_base_freq = pow(0.1 + frnd(0.4), 2)
|
||||
object.p_freq_ramp = -0.1 + frnd(0.4)
|
||||
else:
|
||||
object.p_base_freq = pow(0.2 + frnd(0.7), 2)
|
||||
object.p_freq_ramp = -0.2 - frnd(0.2)
|
||||
if rnd(4) == 0:
|
||||
object.p_freq_ramp = 0
|
||||
if rnd(2) == 0:
|
||||
object.p_repeat_speed = 0.3 + frnd(0.5)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.3)
|
||||
object.p_env_decay = frnd(0.5)
|
||||
if rnd(1):
|
||||
object.p_pha_offset = -0.3 + frnd(0.9)
|
||||
object.p_pha_ramp = -frnd(0.3)
|
||||
object.p_env_punch = 0.2 + frnd(0.6)
|
||||
if rnd(1):
|
||||
object.p_vib_strength = frnd(0.7)
|
||||
object.p_vib_speed = frnd(0.6)
|
||||
if rnd(2) == 0:
|
||||
object.p_arp_speed = 0.6 + frnd(0.3)
|
||||
object.p_arp_mod = 0.8 - frnd(1.6)
|
||||
|
||||
|
||||
static func _presets_powerup(object: Node):
|
||||
object_set_defaults(object)
|
||||
if rnd(1):
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SAWTOOTH
|
||||
object.p_duty = 1
|
||||
else:
|
||||
object.p_duty = frnd(0.6)
|
||||
object.p_base_freq = 0.2 + frnd(0.3)
|
||||
if rnd(1):
|
||||
object.p_freq_ramp = 0.1 + frnd(0.4)
|
||||
object.p_repeat_speed = 0.4 + frnd(0.4)
|
||||
else:
|
||||
object.p_freq_ramp = 0.05 + frnd(0.2)
|
||||
if rnd(1):
|
||||
object.p_vib_strength = frnd(0.7)
|
||||
object.p_vib_speed = frnd(0.6)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = frnd(0.4)
|
||||
object.p_env_decay = 0.1 + frnd(0.4)
|
||||
|
||||
|
||||
static func _presets_hit(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(2)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SINE:
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.NOISE
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SQUARE:
|
||||
object.p_duty = frnd(0.6)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SAWTOOTH:
|
||||
object.p_duty = 1
|
||||
object.p_base_freq = 0.2 + frnd(0.6)
|
||||
object.p_freq_ramp = -0.3 - frnd(0.4)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = frnd(0.1)
|
||||
object.p_env_decay = 0.1 + frnd(0.2)
|
||||
if rnd(1):
|
||||
object.p_hpf_freq = frnd(0.3)
|
||||
|
||||
|
||||
static func _presets_jump(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = SfxrGlobals.WAVE_SHAPES.SQUARE
|
||||
object.p_duty = frnd(0.6)
|
||||
object.p_base_freq = 0.3 + frnd(0.3)
|
||||
object.p_freq_ramp = 0.1 + frnd(0.2)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.3)
|
||||
object.p_env_decay = 0.1 + frnd(0.2)
|
||||
if rnd(1):
|
||||
object.p_hpf_freq = frnd(0.3)
|
||||
if rnd(1):
|
||||
object.p_lpf_freq = 1 - frnd(0.6)
|
||||
|
||||
|
||||
static func _presets_blip(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(1)
|
||||
if object.wave_type == SfxrGlobals.WAVE_SHAPES.SQUARE:
|
||||
object.p_duty = frnd(0.6)
|
||||
else:
|
||||
object.p_duty = 1
|
||||
object.p_base_freq = 0.2 + frnd(0.4)
|
||||
object.p_env_attack = 0
|
||||
object.p_env_sustain = 0.1 + frnd(0.1)
|
||||
object.p_env_decay = frnd(0.2)
|
||||
object.p_hpf_freq = 0.1
|
||||
|
||||
|
||||
static func _presets_synth(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(1)
|
||||
object.p_base_freq = [0.2723171360931539, 0.19255692561524382, 0.13615778746815113][rnd(2)]
|
||||
object.p_env_attack = frnd(0.5) if rnd(4) > 3 else 0
|
||||
object.p_env_sustain = frnd(1)
|
||||
object.p_env_punch = frnd(1)
|
||||
object.p_env_decay = frnd(0.9) + 0.1
|
||||
