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Stop audio from playing when looping, and the audio does not play at the first frame

This commit is contained in:
Emmanouil Papadeas 2024-12-13 17:13:32 +02:00
parent fa3642f99c
commit 019a8db21c
2 changed files with 20 additions and 0 deletions

View file

@ -1,7 +1,14 @@
extends Panel
## Emitted when the animation starts playing.
signal animation_started(forward: bool)
## Emitted when the animation reaches the final frame and is not looping,
## or if the animation is manually paused.
## Note: This signal is not emitted if the animation is looping.
signal animation_finished
## Emitted when the animation loops, meaning when it reaches the final frame
## and the animation keeps playing.
signal animation_looped
enum LoopType { NO, CYCLE, PINGPONG }
@ -688,9 +695,11 @@ func _on_AnimationTimer_timeout() -> void:
animation_timer.wait_time = (
project.frames[project.current_frame].duration * (1 / fps)
)
animation_looped.emit()
animation_timer.start()
LoopType.PINGPONG:
animation_forward = false
animation_looped.emit()
_on_AnimationTimer_timeout()
else:
@ -713,9 +722,11 @@ func _on_AnimationTimer_timeout() -> void:
animation_timer.wait_time = (
project.frames[project.current_frame].duration * (1 / fps)
)
animation_looped.emit()
animation_timer.start()
LoopType.PINGPONG:
animation_forward = true
animation_looped.emit()
_on_AnimationTimer_timeout()
frame_scroll_container.ensure_control_visible(
Global.frame_hbox.get_child(project.current_frame)

View file

@ -47,6 +47,7 @@ func _ready() -> void:
layer.audio_changed.connect(func(): audio_player.stream = layer.audio)
add_child(audio_player)
Global.animation_timeline.animation_started.connect(_on_animation_started)
Global.animation_timeline.animation_looped.connect(_on_animation_looped)
Global.animation_timeline.animation_finished.connect(_on_animation_finished)
custom_minimum_size.y = Global.animation_timeline.cel_size
label.text = layer.name
@ -78,6 +79,14 @@ func _on_animation_started(_dir: bool) -> void:
_play_audio()
func _on_animation_looped() -> void:
var layer := Global.current_project.layers[layer_index]
if layer is AudioLayer:
if layer.playback_frame != 0:
if is_instance_valid(audio_player):
audio_player.stop()
func _on_animation_finished() -> void:
animation_running = false
if is_instance_valid(audio_player):