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synced 2024-12-25 22:47:52 +00:00
Imported music now plays properly in chart editor state
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@ -39,8 +39,8 @@ class Countdown
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PlayState.instance.isInCountdown = true;
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Conductor.update(PlayState.instance.startTimestamp + Conductor.beatLengthMs * -5);
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// Handle onBeatHit events manually
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@:privateAccess
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PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
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// @:privateAccess
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// PlayState.instance.dispatchEvent(new SongTimeScriptEvent(ScriptEvent.SONG_BEAT_HIT, 0, 0));
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// The timer function gets called based on the beat of the song.
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countdownTimer = new FlxTimer();
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@ -7,6 +7,7 @@ import funkin.play.notes.notestyle.NoteStyle;
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import funkin.data.notestyle.NoteStyleData;
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import funkin.data.notestyle.NoteStyleRegistry;
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import flixel.addons.display.FlxPieDial;
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import flixel.addons.transition.Transition;
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import flixel.addons.transition.FlxTransitionableState;
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import flixel.FlxCamera;
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import flixel.FlxObject;
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@ -93,6 +94,11 @@ typedef PlayStateParams =
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* If specified, the game will jump to the specified timestamp after the countdown ends.
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*/
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?startTimestamp:Float,
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/**
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* If specified, the game will not load the instrumental or vocal tracks,
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* and must be loaded externally.
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*/
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?overrideMusic:Bool,
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}
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/**
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@ -243,6 +249,8 @@ class PlayState extends MusicBeatSubState
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public var startTimestamp:Float = 0.0;
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var overrideMusic:Bool = false;
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public var isSubState(get, null):Bool;
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function get_isSubState():Bool
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@ -316,7 +324,7 @@ class PlayState extends MusicBeatSubState
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/**
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* A group of audio tracks, used to play the song's vocals.
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*/
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var vocals:VoicesGroup;
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public var vocals:VoicesGroup;
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#if discord_rpc
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// Discord RPC variables
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@ -479,6 +487,7 @@ class PlayState extends MusicBeatSubState
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isPracticeMode = params.practiceMode ?? false;
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isMinimalMode = params.minimalMode ?? false;
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startTimestamp = params.startTimestamp ?? 0.0;
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overrideMusic = params.overrideMusic ?? false;
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// Don't do anything else here! Wait until create() when we attach to the camera.
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}
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@ -555,16 +564,17 @@ class PlayState extends MusicBeatSubState
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this.persistentDraw = true;
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// Stop any pre-existing music.
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if (FlxG.sound.music != null) FlxG.sound.music.stop();
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if (!overrideMusic && FlxG.sound.music != null) FlxG.sound.music.stop();
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// Prepare the current song's instrumental and vocals to be played.
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if (currentChart != null)
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if (!overrideMusic && currentChart != null)
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{
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currentChart.cacheInst(currentPlayerId);
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currentChart.cacheVocals(currentPlayerId);
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}
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// Prepare the Conductor.
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Conductor.forceBPM(null);
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Conductor.mapTimeChanges(currentChart.timeChanges);
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Conductor.update((Conductor.beatLengthMs * -5) + startTimestamp);
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@ -966,7 +976,7 @@ class PlayState extends MusicBeatSubState
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*/
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public override function closeSubState():Void
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{
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if (isGamePaused)
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if (Std.isOfType(subState, PauseSubState))
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{
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var event:ScriptEvent = new ScriptEvent(ScriptEvent.RESUME, true);
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@ -994,6 +1004,10 @@ class PlayState extends MusicBeatSubState
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}
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#end
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}
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else if (Std.isOfType(subState, Transition))
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{
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// Do nothing.
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}
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super.closeSubState();
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}
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@ -1534,12 +1548,16 @@ class PlayState extends MusicBeatSubState
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trace('Song difficulty could not be loaded.');
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}
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Conductor.forceBPM(currentChart.getStartingBPM());
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// Conductor.forceBPM(currentChart.getStartingBPM());
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vocals = currentChart.buildVocals(currentPlayerId);
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if (vocals.members.length == 0)
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if (!overrideMusic)
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{
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trace('WARNING: No vocals found for this song.');
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vocals = currentChart.buildVocals(currentPlayerId);
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if (vocals.members.length == 0)
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{
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trace('WARNING: No vocals found for this song.');
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}
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}
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regenNoteData();
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@ -1648,7 +1666,7 @@ class PlayState extends MusicBeatSubState
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startingSong = false;
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if (!isGamePaused && currentChart != null)
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if (!overrideMusic && !isGamePaused && currentChart != null)
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{
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currentChart.playInst(1.0, false);
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}
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@ -2600,9 +2618,17 @@ class PlayState extends MusicBeatSubState
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// TODO: Uncache the song.
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}
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// Stop the music.
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FlxG.sound.music.pause();
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vocals.stop();
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if (!overrideMusic)
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{
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// Stop the music.
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FlxG.sound.music.pause();
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vocals.stop();
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}
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else
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{
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FlxG.sound.music.pause();
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remove(vocals);
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}
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// Remove reference to stage and remove sprites from it to save memory.
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if (currentStage != null)
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@ -3340,7 +3340,7 @@ class ChartEditorState extends HaxeUIState
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FlxTransitionableState.skipNextTransIn = false;
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FlxTransitionableState.skipNextTransOut = false;
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openSubState(new PlayState(
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var targetState = new PlayState(
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{
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targetSong: targetSong,
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targetDifficulty: selectedDifficulty,
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@ -3349,7 +3349,14 @@ class ChartEditorState extends HaxeUIState
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practiceMode: true,
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minimalMode: minimal,
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startTimestamp: startTimestamp,
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}));
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overrideMusic: true,
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});
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// Override music.
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FlxG.sound.music = audioInstTrack;
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targetState.vocals = audioVocalTrackGroup;
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openSubState(targetState);
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}
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function fixCamera(_:FlxSubState = null):Void
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