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m.cirafisi committed 2026-11-03 23:07:33 +01:00
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class_name CompanionController
extends Node2D
enum State {
IDLE,
DANCE,
SLEEP
}
@export_group("Audio Reactivity")
@export_range(0.01, 1.0, 0.01) var audio_threshold: float = 0.04
@export var dance_decay_time: float = 0.5
@export var idle_to_sleep_time: float = 2.5
@export_group("Rhythm & Squish")
@export_range(0.05, 0.5, 0.01) var squish_amount: float = 0.22
@export var min_dance_animation_speed: float = 0.9
@export var max_dance_animation_speed: float = 2.0
@export_group("Dependencies")
@export var audio_analyzer: SystemAudioAnalyzer
@export var sprite: AnimatedSprite2D
@export var debug_label: Label
@export var volume_bar: ProgressBar
@export var app_selector: OptionButton
var current_state: State = State.IDLE
var _silence_timer: float = 0.0
var _current_rms: float = 0.0
# BPM dinamico: parte da 0 finché la canzone non viene agganciata
var _current_bpm: float = 0.0
var _target_bpm: float = 0.0
var _base_scale: Vector2 = Vector2.ONE
var _beat_phase: float = 0.0
var _current_squish: float = 0.0
var _breathe_time: float = 0.0
var _selected_pid: int = 0
var _known_apps: Array[Dictionary] = []
func _ready() -> void:
_base_scale = scale
_current_bpm = 0.0
_target_bpm = 0.0
if audio_analyzer:
audio_analyzer.volume_updated.connect(_on_volume_updated)
audio_analyzer.bpm_updated.connect(_on_bpm_updated)
audio_analyzer.applications_updated.connect(_on_applications_updated)
if app_selector:
app_selector.item_selected.connect(_on_app_selected)
app_selector.clear()
app_selector.add_item("Tutto il sistema", 0)
_set_state(State.IDLE)
func _on_applications_updated(apps: Array[Dictionary]) -> void:
if not app_selector:
return
# Evita di ricreare la lista se gli elementi sono identici (previene glitch della UI)
var is_same = (apps.size() == _known_apps.size())
if is_same:
for i in range(apps.size()):
if apps[i]["pid"] != _known_apps[i]["pid"] or apps[i]["name"] != _known_apps[i]["name"]:
is_same = false
break
if is_same:
return
_known_apps = apps
var current_selected_pid = _selected_pid
app_selector.clear()
var selected_idx = 0
for i in range(apps.size()):
var app = apps[i]
var label_text = app["name"]
if app["pid"] == 0:
label_text = "Tutto il sistema"
else:
label_text = "%s (PID %d)" % [app["name"], app["pid"]]
app_selector.add_item(label_text, i)
if app["pid"] == current_selected_pid:
selected_idx = i
app_selector.select(selected_idx)
func _on_app_selected(index: int) -> void:
if index >= 0 and index < _known_apps.size():
var chosen = _known_apps[index]
_selected_pid = chosen["pid"]
# Resetta il BPM per rilevare prontamente la nuova applicazione
_target_bpm = 0.0
_current_bpm = 0.0
if audio_analyzer:
audio_analyzer.select_application_pid(_selected_pid)
func _on_bpm_updated(detected_bpm: float) -> void:
if detected_bpm > 50.0:
