Fixed critical sound timing bug. Finally, after a couple of days of banging my head against this problem and sound getting progressively worse, it's fixed. Turned out the fix was a very simple timing issue for when to play sounds.

This commit is contained in:
Storm Dragon
2025-09-19 12:51:45 -04:00
parent f2079261d1
commit a98783dbc4
2 changed files with 187 additions and 19 deletions

View File

@@ -120,24 +120,25 @@ class Sound:
pygame.event.clear()
pygame.mixer.stop()
# Play the sound
channel = self.sounds[soundName].play(-1 if loop else 0)
if not channel:
return None
# Apply appropriate volume settings
sfx_volume = self.volumeService.get_sfx_volume()
# Handle positional audio if positions are provided
# Handle positional audio if positions are provided - check range BEFORE starting sound
if playerPos is not None and objPos is not None:
# Calculate stereo panning
left_vol, right_vol = self._get_stereo_panning(playerPos, objPos, centerDistance)
# Don't play if out of range
if left_vol == 0 and right_vol == 0:
channel.stop()
return None
# Play the sound
channel = self.sounds[soundName].play(-1 if loop else 0)
if not channel:
return None
# Apply volume settings
if playerPos is not None and objPos is not None:
# Apply positional volume adjustments
channel.set_volume(volume * left_vol * sfx_volume, volume * right_vol * sfx_volume)
else:
@@ -351,6 +352,10 @@ def _find_matching_sound(soundPattern, sounds):
keys = [k for k in sounds.keys() if re.match("^" + soundPattern + ".*", k)]
return random.choice(keys) if keys else None
def get_available_channel():
"""Get an available channel for playing sounds."""
return pygame.mixer.find_channel()
# Global functions for backward compatibility
def play_bgm(musicFile):
"""Play background music with proper volume settings."""
@@ -425,20 +430,22 @@ def play_sound(sound_or_name, volume=1.0, loop=False, playerPos=None, objPos=Non
# Case 4: Sound name with dictionary
elif isinstance(sounds, dict) and isinstance(sound_or_name, str) and sound_or_name in sounds:
# Apply volume settings
sfx_vol = volumeService.get_sfx_volume()
# Handle positional audio - check range BEFORE starting sound
if playerPos is not None and objPos is not None:
left_vol, right_vol = _get_stereo_panning(playerPos, objPos, centerDistance)
if left_vol == 0 and right_vol == 0:
return None # Don't start sound if out of range
# Play the sound
channel = sounds[sound_or_name].play(-1 if loop else 0)
if not channel:
return None
# Apply volume settings
sfx_vol = volumeService.get_sfx_volume()
# Handle positional audio
if playerPos is not None and objPos is not None:
left_vol, right_vol = _get_stereo_panning(playerPos, objPos, centerDistance)
if left_vol == 0 and right_vol == 0:
channel.stop()
return None
channel.set_volume(volume * left_vol * sfx_vol, volume * right_vol * sfx_vol)
else:
channel.set_volume(volume * sfx_vol)

