extends RigidBody export (String, MULTILINE) var patch = "" export (float, 0, 100) var audible_range_max = 10.0 var _my_patch = "res://main.pd" var _my_id = 0 func set_size(size): $CollisionShape.shape.radius = size $MeshInstance.mesh.radius = size $MeshInstance.mesh.height = size * 2 func set_freq(freq): Global._gdpd.start_message(2) Global._gdpd.add_symbol('freq') Global._gdpd.add_float(freq) Global._gdpd.finish_list("fromGodot" + String(_my_id)) func set_gain(gain): Global._gdpd.start_message(2) Global._gdpd.add_symbol('gain') Global._gdpd.add_float(gain) Global._gdpd.finish_list("fromGodot" + String(_my_id)) func set_color(color): $MeshInstance.material_override = SpatialMaterial.new() $MeshInstance.material_override.albedo_color = color func _ready(): # load patch _my_id = Global.load_patch(ProjectSettings.globalize_path(_my_patch)) # listen 'player_transform_updated' event Events.connect("player_transform_updated", self, "_on_Events_player_transform_updated") func _on_Events_player_transform_updated(playerpos, playerheading): var mypos = get_global_translation() var mypos2d = Vector2(mypos.x, mypos.z) var playerpos2d = Vector2(playerpos.x, playerpos.z) # calculate distance var distance = mypos.distance_to(playerpos) # calculate angle var angle = fmod(fmod(playerpos2d.angle_to_point(mypos2d) + playerheading - PI/2, PI*2) + PI*2, PI*2) if angle > PI: angle = angle - PI*2 # (check) # print(str(_my_id) +" : ("+ str(distance) +","+ str(angle) +")") # calculate gain var gain = max(1 - distance/audible_range_max, 0) # send to the patch Global._gdpd.start_message(3) Global._gdpd.add_symbol("panvol") Global._gdpd.add_float(gain) Global._gdpd.add_float(angle) Global._gdpd.finish_list("fromGodot" + String(_my_id)) func _exit_tree(): Global.close_patch(_my_id)