_target_bpm = detected_bpm
if _current_bpm <= 10.0:
_current_bpm = detected_bpm
func _process(delta: float) -> void:
if _target_bpm > 50.0:
_current_bpm = lerpf(_current_bpm, _target_bpm, delta * 3.0)
_handle_state_logic(delta)
_handle_rhythm_squish(delta)
_update_debug_ui()
func _on_volume_updated(rms: float) -> void:
_current_rms = lerpf(_current_rms, rms, 0.35)
func _handle_state_logic(delta: float) -> void:
var is_audio_playing: bool = _current_rms >= audio_threshold
match current_state:
State.DANCE:
if is_audio_playing:
_silence_timer = 0.0
_scale_dance_speed(_current_rms)
else:
_silence_timer += delta
if _silence_timer >= dance_decay_time:
_set_state(State.IDLE)
State.IDLE:
if is_audio_playing:
_set_state(State.DANCE)
else:
_silence_timer += delta
if _silence_timer >= idle_to_sleep_time:
_set_state(State.SLEEP)
State.SLEEP:
if is_audio_playing:
_set_state(State.DANCE)
func _set_state(new_state: State) -> void:
current_state = new_state
_silence_timer = 0.0
match current_state:
State.IDLE:
if sprite:
sprite.speed_scale = 1.0
_play_animation("idle")
State.DANCE:
_scale_dance_speed(_current_rms)
_play_animation("dance")
State.SLEEP:
if sprite:
sprite.speed_scale = 1.0
_play_animation("sleep")
func _scale_dance_speed(rms: float) -> void:
var normalized_intensity: float = clampf((rms - audio_threshold) * 2.5, 0.0, 1.0)
var target_speed: float = lerpf(min_dance_animation_speed, max_dance_animation_speed, normalized_intensity)
if sprite:
sprite.speed_scale = target_speed
func _play_animation(anim_name: String) -> void:
if sprite and sprite.sprite_frames and sprite.sprite_frames.has_animation(anim_name):
sprite.play(anim_name)
func _handle_rhythm_squish(delta: float) -> void:
match current_state:
State.DANCE:
var effective_bpm = _current_bpm if _current_bpm > 50.0 else 130.0
var beats_per_second: float = effective_bpm / 60.0
_beat_phase += delta * beats_per_second * TAU
var raw_wave: float = -cos(_beat_phase)
var shaped_wave: float = sign(raw_wave) * pow(abs(raw_wave), 0.75)
var dynamic_depth: float = squish_amount * clampf(0.8 + _current_rms * 0.8, 0.8, 1.5)
var target_squish: float = shaped_wave * dynamic_depth
_current_squish = lerpf(_current_squish, target_squish, delta * 25.0)
scale.x = _base_scale.x * (1.0 + _current_squish * 0.85)
scale.y = _base_scale.y * (1.0 - _current_squish)
State.IDLE:
_current_squish = lerpf(_current_squish, 0.0, delta * 6.0)
_breathe_time += delta * 2.2
var breathe: float = sin(_breathe_time) * 0.025
scale = Vector2(_base_scale.x * (1.0 + breathe), _base_scale.y * (1.0 - breathe))
State.SLEEP:
_current_squish = lerpf(_current_squish, 0.0, delta * 6.0)
_breathe_time += delta * 1.2
var deep_breathe: float = sin(_breathe_time) * 0.018
scale = Vector2(_base_scale.x * (1.0 - deep_breathe), _base_scale.y * (1.0 + deep_breathe))
func _update_debug_ui() -> void:
if volume_bar:
volume_bar.value = _current_rms
if debug_label:
var bpm_str = "Rilevamento..."
