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2 Commits

Author SHA1 Message Date
Storm Dragon
9996cdc08b Added ability to have character dialogs. 2025-09-18 14:35:28 -04:00
Storm Dragon
8c57afe65b More playing with the mixer for stability and fewer or no clicks. 2025-09-17 17:44:04 -04:00
3 changed files with 162 additions and 6 deletions

View File

@@ -46,9 +46,9 @@ def initialize_gui(gameTitle):
# Initialize audio system if not already done
if not pygame.mixer.get_init():
pygame.mixer.pre_init(44100, -16, 2, 1536)
pygame.mixer.pre_init(44100, -16, 2, 4096)
pygame.mixer.init()
pygame.mixer.set_num_channels(64)
pygame.mixer.set_num_channels(48)
pygame.mixer.set_reserved(0) # Reserve channel for cut scenes
# Enable key repeat for volume controls

View File

@@ -29,8 +29,9 @@ class Sound:
self.volumeService = volumeService or VolumeService.get_instance()
if not pygame.mixer.get_init():
pygame.mixer.pre_init(44100, -16, 2, 4096)
pygame.mixer.init()
pygame.mixer.set_num_channels(64)
pygame.mixer.set_num_channels(48)
pygame.mixer.set_reserved(0)
self.load_sounds()

161
speech.py
View File

@@ -130,15 +130,34 @@ def speak(text, interrupt=True):
_speechInstance = Speech.get_instance()
_speechInstance.speak(text, interrupt)
def messagebox(text):
"""Display a simple message box with text.
def messagebox(text, sounds=None):
"""Display a message box with text and optional dialog support.
Shows a message that can be repeated until the user chooses to continue.
Supports both simple text messages and dialog sequences with character speech and sounds.
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 +166,139 @@ 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 for playing audio files
"""
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:
# Check if sound exists in the sound system
if hasattr(sounds, 'sounds') and sound_to_play in sounds.sounds:
sound_obj = sounds.sounds[sound_to_play]
# Play the sound
channel = sound_obj.play()
# Wait for the sound to finish
sound_duration = sound_obj.get_length()
if sound_duration > 0:
pygame.time.wait(int(sound_duration * 1000)) # Convert to milliseconds
elif hasattr(sounds, 'play'):
# Try using a play method if available
sounds.play(sound_to_play)
# If we can't get duration, add a small delay
pygame.time.wait(500) # 0.5 second default delay
except Exception:
# Sound missing or error - continue silently without crashing
pass