better animations, individual tracks

This commit is contained in:
torontocaper committed 2026-03-13 17:52:21 -04:00
1 parent 7afda132ec
commit 06dc6d63b6
41 files changed
+795 -650

No files matched your search

+23
View File
@@ -0,0 +1,23 @@
#@tool
#@icon(icon_path: String)
class_name Conductor
extends Musician
## Documentation comments
## signal
## enum
## const
## @export var
## var
## @onready var
## OVERRIDES
## CORE
## PRIVATE/HELPER
## RECEIVERS
## SETTERS/GETTERS
+1
View File
@@ -0,0 +1 @@
uid://dppf0pasfnksi
+53
View File
@@ -0,0 +1,53 @@
#@tool
#@icon(icon_path: String)
#class_name MyNode
extends Node2D
## Documentation comments
## signal
## enum
## const
@onready var conductor: Conductor = %Conductor
@onready var violinist: Musician = %Viol
@onready var cellist: Musician = %Cello
@onready var bassist: Musician = %Bass
#@onready var rhythm_manager: RhythmManager = %RhythmManager
#@onready var click_track: AudioStreamPlayer2D = %ClickTrack
@onready var canvas_modulate: CanvasModulate = $CanvasModulate
## OVERRIDES
func _ready() -> void:
canvas_modulate.visible = true
func _process(_delta: float) -> void:
pass
func _physics_process(_delta: float) -> void:
pass
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ready"):
conductor.enter_exit()
if event.is_action_pressed("viol"):
violinist.enter_exit()
if event.is_action_pressed("cello"):
cellist.enter_exit()
if event.is_action_pressed("bass"):
bassist.enter_exit()
## CORE
#
#func enter_instrument(instrument: Node) -> void:
#print("Now playing " + instrument.name)
#var instrument_audio: AudioStreamPlayer2D = instrument.get_child(0)
#var instrument_light: PointLight2D = instrument.get_child(1)
#instrument.play("default")
#instrument_audio.play()
#instrument_light.visible = true
## PRIVATE/HELPER
## RECEIVERS
## SETTERS/GETTERS
+1
View File
@@ -0,0 +1 @@
uid://bjv7i1kmivfai
+97
View File
@@ -0,0 +1,97 @@
#@tool
#@icon(icon_path: String)
class_name RhythmManager
extends Node2D
## Documentation comments
signal song_started()
## enum
## const
@export var target_audio: AudioStreamPlayer2D
@export var tempo: int = 120
@export var beats_per_measure: int = 4
var beats_elapsed: int = 0
var beat_time_start: float = 0.0
var beat_time_elapsed: float = 0.0
var seconds_per_beat: float
var useconds_per_beat: float
var song_time_elapsed: float = 0.0
var total_time_elapsed: float = 0.0
var is_running: bool = false
var start_time: float
var end_time: float
var ready_time: float
var click_track_stream: AudioStream
#var delay_time: float
@onready var beat_bar: ProgressBar = %BeatBar
#@onready var click_track: AudioStreamPlayer2D = %ClickTrack
@onready var beat_time_value: Label = %BeatTimeValue
@onready var volume_bar_left: ProgressBar = %VolumeBarLeft
@onready var volume_bar_right: ProgressBar = %VolumeBarRight
@onready var volume_value_left: Label = %VolumeValueLeft
@onready var volume_value_right: Label = %VolumeValueRight
## OVERRIDES
func _ready() -> void:
#click_track_stream = click_track.stream
ready_time = Time.get_ticks_usec()
print("Ready time: %s" % ready_time)
print("Buses at index 0: %s" % AudioServer.get_bus_name(0))
print("Channels on Bus 0: %s" % AudioServer.get_bus_channels(0))
#var time_to_next_mix: float = AudioServer.get_time_to_next_mix()
#var output_latency: float = AudioServer.get_output_latency()
#var mix_rate: float = AudioServer.get_mix_rate()
#delay_time = time_to_next_mix + output_latency
seconds_per_beat = 60.0/float(tempo)
useconds_per_beat = seconds_per_beat * 1000000.0
beat_bar.max_value = useconds_per_beat
func _process(_delta: float) -> void:
total_time_elapsed = Time.get_ticks_usec()
if is_running:
volume_bar_left.value = AudioServer.get_bus_peak_volume_left_db(0, 0)
volume_bar_right.value = AudioServer.get_bus_peak_volume_right_db(0, 0)
volume_value_left.text = str(snappedf(AudioServer.get_bus_peak_volume_left_db(0, 0), 0.1))
volume_value_right.text = str(snappedf(AudioServer.get_bus_peak_volume_right_db(0, 0), 0.1))
song_time_elapsed = total_time_elapsed - start_time
#print("song time elapsed: %s" % song_time_elapsed)
beat_time_elapsed = song_time_elapsed - beat_time_start
beat_time_value.text = str(beat_time_elapsed) + " usec"
beat_bar.value = beat_time_elapsed
#print("beat time elapsed: %s" % beat_time_elapsed)
#fmod = fmod(total_time_elapsed, useconds_per_beat)
#print(fmod)
if beat_time_elapsed >= useconds_per_beat:
#print("This beat took %s useconds" % beat_time_elapsed)
beats_elapsed += 1
beat_time_elapsed = 0.0
beat_time_start = song_time_elapsed
func _input(event: InputEvent) -> void:
if event.is_action_pressed("start"):
if is_running == false:
start_time = Time.get_ticks_usec()
print("start time: %s" % start_time)
is_running = true
target_audio.play()
else:
target_audio.stop()
is_running = false
end_time = Time.get_ticks_usec()
print("end_time: %s" % end_time)
song_started.emit()
#func _physics_process(delta: float) -> void:
#pass
## CORE
## PRIVATE/HELPER
## RECEIVERS
## SETTERS/GETTERS
+1
View File
@@ -0,0 +1 @@
uid://bhbfogebu1di5