extends Control const gamepadtest = preload("res://gamepad.gd") var bgsound := AudioStreamPlayer.new() var fl var fr var rl var rr # Called when the node enters the scene tree for the first time. func _ready() -> void: fl = $Front_Left fr = $Front_Right rl = $Rear_Left rr = $Rear_Right add_child(bgsound) #add_child(fl) #add_child(fr) bgsound.stream = load(Global.musictracks[21]) bgsound.mix_target = 1 bgsound.bus = "Music" #fl.mix_target = 1 #fr.mix_target = 1 #fl.stream = load("res://sfx/Front_Left.wav") #fr.stream = load("res://sfx/Front_Right.wav") bgsound.set_volume_db(-10) #fl.set_volume_db(10) #fr.set_volume_db(10) bgsound.play(0) func _input(event): gamepadtest.new(event) # Mouse in viewport coordinates. if Input.is_action_just_pressed("ui_cancel"): get_tree().change_scene("res://levels/ui/soundtest.tscn") elif Input.is_action_pressed("ui_left") && Input.is_action_pressed("ui_up"): fl.play(0) elif Input.is_action_pressed("ui_right") && Input.is_action_pressed("ui_up"): fr.play(0) elif Input.is_action_pressed("ui_left") && Input.is_action_pressed("ui_down"): rl.play(0) elif Input.is_action_pressed("ui_right") && Input.is_action_pressed("ui_down"): rr.play(0) #if event is InputEventMouseMotion: # bgsound.position = Vector3(event.position.x-640, 0, event.position.y-480) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass