DialogicNode_TypeSounds

This contains the source code documentation of the class DialogicNode_TypeSounds.

DialogicNode_TypeSounds

Inherits: AudioStreamPlayer

Node that allows playing sounds when text characters are revealed. Should be the child of a DialogicNode_DialogText node!

Properties


Methods

ReturnsMethod
voidload_overwrite ( dictionary: Dictionary )
AudioStream[]load_sounds_from_path ( path: String )

Constants

const INTERRUPT = 0

No description available.


const OVERLAP = 1

No description available.


const AWAIT = 2

No description available.


Property Descriptions

var enabled = true

Usefull if you want to change the sounds of different node's sounds


var mode = 0

If true, interrupts the current sound to play a new one


var sounds = []

Array of sounds. Will pick a random one each time.


var end_sound

A sound to be played as the last sound.


var play_every_character = 1

Determines how many characters are between each sound. Default is 1 for playing it every character.


var pitch_variance = 0.0

Allows changing the pitch by a random value from (pitch - pitch_variance) to (pitch + pitch_variance)


var volume_variance = 0.0

Allows changing the volume by a random value from (volume - volume_variance) to (volume + volume_variance)


var ignore_characters = " .,"

Characters that don't increase the 'characters_since_last_sound' variable, useful for the space or fullstop


var characters_since_last_sound = 0

No description available.


var base_pitch = pitch_scale

No description available.


var base_volume = volume_db

No description available.


var RNG = new()

No description available.


var current_overwrite_data = {}

No description available.


Method Descriptions

func load_overwrite ( dictionary: Dictionary ) ⇒ void

No description available.


func load_sounds_from_path ( path: String ) ⇒ AudioStream[]

No description available.