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Merge pull request #99 from FunkinCrew/feature/split-vocals

Ported chart format (fixing story menu) and split vocals
This commit is contained in:
Cameron Taylor 2023-05-26 14:13:14 -04:00 committed by GitHub
commit 6ab391d57a
25 changed files with 433 additions and 513 deletions

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@ -89,7 +89,7 @@
{
"name": "json2object",
"type": "haxelib",
"version": null
"version": "3.11.0"
},
{
"name": "lime",
@ -118,4 +118,4 @@
"version": "0.2.2"
}
]
}
}

View file

@ -46,8 +46,7 @@ enum Control
#end
}
@:enum
abstract Action(String) to String from String
enum abstract Action(String) to String from String
{
var UI_UP = "ui_up";
var UI_LEFT = "ui_left";

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@ -882,10 +882,10 @@ class FreeplayState extends MusicBeatSubstate
}
}
override function switchTo(nextState:FlxState):Bool
override function startOutro(onComplete:() -> Void):Void
{
clearDaCache(songs[curSelected].songName);
return super.switchTo(nextState);
super.startOutro(onComplete);
}
function changeDiff(change:Int = 0)

View file

@ -144,7 +144,7 @@ class InputFormatter
}
@:forward
@:enum abstract ControllerName(String) from String to String
enum abstract ControllerName(String) from String to String
{
var OUYA = "Ouya";
var PS4 = "PS4";

View file

@ -5,7 +5,7 @@ import flixel.FlxSubState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.group.FlxGroup;
import flixel.math.FlxMath;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.system.debug.stats.StatsGraph;
import flixel.text.FlxText;
import flixel.util.FlxColor;

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@ -146,15 +146,20 @@ class MusicBeatState extends FlxUIState
sort(SortUtil.byZIndex, FlxSort.ASCENDING);
}
override function switchTo(nextState:FlxState):Bool
override function startOutro(onComplete:() -> Void):Void
{
var event = new StateChangeScriptEvent(ScriptEvent.STATE_CHANGE_BEGIN, nextState, true);
var event = new StateChangeScriptEvent(ScriptEvent.STATE_CHANGE_BEGIN, null, true);
dispatchEvent(event);
if (event.eventCanceled) return false;
return super.switchTo(nextState);
if (event.eventCanceled)
{
return;
}
else
{
onComplete();
}
}
public override function openSubState(targetSubstate:FlxSubState):Void

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@ -3,7 +3,7 @@ package funkin;
import flixel.FlxSprite;
import flixel.addons.transition.FlxTransitionableState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.text.FlxText;
import flixel.tweens.FlxEase;
import flixel.tweens.FlxTween;

View file

@ -119,16 +119,21 @@ class SongLoad
switch (diff)
{
case 'easy':
speedShit = songData.speed.easy;
speedShit = songData?.speed?.easy ?? 1.0;
case 'normal':
speedShit = songData.speed.normal;
speedShit = songData?.speed?.normal ?? 1.0;
case 'hard':
speedShit = songData.speed.hard;
speedShit = songData?.speed?.hard ?? 1.0;
}
if (songData.speedMap[diff] == null) songData.speedMap[diff] = 1;
speedShit = songData.speedMap[diff];
if (songData?.speedMap == null || songData?.speedMap[diff] == null)
{
speedShit = 1;
}
else
{
speedShit = songData.speedMap[diff];
}
return speedShit;
}

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@ -1,7 +1,7 @@
package funkin;
import flixel.FlxSprite;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
class TankCutscene extends FlxSprite
{

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@ -1,148 +0,0 @@
package funkin;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.system.FlxSound;
// different than FlxSoundGroup cuz this can control all the sounds time and shit
// when needed
class VoicesGroup extends FlxTypedGroup<FlxSound>
{
public var time(get, set):Float;
public var volume(get, set):Float;
public var pitch(get, set):Float;
// make it a group that you add to?
public function new()
{
super();
}
// TODO: Remove this.
public static function build(song:String, ?files:Array<String> = null):VoicesGroup
{
var result = new VoicesGroup();
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 VoicesGroup.
*
* @param targetTime The time to check against.
* If none is provided, it checks the time of all members against the first member of this VoicesGroup.
* @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;
}
// prob a better / cleaner way to do all these forEach stuff?
public function pause()
{
forEachAlive(function(snd)
{
snd.pause();
});
}
public function play()
{
forEachAlive(function(snd)
{
snd.play();
});
}
public function stop()
{
forEachAlive(function(snd)
{
snd.stop();
});
}
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;
}
}