if _current_bpm > 50.0:
bpm_str = "%d BPM" % round(_current_bpm)
debug_label.text = "Stato: %s | Volume: %.2f | %s" % [
State.keys()[current_state],
_current_rms,
bpm_str
]
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uid://b8bfvlbipx8j8
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class_name SystemAudioAnalyzer
extends Node
## Emette il valore RMS continuo [0.0 - 1.0] esclusivo dell'audio di sistema/applicazione
signal volume_updated(rms_value: float)
## Emette il BPM rilevato in tempo reale dalla musica
signal bpm_updated(bpm: float)
## Emette la lista delle applicazioni audio attive (es. Spotify, Chrome, Discord)
signal applications_updated(apps: Array[Dictionary])
@export var udp_port: int = 4242
@export var cmd_port: int = 4243
@export_group("Gain & Sensitivity")
@export var system_audio_gain: float = 3.8
@export var system_noise_floor: float = 0.0003
var _udp_peer: PacketPeerUDP
var _udp_send: PacketPeerUDP
var _loopback_pid: int = -1
var _loopback_rms: float = 0.0
var _last_bpm: float = 0.0
var _watchdog_timer: float = 0.0
func _ready() -> void:
_init_native_wasapi_loopback()
func _init_native_wasapi_loopback() -> void:
_udp_peer = PacketPeerUDP.new()
var err = _udp_peer.bind(udp_port, "*")
if err != OK:
err = _udp_peer.bind(udp_port, "127.0.0.1")
_udp_send = PacketPeerUDP.new()
_udp_send.set_dest_address("127.0.0.1", cmd_port)
if err == OK:
var exe_path = ProjectSettings.globalize_path("res://bin/LoopbackCapture.exe")
if FileAccess.file_exists("res://bin/LoopbackCapture.exe"):
_loopback_pid = OS.create_process(exe_path, [str(udp_port)], false)
## Invia al bridge la richiesta di ascoltare SOLO l'applicazione con il PID specificato (0 = Tutto)
func select_application_pid(pid: int) -> void:
if _udp_send:
var msg = "PID:%d" % pid
_udp_send.put_packet(msg.to_utf8_buffer())
print("[SystemAudioAnalyzer] Applicazione audio selezionata PID: ", pid)
func _process(delta: float) -> void:
# Watchdog: se LoopbackCapture non è in esecuzione, riavvialo automaticamente
_watchdog_timer += delta
if _watchdog_timer >= 2.0:
_watchdog_timer = 0.0
if _loopback_pid <= 0 or not OS.is_process_running(_loopback_pid):
var exe_path = ProjectSettings.globalize_path("res://bin/LoopbackCapture.exe")
if FileAccess.file_exists("res://bin/LoopbackCapture.exe"):
_loopback_pid = OS.create_process(exe_path, [str(udp_port)], false)
# Lettura esclusiva dell'Audio di Sistema o dell'Applicazione selezionata (Zero Microfono)
if _udp_peer:
var packet_received: bool = false
while _udp_peer.get_available_packet_count() > 0:
var packet: PackedByteArray = _udp_peer.get_packet()
# Pacchetto con la lista delle applicazioni attive (APPS:...)
if packet.size() > 5 and packet[0] == 65 and packet[1] == 80 and packet[2] == 80 and packet[3] == 83 and packet[4] == 58:
var text: String = packet.get_string_from_utf8()
_parse_applications_list(text)
continue
# Pacchetto audio standard: 8 byte (4 byte RMS + 4 byte BPM)
if packet.size() >= 4:
_loopback_rms = packet.decode_float(0)
packet_received = true
if packet.size() >= 8:
var incoming_bpm: float = packet.decode_float(4)
if incoming_bpm > 50.0:
_last_bpm = incoming_bpm
bpm_updated.emit(incoming_bpm)
if not packet_received:
_loopback_rms = move_toward(_loopback_rms, 0.0, delta * 3.0)
# Calcolo Volume Percepito (Curva Loudness)
var processed_rms: float = 0.0
if _loopback_rms > system_noise_floor:
processed_rms = clampf(sqrt(_loopback_rms) * system_audio_gain, 0.0, 1.0)
volume_updated.emit(processed_rms)
func _parse_applications_list(raw_text: String) -> void:
var payload = raw_text.substr(5)
var tokens = payload.split(";")
var apps: Array[Dictionary] = []
for token in tokens:
var parts = token.split(":")
if parts.size() >= 2:
var pid = int(parts[0])
var name = parts[1]
apps.append({"pid": pid, "name": name})
if not apps.is_empty():
applications_updated.emit(apps)
func _exit_tree() -> void:
if _loopback_pid > 0:
OS.kill(_loopback_pid)
if _udp_peer:
_udp_peer.close()
if _udp_send:
_udp_send.close()
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uid://c76vsjv0asi61