object.p_arp_mod = [0, 0, 0, 0, -0.3162, 0.7454, 0.7454][rnd(6)]
|
||||
object.p_arp_speed = frnd(0.5) + 0.4
|
||||
object.p_duty = frnd(1)
|
||||
object.p_duty_ramp = frnd(1) if rnd(2) == 2 else 0
|
||||
object.p_lpf_freq = [1, frnd(1) * frnd(1)][rnd(1)]
|
||||
object.p_lpf_ramp = rndr(-1, 1)
|
||||
object.p_lpf_resonance = frnd(1)
|
||||
object.p_hpf_freq = frnd(1) if rnd(3) == 3 else 0
|
||||
object.p_hpf_ramp = frnd(1) if rnd(3) == 3 else 0
|
||||
|
||||
|
||||
static func _presets_tone(object: Node):
|
||||
object_set_defaults(object)
|
||||
|
||||
|
||||
static func _presets_click(object: Node):
|
||||
if rnd(1):
|
||||
_presets_hit(object)
|
||||
else:
|
||||
_presets_explosion(object)
|
||||
if rnd(1):
|
||||
object.p_freq_ramp = -0.5 + frnd(1.0)
|
||||
if rnd(1):
|
||||
object.p_env_sustain = (frnd(0.4) + 0.2) * object.p_env_sustain
|
||||
object.p_env_decay = (frnd(0.4) + 0.2) * object.p_env_decay
|
||||
if rnd(3) == 0:
|
||||
object.p_env_attack = frnd(0.3)
|
||||
object.p_base_freq = 1 - frnd(0.25)
|
||||
object.p_hpf_freq = 1 - frnd(0.1)
|
||||
|
||||
|
||||
static func _presets_random(object: Node):
|
||||
object_set_defaults(object)
|
||||
object.wave_type = rnd(3)
|
||||
if rnd(1):
|
||||
object.p_base_freq = pow(frnd(2) - 1, 3) + 0.5
|
||||
else:
|
||||
object.p_base_freq = pow(frnd(1), 2)
|
||||
object.p_freq_limit = 0
|
||||
object.p_freq_ramp = pow(frnd(2) - 1, 5)
|
||||
if object.p_base_freq > 0.7 and object.p_freq_ramp > 0.2:
|
||||
object.p_freq_ramp = -object.p_freq_ramp
|
||||
if object.p_base_freq < 0.2 and object.p_freq_ramp < -0.05:
|
||||
object.p_freq_ramp = -object.p_freq_ramp
|
||||
object.p_freq_dramp = pow(frnd(2) - 1, 3)
|
||||
object.p_duty = frnd(2) - 1
|
||||
object.p_duty_ramp = pow(frnd(2) - 1, 3)
|
||||
object.p_vib_strength = pow(frnd(2) - 1, 3)
|
||||
object.p_vib_speed = rndr(-1, 1)
|
||||
object.p_env_attack = pow(rndr(-1, 1), 3)
|
||||
object.p_env_sustain = pow(rndr(-1, 1), 2)
|
||||
object.p_env_decay = rndr(-1, 1)
|
||||
object.p_env_punch = pow(frnd(0.8), 2)
|
||||
if object.p_env_attack + object.p_env_sustain + object.p_env_decay < 0.2:
|
||||
object.p_env_sustain += 0.2 + frnd(0.3)
|
||||
object.p_env_decay += 0.2 + frnd(0.3)
|
||||
object.p_lpf_resonance = rndr(-1, 1)
|
||||
object.p_lpf_freq = 1 - pow(frnd(1), 3)
|
||||
object.p_lpf_ramp = pow(frnd(2) - 1, 3)
|
||||
if object.p_lpf_freq < 0.1 and object.p_lpf_ramp < -0.05:
|
||||
object.p_lpf_ramp = -object.p_lpf_ramp
|
||||
object.p_hpf_freq = pow(frnd(1), 5)
|
||||
object.p_hpf_ramp = pow(frnd(2) - 1, 5)
|
||||
object.p_pha_offset = pow(frnd(2) - 1, 3)
|
||||
object.p_pha_ramp = pow(frnd(2) - 1, 3)
|
||||
object.p_repeat_speed = frnd(2) - 1
|
||||
object.p_arp_speed = frnd(2) - 1
|
||||
object.p_arp_mod = frnd(2) - 1
|
||||
|
||||
|
||||
static func _presets_mutate(object: Node):
|
||||
if rnd(1): object.p_base_freq += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_freq_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_freq_dramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_duty += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_duty_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_vib_strength += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_vib_speed += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_attack += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_sustain += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_decay += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_env_punch += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_lpf_resonance += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_lpf_freq += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_lpf_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_hpf_freq += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_hpf_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_pha_offset += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_pha_ramp += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_repeat_speed += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_arp_speed += frnd(0.1) - 0.05
|
||||
if rnd(1): object.p_arp_mod += frnd(0.1) - 0.05
|
||||
|
||||
|
||||
static func random_preset(object: Node) -> bool:
|
||||
return preset_values(object, (randi() % (len(SfxrGlobals.PRESETS) - 1)) + 1)
|
||||
|
||||
|
||||
static func preset_values(object: Node, preset_key: int) -> bool:
|
||||
if preset_key >= 0 and preset_key < len(SfxrGlobals.PRESETS):
|
||||
var preset = SfxrGlobals.PRESETS.keys()[preset_key].to_lower()
|
||||
match preset:
|
||||
"pickup":
|
||||
_presets_pickup(object)
|
||||
return true
|
||||
"laser":
|
||||
_presets_laser(object)
|
||||
return true
|
||||
"explosion":
|
||||
_presets_explosion(object)
|
||||
return true
|
||||
"powerup":
|
||||
_presets_powerup(object)
|
||||
return true
|
||||
"hit":
|
||||
_presets_hit(object)
|
||||
return true
|
||||
"jump":
|
||||
_presets_jump(object)
|
||||
return true
|
||||
"click":
|
||||
_presets_click(object)
|
||||
return true
|
||||
"blip":
|
||||
_presets_blip(object)
|
||||
return true
|
||||
"synth":
|
||||
_presets_synth(object)
|
||||
return true
|
||||
"random":
|
||||
_presets_random(object)
|
||||
return true
|
||||
"tone":
|
||||
_presets_tone(object)
|
||||
return true
|
||||
"mutate":
|
||||
_presets_mutate(object)
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
##################################
|
||||
# Playback
|
||||
##################################
|
||||
|
||||
|
||||
static func _schedule_build_sfx(object: Node, play_after_build: bool):
|
||||
var timer: SceneTreeTimer = object.get_tree().create_timer(.5)
|
||||
object.sfx_timer = timer
|
||||
timer.timeout.connect(func(): object._on_sfx_timer_timeout(timer, play_after_build))
|
||||
|
||||
|
||||
static func _on_sfx_timer_timeout(object: Node, timer: SceneTreeTimer, play_after_build: bool):
|
||||
if timer == object.sfx_timer:
|
||||
build_sfx(object, play_after_build)
|
||||
|
||||
|
||||
static func build_sfx(object: Node, play_after_build: bool = false):
|
||||
var sfxg = SfxrGenerator.new()
|
||||
sfxg.build_sample(object)
|
||||
if play_after_build:
|
||||
object.play()
|
||||
object.notify_property_list_changed()
|
||||
7
addons/godot_sfxr/plugin.cfg
Normal file
7
addons/godot_sfxr/plugin.cfg
Normal file
@@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="GodotSfxr"
|
||||
description="Sfx Generator. Port of jsfxr (https://sfxr.me - by Eric Fredricksen) which is a port of sfxr (https://www.drpetter.se/project_sfxr.html - by DrPetter)."
|
||||
author="Tomeyro"
|
||||
version="1.0"
|
||||
script="GodotSfxr.gd"
|
||||
@@ -1,16 +0,0 @@
|
||||
extends Node3D
|
||||
|
||||
|
||||
var pos = Vector2.ZERO
|
||||
var y = 0
|
||||
|
||||
func _ready():
|
||||
pos.x = 0.3 # Replace with function body.