View file

@ -1,102 +1,67 @@
package funkin.audio;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
/**
* A group of FlxSounds which can be controlled as a whole.
*
* Add sounds to the group using `add()`, and then control them
* as a whole using the properties and methods of this class.
*
* It is assumed that all the sounds will play at the same time,
* and have the same duration.
* A group of FlxSounds that are all synced together.
* Unlike FlxSoundGroup, you cann also control their time and pitch.
*/
class FlxAudioGroup extends FlxTypedGroup<FlxSound>
class SoundGroup extends FlxTypedGroup<FlxSound>
{
/**
* The position in time of the sounds in the group.
* Measured in milliseconds.
*/
public var time(get, set):Float;
function get_time():Float
{
if (getFirstAlive() != null) return getFirstAlive().time;
else
return 0;
}
function set_time(time:Float):Float
{
forEachAlive(function(sound:FlxSound) {
// account for different offsets per sound?
sound.time = time;
});
return time;
}
/**
* The volume of the sounds in the group.
*/
public var volume(get, set):Float;
function get_volume():Float
{
if (getFirstAlive() != null) return getFirstAlive().volume;
else
return 1.0;
}
function set_volume(volume:Float):Float
{
forEachAlive(function(sound:FlxSound) {
sound.volume = volume;
});
return volume;
}
/**
* The pitch of the sounds in the group, as a multiplier of 1.0x.
* `2.0` would play the audio twice as fast with a higher pitch,
* and `0.5` would play the audio at half speed with a lower pitch.
*/
public var pitch(get, set):Float;
function get_pitch():Float
public function new()
{
#if FLX_PITCH
if (getFirstAlive() != null) return getFirstAlive().pitch;
else
#end
return 1;
super();
}
function set_pitch(val:Float):Float
@:deprecated("Create sound files and call add() instead")
public static function build(song:String, ?files:Array<String> = null):SoundGroup
{
#if FLX_PITCH
trace('Setting audio pitch to ' + val);
forEachAlive(function(sound:FlxSound) {
sound.pitch = val;
});
#end
return val;
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;
}
/**
* Whether members of the group should be destroyed when they finish playing.
* Finds the largest deviation from the desired time inside this SoundGroup.
*
* @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 var autoDestroyMembers(default, set):Bool = false;
function set_autoDestroyMembers(value:Bool):Bool
public function checkSyncError(?targetTime:Float):Float
{
autoDestroyMembers = value;
forEachAlive(function(sound:FlxSound) {
sound.autoDestroy = value;
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 value;
return error;
}
/**
@ -108,20 +73,25 @@ class FlxAudioGroup extends FlxTypedGroup<FlxSound>
if (result == null) return null;
// Apply parameters to the new sound.
result.autoDestroy = this.autoDestroyMembers;
result.pitch = this.pitch;
result.volume = this.volume;
// 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.
*/
@ -162,6 +132,9 @@ class FlxAudioGroup extends FlxTypedGroup<FlxSound>
});
}
/**
* Remove all sounds from the group.
*/
public override function clear():Void
{
this.stop();
@ -169,26 +142,57 @@ class FlxAudioGroup extends FlxTypedGroup<FlxSound>
super.clear();
}
/**
* Calculates the deviation of the sounds in the group from the target time.
*
* @param targetTime The time to compare the sounds to.
* If null, the current time of the first sound in the group is used.
* @return The largest deviation of the sounds in the group from the target time.
*/
public function calcDeviation(?targetTime:Float):Float
function get_time():Float
{
var deviation:Float = 0;
if (getFirstAlive() != null) return getFirstAlive().time;
else
return 0;
}
forEachAlive(function(sound:FlxSound) {
if (targetTime == null) targetTime = sound.time;
else
{
var diff:Float = sound.time - targetTime;
if (Math.abs(diff) > Math.abs(deviation)) deviation = diff;
}
function set_time(time:Float):Float
{
forEachAlive(function(snd) {
// account for different offsets per sound?
snd.time = time;
});
return deviation;
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;
}
}

View file

@ -1,119 +0,0 @@
package funkin.audio;
import flixel.system.FlxSound;
/**
* An audio group that allows for specific control of vocal tracks.
*/
class VocalGroup extends FlxAudioGroup
{
/**
* The player's vocal track.
*/
var playerVocals:FlxSound;
/**
* The opponent's vocal track.
*/
var opponentVocals:FlxSound;
/**
* The volume of the player's vocal track.
* Nore that this value is multiplied by the overall volume of the group.
*/
public var playerVolume(default, set):Float;
function set_playerVolume(value:Float):Float
{
playerVolume = value;
if (playerVocals != null)
{
// Make sure volume is capped at 1.0.
playerVocals.volume = Math.min(playerVolume * this.volume, 1.0);
}
return playerVolume;
}
/**
* The volume of the opponent's vocal track.
* Nore that this value is multiplied by the overall volume of the group.
*/
public var opponentVolume(default, set):Float;
function set_opponentVolume(value:Float):Float
{
opponentVolume = value;
if (opponentVocals != null)
{
// Make sure volume is capped at 1.0.
opponentVocals.volume = opponentVolume * this.volume;
}
return opponentVolume;
}
/**
* Sets up the player's vocal track.
* Stops and removes the existing player track if one exists.
*/
public function setPlayerVocals(sound:FlxSound):FlxSound
{
if (playerVocals != null)
{
playerVocals.stop();
remove(playerVocals);
playerVocals = null;
}
playerVocals = add(sound);
playerVocals.volume = this.playerVolume * this.volume;
return playerVocals;
}
/**
* Sets up the opponent's vocal track.
* Stops and removes the existing player track if one exists.
*/
public function setOpponentVocals(sound:FlxSound):FlxSound
{
if (opponentVocals != null)
{
opponentVocals.stop();
remove(opponentVocals);
opponentVocals = null;
}
opponentVocals = add(sound);
opponentVocals.volume = this.opponentVolume * this.volume;
return opponentVocals;
}
/**
* In this extension of FlxAudioGroup, there is a separate overall volume
* which affects all the members of the group.
*/
var _volume = 1.0;
override function get_volume():Float
{
return _volume;
}
override function set_volume(value:Float):Float
{
_volume = super.set_volume(value);
if (playerVocals != null)
{
playerVocals.volume = playerVolume * _volume;
}
if (opponentVocals != null)
{
opponentVocals.volume = opponentVolume * _volume;
}
return _volume;
}
}

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@ -0,0 +1,68 @@
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;
/**
* Control the volume of only the sounds in the opponent group.
*/
public var opponentVolume(default, set):Float;
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;
}
/**
* 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();
}
}

