frame-of-mind/src/logic-scenes/main menu/audio_settings.gd

72 lines
2.0 KiB
GDScript

extends TabBar
signal changed
var has_stage:bool = false:
set(stage):
has_stage = stage
visible = has_stage
%MusicPreview.playing = has_stage
var current_music_decay:float = 0
@onready var music_mute_switch: CheckBox = %MuteSoundtrack
@onready var sfx_mute_switch: CheckBox = %MuteSFX
@onready var music_slider: Range = %MusicSlider
@onready var sfx_slider: Range = %SoundSlider
@onready var speech_slider: Range = %SpeechSlider
@onready var sum_slider: Range = %SumSlider
func _process(delta: float) -> void:
if current_music_decay > 0:
current_music_decay -= delta
if current_music_decay < 0:
%MusicMixer.play("blend_out")
var has_changed: bool = false:
set(value):
has_changed = value
func _ready() -> void:
update_ui_from_state()
music_mute_switch.pressed.connect(func(value): State.music_muted = value)
sfx_mute_switch.pressed.connect(func(value): State.music_muted = value)
music_slider.value_changed.connect(
func(value):
State.music_volume = value
current_music_decay = 2
%MusicMixer.play("blend_in")
)
sfx_slider.value_changed.connect(func(value): State.sfx_volume = value)
speech_slider.value_changed.connect(func(value): State.speech_volume = value)
sum_slider.value_changed.connect(func(value): State.main_volume = value)
changed.connect(func():has_changed = true)
%ResetButton.pressed.connect(_on_reset_button_pressed)
%SaveButton.pressed.connect(_on_exit_button_pressed)
func _on_reset_button_pressed():
music_mute_switch.button_pressed = false
sfx_mute_switch.button_pressed = false
music_slider.value = 1
sfx_slider.value = 1
speech_slider.value = 1
sum_slider.value = 1
func update_ui_from_state():
music_mute_switch.button_pressed = State.sfx_muted
sfx_mute_switch.button_pressed = State.music_muted
music_slider.value = State.music_volume
sfx_slider.value = State.sfx_volume
speech_slider.value = State.speech_volume
sum_slider.value = State.main_volume
func _on_exit_button_pressed() -> void:
State.save_settings()
State.leave_stage(self)