Implement audio management system with effects and music players; add settings for sound and music volume
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extends SceneTree
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var checks: int = 0
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var failures: int = 0
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func _initialize() -> void:
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call_deferred("run")
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func check(condition: bool, message: String) -> void:
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checks += 1
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if not condition:
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failures += 1
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push_error(message)
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func run() -> void:
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var player := OwniverseEffectsPlayer.new()
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root.add_child(player)
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check(player.play_effect("select"), "Known effect starts")
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check(player.stream == player._effects.select and player.playing, "Selected effect is playing")
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var selected_stream: AudioStream = player.stream
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check(not player.play_effect("select"), "Playing effect is not restarted")
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check(player.stream == selected_stream and player.playing, "Rejected duplicate keeps current playback")
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player.stop()
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check(not player.play_effect("select"), "Named effect is rejected during its two-second cooldown")
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check(player.play_effect("blast"), "Different effect starts without waiting for another name")
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player.stop()
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player._last_played_msec.select -= player.EFFECT_COOLDOWN_MSEC
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check(player.play_effect("select"), "Named effect starts after its cooldown")
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check(not player.play_effect("missing_effect"), "Unknown effect is rejected")
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check(player.stream == player._effects.select, "Unknown effect does not interrupt playback")
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player.set_enabled(false)
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check(player.stream_paused, "Disabling effects pauses current playback")
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check(not player.play_effect("blast") and player.stream == player._effects.select, "Disabled player rejects new effects")
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player.set_enabled(true)
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check(not player.stream_paused, "Enabling effects resumes current playback")
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player.stop()
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player.stream = null
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player.free()
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await process_frame
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print("Effects player: %d checks, %d failures" % [checks, failures])
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quit(0 if failures == 0 else 1)
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