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@ -2,7 +2,7 @@ package funkin.audio.visualize;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.util.FlxColor;
import funkin.audiovis.VisShit;
import funkin.graphics.rendering.MeshRender;

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@ -6,7 +6,7 @@ import flixel.addons.plugin.taskManager.FlxTask;
import flixel.graphics.frames.FlxAtlasFrames;
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import flixel.math.FlxMath;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import funkin.ui.PreferencesMenu.CheckboxThingie;
using Lambda;
@ -86,8 +86,7 @@ class ABotVis extends FlxTypedSpriteGroup<FlxSprite>
for (i in 0...group.members.length)
{
var getSliceShit = function(s:Int)
{
var getSliceShit = function(s:Int) {
var powShit = FlxMath.remapToRange(s, 0, group.members.length, 0, CoolUtil.coolBaseLog(10, freqShit[0].length));
return Math.round(Math.pow(10, powShit));
};

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@ -5,7 +5,7 @@ import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
import flixel.math.FlxMath;
import flixel.math.FlxPoint;
import flixel.math.FlxVector;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.util.FlxColor;
import funkin.audio.visualize.PolygonSpectogram.VISTYPE;
import funkin.audiovis.VisShit.CurAudioInfo;
@ -75,8 +75,7 @@ class SpectogramSprite extends FlxTypedSpriteGroup<FlxSprite>
default:
}
forEach(spr ->
{
forEach(spr -> {
spr.visible = spr.ID % wavOptimiz == 0;
});

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@ -1,7 +1,7 @@
package funkin.audiovis;
import flixel.math.FlxMath;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import funkin.audiovis.dsp.FFT;
import haxe.Timer;
import lime.system.ThreadPool;
@ -41,8 +41,7 @@ class VisShit
// helpers, note that spectrum indexes suppose non-negative frequencies
final binSize = fs / fftN;
final indexToFreq = function(k:Int)
{
final indexToFreq = function(k:Int) {
var powShit:Float = FlxMath.remapToRange(k, 0, halfN, 0, CoolUtil.coolBaseLog(10, halfN)); // 4.3 is almost the log of 20Khz or so. Close enuf lol
return 1.0 * (Math.pow(10, powShit)); // we need the `1.0` to avoid overflows
@ -51,8 +50,7 @@ class VisShit
// "melodic" band-pass filter
final minFreq = 20.70;
final maxFreq = 4000.01;
final melodicBandPass = function(k:Int, s:Float)
{
final melodicBandPass = function(k:Int, s:Float) {
final freq = indexToFreq(k);
final filter = freq > minFreq - binSize && freq < maxFreq + binSize ? 1 : 0;
return s;

