@tool class_name TimedMusicAnimationPlayer extends AnimPlayerEditorCalls @export_node_path("AudioStreamPlayer", "AudioStreamPlayer2D", "AudioStreamPlayer3D") var audio_player: NodePath = ^"": set = set_audio_player ## The index in the animation where the music is played from. @export var music_anim_track_index: int = 0 # The offset from 0.0 seconds when the music starts in the animation. #@export var music_anim_offset: float = 0.0 @export var max_error: float = 0.02175 @export var min_pitch_scale_range: float = 0.0015 @export var max_pitch_scale_range: float = 0.375 @export var max_pitch_scale_difference: float = 1.01 @export var custom_pitch_scale: float = 1.0 var _audio_player: Node var _timer := Timer.new() var _offset: float = 0.0 func _ready() -> void: super() if not Engine.is_editor_hint(): add_child(_timer) _timer.one_shot = false set_audio_player(audio_player) animation_started.connect(_anim_started) func _process(delta: float) -> void: if Engine.is_editor_hint(): super(delta) return if not active or not is_playing() or not is_instance_valid(_audio_player): return var latency: float = AudioServer.get_output_latency() var audio_position: float = _audio_player.get_playback_position() var anim_position: float = current_animation_position + AudioServer.get_time_since_last_mix() var offset: float = anim_position - (audio_position + _offset) var abs_offset: float = absf(offset) SPrint.print_msgf("Audio-Position: %s\nAnim-Position: %s" % [audio_position, anim_position]) SPrint.print_msgf("Audio-Anim Diff: %s" % [audio_position - anim_position]) SPrint.print_msgf("Audio-Pitch: %s\nLatency: %s" % [_audio_player.pitch_scale, latency]) if abs_offset < max_pitch_scale_range and abs_offset > latency:#min_pitch_scale_range: var max_pitch_scale: float = max_pitch_scale_difference var min_pitch_scale: float = custom_pitch_scale + (custom_pitch_scale - max_pitch_scale) var pitch: float = custom_pitch_scale + offset + latency pitch = clampf(pitch, min_pitch_scale, max_pitch_scale) pitch = lerp(_audio_player.pitch_scale, pitch, 1.0 - pow(0.5, delta)) _audio_player.pitch_scale = clampf(pitch, min_pitch_scale, max_pitch_scale) elif abs_offset > max_error: #_audio_player.seek(offset) _audio_player.play((anim_position + _offset) - latency) SPrint.print_msg("Snapped Audio to: %s" % [_audio_player.get_playback_position()]) else: _audio_player.pitch_scale = custom_pitch_scale #func play_timed( #anim_name: StringName, #from_marker: StringName = &"", #end_marker: StringName = &"", #custom_blend: float = -1.0, #custom_speed: float = 1.0, #from_end: bool = false #) -> void: #_anim_started(anim_name) #play_section_with_markers(anim_name, from_marker, end_marker, custom_blend, custom_speed, from_end) func set_audio_player(path: NodePath) -> void: audio_player = path var node: Node = get_node_or_null(path) _audio_player = node if Utils.is_node_audioplayer(node) else null func _anim_started(anim_name: StringName) -> void: if Engine.is_editor_hint(): return var animation: Animation = get_animation(anim_name) animation.track_set_enabled(music_anim_track_index, false) _audio_player.stream = null _offset = animation.track_get_key_time(music_anim_track_index, 0) var duration: float = _offset - current_animation_position if duration > 0.0: _timer.start(duration) var _signals: Array[Signal] = await SignalGroup.await_signals( [_timer.timeout, animation_finished, animation_changed], 1 ) if not _signals.front() == _timer.timeout: return var latency: float = AudioServer.get_output_latency() - AudioServer.get_time_to_next_mix() _audio_player.stream = animation.audio_track_get_key_stream(music_anim_track_index, 0) _audio_player.play(current_animation_position - _offset - latency)