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Audio manager singleton that pools audio players.
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using Godot; | |
using System.Collections.Generic; | |
public partial class SoundManager : Node | |
{ | |
private const int MaxSimultaneousSounds = 32; | |
private const int SuppressSoundTimeMs = 100; | |
private readonly List<AudioStreamPlayer2D> _inactiveAudioPlayers = new(); | |
private readonly List<AudioStreamPlayer2D> _activeAudioPlayers = new(); | |
private readonly Dictionary<string, float> _lastPlayed = new(); | |
public static SoundManager Instance; | |
public static float Volume { get; set; } = 1.0f; | |
public override void _EnterTree() | |
{ | |
Instance = this; | |
} | |
public override void _Ready() | |
{ | |
for (int i = 0; i < MaxSimultaneousSounds; i++) | |
{ | |
var audioPlayer = new AudioStreamPlayer2D(); | |
audioPlayer.Finished += () => | |
{ | |
_activeAudioPlayers.Remove(audioPlayer); | |
_inactiveAudioPlayers.Add(audioPlayer); | |
}; | |
_inactiveAudioPlayers.Add(audioPlayer); | |
AddChild(audioPlayer); | |
} | |
} | |
public bool PlaySound(string path, bool nonPausable = false) | |
{ | |
if (MaxSimultaneousSounds <= 0 || !CanPlaySound(path)) | |
return false; | |
var audioPlayerPool = _inactiveAudioPlayers.Count > 0 ? _inactiveAudioPlayers : _activeAudioPlayers; | |
var audioPlayer = audioPlayerPool[0]; | |
audioPlayerPool.RemoveAt(0); | |
_activeAudioPlayers.Add(audioPlayer); | |
audioPlayer.ProcessMode = nonPausable ? ProcessModeEnum.Always : ProcessModeEnum.Inherit; | |
audioPlayer.Stream = GD.Load<AudioStream>(path); | |
audioPlayer.VolumeDb = Mathf.LinearToDb(Volume); | |
audioPlayer.Play(); | |
if (SuppressSoundTimeMs > 0) | |
_lastPlayed[path] = Time.GetTicksMsec(); | |
return true; | |
} | |
private bool CanPlaySound(string path) | |
{ | |
if (SuppressSoundTimeMs <= 0) | |
return true; | |
if (!_lastPlayed.TryGetValue(path, out float lastPlayed)) | |
return true; | |
return Time.GetTicksMsec() - lastPlayed > SuppressSoundTimeMs; | |
} | |
private bool IsPlayingSound(string path) | |
{ | |
path = path.ToLower(); | |
return _activeAudioPlayers.Exists(audioPlayer => audioPlayer.Stream.ResourcePath.ToLower() == path); | |
} | |
public static bool Play(string path, bool nonPausable = false) | |
{ | |
return Instance?.PlaySound(path, nonPausable) ?? false; | |
} | |
public override void _ExitTree() | |
{ | |
if (Instance == this) | |
Instance = null; | |
} | |
} |
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