|
||||
pos.y = -1
|
||||
y = -0.5
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
if(transform.basis.x != 0.3 || transform.basis.z != -1):
|
||||
transform.basis.y = y + sin(1 * delta)
|
||||
@@ -3,7 +3,7 @@
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://cnk2fusin4ewy"
|
||||
uid="uid://beiad4ywiojba"
|
||||
path="res://.godot/imported/Revolver.gltf-1c0c2c3864f727f53cf3435925795736.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -1,9 +0,0 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://p3r1q0d3ibmj"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://cnk2fusin4ewy" path="res://assets/Weapons/Gun/Revolver.gltf" id="1_gnlrs"]
|
||||
|
||||
[node name="Revolver" instance=ExtResource("1_gnlrs")]
|
||||
transform = Transform3D(0.05, 0, 0, 0, 0.0499999, 0, 0, 0, 0.0499999, 0, 0, 0)
|
||||
|
||||
[node name="RootNode" parent="." index="0"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.30501, 7.01204)
|
||||
@@ -1,17 +0,0 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://gnhgkfm3frvt"]
|
||||
|
||||
[ext_resource type="Script" path="res://player_q3/Weapon.gd" id="1_2cfte"]
|
||||
[ext_resource type="PackedScene" uid="uid://p3r1q0d3ibmj" path="res://player_q3/Revolver.tscn" id="1_81137"]
|
||||
|
||||
[node name="RevolverFix" type="Node3D"]
|
||||
script = ExtResource("1_2cfte")
|
||||
MOMENTUM = Vector2(-0.08, -0.25)
|
||||
ANGULAR_MOMENTUM = Vector3(-12, 7, 10)
|
||||
RECOIL_COOLDOWN = 0.35
|
||||
RPM = 600.0
|
||||
|
||||
[node name="Revolver" parent="." instance=ExtResource("1_81137")]
|
||||
transform = Transform3D(0.05, 0, 0, 0, 0.017101, -0.0469845, 0, 0.0469845, 0.017101, 0, -0.526001, -0.296439)
|
||||
|
||||
[node name="Revolver" parent="Revolver" instance=ExtResource("1_81137")]
|
||||
transform = Transform3D(0.05, 0, 0, 0, 0.0259061, 0.0427652, 0, -0.0427652, 0.0259061, 0.00365943, 0.222644, -0.251306)
|
||||
@@ -9,20 +9,36 @@
|
||||
config_version=5
|
||||
|
||||
_global_script_classes=[{
|
||||
"base": "RefCounted",
|
||||
"class": &"SfxrGenerator",
|
||||
"language": &"GDScript",
|
||||
"path": "res://addons/godot_sfxr/SfxrGenerator.gd"
|
||||
}, {
|
||||
"base": "Object",
|
||||
"class": &"SfxrGlobals",
|
||||
"language": &"GDScript",
|
||||
"path": "res://addons/godot_sfxr/SfxrGlobals.gd"
|
||||
}, {
|
||||
"base": "Object",
|
||||
"class": &"SfxrStreamPlayerInterface",
|
||||
"language": &"GDScript",
|
||||
"path": "res://addons/godot_sfxr/SfxrStreamPlayerInterface.gd"
|
||||
}, {
|
||||
"base": "Node3D",
|
||||
"class": &"Weapon",
|
||||
"language": &"GDScript",
|
||||
"path": "res://player_q3/Weapon.gd"
|
||||
"path": "res://scripts/player/Weapon.gd"
|
||||
}]
|
||||
_global_script_class_icons={
|
||||
"SfxrGenerator": "",
|
||||
"SfxrGlobals": "",
|
||||
"SfxrStreamPlayerInterface": "",
|
||||
"Weapon": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Simple Q3 Controller"
|
||||
config/description="Made by @fossegutten
|
||||
Movement inspired by Quake3, simplified and godotified."
