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