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@ -1,6 +1,5 @@
package funkin.charting;
import flixel.FlxSprite;
import flixel.addons.display.FlxGridOverlay;
import flixel.addons.transition.FlxTransitionableState;
import flixel.addons.ui.FlxInputText;
@ -10,22 +9,24 @@ import flixel.addons.ui.FlxUIDropDownMenu;
import flixel.addons.ui.FlxUIInputText;
import flixel.addons.ui.FlxUINumericStepper;
import flixel.addons.ui.FlxUITabMenu;
import flixel.FlxSprite;
import flixel.group.FlxGroup;
import flixel.math.FlxMath;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.text.FlxText;
import flixel.ui.FlxButton;
import flixel.util.FlxColor;
import funkin.Conductor.BPMChangeEvent;
import funkin.Section.SwagSection;
import funkin.SongLoad.SwagSong;
import funkin.audio.visualize.PolygonSpectogram;
import funkin.audiovis.ABotVis;
import funkin.audiovis.SpectogramSprite;
import funkin.Conductor.BPMChangeEvent;
import funkin.graphics.rendering.MeshRender;
import funkin.noteStuff.NoteBasic.NoteData;
import funkin.play.HealthIcon;
import funkin.play.PlayState;
import funkin.Section.SwagSection;
import funkin.SongLoad.SwagSong;
import funkin.audio.VoicesGroup;
import haxe.Json;
import lime.media.AudioBuffer;
import lime.utils.Assets;
@ -193,16 +194,14 @@ class ChartingState extends MusicBeatState
var check_voices = new FlxUICheckBox(10, 25, null, null, "Has voice track", 100);
check_voices.checked = _song.needsVoices;
// _song.needsVoices = check_voices.checked;
check_voices.callback = function()
{
check_voices.callback = function() {
_song.needsVoices = check_voices.checked;
trace('CHECKED!');
};
var check_mute_inst = new FlxUICheckBox(10, 200, null, null, "Mute Instrumental (in editor)", 100);
check_mute_inst.checked = false;
check_mute_inst.callback = function()
{
check_mute_inst.callback = function() {
var vol:Float = 1;
if (check_mute_inst.checked) vol = 0;
@ -210,23 +209,19 @@ class ChartingState extends MusicBeatState
FlxG.sound.music.volume = vol;
};
var saveButton:FlxButton = new FlxButton(110, 8, "Save", function()
{
var saveButton:FlxButton = new FlxButton(110, 8, "Save", function() {
saveLevel();
});
var saveCompiler:FlxButton = new FlxButton(110, 30, "Save compile", function()
{
var saveCompiler:FlxButton = new FlxButton(110, 30, "Save compile", function() {
saveLevel(true);
});
var reloadSong:FlxButton = new FlxButton(saveButton.x + saveButton.width + 10, saveButton.y, "Reload Audio", function()
{
var reloadSong:FlxButton = new FlxButton(saveButton.x + saveButton.width + 10, saveButton.y, "Reload Audio", function() {
loadSong(_song.song);
});
var reloadSongJson:FlxButton = new FlxButton(reloadSong.x, saveButton.y + 30, "Reload JSON", function()
{
var reloadSongJson:FlxButton = new FlxButton(reloadSong.x, saveButton.y + 30, "Reload JSON", function() {
FlxTransitionableState.skipNextTransIn = true;
FlxTransitionableState.skipNextTransOut = true;
loadJson(_song.song.toLowerCase());
@ -245,22 +240,19 @@ class ChartingState extends MusicBeatState
var characters:Array<String> = CoolUtil.coolTextFile(Paths.txt('characterList'));
var player1DropDown = new FlxUIDropDownMenu(10, 100, FlxUIDropDownMenu.makeStrIdLabelArray(characters, true), function(character:String)
{
var player1DropDown = new FlxUIDropDownMenu(10, 100, FlxUIDropDownMenu.makeStrIdLabelArray(characters, true), function(character:String) {
_song.player1 = characters[Std.parseInt(character)];
updateHeads();
});
player1DropDown.selectedLabel = _song.player1;
var player2DropDown = new FlxUIDropDownMenu(140, 100, FlxUIDropDownMenu.makeStrIdLabelArray(characters, true), function(character:String)
{
var player2DropDown = new FlxUIDropDownMenu(140, 100, FlxUIDropDownMenu.makeStrIdLabelArray(characters, true), function(character:String) {
_song.player2 = characters[Std.parseInt(character)];
updateHeads();
});
player2DropDown.selectedLabel = _song.player2;
var difficultyDropDown = new FlxUIDropDownMenu(10, 230, FlxUIDropDownMenu.makeStrIdLabelArray(_song.difficulties, true), function(diff:String)
{
var difficultyDropDown = new FlxUIDropDownMenu(10, 230, FlxUIDropDownMenu.makeStrIdLabelArray(_song.difficulties, true), function(diff:String) {
SongLoad.curDiff = _song.difficulties[Std.parseInt(diff)];
SongLoad.checkAndCreateNotemap(SongLoad.curDiff);
@ -273,8 +265,7 @@ class ChartingState extends MusicBeatState
var difficultyAdder = new FlxUIInputText(130, 230, 100, "", 12);
var addDiff:FlxButton = new FlxButton(130, 250, "Add Difficulty", function()
{
var addDiff:FlxButton = new FlxButton(130, 250, "Add Difficulty", function() {
difficultyAdder.text = "";
// something to regenerate difficulties
});
@ -325,15 +316,13 @@ class ChartingState extends MusicBeatState
var stepperCopy:FlxUINumericStepper = new FlxUINumericStepper(110, 130, 1, 1, -999, 999, 0);
var copyButton:FlxButton = new FlxButton(10, 130, "Copy last section", function()
{
var copyButton:FlxButton = new FlxButton(10, 130, "Copy last section", function() {
copySection(Std.int(stepperCopy.value));
});
var clearSectionButton:FlxButton = new FlxButton(10, 150, "Clear", clearSection);
var swapSection:FlxButton = new FlxButton(10, 170, "Swap section", function()
{
var swapSection:FlxButton = new FlxButton(10, 170, "Swap section", function() {
for (i in 0...SongLoad.getSong()[curSection].sectionNotes.length)
{
var note:Note = new Note(0, 0);
@ -417,8 +406,7 @@ class ChartingState extends MusicBeatState
// @:privateAccess
// library.pathGroups.set(symbolPath, [library.__cacheBreak(symbolPath)]);
// var callback = callbacks.add("song:" + pathShit);
openfl.utils.Assets.loadSound(pathShit).onComplete(function(_)
{
openfl.utils.Assets.loadSound(pathShit).onComplete(function(_) {
// callback();
});
}
@ -443,7 +431,7 @@ class ChartingState extends MusicBeatState
add(playheadTest);
// WONT WORK FOR TUTORIAL OR TEST SONG!!! REDO LATER
vocals = VoicesGroup.build(daSong, _song.voiceList);
vocals = new VoicesGroup();
// vocals = new FlxSound().loadEmbedded(Paths.voices(daSong));
// FlxG.sound.list.add(vocals);
@ -477,8 +465,7 @@ class ChartingState extends MusicBeatState
vocals.pause();
FlxG.sound.music.onComplete = function()
{
FlxG.sound.music.onComplete = function() {
vocals.pause();
vocals.time = 0;
FlxG.sound.music.pause();
@ -742,8 +729,7 @@ class ChartingState extends MusicBeatState
if (FlxG.mouse.overlaps(curRenderedNotes))
{
curRenderedNotes.forEach(function(note:Note)
{
curRenderedNotes.forEach(function(note:Note) {
if (FlxG.mouse.overlaps(note))
{
selectNote(note);
@ -766,8 +752,7 @@ class ChartingState extends MusicBeatState
{
if (FlxG.mouse.overlaps(curRenderedNotes))
{
curRenderedNotes.forEach(function(note:Note)
{
curRenderedNotes.forEach(function(note:Note) {
if (FlxG.mouse.overlaps(note))
{
trace('tryin to delete note...');
@ -1151,8 +1136,7 @@ class ChartingState extends MusicBeatState
// null if checks jus cuz i put updateGrid() in some weird places!
if (staticSpecGrp != null)
{
staticSpecGrp.forEach(function(spec)
{
staticSpecGrp.forEach(function(spec) {
if (spec != null) spec.generateSection(sectionStartTime(), (Conductor.stepCrochet * 32) / 1000);
});
}

