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Funkin/source/funkin/audio/FunkinSound.hx

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package funkin.audio;
#if flash11
import flash.media.Sound;
import flash.utils.ByteArray;
#end
import flixel.sound.FlxSound;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.system.FlxAssets.FlxSoundAsset;
import openfl.Assets;
#if (openfl >= "8.0.0")
import openfl.utils.AssetType;
#end
/**
* A FlxSound which adds additional functionality:
* - Delayed playback via negative song position.
*/
@:nullSafety
class FunkinSound extends FlxSound
{
static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
/**
* Are we in a state where the song should play but time is negative?
*/
var shouldPlay:Bool = false;
public function new()
{
super();
}
public override function update(elapsedSec:Float)
{
if (!playing && !shouldPlay) return;
if (_time < 0)
{
var elapsedMs = elapsedSec * Constants.MS_PER_SEC;
_time += elapsedMs;
if (_time >= 0)
{
_time = 0;
shouldPlay = false;
super.play();
}
}
else
{
super.update(elapsedSec);
}
}
public override function play(forceRestart:Bool = false, startTime:Float = 0, ?endTime:Float):FunkinSound
{
if (!exists) return this;
if (forceRestart)
{
cleanup(false, true);
}
else if (playing || shouldPlay)
{
return this;
}
if (startTime < 0)
{
shouldPlay = true;
_time = startTime;
this.endTime = endTime;
return this;
}
if (_paused)
{
resume();
}
else
{
startSound(startTime);
}
this.endTime = endTime;
return this;
}
/**
* Creates a new `FunkinSound` object.
*
* @param embeddedSound The embedded sound resource you want to play. To stream, use the optional URL parameter instead.
* @param volume How loud to play it (0 to 1).
* @param looped Whether to loop this sound.
* @param group The group to add this sound to.
* @param autoDestroy Whether to destroy this sound when it finishes playing.
* Leave this value set to `false` if you want to re-use this `FunkinSound` instance.
* @param autoPlay Whether to play the sound immediately or wait for a `play()` call.
* @param onComplete Called when the sound finished playing.
* @param onLoad Called when the sound finished loading. Called immediately for succesfully loaded embedded sounds.
* @return A `FunkinSound` object.
*/
public static function load(embeddedSound:FlxSoundAsset, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false, autoPlay:Bool = false,
?onComplete:Void->Void, ?onLoad:Void->Void):FunkinSound
{
var sound:FunkinSound = cache.recycle(construct);
sound.loadEmbedded(embeddedSound, looped, autoDestroy, onComplete);
sound.volume = volume;
sound.group = FlxG.sound.defaultSoundGroup;
if (autoPlay) sound.play();
// Call OnlLoad() because the sound already loaded
if (onLoad != null && sound._sound != null) onLoad();
return sound;
}
static function construct():FunkinSound
{
var sound:FunkinSound = new FunkinSound();
cache.add(sound);
FlxG.sound.list.add(sound);
return sound;
}
}