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Funkin/source/funkin/audio/SoundGroup.hx

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package funkin.audio;
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import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.sound.FlxSound;
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/**
* A group of FlxSounds that are all synced together.
* Unlike FlxSoundGroup, you cann also control their time and pitch.
*/
class SoundGroup extends FlxTypedGroup<FlxSound>
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{
public var time(get, set):Float;
public var volume(get, set):Float;
public var pitch(get, set):Float;
public function new()
{
super();
}
@:deprecated("Create sound files and call add() instead")
public static function build(song:String, ?files:Array<String> = null):SoundGroup
{
var result = new SoundGroup();
if (files == null)
{
// Add an empty voice.
result.add(new FlxSound());
return result;
}
for (sndFile in files)
{
var snd:FlxSound = new FlxSound().loadEmbedded(Paths.voices(song, '$sndFile'));
FlxG.sound.list.add(snd); // adds it to sound group for proper volumes
result.add(snd); // adds it to main group for other shit
}
return result;
}
/**
* Finds the largest deviation from the desired time inside this SoundGroup.
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*
* @param targetTime The time to check against.
* If none is provided, it checks the time of all members against the first member of this SoundGroup.
* @return The largest deviation from the target time found.
*/
public function checkSyncError(?targetTime:Float):Float
{
var error:Float = 0;
forEachAlive(function(snd) {
if (targetTime == null) targetTime = snd.time;
else
{
var diff:Float = snd.time - targetTime;
if (Math.abs(diff) > Math.abs(error)) error = diff;
}
});
return error;
}
/**
* Add a sound to the group.
*/
public override function add(sound:FlxSound):FlxSound
{
var result:FlxSound = super.add(sound);
if (result == null) return null;
// We have to play, then pause the sound to set the time,
// else the sound will restart immediately when played.
result.play(true, 0.0);
result.pause();
result.time = this.time;
result.onComplete = function() {
this.onComplete();
}
// Apply parameters to the new sound.
result.pitch = this.pitch;
result.volume = this.volume;
return result;
}
public dynamic function onComplete():Void {}
/**
* Pause all the sounds in the group.
*/
public function pause()
{
forEachAlive(function(sound:FlxSound) {
sound.pause();
});
}
/**
* Play all the sounds in the group.
*/
public function play(forceRestart:Bool = false, startTime:Float = 0.0, ?endTime:Float)
{
forEachAlive(function(sound:FlxSound) {
sound.play(forceRestart, startTime, endTime);
});
}
/**
* Resume all the sounds in the group.
*/
public function resume()
{
forEachAlive(function(sound:FlxSound) {
sound.resume();
});
}
/**
* Stop all the sounds in the group.
*/
public function stop()
{
forEachAlive(function(sound:FlxSound) {
sound.stop();
});
}
/**
* Remove all sounds from the group.
*/
public override function clear():Void
{
this.stop();
super.clear();
}
function get_time():Float
{
if (getFirstAlive() != null) return getFirstAlive().time;
else
return 0;
}
function set_time(time:Float):Float
{
forEachAlive(function(snd) {
// account for different offsets per sound?
snd.time = time;
});
return time;
}
function get_volume():Float
{
if (getFirstAlive() != null) return getFirstAlive().volume;
else
return 1;
}
// in PlayState, adjust the code so that it only mutes the player1 vocal tracks?
function set_volume(volume:Float):Float
{
forEachAlive(function(snd) {
snd.volume = volume;
});
return volume;
}
function get_pitch():Float
{
#if FLX_PITCH
if (getFirstAlive() != null) return getFirstAlive().pitch;
else
#end
return 1;
}
function set_pitch(val:Float):Float
{
#if FLX_PITCH
trace('Setting audio pitch to ' + val);
forEachAlive(function(snd) {
snd.pitch = val;
});
#end
return val;
}
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}