View file

@ -1,12 +1,14 @@
package funkin.play;
import funkin.play.song.SongData.SongDataParser;
import flixel.sound.FlxSound;
import flixel.addons.transition.FlxTransitionableState;
import flixel.FlxCamera;
import flixel.FlxObject;
import funkin.ui.story.StoryMenuState;
import flixel.FlxSprite;
import flixel.FlxState;
import flixel.FlxSubState;
import flixel.addons.transition.FlxTransitionableState;
import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.input.keyboard.FlxKey;
import flixel.math.FlxMath;
@ -18,18 +20,14 @@ import flixel.ui.FlxBar;
import flixel.util.FlxColor;
import flixel.util.FlxSort;
import flixel.util.FlxTimer;
import funkin.Highscore.Tallies;
import funkin.Note;
import funkin.Section.SwagSection;
import funkin.SongLoad.SwagSong;
import funkin.charting.ChartingState;
import funkin.Highscore.Tallies;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEventDispatcher;
import funkin.play.Strumline.StrumlineArrow;
import funkin.play.Strumline.StrumlineStyle;
import funkin.Note;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.character.CharacterData;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.cutscene.VanillaCutscenes;
import funkin.play.event.SongEvent.SongEventParser;
import funkin.play.scoring.Scoring;
@ -40,6 +38,11 @@ import funkin.play.song.SongData.SongPlayableChar;
import funkin.play.song.SongValidator;
import funkin.play.stage.Stage;
import funkin.play.stage.StageData.StageDataParser;
import funkin.play.Strumline.StrumlineArrow;
import funkin.play.Strumline.StrumlineStyle;
import funkin.Section.SwagSection;
import funkin.SongLoad.SwagSong;
import funkin.audio.VoicesGroup;
import funkin.ui.PopUpStuff;
import funkin.ui.PreferencesMenu;
import funkin.ui.stageBuildShit.StageOffsetSubstate;
@ -360,7 +363,7 @@ class PlayState extends MusicBeatState
if (currentChart != null)
{
currentChart.cacheInst();
currentChart.cacheVocals();
currentChart.cacheVocals('bf');
}
else
{
@ -1060,9 +1063,11 @@ class PlayState extends MusicBeatState
currentSong.song = currentSong.song;
if (currentSong.needsVoices) vocals = VoicesGroup.build(currentSong.song, currentSong.voiceList);
else
vocals = VoicesGroup.build(currentSong.song, null);
vocals = new VoicesGroup();
var playerVocals:FlxSound = FlxG.sound.load(Paths.voices(currentSong.song, 'bf'), 1.0, false);
vocals.addPlayerVoice(playerVocals);
var opponentVocals:FlxSound = FlxG.sound.load(Paths.voices(currentSong.song, 'dad'), 1.0, false);
vocals.addOpponentVoice(opponentVocals);
vocals.members[0].onComplete = function() {
vocalsFinished = true;
@ -1088,7 +1093,7 @@ class PlayState extends MusicBeatState
// TODO: Fix grouped vocals
vocals = currentChart.buildVocals();
vocals.members[0].onComplete = function() {
vocals.onComplete = function() {
vocalsFinished = true;
}
@ -1428,6 +1433,8 @@ class PlayState extends MusicBeatState
FlxG.sound.music.volume = 1;
vocals.volume = 1;
vocals.playerVolume = 1;
vocals.opponentVolume = 1;
currentStage.resetStage();
@ -1720,7 +1727,7 @@ class PlayState extends MusicBeatState
else
{
// Volume of DAD.
if (currentSong != null && currentSong.needsVoices) vocals.volume = 1;
if (currentSong != null && currentSong.needsVoices) vocals.opponentVolume = 1;
}
}
@ -1904,7 +1911,7 @@ class PlayState extends MusicBeatState
// if ()
StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
if (currentSong.validScore)
if (currentSong?.validScore)
{
NGio.unlockMedal(60961);
Highscore.saveWeekScore(storyWeek, campaignScore, storyDifficulty);
@ -1930,7 +1937,7 @@ class PlayState extends MusicBeatState
FlxG.sound.music.stop();
vocals.stop();
if (currentSong.song.toLowerCase() == 'eggnog')
if ((currentSong?.song ?? '').toLowerCase() == 'eggnog')
{
var blackShit:FlxSprite = new FlxSprite(-FlxG.width * FlxG.camera.zoom,
-FlxG.height * FlxG.camera.zoom).makeGraphic(FlxG.width * 3, FlxG.height * 3, FlxColor.BLACK);
@ -1949,7 +1956,7 @@ class PlayState extends MusicBeatState
{
previousCameraFollowPoint = cameraFollowPoint;
currentSong = SongLoad.loadFromJson(storyPlaylist[0].toLowerCase() + difficulty, storyPlaylist[0]);
currentSong_NEW = SongDataParser.fetchSong(PlayState.storyPlaylist[0].toLowerCase());
LoadingState.loadAndSwitchState(new PlayState());
}
}
@ -1993,7 +2000,7 @@ class PlayState extends MusicBeatState
{
var noteDiff:Float = Math.abs(strumtime - Conductor.songPosition);
// boyfriend.playAnimation('hey');
vocals.volume = 1;
vocals.playerVolume = 1;
var isSick:Bool = false;
var score = Scoring.scoreNote(noteDiff, PBOT1);
@ -2125,7 +2132,6 @@ class PlayState extends MusicBeatState
// TODO: Un-hardcode this stuff.
if (currentStage.getDad().characterId == 'mom')
{
vocals.volume = 1;
}
if (currentSong.song.toLowerCase() == 'tutorial')
@ -2313,7 +2319,7 @@ class PlayState extends MusicBeatState
if (event.playSound)
{
vocals.volume = 0;
vocals.playerVolume = 0;
FlxG.sound.play(Paths.soundRandom('missnote', 1, 3), FlxG.random.float(0.1, 0.2));
}
}
@ -2368,7 +2374,7 @@ class PlayState extends MusicBeatState
});
}
}
vocals.volume = 0;
vocals.playerVolume = 0;
if (Highscore.tallies.combo != 0)
{
@ -2406,7 +2412,7 @@ class PlayState extends MusicBeatState
playerStrumline.getArrow(note.data.noteData).playAnimation('confirm', true);
note.wasGoodHit = true;
vocals.volume = 1;
vocals.playerVolume = 1;
if (!note.isSustainNote)
{
@ -2743,15 +2749,10 @@ class PlayState extends MusicBeatState
* This function is called whenever Flixel switches switching to a new FlxState.
* @return Whether to actually switch to the new state.
*/
override function switchTo(nextState:FlxState):Bool
override function startOutro(onComplete:() -> Void):Void
{
var result = super.switchTo(nextState);
performCleanup();
if (result)
{
performCleanup();
}
return result;
onComplete();
}
}

