Refactor audio effect handling: remove cooldown logic and enhance sound playback functionality

This commit is contained in:
Kirill
2026-10-03 13:36:33 +03:00
parent 9e13c8bbe3
commit 6f6a1be3bd
8 changed files with 58 additions and 22 deletions
-7
View File
@@ -1,11 +1,8 @@
class_name OwniverseEffectsPlayer
extends AudioStreamPlayer
const EFFECT_COOLDOWN_MSEC := 2000
var enabled: bool = true
var _effects: Dictionary = OwniverseAudioLoader.get_effects()
var _last_played_msec: Dictionary = {}
func set_enabled(value: bool) -> void:
@@ -21,11 +18,7 @@ func play_effect(effect_id: String) -> bool:
return false
if playing and stream == _effects[effect_id]:
return false
var now: int = Time.get_ticks_msec()
if now - int(_last_played_msec.get(effect_id, -EFFECT_COOLDOWN_MSEC)) < EFFECT_COOLDOWN_MSEC:
return false
stream = _effects[effect_id]
play()
_last_played_msec[effect_id] = now
return true
+2 -2
View File
@@ -2,8 +2,8 @@ class_name OwniverseMusicPlayer
extends AudioStreamPlayer
const EXCLUDED_TRACK := "apocalypse_the_end"
const MIN_PAUSE_SECONDS := 120.0
const MAX_PAUSE_SECONDS := 300.0
const MIN_PAUSE_SECONDS := 2 * 60.0
const MAX_PAUSE_SECONDS := 5 * 60.0
var enabled: bool = true
var last_track: String = ""