|
||||
config/name="Scoom"
|
||||
run/main_scene="res://Game.tscn"
|
||||
config/features=PackedStringArray("4.0")
|
||||
config/icon="res://textures/icon.png"
|
||||
@@ -35,6 +51,10 @@ window/size/height=360
|
||||
window/size/test_width=1280
|
||||
window/size/test_height=720
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray("res://addons/godot_sfxr/plugin.cfg")
|
||||
|
||||
[input]
|
||||
|
||||
move_left={
|
||||
@@ -67,6 +87,16 @@ shoot={
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(289, 25),"global_position":Vector2(293, 70),"factor":1.0,"button_index":1,"pressed":true,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
wheel_up={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
wheel_down={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
||||
35
scenes/map/entity_0_worldspawn.tscn
Normal file
35
scenes/map/entity_0_worldspawn.tscn
Normal file
File diff suppressed because one or more lines are too long
@@ -1,8 +1,7 @@
|
||||
[gd_scene load_steps=5 format=3 uid="uid://c65plp2c8ms4"]
|
||||
[gd_scene load_steps=4 format=3 uid="uid://bl7jynld7s25o"]
|
||||
|
||||
[ext_resource type="Script" path="res://player_q3/PlayerQ3.gd" id="1"]
|
||||
[ext_resource type="Script" path="res://player_q3/Weapons.gd" id="2_dl1i1"]
|
||||
[ext_resource type="PackedScene" uid="uid://gnhgkfm3frvt" path="res://player_q3/RevolverFix.tscn" id="3_hj857"]
|
||||
[ext_resource type="Script" path="res://scripts/player/PlayerQ3.gd" id="1"]
|
||||
[ext_resource type="Script" path="res://scripts/player/Weapons.gd" id="2_dl1i1"]
|
||||
|
||||
[sub_resource type="CylinderShape3D" id="1"]
|
||||
|
||||
@@ -17,10 +16,11 @@ shape = SubResource("1")
|
||||
|
||||
[node name="Head" type="Node3D" parent="Body"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
|
||||
script = ExtResource("2_dl1i1")
|
||||
|
||||
[node name="RevolverFix" parent="Body/Head" instance=ExtResource("3_hj857")]
|
||||
transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0.385807, -0.452879, -0.930275)
|
||||
[node name="Hand" type="Node3D" parent="Body/Head"]
|
||||
script = ExtResource("2_dl1i1")
|
||||
sway_left = Vector3(0, 0.1, 0)
|
||||
sway_right = Vector3(0, -0.1, 0)
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="Body/Head"]
|
||||
current = true
|
||||
@@ -1,12 +1,11 @@
|
||||
extends Node3D
|
||||
|
||||
var weapons = []
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
weapons.append($RevolverFix as Weapon)
|
||||
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
if Input.is_action_pressed("shoot"):
|
||||
weapons[0].Shoot()
|
||||
pass
|
||||
13
scenes/weapons/Revolver.tscn
Normal file
13
scenes/weapons/Revolver.tscn
Normal file
@@ -0,0 +1,13 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://p3r1q0d3ibmj"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://beiad4ywiojba" path="res://assets/Weapons/Gun/Revolver.gltf" id="1_j6rkf"]
|
||||
|
||||
[node name="Revolver" instance=ExtResource("1_j6rkf")]
|
||||
transform = Transform3D(0.05, 0, 0, 0, 0.017101, -0.0469845, 0, 0.0469845, 0.017101, 0, -0.5, -0.3)
|
||||
|
||||
[node name="RootNode" parent="." index="0"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.30501, 7.01204)
|
||||
|
||||
[node name="Cube011" parent="RootNode" index="0"]
|
||||
cast_shadow = 0
|
||||
gi_lightmap_scale = 2
|
||||
@@ -10,26 +10,33 @@ const DRAW_TIME = 0.35
|
||||
|
||||