View file

@ -25,8 +25,8 @@ typedef AnimateAtlasAnimation =
{
name:String,
prefix:String,
offset:Null<Array<Float>>,
loop:Bool,
offsets:Null<Array<Float>>,
looped:Bool,
}
/**
@ -107,7 +107,7 @@ class AnimateAtlasCharacter extends BaseCharacter
{
super.onAnimationFinished(prefix);
if (getAnimationData() != null && getAnimationData().loop)
if (getAnimationData() != null && getAnimationData().looped)
{
playAnimation(prefix, true, false);
}

View file

@ -1,7 +1,10 @@
package funkin.play.song;
import funkin.VoicesGroup;
import funkin.play.event.SongEvent;
import flixel.sound.FlxSound;
import openfl.utils.Assets;
import funkin.modding.events.ScriptEvent;
import funkin.modding.IScriptedClass;
import funkin.audio.VoicesGroup;
import funkin.play.song.SongData.SongChartData;
import funkin.play.song.SongData.SongDataParser;
import funkin.play.song.SongData.SongEventData;
@ -20,7 +23,7 @@ import funkin.play.song.SongData.SongTimeFormat;
* It also receives script events; scripted classes which extend this class
* can be used to perform custom gameplay behaviors only on specific songs.
*/
class Song // implements IPlayStateScriptedClass
class Song implements IPlayStateScriptedClass
{
public final songId:String;
@ -29,6 +32,11 @@ class Song // implements IPlayStateScriptedClass
final variations:Array<String>;
final difficulties:Map<String, SongDifficulty>;
/**
* Set to false if the song was edited in the charter and should not be saved as a high score.
*/
public var validScore:Bool = true;
var difficultyIds:Array<String>;
public function new(id:String)
@ -62,6 +70,9 @@ class Song // implements IPlayStateScriptedClass
// Variations may have different artist, time format, generatedBy, etc.
for (metadata in _metadata)
{
// There may be more difficulties in the chart file than in the metadata,
// (i.e. non-playable charts like the one used for Pico on the speaker in Stress)
// but all the difficulties in the metadata must be in the chart file.
for (diffId in metadata.playData.difficulties)
{
difficultyIds.push(diffId);
@ -75,7 +86,7 @@ class Song // implements IPlayStateScriptedClass
difficulty.timeFormat = metadata.timeFormat;
difficulty.divisions = metadata.divisions;
difficulty.timeChanges = metadata.timeChanges;
difficulty.loop = metadata.loop;
difficulty.looped = metadata.looped;
difficulty.generatedBy = metadata.generatedBy;
difficulty.stage = metadata.playData.stage;
@ -116,8 +127,9 @@ class Song // implements IPlayStateScriptedClass
var difficulty:Null<SongDifficulty> = difficulties.get(diffId);
if (difficulty == null)
{
trace('Could not find difficulty $diffId for song $songId');
continue;
trace('Fabricated new difficulty for $diffId.');
difficulty = new SongDifficulty(this, diffId, variation);
difficulties.set(diffId, difficulty);
}
// Add the chart data to the difficulty.
difficulty.notes = chartData.notes.get(diffId);
@ -166,6 +178,46 @@ class Song // implements IPlayStateScriptedClass
{
return 'Song($songId)';
}
public function onPause(event:PauseScriptEvent):Void {};
public function onResume(event:ScriptEvent):Void {};
public function onSongLoaded(event:SongLoadScriptEvent):Void {};
public function onSongStart(event:ScriptEvent):Void {};
public function onSongEnd(event:ScriptEvent):Void {};
public function onGameOver(event:ScriptEvent):Void {};
public function onSongRetry(event:ScriptEvent):Void {};
public function onNoteHit(event:NoteScriptEvent):Void {};
public function onNoteMiss(event:NoteScriptEvent):Void {};
public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void {};
public function onSongEvent(event:SongEventScriptEvent):Void {};
public function onStepHit(event:SongTimeScriptEvent):Void {};
public function onBeatHit(event:SongTimeScriptEvent):Void {};
public function onCountdownStart(event:CountdownScriptEvent):Void {};
public function onCountdownStep(event:CountdownScriptEvent):Void {};
public function onCountdownEnd(event:CountdownScriptEvent):Void {};
public function onScriptEvent(event:ScriptEvent):Void {};
public function onCreate(event:ScriptEvent):Void {};
public function onDestroy(event:ScriptEvent):Void {};
public function onUpdate(event:UpdateScriptEvent):Void {};
}
class SongDifficulty
@ -199,7 +251,7 @@ class SongDifficulty
public var songArtist:String = SongValidator.DEFAULT_ARTIST;
public var timeFormat:SongTimeFormat = SongValidator.DEFAULT_TIMEFORMAT;
public var divisions:Int = SongValidator.DEFAULT_DIVISIONS;
public var loop:Bool = SongValidator.DEFAULT_LOOP;
public var looped:Bool = SongValidator.DEFAULT_LOOPED;
public var generatedBy:String = SongValidator.DEFAULT_GENERATEDBY;
