# audio_driver.gd —— 桥接 40250 Python/MilesLib 音频调用至 Godot 引擎。 # 每帧通过 Metin2PythonHost.audio_commands() 拉取原生端产生的音频播放/音量指令并执行。 class_name AudioDriver extends Node const AssetRoot = preload("res://asset_root.gd") var _cache := {} # 绝对路径 -> AudioStream var _bgm_root: String var _sound_roots: PackedStringArray = [] var _bgm := [null, null] # 两个 AudioStreamPlayer 用于 BGM 交叉淡入淡出 var _bgm_cur := 0 var _bgm_name := "" var _bgm_fade_tween: Tween = null var _ui_pool: Array[AudioStreamPlayer] = [] var _ui_next := 0 var master_sound := 1.0 var master_music := 1.0 # 3D 循环音效实例:id -> AudioStreamPlayer3D var _active_3d := {} func _ready() -> void: _init_roots() _init_players() func _init_roots() -> void: var client := AssetRoot.client_path() var assets := AssetRoot.path() # BGM 根目录:优先 Client/BGM,次选 assets/BGM if DirAccess.dir_exists_absolute(client.path_join("BGM")): _bgm_root = client.path_join("BGM") elif DirAccess.dir_exists_absolute(assets.path_join("BGM")): _bgm_root = assets.path_join("BGM") else: _bgm_root = client.path_join("BGM") # 音效查找根目录 var candidate_roots := [ assets.path_join("Sound/sound"), assets.path_join("sound2/sound"), assets.path_join("sound_m/sound"), assets.path_join("metin2_patch_w20_sound/sound"), assets.path_join("Sound"), assets, client, ] for r in candidate_roots: if DirAccess.dir_exists_absolute(r) and not _sound_roots.has(r): _sound_roots.append(r) func _init_players() -> void: # 2 个 BGM 播放器 for i in 2: var pl := AudioStreamPlayer.new() pl.bus = "Master" pl.name = "BgmPlayer%d" % i add_child(pl) _bgm[i] = pl # 16 个 2D 音效池播放器 for i in 16: var pl := AudioStreamPlayer.new() pl.bus = "Master" pl.name = "UiPlayer%d" % i add_child(pl) _ui_pool.append(pl) func _process(_delta: float) -> void: if not ClassDB.class_exists("Metin2PythonHost") or not Metin2PythonHost.is_running(): return var commands: Array = Metin2PythonHost.audio_commands() if commands.is_empty(): return for cmd in commands: var type: String = cmd.get("type", "") match type: "play_sound_2d": play_sound_2d(cmd.get("filename", ""), cmd.get("volume", 1.0)) "play_sound_3d": play_sound_3d(cmd.get("filename", ""), Vector3(cmd.get("x", 0.0) / 100.0, cmd.get("z", 0.0) / 100.0, -cmd.get("y", 0.0) / 100.0), cmd.get("volume", 1.0), cmd.get("id", 0)) "stop_sound_3d": stop_sound_3d(cmd.get("id", 0)) "stop_all_sound_3d": stop_all_sound_3d() "play_music": play_music(cmd.get("filename", ""), cmd.get("volume", 1.0)) "fade_out_music": fade_out_music(cmd.get("speed", 0.0)) "fade_out_all_music": fade_out_all_music() "set_sound_volume": set_sound_volume(cmd.get("volume", 1.0)) "set_music_volume": set_music_volume(cmd.get("volume", 1.0)) # --- 音效路径检索与加载 --------------------------------------------------- func _find_sound(rel: String) -> String: if rel.is_empty(): return "" rel = rel.replace("\\", "/").strip_edges() if rel.begins_with("d:/ymir work/") or rel.begins_with("D:/ymir work/"): rel = rel.substr(13) elif rel.begins_with("d:/") or rel.begins_with("D:/"): rel = rel.substr(3) # 1. 尝试直接路径 if FileAccess.file_exists(rel): return rel # 2. 补全扩展名候选 var cands := PackedStringArray([rel]) if rel.get_extension().is_empty(): cands = PackedStringArray([rel + ".wav", rel + ".mp3", rel + ".ogg"]) # 3. 