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Fixes to FlxSound when pausing before starting
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@ -21,10 +21,22 @@ class FunkinSound extends FlxSound
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{
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static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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public var isPlaying(get, never):Bool;
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function get_isPlaying():Bool
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{
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return this.playing || this._shouldPlay;
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}
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/**
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* Are we in a state where the song should play but time is negative?
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*/
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var shouldPlay:Bool = false;
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var _shouldPlay:Bool = false;
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/**
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* For debug purposes.
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*/
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var _label:String = "unknown";
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public function new()
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{
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@ -33,7 +45,7 @@ class FunkinSound extends FlxSound
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public override function update(elapsedSec:Float)
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{
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if (!playing && !shouldPlay) return;
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if (!playing && !_shouldPlay) return;
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if (_time < 0)
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{
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@ -41,9 +53,8 @@ class FunkinSound extends FlxSound
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_time += elapsedMs;
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if (_time >= 0)
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{
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_time = 0;
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shouldPlay = false;
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super.play();
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_shouldPlay = false;
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}
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}
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else
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@ -60,29 +71,52 @@ class FunkinSound extends FlxSound
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{
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cleanup(false, true);
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}
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else if (playing || shouldPlay)
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else if (playing)
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{
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return this;
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}
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if (startTime < 0)
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{
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shouldPlay = true;
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_time = startTime;
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this.active = true;
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this._shouldPlay = true;
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this._time = startTime;
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this.endTime = endTime;
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return this;
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}
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if (_paused)
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else
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{
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resume();
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if (_paused)
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{
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resume();
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}
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else
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{
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startSound(startTime);
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}
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this.endTime = endTime;
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return this;
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}
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}
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public override function pause():FunkinSound
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{
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super.pause();
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this._shouldPlay = false;
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return this;
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}
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public override function resume():FunkinSound
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{
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if (this._time < 0)
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{
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this._shouldPlay = true;
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}
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else
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{
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startSound(startTime);
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super.resume();
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}
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this.endTime = endTime;
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return this;
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}
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@ -107,8 +141,14 @@ class FunkinSound extends FlxSound
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sound.loadEmbedded(embeddedSound, looped, autoDestroy, onComplete);
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if (embeddedSound is String)
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{
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sound._label = embeddedSound;
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}
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sound.volume = volume;
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sound.group = FlxG.sound.defaultSoundGroup;
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sound.persist = true;
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if (autoPlay) sound.play();
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// Call OnlLoad() because the sound already loaded
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@ -90,6 +90,7 @@ class SongMetadata
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result.version = this.version;
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result.timeFormat = this.timeFormat;
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result.divisions = this.divisions;
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result.offsets = this.offsets;
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result.timeChanges = this.timeChanges;
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result.looped = this.looped;
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result.playData = this.playData;
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@ -326,12 +326,6 @@ class PlayState extends MusicBeatSubState
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*/
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var overrideMusic:Bool = false;
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/**
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* After the song starts, the song offset may dictate we wait before the instrumental starts.
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* This variable represents that delay, and is subtracted from until it reaches 0, before calling `music.play()`
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*/
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var songStartDelay:Float = 0.0;
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/**
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* Forcibly disables all update logic while the game moves back to the Menu state.
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* This is used only when a critical error occurs and the game absolutely cannot continue.
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@ -781,26 +775,7 @@ class PlayState extends MusicBeatSubState
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Conductor.formatOffset = 0.0;
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}
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if (songStartDelay > 0)
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{
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// Code to handle the song not starting yet (positive instrumental offset in metadata).
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// Wait for offset to elapse before actually hitting play on the instrumental.
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songStartDelay -= elapsed * 1000;
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if (songStartDelay <= 0)
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{
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FlxG.sound.music.play();
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Conductor.update(); // Normal conductor update.
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}
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else
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{
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// Make beat events still happen.
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Conductor.update(Conductor.songPosition + elapsed * 1000);
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}
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}
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else
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{
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Conductor.update(); // Normal conductor update.
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}
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Conductor.update(); // Normal conductor update.
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if (!isGamePaused)
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{
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@ -1046,7 +1021,7 @@ class PlayState extends MusicBeatSubState
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if (event.eventCanceled) return;
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// Resume
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FlxG.sound.music.play();
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FlxG.sound.music.play(FlxG.sound.music.time);
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if (FlxG.sound.music != null && !startingSong && !isInCutscene) resyncVocals();
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@ -1730,21 +1705,9 @@ class PlayState extends MusicBeatSubState
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trace('Playing vocals...');
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add(vocals);
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if (FlxG.sound.music.time < 0)
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{
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// A positive instrumentalOffset means Conductor.songPosition will still be negative after the countdown elapses.
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trace('POSITIVE OFFSET: Waiting to start song...');
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songStartDelay = Math.abs(FlxG.sound.music.time);
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FlxG.sound.music.time = 0;
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FlxG.sound.music.pause();
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vocals.pause();
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}
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else
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{
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FlxG.sound.music.play();
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vocals.play();
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resyncVocals();
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}
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FlxG.sound.music.play(FlxG.sound.music.time);
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vocals.play();
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resyncVocals();
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#if discord_rpc
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// Updating Discord Rich Presence (with Time Left)
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@ -1753,7 +1716,7 @@ class PlayState extends MusicBeatSubState
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if (startTimestamp > 0)
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{
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FlxG.sound.music.time = startTimestamp - Conductor.instrumentalOffset;
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// FlxG.sound.music.time = startTimestamp - Conductor.instrumentalOffset;
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handleSkippedNotes();
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}
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}
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@ -1767,11 +1730,10 @@ class PlayState extends MusicBeatSubState
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// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
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if (!FlxG.sound.music.playing) return;
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if (songStartDelay > 0) return;
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vocals.pause();
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FlxG.sound.music.play();
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FlxG.sound.music.play(FlxG.sound.music.time);
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vocals.time = FlxG.sound.music.time;
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vocals.play(false, FlxG.sound.music.time);
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@ -455,7 +455,11 @@ class SongDifficulty
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public inline function playInst(volume:Float = 1.0, looped:Bool = false):Void
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{
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var suffix:String = (variation != null && variation != '' && variation != 'default') ? '-$variation' : '';
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FlxG.sound.playMusic(Paths.inst(this.song.id, suffix), volume, looped);
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FlxG.sound.music = FunkinSound.load(Paths.inst(this.song.id, suffix), volume, looped);
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// Workaround for a bug where FlxG.sound.music.update() was being called twice.
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FlxG.sound.list.remove(FlxG.sound.music);
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}
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/**
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