whittler/scripts/audio.gd
2026-01-29 13:26:42 +00:00

55 lines
1.6 KiB
GDScript

class_name AudioManager
extends Node
# When the game starts, play background music
func _ready():
if Global.play_background_music:
play_background_music()
func play_chop_sound():
if not Global.play_chop_sound:
return
## Pick one of the chopping sounds randomly
var chop_sounds = [
"res://assets/audio/OGG/SFX/chopping/chop1.ogg",
"res://assets/audio/OGG/SFX/chopping/chop2.ogg",
"res://assets/audio/OGG/SFX/chopping/chop3.ogg",
"res://assets/audio/OGG/SFX/chopping/chop4.ogg"
]
var random_index = randi() % chop_sounds.size()
play_sound_effect(chop_sounds[random_index])
func play_money_sound():
if not Global.play_money_sound:
return
# Using a simple coin sound - you can replace with your own sound file
play_sound_effect("res://assets/audio/coin.mp3")
func play_sound_effect(sound_path: String):
var sfx_player = AudioStreamPlayer.new()
sfx_player.stream = load(sound_path)
sfx_player.volume_db = -5 # Set volume for sound effects
add_child(sfx_player)
sfx_player.play()
sfx_player.connect("finished", sfx_player.queue_free)
var music_player: AudioStreamPlayer = null
func play_background_music():
if not Global.play_background_music:
return
if music_player:
return # Already playing
music_player = AudioStreamPlayer.new()
music_player.stream = load("res://assets/audio/background_music.ogg")
music_player.volume_db = -10 # Set volume to a comfortable level
music_player.autoplay = true
add_child(music_player)
music_player.play()
func stop_background_music():
if music_player:
music_player.stop()
music_player.queue_free()
music_player = null