#TODO: Load gun config from file
|
||||
|
||||
@export var MAX_CLIP = 5
|
||||
@export var DAMAGE = 25
|
||||
@export var MOMENTUM : Vector2
|
||||
@export var ANGULAR_MOMENTUM : Vector3
|
||||
@export var RECOIL_COOLDOWN : float
|
||||
@export var RPM: float
|
||||
var MAX_CLIP : int
|
||||
var DAMAGE : float
|
||||
var MOMENTUM : Vector2
|
||||
var ANGULAR_MOMENTUM : Vector3
|
||||
var RECOIL_COOLDOWN : float
|
||||
var RPM: float
|
||||
var DRAW_POS : Vector3
|
||||
var DRAW_ROT : Vector3
|
||||
var MODEL : Node3D
|
||||
var FIREMODE : int
|
||||
|
||||
var SHOOTING_SPEED: float
|
||||
var can_shoot : bool
|
||||
var clip = 444444
|
||||
|
||||
|
||||
|
||||
|
||||
var state = DEFAULT
|
||||
|
||||
func _ready():
|
||||
func init():
|
||||
visible = true
|
||||
SHOOTING_SPEED = 60.0 / RPM
|
||||
var tween = create_tween()
|
||||
MODEL.position = DRAW_POS
|
||||
MODEL.rotation = DRAW_ROT
|
||||
tween.set_trans(Tween.TRANS_CIRC)
|
||||
tween.set_ease(Tween.EASE_IN_OUT)
|
||||
can_shoot = true
|
||||
tween.tween_callback(InitialPos).set_delay(DRAW_TIME)
|
||||
|
||||
|
||||
|
||||
func InitialPos():
|
||||
@@ -37,28 +44,34 @@ func InitialPos():
|
||||
tween.set_trans(Tween.TRANS_CIRC)
|
||||
tween.set_ease(Tween.EASE_IN_OUT)
|
||||
tween.set_parallel(true)
|
||||
tween.tween_property($Revolver, "position", Vector3.ZERO, RECOIL_COOLDOWN / 2)
|
||||
tween.tween_property($Revolver, "rotation", Vector3.ZERO, RECOIL_COOLDOWN / 2)
|
||||
tween.tween_property(MODEL, "position", Vector3.ZERO, RECOIL_COOLDOWN / 2)
|
||||
tween.tween_property(MODEL, "rotation", Vector3.ZERO, RECOIL_COOLDOWN / 2)
|
||||
tween.tween_callback(func(): state = INITIAL).set_delay(SHOOTING_SPEED / 2)
|
||||
|
||||
|
||||
|
||||
func Shoot():
|
||||
if clip > 0 && state == INITIAL:
|
||||
if clip > 0 && state == INITIAL && can_shoot:
|
||||
if !FIREMODE:
|
||||
can_shoot = false
|
||||
clip -= 1
|
||||
state = SHOOT;
|
||||
var tween = create_tween()
|
||||
tween.set_trans(Tween.TRANS_ELASTIC)
|
||||
tween.set_ease(Tween.EASE_OUT)
|
||||
tween.set_parallel(true)
|
||||
tween.tween_property($Revolver, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
|
||||
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
|
||||
var rand_rot_y = randi_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
|
||||
var rand_rot_z = randi_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
|
||||
tween.tween_property($Revolver, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
|
||||
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
|
||||
tween.tween_callback(InitialPos).set_delay(SHOOTING_SPEED / 2)
|
||||
return true
|
||||
return false
|
||||
|
||||
func Release():
|
||||
if !FIREMODE:
|
||||
can_shoot = true
|
||||
|
||||
|
||||
func Reload():
|
||||
if(clip < MAX_CLIP && state == INITIAL):
|
||||
122
scripts/player/Weapons.gd
Normal file
122
scripts/player/Weapons.gd
Normal file
@@ -0,0 +1,122 @@
|
||||
extends Node3D
|
||||
|
||||
const CONFIG_PATH = "user://weapons.scoom"
|
||||
const REVOLVER = 0
|
||||
|
||||
|
||||
const REST = 0
|
||||
const BOB = 1
|
||||
|
||||
var state = 0
|
||||
@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
|
||||
|
||||
var weapons = []
|
||||
|
||||
var current_weapon = 0
|
||||
|
||||
var file_data = {
|
||||
REVOLVER:
|
||||
{
|
||||
"HAND_POS": Vector3(0.4,-0.45,-1),
|
||||
"HAND_ROT": Vector3(0,PI,0),
|
||||
"MODEL": "Revolver",