public var timeChanges:Array<SongTimeChange> = [];
@ -246,32 +298,112 @@ class SongDifficulty
return cast events;
}
public inline function cacheInst()
public inline function cacheInst():Void
{
FlxG.sound.cache(Paths.inst(this.song.songId));
}
public inline function playInst(volume:Float = 1.0, looped:Bool = false)
public inline function playInst(volume:Float = 1.0, looped:Bool = false):Void
{
var suffix:String = variation == null ? null : '-$variation';
var suffix:String = (variation ?? '') != '' ? '-$variation' : '';
FlxG.sound.playMusic(Paths.inst(this.song.songId, suffix), volume, looped);
}
public inline function cacheVocals()
/**
* Cache the vocals for a given character.
* @param id The character we are about to play.
*/
public inline function cacheVocals(?id:String = 'bf'):Void
{
FlxG.sound.cache(Paths.voices(this.song.songId));
for (voice in buildVoiceList(id))
{
FlxG.sound.cache(voice);
}
}
public function buildVoiceList():Array<String>
/**
* Build a list of vocal files for the given character.
* Automatically resolves suffixed character IDs (so bf-car will resolve to bf if needed).
*
* @param id The character we are about to play.
*/
public function buildVoiceList(?id:String = 'bf'):Array<String>
{
// TODO: Implement.
var playableCharData:SongPlayableChar = getPlayableChar(id);
if (playableCharData == null)
{
trace('Could not find playable char $id for song ${this.song.songId}');
return [];
}
return [variation == null ? '' : '-$variation'];
var suffix:String = (variation ?? '') != '' ? '-$variation' : '';
// Automatically resolve voices by removing suffixes.
// For example, if `Voices-bf-car.ogg` does not exist, check for `Voices-bf.ogg`.
var playerId:String = id;
var voicePlayer:String = Paths.voices(this.song.songId, '-$id$suffix');
while (voicePlayer != null && !Assets.exists(voicePlayer))
{
// Remove the last suffix.
// For example, bf-car becomes bf.
playerId = playerId.split('-').slice(0, -1).join('-');
// Try again.
voicePlayer = playerId == '' ? null : Paths.voices(this.song.songId, '-${playerId}$suffix');
}
var opponentId:String = playableCharData.opponent;
var voiceOpponent:String = Paths.voices(this.song.songId, '-${opponentId}$suffix');
while (voiceOpponent != null && !Assets.exists(voiceOpponent))
{
// Remove the last suffix.
opponentId = opponentId.split('-').slice(0, -1).join('-');
// Try again.
voiceOpponent = opponentId == '' ? null : Paths.voices(this.song.songId, '-${opponentId}$suffix');
}
var result:Array<String> = [];
if (voicePlayer != null) result.push(voicePlayer);
if (voiceOpponent != null) result.push(voiceOpponent);
if (voicePlayer == null && voiceOpponent == null)
{
// Try to use `Voices.ogg` if no other voices are found.
if (Assets.exists(Paths.voices(this.song.songId, ''))) result.push(Paths.voices(this.song.songId, '$suffix'));
}
return result;
}
public function buildVocals(charId:String = "bf"):VoicesGroup
/**
* Create a VoicesGroup, an audio object that can play the vocals for all characters.
* @param charId The player ID.
* @return The generated vocal group.
*/
public function buildVocals(charId:String = 'bf'):VoicesGroup
{
var result:VoicesGroup = VoicesGroup.build(this.song.songId, this.buildVoiceList());
var result:VoicesGroup = new VoicesGroup();
var voiceList:Array<String> = buildVoiceList(charId);
if (voiceList.length == 0)
{
trace('Could not find any voices for song ${this.song.songId}');
return result;
}
// Add player vocals.
if (voiceList[0] != null) result.addPlayerVoice(new FlxSound().loadEmbedded(Assets.getSound(voiceList[0])));
// Add opponent vocals.
if (voiceList[1] != null) result.addOpponentVoice(new FlxSound().loadEmbedded(Assets.getSound(voiceList[1])));
// Add additional vocals.
if (voiceList.length > 2)
{
for (i in 2...voiceList.length)
{
result.add(new FlxSound().loadEmbedded(Assets.getSound(voiceList[i])));
}
}
return result;
}
}

View file

@ -226,7 +226,7 @@ typedef RawSongMetadata =
var timeFormat:SongTimeFormat;
var divisions:Int;
var timeChanges:Array<SongTimeChange>;
var loop:Bool;
var looped:Bool;
var playData:SongPlayData;
var generatedBy:String;
@ -249,7 +249,7 @@ abstract SongMetadata(RawSongMetadata)
timeFormat: 'ms',
divisions: 96,
timeChanges: [new SongTimeChange(-1, 0, 100, 4, 4, [4, 4, 4, 4])],
loop: false,
looped: false,
playData:
{
songVariations: [],
@ -277,7 +277,7 @@ abstract SongMetadata(RawSongMetadata)
result.timeFormat = this.timeFormat;
result.divisions = this.divisions;
result.timeChanges = this.timeChanges;
result.loop = this.loop;
result.looped = this.looped;
result.playData = this.playData;
result.generatedBy = this.generatedBy;

