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Funkin/source/funkin/audio/FunkinSound.hx

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package funkin.audio;
import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.math.FlxMath;
import flixel.sound.FlxSound;
import flixel.system.FlxAssets.FlxSoundAsset;
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import flixel.tweens.FlxTween;
import flixel.util.FlxSignal.FlxTypedSignal;
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import funkin.audio.waveform.WaveformData;
import funkin.audio.waveform.WaveformDataParser;
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import funkin.data.song.SongData.SongMusicData;
import funkin.data.song.SongRegistry;
import funkin.util.tools.ICloneable;
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import funkin.util.flixel.sound.FlxPartialSound;
import funkin.Paths.PathsFunction;
import openfl.Assets;
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import lime.app.Future;
import lime.app.Promise;
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import openfl.media.SoundMixer;
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#if (openfl >= "8.0.0")
#end
/**
* A FlxSound which adds additional functionality:
* - Delayed playback via negative song position.
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* - Easy functions for immediate playback and recycling.
*/
@:nullSafety
class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
{
static final MAX_VOLUME:Float = 1.0;
/**
* An FlxSignal which is dispatched when the volume changes.
*/
public static var onVolumeChanged(get, never):FlxTypedSignal<Float->Void>;
static var _onVolumeChanged:Null<FlxTypedSignal<Float->Void>> = null;
static function get_onVolumeChanged():FlxTypedSignal<Float->Void>
{
if (_onVolumeChanged == null)
{
_onVolumeChanged = new FlxTypedSignal<Float->Void>();
FlxG.sound.volumeHandler = function(volume:Float) {
_onVolumeChanged.dispatch(volume);
}
}
return _onVolumeChanged;
}
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/**
* Using `FunkinSound.load` will override a dead instance from here rather than creating a new one, if possible!
*/
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static var pool(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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/**
* Calculate the current time of the sound.
* NOTE: You need to `add()` the sound to the scene for `update()` to increment the time.
*/
//
public var muted(default, set):Bool = false;
function set_muted(value:Bool):Bool
{
if (value == muted) return value;
muted = value;
updateTransform();
return value;
}
override function set_volume(value:Float):Float
{
// Uncap the volume.
_volume = FlxMath.bound(value, 0.0, MAX_VOLUME);
updateTransform();
return _volume;
}
public var paused(get, never):Bool;
function get_paused():Bool
{
return this._paused;
}
public var isPlaying(get, never):Bool;
function get_isPlaying():Bool
{
return this.playing || this._shouldPlay;
}
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/**
* Waveform data for this sound.
* This is lazily loaded, so it will be built the first time it is accessed.
*/
public var waveformData(get, never):WaveformData;
var _waveformData:Null<WaveformData> = null;
function get_waveformData():WaveformData
{
if (_waveformData == null)
{
_waveformData = WaveformDataParser.interpretFlxSound(this);
if (_waveformData == null) throw 'Could not interpret waveform data!';
}
return _waveformData;
}
/**
* Are we in a state where the song should play but time is negative?
*/
var _shouldPlay:Bool = false;
/**
* For debug purposes.
*/
var _label:String = "unknown";
/**
* Whether we received a focus lost event.
*/
var _lostFocus: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)
{
super.play();
_shouldPlay = false;
}
}
else
{
super.update(elapsedSec);
}
}
public function togglePlayback():FunkinSound
{
if (playing)
{
pause();
}
else
{
resume();
}
return this;
}
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)
{
return this;
}
if (startTime < 0)
{
this.active = true;
this._shouldPlay = true;
this._time = startTime;
this.endTime = endTime;
return this;
}
else
{
if (_paused)
{
resume();
}
else
{
startSound(startTime);
}
this.endTime = endTime;
return this;
}
}
public override function pause():FunkinSound
{
if (_shouldPlay)
{
// This sound will eventually play, but is still at a negative timestamp.
// Manually set the paused flag to ensure proper focus/unfocus behavior.
_shouldPlay = false;
_paused = true;
active = false;
}
else
{
super.pause();
}
return this;
}
/**
* Called when the user clicks to focus on the window.
*/
override function onFocus():Void
{
// Flixel can sometimes toss spurious `onFocus` events, e.g. if the Flixel debugger is toggled
// on and off. We only want to resume the sound if we actually lost focus, and if we weren't
// already paused before we lost focus.
if (_lostFocus && !_alreadyPaused)
{
// trace('Resuming audio (${this._label}) on focus!');
resume();
}
else
{
// trace('Not resuming audio (${this._label}) on focus!');
}
_lostFocus = false;
}
/**
* Called when the user tabs away from the window.
*/
override function onFocusLost():Void
{
// trace('Focus lost, pausing audio!');
_lostFocus = true;
_alreadyPaused = _paused;
pause();
}
public override function resume():FunkinSound
{
if (this._time < 0)
{
// Sound with negative timestamp, restart the timer.