|
||||
"MAX_CLIP": 5,
|
||||
"DAMAGE": 25,
|
||||
"MOMENTUM": Vector2(0.3, -0.25),
|
||||
"ANGULAR_MOMENTUM": Vector3(-60, 7, 10),
|
||||
"RECOIL_COOLDOWN": 0.35,
|
||||
"RPM": 120,
|
||||
"DRAW_POS": Vector3(0,-0.5,-0.3),
|
||||
"DRAW_ROT": Vector3(1.3, 0, 0)
|
||||
}
|
||||
}
|
||||
|
||||
var mouse_mov : Vector3
|
||||
var sway_threshold = 5
|
||||
var sway_lerp = 5
|
||||
|
||||
@export var sway_left : Vector3
|
||||
@export var sway_right : Vector3
|
||||
@export var sway_normal : Vector3
|
||||
|
||||
|
||||
func _ready():
|
||||
save_data(file_data)
|
||||
load_data()
|
||||
|
||||
for i in range(0, file_data.size()):
|
||||
var root = Weapon.new()
|
||||
root.name = str(i)
|
||||
var resource = "res://scenes/weapons/" + file_data[i].MODEL + ".tscn"
|
||||
var weapon_model_resource = load(resource)
|
||||
var weapon_model = weapon_model_resource.instantiate()
|
||||
root.add_child(weapon_model)
|
||||
root.position = file_data[i].HAND_POS
|
||||
root.rotation = file_data[i].HAND_ROT
|
||||
root.hide()
|
||||
add_child(root)
|
||||
root.MAX_CLIP = file_data[i].MAX_CLIP
|
||||
root.DAMAGE = file_data[i].DAMAGE
|
||||
root.MOMENTUM = file_data[i].MOMENTUM
|
||||
root.ANGULAR_MOMENTUM = file_data[i].ANGULAR_MOMENTUM
|
||||
root.RECOIL_COOLDOWN = file_data[i].RECOIL_COOLDOWN
|
||||
root.RPM = file_data[i].RPM
|
||||
root.MODEL = root.get_node(file_data[i].MODEL)
|
||||
root.DRAW_POS = file_data[i].DRAW_POS
|
||||
root.DRAW_ROT = file_data[i].DRAW_ROT
|
||||
weapons.append(root)
|
||||
weapons[current_weapon].init()
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseMotion:
|
||||
mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
|
||||
mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
|
||||
|
||||
|
||||
func _unhandled_input(_event):
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
|
||||
weapons[current_weapon].hide()
|
||||
current_weapon = (current_weapon + 1) % weapons.size()
|
||||
weapons[current_weapon].init()
|
||||
if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
|
||||
weapons[current_weapon].hide()
|
||||
current_weapon = (current_weapon - 1) % weapons.size()
|
||||
weapons[current_weapon].init()
|
||||
|
||||
|
||||
var time = 0
|
||||
func _process(delta):
|
||||
if Input.is_action_pressed("shoot"):
|
||||
weapons[current_weapon].Shoot()
|
||||
if Input.is_action_just_released("shoot"):
|
||||
weapons[current_weapon].Release()
|
||||
#SWAY
|
||||
if mouse_mov != null && mouse_mov.length() > 0:
|
||||
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
|
||||
mouse_mov = Vector3.ZERO
|
||||
else:
|
||||
weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(Vector3.ZERO, sway_lerp * delta)
|
||||
|
||||
#BOB
|
||||
if player_root.velocity.length() > 0:
|
||||
time += delta
|
||||
var bobOscillate = sin(time * 4 * (2 * PI)) * 0.01
|
||||
position.y = bobOscillate
|
||||
bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
|
||||
position.x = bobOscillate
|
||||
#else:
|
||||
#position = lerp(position, Vector3.ZERO, )
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
func save_data(data):
|
||||
var file = FileAccess.open(CONFIG_PATH, FileAccess.WRITE)
|
||||
file.store_var(data)
|
||||
|
||||
func load_data():
|
||||
var file = FileAccess.open(CONFIG_PATH, FileAccess.READ)
|
||||
var data = file.get_var()
|
||||
file_data = data
|
||||
|
||||
Reference in New Issue
Block a user