View file

@ -17,7 +17,7 @@ class SongValidator
public static final DEFAULT_ARTIST:String = "Unknown";
public static final DEFAULT_TIMEFORMAT:SongTimeFormat = SongTimeFormat.MILLISECONDS;
public static final DEFAULT_DIVISIONS:Int = -1;
public static final DEFAULT_LOOP:Bool = false;
public static final DEFAULT_LOOPED:Bool = false;
public static final DEFAULT_STAGE:String = "mainStage";
public static final DEFAULT_SCROLLSPEED:Float = 1.0;

View file

@ -10,7 +10,7 @@ import flixel.graphics.frames.FlxAtlasFrames;
import flixel.graphics.frames.FlxFrame;
import flixel.group.FlxGroup;
import flixel.math.FlxPoint;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.text.FlxText;
import flixel.util.FlxColor;
import flixel.util.FlxSpriteUtil;
@ -76,8 +76,7 @@ class DebugBoundingState extends FlxState
// uiStuff.findComponent("btnViewSpriteSheet").onClick = _ -> curView = SPRITESHEET;
var dropdown:DropDown = cast uiStuff.findComponent("swapper");
dropdown.onChange = function(e:UIEvent)
{
dropdown.onChange = function(e:UIEvent) {
trace(e.type);
curView = cast e.data.curView;
trace(e.data);
@ -147,8 +146,7 @@ class DebugBoundingState extends FlxState
swagOutlines.antialiasing = true;
spriteSheetView.add(swagOutlines);
FlxG.stage.window.onDropFile.add(function(path:String)
{
FlxG.stage.window.onDropFile.add(function(path:String) {
// WACKY ASS TESTING SHIT FOR WEB FILE LOADING??
#if web
var swagList:FileList = cast path;
@ -157,9 +155,8 @@ class DebugBoundingState extends FlxState
trace(objShit);
var funnysound = new FlxSound().loadStream('https://cdn.discordapp.com/attachments/767500676166451231/817821618251759666/Flutter.mp3', false, false,
null, function()
{
trace('LOADED SHIT??');
null, function() {
trace('LOADED SHIT??');
});
funnysound.volume = 1;
@ -167,8 +164,7 @@ class DebugBoundingState extends FlxState
var urlShit = new URLLoader(new URLRequest(objShit));
new FlxTimer().start(3, function(tmr:FlxTimer)
{
new FlxTimer().start(3, function(tmr:FlxTimer) {
// music lol!
if (urlShit.dataFormat == BINARY)
{
@ -255,8 +251,7 @@ class DebugBoundingState extends FlxState
charDropdown.dataSource.add({text: char});
}
charDropdown.onChange = function(e:UIEvent)
{
charDropdown.onChange = function(e:UIEvent) {
loadAnimShit(e.data.text);
};
}
@ -306,8 +301,7 @@ class DebugBoundingState extends FlxState
if (!LimeAssets.libraryPaths.exists(library)) throw "Missing library: " + library;
// var callback = callbacks.add("library:" + library);
Assets.loadLibrary(library).onComplete(function(_)
{
Assets.loadLibrary(library).onComplete(function(_) {
trace('LOADED... awesomeness...');
// callback();
});
@ -483,8 +477,7 @@ class DebugBoundingState extends FlxState
}
animDropDownMenu.setData(FlxUIDropDownMenu.makeStrIdLabelArray(animThing, true));
animDropDownMenu.callback = function(str:String)
{
animDropDownMenu.callback = function(str:String) {
// clears the canvas
onionSkinChar.pixels.fillRect(new Rectangle(0, 0, FlxG.width * 2, FlxG.height * 2), 0x00000000);

View file

@ -13,12 +13,12 @@ import flixel.FlxSprite;
import flixel.group.FlxSpriteGroup;
import flixel.math.FlxPoint;
import flixel.math.FlxRect;
import flixel.system.FlxSound;
import flixel.sound.FlxSound;
import flixel.util.FlxColor;
import flixel.util.FlxSort;
import flixel.util.FlxTimer;
import funkin.audio.visualize.PolygonSpectogram;
import funkin.audio.VocalGroup;
import funkin.audio.VoicesGroup;
import funkin.input.Cursor;
import funkin.modding.events.ScriptEvent;
import funkin.play.HealthIcon;
@ -596,14 +596,14 @@ class ChartEditorState extends HaxeUIState
/**
* The audio track for the vocals.
*/
var audioVocalTrackGroup:VocalGroup;
var audioVocalTrackGroup:VoicesGroup;
/**
* A map of the audio tracks for each character's vocals.
* - Keys are the character IDs.
* - Values are the FlxSound objects to play that character's vocals.
*
* When switching characters, the elements of the VocalGroup will be swapped to match the new character.
* When switching characters, the elements of the VoicesGroup will be swapped to match the new character.
*/
var audioVocalTracks:Map<String, FlxSound> = new Map<String, FlxSound>();
@ -961,7 +961,7 @@ class ChartEditorState extends HaxeUIState
// Initialize the song chart data.
songChartData = new Map<String, SongChartData>();
audioVocalTrackGroup = new VocalGroup();
audioVocalTrackGroup = new VoicesGroup();
}
/**