fixes for audio playback and float conversion
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@@ -72,6 +72,13 @@ func stop(fadeout: float = 0.0):
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node_music.stop()
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node_music.stop()
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node_speech.stop()
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node_speech.stop()
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# Godot 4 quirk: manual AudioStreamPlayer.stop() does not emit the `finished`
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# signal (Godot 3 did), so the all_finished/finished handlers don't run and
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# A_finished/B_finished would otherwise stay false from a prior play() —
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# leaving is_playing() stuck at true and blocking the next play().
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A_finished = true
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B_finished = true
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node_speech.volume_db = 0
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node_speech.volume_db = 0
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node_music.volume_db = 0
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node_music.volume_db = 0
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@@ -26,7 +26,12 @@ static func fahrenheit_to_celsius(fahrenheit: float) -> float:
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return (fahrenheit - 32.0) * 5.0/9.0
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return (fahrenheit - 32.0) * 5.0/9.0
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static func code_to_weather(code) -> int:
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static func code_to_weather(code) -> int:
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return weather_codes.get(str(code), WEATHER.UNKNOWN)
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var key: String
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if code is float or code is int:
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key = str(int(code))
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else:
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key = str(code)
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return weather_codes.get(key, WEATHER.UNKNOWN)
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const weather_color := {
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const weather_color := {
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WEATHER.CLOUDY: Color('9fdbff'),
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WEATHER.CLOUDY: Color('9fdbff'),
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