Files
Cinderwild/scripts/core/music.gd

269 lines
9.2 KiB
GDScript

extends Node
## The music and the ambience, chosen from what's going on around you. The
## tracks are synthesised by tools/audio/make_audio.py (assets/audio/music):
##
## boss the Old Stag is up, within 70 m
## danger a wolf, bear, boar or barrow guard is coming for someone nearby
## (and for 10 s after it stops)
## storm a storm or blizzard, or the red wolf moon
## night after dark
## calm by day (and on the title screen)
##
## Calm, night and storm play once and then rest for a while, with just the
## ambience (birds by day, crickets at night), so the music doesn't wear
## thin; danger and boss loop until it's over. Changes crossfade. Indoors the
## music and ambience are quieter. It only reads things every game already
## has (the clock, the weather, the creatures it can see), so it works the
## same online. Headless, it still works out the mood (`mood`) but plays
## nothing.
const DIR := "res://assets/audio/music/"
const AMB := "res://assets/audio/ambience/"
const MOODS := ["boss", "danger", "storm", "night", "calm"]
const LOOPS := ["danger", "boss"]
## States a creature is in when it's after someone.
const AGGRO := ["charge", "stalk", "lunge", "bash", "stomp", "telegraph", "warn", "raid", "summon", "alert", "defend"]
const DANGER_RANGE := 26.0
const BOSS_RANGE := 70.0
const DANGER_HOLD := 10.0
const FADE := 3.0
const FADE_FAST := 1.2
const REST := [35.0, 80.0] ## seconds of quiet between calm/night/storm plays
var world: Node3D = null
var mood := "" ## what the music is for now
var playing := "" ## the track that's sounding ("" between plays)
var _danger_until := -1.0
var _clock := 0.0
var _tick := 0.0
var _rest_left := 0.0
var _a: AudioStreamPlayer
var _b: AudioStreamPlayer
var _cur: AudioStreamPlayer
var _birds: AudioStreamPlayer
var _crickets: AudioStreamPlayer
var _owl: AudioStreamPlayer3D
var _owl_left := 20.0
var _owl_calls: Array = [] ## a few different calls, so it doesn't repeat itself
var owls := 0 ## hoots so far (tests)
const OWL_EVERY := [35.0, 110.0]
var _tracks: Dictionary = {}
var _rng := RandomNumberGenerator.new()
var _quiet := false
var _fading := 0 ## crossfades in progress
var duck := false ## Old Tam is talking (narrator.gd): the music dips
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS # (the pause menu stops the game, not the music)
_rng.randomize()
_quiet = DisplayServer.get_name() == "headless"
if _quiet:
return
_a = _player("Music")
_b = _player("Music")
_cur = _a
_birds = _player("Ambience", _load(AMB + "birds.ogg", true))
_crickets = _player("Ambience", _load(AMB + "crickets.ogg", true))
_owl = AudioStreamPlayer3D.new()
_owl.bus = "Ambience"
for i in range(2):
var call: Variant = _load(AMB + "owl_%d.ogg" % i, false)
if call is AudioStream:
_owl_calls.append(call)
_owl.unit_size = 30.0 # (far off in the trees, but clearly heard)
_owl.max_distance = 120.0
add_child(_owl)
for p in [_a, _b]:
p.finished.connect(_on_finished.bind(p))
func _player(bus: String, stream: AudioStream = null) -> AudioStreamPlayer:
var p := AudioStreamPlayer.new()
p.bus = bus
p.volume_db = -80.0
p.stream = stream
add_child(p)
return p
static func _load(path: String, loop: bool) -> AudioStream:
var s: Variant = load(path)
if s is AudioStreamOggVorbis:
(s as AudioStreamOggVorbis).loop = loop
return s
func start(w: Node3D) -> void:
world = w
mood = ""
_danger_until = -1.0
_tick = 0.0
if not _quiet:
for p in [_birds, _crickets]:
if not p.playing:
p.play()
func stop(w: Node3D = null) -> void:
if w != null and w != world:
return
world = null
func _process(delta: float) -> void:
step(delta)
func step(dt: float) -> void:
_clock += dt
_tick -= dt
if _tick <= 0.0:
_tick = 0.5
var m := decide()
if m != mood:
_change(m)
if not _quiet and playing.is_empty() and not mood.is_empty():
_rest_left -= dt
if _rest_left <= 0.0:
_start_track(mood, FADE)
_ambience(dt)
## What the music should be for, right now.
func decide() -> String:
if world == null or not is_instance_valid(world):
return "calm"
if world.get("menu_mode"):
return "calm"
var me: Node3D = world.get("player")
if me == null or not is_instance_valid(me):
return "calm"
var here := me.global_position
var boss := false
var danger := false
for c in get_tree().get_nodes_in_group("creature"):
if not is_instance_valid(c) or not (c is Node3D) or (c.has_method("is_dead") and c.is_dead()):
continue
var d: float = (c as Node3D).global_position.distance_to(here)
var kind := String(c.get("kind")) if c.get("kind") != null else ""
if kind == "old_stag" and d < BOSS_RANGE:
boss = true
elif d < DANGER_RANGE and String(c.get("state")) in AGGRO and _hostile(c):
danger = true
if boss:
return "boss"
if danger:
_danger_until = _clock + DANGER_HOLD
if _clock < _danger_until:
return "danger"
var dn: Node = world.get("day_night")
var wx: Node = world.get("weather")
var night: bool = dn != null and dn.is_night()
if wx != null and String(wx.get("state")) in ["storm", "blizzard"]:
return "storm"
if night and dn.wolf_moon_now():
return "storm"
return "night" if night else "calm"
static func _hostile(c: Node) -> bool:
var def: Variant = c.get("def")
return def is Dictionary and (def as Dictionary).has("damage")
func _change(m: String) -> void:
var was := mood
mood = m
if _quiet:
