Initial project sync

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wxm
2026-07-06 22:55:14 -07:00
commit 8cca00d0da
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class_name AudioLayerController
extends Node
## Presentation-layer dual music loops (AnchorV1.0 chapter 20).
## Past and Future layers start together and stay in sync forever; a phase
## switch only crossfades volumes. The clock authority stays with
## RhythmManager — drift correction seeks THESE players, never the clock.
##
## Placeholder assets: both layers use the same song; the Future layer is
## routed through a low-pass bus so the switch is audible until a real
## Future loop asset lands (BPM/beat-aligned per the design doc).
const FUTURE_BUS_NAME := "TimePhaseFuture"
const MUSIC_BUS_NAME := "Music"
@export var past_stream: AudioStream
@export var future_stream: AudioStream
@export var default_stream_path := "res://assets/audio/ev_past1.mp3"
@export var crossfade_seconds := 0.35
@export var active_volume_db := 0.0
@export var inactive_volume_db := -60.0
@export var drift_check_interval := 2.0
@export var drift_threshold_seconds := 0.015
@export var mute_clock := true
@export var future_lowpass_cutoff_hz := 2200.0
var past_player: AudioStreamPlayer
var future_player: AudioStreamPlayer
var _fade_tween: Tween
var _drift_accum := 0.0
func _ready() -> void:
if DisplayServer.get_name() == "headless":
return
if past_stream == null and ResourceLoader.exists(default_stream_path):
past_stream = load(default_stream_path)
if future_stream == null:
future_stream = past_stream
_ensure_future_bus()
# 双音轨走 Music 总线(Future 层经 TimePhaseFuture 低通后 send 到 Music),
# 与标题音乐一致,音乐音量设置才能同时约束标题与局内音乐。
past_player = _make_layer_player("PastLoop", past_stream, MUSIC_BUS_NAME if AudioServer.get_bus_index(MUSIC_BUS_NAME) != -1 else "Master")
future_player = _make_layer_player("FutureLoop", future_stream, FUTURE_BUS_NAME)
var bus := _event_bus_or_null()
if bus != null and bus.has_signal("time_phase_changed") and not bus.is_connected("time_phase_changed", _on_time_phase_changed):
bus.connect("time_phase_changed", _on_time_phase_changed)
_start_layers()
_apply_phase_volumes(_current_time_phase(), true)
if mute_clock:
var rhythm := _rhythm_manager_or_null()
if rhythm != null:
rhythm.set("volume_db", -80.0)
func _process(delta: float) -> void:
if past_player == null:
return
_drift_accum += delta
if _drift_accum < drift_check_interval:
return
_drift_accum = 0.0
_correct_layer_drift()
## Snaps both layers back onto the clock immediately (a fresh run just
## re-zeroed RhythmManager) instead of waiting for the next drift check.
func restart_layers() -> void:
_start_layers()
_apply_phase_volumes(_current_time_phase(), true)
_drift_accum = 0.0
func _start_layers() -> void:
var rhythm := _rhythm_manager_or_null()
var start_position := 0.0
if rhythm != null and rhythm.has_method("song_position"):
start_position = maxf(0.0, float(rhythm.call("song_position")))
for player: AudioStreamPlayer in [past_player, future_player]:
if player != null and player.stream != null:
player.play(start_position)
func _correct_layer_drift() -> void:
var rhythm := _rhythm_manager_or_null()
if rhythm == null or not rhythm.has_method("song_position"):
return
if not bool(rhythm.get("running")):
return
var target := float(rhythm.call("song_position"))
for player: AudioStreamPlayer in [past_player, future_player]:
if player == null or not player.playing or player.stream == null:
continue
var length := float(player.stream.get_length())
var wrapped_target := fmod(target, length) if length > 0.0 else target
var raw_drift := absf(player.get_playback_position() - wrapped_target)
var drift := minf(raw_drift, length - raw_drift) if length > 0.0 else raw_drift
if drift > drift_threshold_seconds:
player.seek(wrapped_target)
func _on_time_phase_changed(_previous: StringName, current: StringName, _reason: StringName) -> void:
_apply_phase_volumes(current, false)
func _apply_phase_volumes(time_phase: StringName, instant: bool) -> void:
if past_player == null or future_player == null:
return
var past_target := active_volume_db if time_phase != &"future" else inactive_volume_db
var future_target := active_volume_db if time_phase == &"future" else inactive_volume_db
if _fade_tween != null and _fade_tween.is_valid():
_fade_tween.kill()
if instant:
past_player.volume_db = past_target
future_player.volume_db = future_target
return
_fade_tween = create_tween()
_fade_tween.set_parallel(true)
_fade_tween.tween_property(past_player, "volume_db", past_target, crossfade_seconds)
_fade_tween.tween_property(future_player, "volume_db", future_target, crossfade_seconds)
func _make_layer_player(player_name: String, stream: AudioStream, bus_name: String) -> AudioStreamPlayer:
var player := AudioStreamPlayer.new()
player.name = player_name
player.stream = stream
player.volume_db = inactive_volume_db
if AudioServer.get_bus_index(bus_name) != -1:
player.bus = bus_name
add_child(player)
return player
func _ensure_future_bus() -> void:
var existing := AudioServer.get_bus_index(FUTURE_BUS_NAME)
if existing != -1:
_route_bus_to_music(existing)
return
AudioServer.add_bus()
var bus_index := AudioServer.bus_count - 1
AudioServer.set_bus_name(bus_index, FUTURE_BUS_NAME)
var lowpass := AudioEffectLowPassFilter.new()
lowpass.cutoff_hz = future_lowpass_cutoff_hz
AudioServer.add_bus_effect(bus_index, lowpass)
_route_bus_to_music(bus_index)
func _route_bus_to_music(bus_index: int) -> void:
if AudioServer.get_bus_index(MUSIC_BUS_NAME) != -1:
AudioServer.set_bus_send(bus_index, MUSIC_BUS_NAME)
func _current_time_phase() -> StringName:
var manager := get_tree().root.get_node_or_null("TimePhaseManager") if is_inside_tree() else null
if manager != null:
return StringName(str(manager.get("current_time_phase")))
return &"past"
func _rhythm_manager_or_null() -> Node:
if not is_inside_tree():
return null
return get_tree().root.get_node_or_null("RhythmManager")
func _event_bus_or_null() -> Node:
if not is_inside_tree():
return null
return get_tree().root.get_node_or_null("EventBus")