_shouldPlay = true;
_paused = false;
active = true;
}
else
{
super.resume();
}
return this;
}
/**
* Call after adjusting the volume to update the sound channel's settings.
*/
@:allow(flixel.sound.FlxSoundGroup)
override function updateTransform():Void
{
if (_transform != null)
{
_transform.volume = #if FLX_SOUND_SYSTEM ((FlxG.sound.muted || this.muted) ? 0 : 1) * FlxG.sound.volume * #end
(group != null ? group.volume : 1) * _volume * _volumeAdjust;
}
if (_channel != null)
{
_channel.soundTransform = _transform;
}
}
public function clone():FunkinSound
{
var sound:FunkinSound = new FunkinSound();
// Clone the sound by creating one with the same data buffer.
// Reusing the `Sound` object directly causes issues with playback.
@:privateAccess
sound._sound = openfl.media.Sound.fromAudioBuffer(this._sound.__buffer);
// Call init to ensure the FlxSound is properly initialized.
sound.init(this.looped, this.autoDestroy, this.onComplete);
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// Oh yeah, the waveform data is the same too!
@:privateAccess
sound._waveformData = this._waveformData;
return sound;
}
/**
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* Creates a new `FunkinSound` object and loads it as the current music track.
*
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* @param key The key of the music you want to play. Music should be at `music/<key>/<key>.ogg`.
* @param params A set of additional optional parameters.
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* Data should be at `music/<key>/<key>-metadata.json`.
* @return Whether the music was started. `false` if music was already playing or could not be started
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*/
public static function playMusic(key:String, params:FunkinSoundPlayMusicParams):Bool
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{
if (!(params.overrideExisting ?? false) && (FlxG.sound.music?.exists ?? false) && FlxG.sound.music.playing) return false;
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if (!(params.restartTrack ?? false) && FlxG.sound.music?.playing)
{
if (FlxG.sound.music != null && Std.isOfType(FlxG.sound.music, FunkinSound))
{
var existingSound:FunkinSound = cast FlxG.sound.music;
// Stop here if we would play a matching music track.
if (existingSound._label == Paths.music('$key/$key'))
{
return false;
}
}
}
if (FlxG.sound.music != null)
{
FlxG.sound.music.fadeTween?.cancel();
FlxG.sound.music.stop();
FlxG.sound.music.kill();
}
if (params?.mapTimeChanges ?? true)
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{
var songMusicData:Null<SongMusicData> = SongRegistry.instance.parseMusicData(key);
// Will fall back and return null if the metadata doesn't exist or can't be parsed.
if (songMusicData != null)
{
Conductor.instance.mapTimeChanges(songMusicData.timeChanges);
}
else
{
FlxG.log.warn('Tried and failed to find music metadata for $key');
}
}
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var pathsFunction = params.pathsFunction ?? MUSIC;
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var suffix = params.suffix ?? '';
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var pathToUse = switch (pathsFunction)
{
case MUSIC: Paths.music('$key/$key');
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case INST: Paths.inst('$key', suffix);
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default: Paths.music('$key/$key');
}
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var shouldLoadPartial = params.partialParams?.loadPartial ?? false;
// even if we arent' trying to partial load a song, we want to error out any songs in progress,
// so we don't get overlapping music if someone were to load a new song while a partial one is loading!
emptyPartialQueue();
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if (shouldLoadPartial)
{
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var music = FunkinSound.loadPartial(pathToUse, params.partialParams?.start ?? 0.0, params.partialParams?.end ?? 1.0, params?.startingVolume ?? 1.0,
params.loop ?? true, false, false, params.onComplete);
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if (music != null)
{
partialQueue.push(music);
@:nullSafety(Off)
music.future.onComplete(function(partialMusic:Null<FunkinSound>) {
FlxG.sound.music = partialMusic;
FlxG.sound.list.remove(FlxG.sound.music);
if (FlxG.sound.music != null && params.onLoad != null) params.onLoad();
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});
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return true;
}
else
{
return false;
}
}
else
{
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var music = FunkinSound.load(pathToUse, params?.startingVolume ?? 1.0, params.loop ?? true, false, true);
if (music != null)
{
FlxG.sound.music = music;
// Prevent repeat update() and onFocus() calls.
FlxG.sound.list.remove(FlxG.sound.music);
return true;
}
else
{
return false;
}
}
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}
public static function emptyPartialQueue():Void
{
while (partialQueue.length > 0)
{
@:nullSafety(Off)
partialQueue.pop().error("Cancel loading partial sound");
}
}
static var partialQueue:Array<Promise<Null<FunkinSound>>> = [];
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/**
* Creates a new `FunkinSound` object synchronously.
*
* @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.
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* @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.
