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more voice group stuff in progress
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@ -49,7 +49,7 @@ class PlayState extends MusicBeatState
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var halloweenLevel:Bool = false;
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var halloweenLevel:Bool = false;
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private var vocals:FlxSound;
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private var vocals:VoicesGroup;
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private var vocalsFinished:Bool = false;
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private var vocalsFinished:Bool = false;
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private var dad:Character;
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private var dad:Character;
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@ -1524,15 +1524,16 @@ class PlayState extends MusicBeatState
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curSong = songData.song;
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curSong = songData.song;
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if (SONG.needsVoices)
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if (SONG.needsVoices)
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vocals = new FlxSound().loadEmbedded(Paths.voices(SONG.song));
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{
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vocals = new VoicesGroup(SONG.song);
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}
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else
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else
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vocals = new FlxSound();
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vocals = new VoicesGroup(SONG.song, null, false);
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vocals.onComplete = function()
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vocals.members[0].onComplete = function()
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{
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{
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vocalsFinished = true;
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vocalsFinished = true;
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};
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};
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FlxG.sound.list.add(vocals);
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notes = new FlxTypedGroup<Note>();
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notes = new FlxTypedGroup<Note>();
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add(notes);
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add(notes);
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@ -7,11 +7,22 @@ class VoicesGroup extends FlxTypedGroup<FlxSound>
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{
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{
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public var time(default, set):Float = 0;
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public var time(default, set):Float = 0;
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public var volume(default, set):Float = 1;
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// make it a group that you add to?
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// make it a group that you add to?
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public function new(song:String, ?files:Array<String>)
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public function new(song:String, ?files:Array<String>, ?needsVoices:Bool = true)
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{
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{
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super();
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super();
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if (!needsVoices)
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{
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// simply adds an empty sound? fills it in moreso for easier backwards compatibility
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add(new FlxSound());
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// FlxG.sound.list.add(snd);
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return;
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}
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if (files == null)
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if (files == null)
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files = [""]; // loads with no file name assumption, to load "Voices.ogg" or whatev normally
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files = [""]; // loads with no file name assumption, to load "Voices.ogg" or whatev normally
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@ -58,4 +69,15 @@ class VoicesGroup extends FlxTypedGroup<FlxSound>
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return time;
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return time;
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}
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}
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// in PlayState, adjust the code so that it only mutes the player1 vocal tracks?
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function set_volume(volume:Float):Float
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{
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forEachAlive(function(snd)
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{
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snd.volume = volume;
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});
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return volume;
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}
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}
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}
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