return
# Into a fight: straight in. Out of one: let the fight music fade, then a
# short rest before the calmer music comes back.
if m in LOOPS:
_start_track(m, FADE_FAST)
elif was in LOOPS or was.is_empty():
_fade_out(FADE)
_rest_left = 4.0 if not was.is_empty() else 1.5
elif not playing.is_empty():
_start_track(m, FADE) # (a calm piece mid-play crossfades to the night one)
else:
_rest_left = minf(_rest_left, 6.0)
func _start_track(m: String, fade: float) -> void:
if not _tracks.has(m):
_tracks[m] = _load(DIR + m + ".ogg", m in LOOPS)
var next: AudioStreamPlayer = _b if _cur == _a else _a
var old := _cur
next.stream = _tracks[m]
next.volume_db = -40.0
next.play()
_fade(next, _target_db(), fade)
if old.playing:
_fade(old, -60.0, fade, true)
_cur = next
playing = m
func _fade_out(fade: float) -> void:
if _cur != null and _cur.playing:
_fade(_cur, -60.0, fade, true)
playing = ""
func _fade(p: AudioStreamPlayer, db: float, secs: float, then_stop: bool = false) -> void:
_fading += 1
var tw := create_tween()
tw.tween_property(p, "volume_db", db, secs)
tw.tween_callback(func(): _fading -= 1)
if then_stop:
tw.tween_callback(p.stop)
func _on_finished(p: AudioStreamPlayer) -> void:
if p == _cur:
playing = ""
_rest_left = _rng.randf_range(REST[0], REST[1])
## Indoors everything's a little further away.
func _indoors() -> bool:
if world == null or not is_instance_valid(world) or world.get("player") == null:
return false
var sv: Node = world.player.get("survival")
return sv != null and bool(sv.get("sheltered"))
func _target_db() -> float:
return (-6.0 if _indoors() else -2.0) - (7.0 if duck else 0.0)
func _ambience(dt: float) -> void:
if _quiet or _birds == null:
return
var day := 1.0
var wet := 0.0
var snow := false
if world != null and is_instance_valid(world) and world.get("day_night") != null:
day = float(world.day_night.daylight)
var s := String(world.weather.get("state")) if world.get("weather") != null else "clear"
wet = 1.0 if s in ["rain", "storm", "blizzard"] else 0.0
snow = s in ["snow", "blizzard"]
var inside := 0.35 if _indoors() else 1.0
if world == null or not is_instance_valid(world) or world.get("menu_mode"):
inside = 0.0 # (the title screen: music only, no birds or crickets)
var birds := clampf((day - 0.35) / 0.4, 0.0, 1.0) * (1.0 - wet) * inside
var crickets := clampf((0.45 - day) / 0.3, 0.0, 1.0) * (0.0 if snow else 1.0) * (1.0 - wet * 0.8) * inside
_owl_step(dt, crickets > 0.5, inside)
var k := clampf(dt * 0.8, 0.0, 1.0)
_birds.volume_db = lerpf(_birds.volume_db, linear_to_db(maxf(birds * 0.28, 0.0001)), k) # (in the background: the recording is full-scale)
_crickets.volume_db = lerpf(_crickets.volume_db, linear_to_db(maxf(crickets * 0.4, 0.0001)), k) # (a recording, full-scale)
if _cur != null and _cur.playing and _fading == 0:
_cur.volume_db = lerpf(_cur.volume_db, _target_db(), k)
## Now and then at night (when the crickets are out: dark, dry, no snow), an
## owl hoots from somewhere 25-45 m off in a random direction. Only you hear
## your owl; online, everyone's night has its own.
func _owl_step(dt: float, night_out: bool, inside: float) -> void:
if _owl == null or _owl_calls.is_empty() or not night_out:
_owl_left = maxf(_owl_left, 8.0)
return
_owl_left -= dt
if _owl_left > 0.0 or _owl.playing:
return
_owl_left = _rng.randf_range(OWL_EVERY[0], OWL_EVERY[1])
var me: Node3D = world.get("player") if world != null else null
if me == null:
return
var a := _rng.randf() * TAU
var r := _rng.randf_range(25.0, 45.0)
_owl.global_position = me.global_position + Vector3(cos(a) * r, _rng.randf_range(6.0, 12.0), sin(a) * r)
_owl.stream = _owl_calls[_rng.randi() % _owl_calls.size()]
_owl.pitch_scale = _rng.randf_range(0.96, 1.04)
_owl.volume_db = -8.0 + linear_to_db(maxf(inside, 0.05))
_owl.play()
owls += 1