extends Node2D # Called when the node enters the scene tree for the first time. var bgsound := AudioStreamPlayer.new() var song1 = load("res://music/yes-i-see.ogg") var song2 = load("res://music/tekilla.ogg") var song3 = load("res://music/sweetest-sin.ogg") var playstart = false var playindex = 0 func _ready(): add_child(bgsound) bgsound.stream = song1 bgsound.play(0) #pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): var bgtime = bgsound.get_playback_position() + AudioServer.get_time_since_last_mix() # Compensate for output latency. bgtime -= AudioServer.get_output_latency() print("Time is: ", bgtime) if bgtime < 0: if playstart: if playindex == 0: playindex = 1 playstart = false bgsound.stream = song2 bgsound.play(0) elif playindex == 1: playindex = 2 playstart = false bgsound.stream = song3 bgsound.play(0) else: _complete() elif bgsound.has_stream_playback(): playstart = true #pass func _complete(): # This is like autoloading the scene, only # it happens after already loading the main scene. get_tree().change_scene_to_file("res://backgounds/radio.tscn") #get_tree().root.add_child(title) #get_tree().root.remove_child(boot) #boot.queue_free() func _input(event): # Mouse in viewport coordinates. if event is InputEventMouseButton || Input.is_joy_button_pressed(0,JOY_BUTTON_X) || Input.is_joy_button_pressed(0,JOY_BUTTON_Y) || Input.is_joy_button_pressed(0,JOY_BUTTON_A) || Input.is_joy_button_pressed(0,JOY_BUTTON_B) || Input.is_joy_button_pressed(0,JOY_BUTTON_BACK) || Input.is_joy_button_pressed(0,JOY_BUTTON_START) || Input.is_joy_button_pressed(0,JOY_BUTTON_RIGHT_SHOULDER) || Input.is_joy_button_pressed(0,JOY_BUTTON_LEFT_SHOULDER): #print("Mouse Click/Unclick at: ", event.position) _complete()