extends Node #scene changing var _scenelist = [ "res://cosmic/Scene.tscn", "res://buoyancy/ocean/Ocean.tscn", "res://crickets/src/Sandbox.tscn", "res://mirrors/assets/levels/Game.tscn", "res://pantyTunnel/Scene.tscn", "res://tenniscourts/src/Sandbox.tscn", ] var _sceneidx = 0 func nextScene(): _sceneidx = (_sceneidx + 1) % _scenelist.size() get_tree().change_scene(_scenelist[_sceneidx]) func goScene(n): get_tree().change_scene(_scenelist[n]) #gdpd (pd interface with godot) var _gdpd var _patches = [] export (bool) var _enable_gui = false export (String) var _gui_path = "/Applications/Pd-0.53-1.app/Contents/Resources" export (bool) var _verbose = false export (int) var _sample_rate = 48000 export (int) var _blocksize = 256 func _ready(): _gdpd = load("res://addons/gdpd/bin/gdpd.gdns").new() if _enable_gui: # set gui path to activate gui window (otherwise, nogui) _gdpd.set_gui_path(_gui_path) _gdpd.set_volume(1) # by default, volume(gain) == 0 _gdpd.set_verbose(_verbose) # by default, suppress 'print' _gdpd.init(0, 2, _sample_rate, _blocksize) _gdpd.computeAudio(true) # [; pd dsp 1 ( _gdpd.subscribe("toGodot") # delayed 'stream start' to prevent start-up 'pop' noise. yield(get_tree().create_timer(0.3), "timeout") _gdpd.streamstart() func _exit_tree(): if _patches.size() != 0: print() print("! ======== * purging leftover opened patches ... * ======== !") print() for id in _patches: _gdpd.closePatch(id) _patches.clear() _gdpd.stop() func load_patch(pd_patch) -> int: #the patch path should be the absolute one #separate file name from directory var patch_name = pd_patch.split("/")[-1] var patch_dir = pd_patch.trim_suffix(patch_name) var id = _gdpd.openPatch(patch_name, patch_dir) _patches.append(id) return id func close_patch(id): if id in _patches: _gdpd.closePatch(id) _patches.erase(id) func _process(_delta) : if Input.is_action_just_released("scene1"): goScene(0) if Input.is_action_just_released("scene2"): goScene(1) if Input.is_action_just_released("scene3"): goScene(2) if Input.is_action_just_released("scene4"): goScene(3) if Input.is_action_just_released("scene5"): goScene(4) if Input.is_action_just_released("scene6"): goScene(5) while _gdpd.has_message(): var msg = _gdpd.get_next() print(msg) # if msg[0] == "random": # print("r") # ==== archived. ==== # duplicate "res://" into 'user://' ==> we need godot 4 for this approach.. # _copydirectory_recursive("res://", "user://") ## copy directory recursively ==> we need godot 4 for this approach.. #func _copydirectory_recursive(src, dst): # var dotfolders = RegEx.new() # dotfolders.compile("^\\.\\w*") # var pdfiles = RegEx.new() # pdfiles.compile("\\w+\\.pd$") # var dir = Directory.new() # if dir.open(src) == OK: # dir.list_dir_begin() # var file_name = dir.get_next() # while file_name != "": # if dir.current_is_dir(): # print("Found directory: " + file_name) # if not dotfolders.search(file_name): # dir.make_dir(dst + "/" + file_name) # _copydirectory_recursive(dir.get_current_dir() + "/" + file_name, dst + "/" + file_name) # else: # if pdfiles.search(file_name): # print("Found puredata file: " + file_name) # dir.copy(src + "/" + file_name, dst + "/" + file_name) # # file_name = dir.get_next() # else: # print("An error occurred when trying to access the path. : " + src)