171
speech.py
View File

@@ -130,15 +130,31 @@ def speak(text, interrupt=True):
_speechInstance = Speech.get_instance()
_speechInstance.speak(text, interrupt)
def messagebox(text):
"""Display a simple message box with text.
Shows a message that can be repeated until the user chooses to continue.
def messagebox(text, sounds=None):
"""Enhanced messagebox with dialog support.
Args:
text (str): Message to display
text (str or dict): Simple string message or dialog configuration dict
sounds (Sound object, optional): Sound system for playing dialog audio
"""
speech = Speech.get_instance()
# Handle simple string (backward compatibility)
if isinstance(text, str):
_show_simple_message(speech, text)
return
# Handle dialog format
if isinstance(text, dict) and "entries" in text:
_show_dialog_sequence(speech, text, sounds)
return
# Fallback to simple message if format not recognized
_show_simple_message(speech, str(text))
def _show_simple_message(speech, text):
"""Show a simple text message (original messagebox behavior)."""
speech.speak(text + "\nPress any key to repeat or enter to continue.")
while True:
event = pygame.event.wait()
@@ -147,3 +163,148 @@ def messagebox(text):
speech.speak(" ")
return
speech.speak(text + "\nPress any key to repeat or enter to continue.")
def _show_dialog_sequence(speech, dialog_config, sounds):
"""Show a dialog sequence with character speech and optional sounds.
Args:
speech: Speech instance for text-to-speech
dialog_config (dict): Dialog configuration with entries list and optional settings
sounds: Sound system for playing audio files
"""
entries = dialog_config.get("entries", [])
allow_skip = dialog_config.get("allow_skip", False)
dialog_sound = dialog_config.get("sound", None)
if not entries:
return
entry_index = 0
while entry_index < len(entries):
entry = entries[entry_index]
# Play sound before showing dialog
_play_dialog_sound(entry, dialog_config, sounds)
# Format and show the dialog text
formatted_text = _format_dialog_entry(entry)
if not formatted_text:
entry_index += 1
continue
# Show dialog with appropriate controls (only on first entry)
if entry_index == 0:
if allow_skip:
control_text = "\nPress any key to repeat, enter for next, or escape to skip all."
else:
control_text = "\nPress any key to repeat or enter for next."
else:
control_text = "" # No instructions after first entry
speech.speak(formatted_text + control_text)
# Handle user input
while True:
event = pygame.event.wait()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
if allow_skip:
speech.speak(" ")
return # Skip entire dialog sequence
else:
# Escape acts like enter if skip not allowed
speech.speak(" ")
entry_index += 1
break
elif event.key == pygame.K_RETURN:
speech.speak(" ")
entry_index += 1
break
else:
# Repeat current entry (include instructions only on first entry)
repeat_text = formatted_text
if entry_index == 0:
repeat_text += control_text
speech.speak(repeat_text)
def _format_dialog_entry(entry):
"""Format a dialog entry for display.
Args:
entry (dict): Dialog entry with text, optional speaker, and optional narrative flag
Returns:
str: Formatted text for speech
"""
text = entry.get("text", "")
speaker = entry.get("speaker", None)
is_narrative = entry.get("narrative", False)
if not text:
return ""
if is_narrative:
# Narrative text - no speaker name
return text
elif speaker:
# Character dialog - include speaker name
return f"{speaker}: \"{text}\""
else:
# Plain text - no special formatting
return text
def _play_dialog_sound(entry, dialog_config, sounds):
"""Play appropriate sound for a dialog entry and wait for it to complete.
Args:
entry (dict): Dialog entry that may have a sound
dialog_config (dict): Dialog configuration that may have a default sound
sounds: Sound system (either Sound class instance or dictionary of sounds)
"""
if not sounds:
return
sound_to_play = None
# Determine which sound to play (priority order)
if entry.get("sound"):
# Entry-specific sound (highest priority)
sound_to_play = entry["sound"]
elif dialog_config.get("sound"):
# Dialog-specific sound (medium priority)
sound_to_play = dialog_config["sound"]
else:
# Default dialogue.ogg (lowest priority)
sound_to_play = "dialogue" # Will look for dialogue.ogg
if sound_to_play:
try:
# Handle both Sound class instances and sound dictionaries
if hasattr(sounds, 'sounds') and sound_to_play in sounds.sounds:
# Sound class instance (like from libstormgames Sound class)
sound_obj = sounds.sounds[sound_to_play]
from .sound import get_available_channel
channel = get_available_channel()
channel.play(sound_obj)
sound_duration = sound_obj.get_length()
if sound_duration > 0:
pygame.time.wait(int(sound_duration * 1000))
elif isinstance(sounds, dict) and sound_to_play in sounds:
# Dictionary of pygame sound objects (like from initialize_gui)
sound_obj = sounds[sound_to_play]
from .sound import get_available_channel
channel = get_available_channel()
channel.play(sound_obj)
sound_duration = sound_obj.get_length()
if sound_duration > 0:
pygame.time.wait(int(sound_duration * 1000))
elif hasattr(sounds, 'play'):
# Try using a play method if available
sounds.play(sound_to_play)
pygame.time.wait(500) # Default delay if can't get duration
except Exception:
# Sound missing or error - continue silently without crashing
pass