在所有已知根目录中遍历查找 for root in _sound_roots: for c in cands: var p := root.path_join(c) if FileAccess.file_exists(p): return p # 若路径带 sound/,剥掉后再试一次(防止 root 自身已带 sound/) if c.begins_with("sound/"): var p_sub := root.path_join(c.substr(6)) if FileAccess.file_exists(p_sub): return p_sub return "" func _load_stream(path: String) -> AudioStream: if _cache.has(path): return _cache[path] var s: AudioStream = null var ext := path.get_extension().to_lower() if ext == "mp3": var m := AudioStreamMP3.new() m.data = FileAccess.get_file_as_bytes(path) s = m if m.data.size() > 0 else null elif ext == "ogg": s = AudioStreamOggVorbis.load_from_file(path) elif ext == "wav": s = AudioStreamWAV.load_from_file(path) _cache[path] = s return s # --- 2D 音效播放 ----------------------------------------------------------- func play_sound_2d(rel: String, volume_scale := 1.0) -> void: var path := _find_sound(rel) if path.is_empty(): return var stream := _load_stream(path) if stream == null: return if _ui_pool.is_empty(): return var pl := _ui_pool[_ui_next] _ui_next = (_ui_next + 1) % _ui_pool.size() pl.stream = stream var vol: float = clampf(master_sound * volume_scale, 0.0, 1.0) pl.volume_db = linear_to_db(vol) if vol > 0.001 else -80.0 pl.play() # --- 3D 空间音效播放 ------------------------------------------------------- func play_sound_3d(rel: String, pos: Vector3, volume_scale := 1.0, sound_id := 0) -> void: var path := _find_sound(rel) if path.is_empty(): return var stream := _load_stream(path) if stream == null: return var pl := AudioStreamPlayer3D.new() pl.stream = stream pl.unit_size = 8.0 pl.max_distance = 80.0 var vol: float = clampf(master_sound * volume_scale, 0.0, 1.0) pl.volume_db = linear_to_db(vol) if vol > 0.001 else -80.0 add_child(pl) pl.global_position = pos pl.play() if sound_id > 0: _active_3d[sound_id] = pl pl.finished.connect(func(): _active_3d.erase(sound_id); pl.queue_free()) else: pl.finished.connect(pl.queue_free) func stop_sound_3d(sound_id: int) -> void: if _active_3d.has(sound_id): var pl: AudioStreamPlayer3D = _active_3d[sound_id] if is_instance_valid(pl): pl.stop() pl.queue_free() _active_3d.erase(sound_id) func stop_all_sound_3d() -> void: for id in _active_3d.keys(): stop_sound_3d(id) _active_3d.clear() # --- BGM 背景音乐播放 ----------------------------------------------------- func play_music(name: String, volume_scale := 1.0) -> void: if name.is_empty() or name == _bgm_name: return _bgm_name = name var path := name.replace("\\", "/") if not path.is_absolute_path(): var direct := _bgm_root.path_join(name) if FileAccess.file_exists(direct): path = direct elif FileAccess.file_exists(direct + ".mp3"): path = direct + ".mp3" else: path = _find_sound(name) var stream := _load_stream(path) if stream == null: return if stream is AudioStreamMP3: stream.loop = true var nxt := 1 - _bgm_cur _bgm[nxt].stream = stream _bgm[nxt].volume_db = -40.0 _bgm[nxt].play() var target_vol: float = clampf(master_music * volume_scale, 0.0, 1.0) var target_db: float = linear_to_db(target_vol) if target_vol > 0.001 else -80.0 if _bgm_fade_tween and _bgm_fade_tween.is_valid(): _bgm_fade_tween.kill() _bgm_fade_tween = create_tween() _bgm_fade_tween.parallel().tween_property(_bgm[nxt], "volume_db", target_db, 1.2) var cur_player: AudioStreamPlayer = _bgm[_bgm_cur] if cur_player and cur_player.playing: _bgm_fade_tween.parallel().tween_property(cur_player, "volume_db", -40.0, 1.2) _bgm_fade_tween.chain().tween_callback(cur_player.stop) _bgm_cur = nxt func fade_out_music(speed := 0.0) -> void: _bgm_name = "" var dur := 1.5 if speed <= 0.0 else maxf(0.5, 3.0 / speed) var cur_player: AudioStreamPlayer = _bgm[_bgm_cur] if cur_player and cur_player.playing: if _bgm_fade_tween and _bgm_fade_tween.is_valid(): _bgm_fade_tween.kill() _bgm_fade_tween = create_tween() _bgm_fade_tween.tween_property(cur_player, "volume_db", -50.0, dur) _bgm_fade_tween.tween_callback(cur_player.stop) func fade_out_all_music() -> void: fade_out_music(0.0) # --- 音量控制 ------------------------------------------------------------- func set_sound_volume(v: float) -> void: master_sound = clampf(v, 0.0, 1.0) func set_music_volume(v: float) -> void: master_music = clampf(v, 0.0, 1.0) var pl: AudioStreamPlayer = _bgm[_bgm_cur] if pl and pl.playing: pl.volume_db = linear_to_db(master_music) if master_music > 0.001 else -80.0