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()