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* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
*/
public static function load(embeddedSound:FlxSoundAsset, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false, autoPlay:Bool = false,
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?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
{
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@:privateAccess
if (SoundMixer.__soundChannels.length >= SoundMixer.MAX_ACTIVE_CHANNELS)
{
FlxG.log.error('FunkinSound could not play sound, channels exhausted! Found ${SoundMixer.__soundChannels.length} active sound channels.');
return null;
}
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var sound:FunkinSound = pool.recycle(construct);
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// Load the sound.
// Sets `exists = true` as a side effect.
sound.loadEmbedded(embeddedSound, looped, autoDestroy, onComplete);
if (embeddedSound is String)
{
sound._label = embeddedSound;
}
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else
{
sound._label = 'unknown';
}
if (autoPlay) sound.play();
sound.volume = volume;
sound.group = FlxG.sound.defaultSoundGroup;
sound.persist = true;
// Make sure to add the sound to the list.
// If it's already in, it won't get re-added.
// If it's not in the list (it gets removed by FunkinSound.playMusic()),
// it will get re-added (then if this was called by playMusic(), removed again)
FlxG.sound.list.add(sound);
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// Call onLoad() because the sound already loaded
if (onLoad != null && sound._sound != null) onLoad();
return sound;
}
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/**
* Will load a section of a sound file, useful for Freeplay where we don't want to load all the bytes of a song
* @param path The path to the sound file
* @param start The start time of the sound file
* @param end The end time of the sound file
* @param volume Volume to start at
* @param looped Whether the sound file should loop
* @param autoDestroy Whether the sound file should be destroyed after it finishes playing
* @param autoPlay Whether the sound file should play immediately
* @param onComplete Callback when the sound finishes playing
* @param onLoad Callback when the sound finishes loading
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* @return A FunkinSound object
*/
public static function loadPartial(path:String, start:Float = 0, end:Float = 1, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false,
autoPlay:Bool = true, ?onComplete:Void->Void, ?onLoad:Void->Void):Promise<Null<FunkinSound>>
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{
var promise:lime.app.Promise<Null<FunkinSound>> = new lime.app.Promise<Null<FunkinSound>>();
// split the path and get only after first :
// we are bypassing the openfl/lime asset library fuss
path = Paths.stripLibrary(path);
var soundRequest = FlxPartialSound.partialLoadFromFile(path, start, end);
if (soundRequest == null)
{
promise.complete(null);
}
else
{
promise.future.onError(function(e) {
soundRequest.error("Sound loading was errored or cancelled");
});
soundRequest.future.onComplete(function(partialSound) {
var snd = FunkinSound.load(partialSound, volume, looped, autoDestroy, autoPlay, onComplete, onLoad);
promise.complete(snd);
});
}
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return promise;
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}
@:nullSafety(Off)
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public override function destroy():Void
{
// trace('[FunkinSound] Destroying sound "${this._label}"');
super.destroy();
if (fadeTween != null)
{
fadeTween.cancel();
fadeTween = null;
}
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FlxTween.cancelTweensOf(this);
this._label = 'unknown';
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}
/**
* Play a sound effect once, then destroy it.
* @param key
* @param volume
* @return static function construct():FunkinSound
*/
public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void):Void
{
var result = FunkinSound.load(key, volume, false, true, true, onComplete, onLoad);
}
/**
* Stop all sounds in the pool and allow them to be recycled.
*/
public static function stopAllAudio(musicToo:Bool = false):Void
{
for (sound in pool)
{
if (sound == null) continue;
if (!musicToo && sound == FlxG.sound.music) continue;
sound.destroy();
}
}
static function construct():FunkinSound
{
var sound:FunkinSound = new FunkinSound();
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pool.add(sound);
FlxG.sound.list.add(sound);
return sound;
}
}
/**
* Additional parameters for `FunkinSound.playMusic()`
*/
typedef FunkinSoundPlayMusicParams =
{
/**
* The volume you want the music to start at.
* @default `1.0`
*/
var ?startingVolume:Float;
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/**
* The suffix of the music file to play. Usually for "-erect" tracks when loading an INST file
* @default ``
*/
var ?suffix:String;
/**
* Whether to override music if a different track is already playing.
* @default `false`
*/
var ?overrideExisting:Bool;
/**
* Whether to override music if the same track is already playing.
* @default `false`
*/
var ?restartTrack:Bool;
/**
* Whether the music should loop or play once.
* @default `true`
*/
var ?loop:Bool;
/**
* Whether to check for `SongMusicData` to update the Conductor with.
* @default `true`
*/
var ?mapTimeChanges:Bool;
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/**
* Which Paths function to use to load a song
* @default `MUSIC`
*/
var ?pathsFunction:PathsFunction;
var ?partialParams:PartialSoundParams;
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var ?onComplete:Void->Void;
var ?onLoad:Void->Void;
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}
typedef PartialSoundParams =
{
var loadPartial:Bool;
var start:Float;
var end:Float;
}