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Funkin/source/funkin/audio/VoicesGroup.hx

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package funkin.audio;
import flixel.sound.FlxSound;
import flixel.group.FlxGroup.FlxTypedGroup;
class VoicesGroup extends SoundGroup
{
var playerVoices:FlxTypedGroup<FlxSound>;
var opponentVoices:FlxTypedGroup<FlxSound>;
/**
* Control the volume of only the sounds in the player group.
*/
public var playerVolume(default, set):Float = 1.0;
/**
* Control the volume of only the sounds in the opponent group.
*/
public var opponentVolume(default, set):Float = 1.0;
/**
* Set the time offset for the player's vocal track.
*/
public var playerVoicesOffset(default, set):Float = 0.0;
/**
* Set the time offset for the opponent's vocal track.
*/
public var opponentVoicesOffset(default, set):Float = 0.0;
public function new()
{
super();
playerVoices = new FlxTypedGroup<FlxSound>();
opponentVoices = new FlxTypedGroup<FlxSound>();
}
/**
* Add a voice to the player group.
*/
public function addPlayerVoice(sound:FlxSound):Void
{
super.add(sound);
playerVoices.add(sound);
}
function set_playerVolume(volume:Float):Float
{
playerVoices.forEachAlive(function(voice:FlxSound) {
voice.volume = volume;
});
return playerVolume = volume;
}
override function set_time(time:Float):Float
{
forEachAlive(function(snd) {
// account for different offsets per sound?
snd.time = time;
});
playerVoices.forEachAlive(function(voice:FlxSound) {
voice.time -= playerVoicesOffset;
});
opponentVoices.forEachAlive(function(voice:FlxSound) {
voice.time -= opponentVoicesOffset;
});
return time;
}
function set_playerVoicesOffset(offset:Float):Float
{
playerVoices.forEachAlive(function(voice:FlxSound) {
voice.time += playerVoicesOffset;
voice.time -= offset;
});
return playerVoicesOffset = offset;
}
function set_opponentVoicesOffset(offset:Float):Float
{
opponentVoices.forEachAlive(function(voice:FlxSound) {
voice.time += opponentVoicesOffset;
voice.time -= offset;
});
return opponentVoicesOffset = offset;
}
public override function update(elapsed:Float):Void
{
forEachAlive(function(snd) {
if (snd.time < 0)
{
// Sync the time without calling update().
// time gets reset if it's negative.
snd.time += elapsed * 1000;
}
else
{
snd.update(elapsed);
}
});
}
/**
* Add a voice to the opponent group.
*/
public function addOpponentVoice(sound:FlxSound):Void
{
super.add(sound);
opponentVoices.add(sound);
}
function set_opponentVolume(volume:Float):Float
{
opponentVoices.forEachAlive(function(voice:FlxSound) {
voice.volume = volume;
});
return opponentVolume = volume;
}
public override function clear():Void
{
playerVoices.clear();
opponentVoices.clear();
super.clear();
}
public override function destroy():Void
{
playerVoices.destroy();
opponentVoices.destroy();
super.destroy();
}
}