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https://github.com/ninjamuffin99/Funkin.git
synced 2025-11-28 07:07:16 +00:00
Remove support for >100% audio since it didn't actually boost the gain.
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db428a3e36
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@ -23,7 +23,7 @@ import openfl.utils.AssetType;
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@:nullSafety
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@:nullSafety
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class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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{
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{
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static final MAX_VOLUME:Float = 2.0;
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static final MAX_VOLUME:Float = 1.0;
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static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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@ -40,7 +40,6 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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override function set_volume(value:Float):Float
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override function set_volume(value:Float):Float
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{
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{
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// Uncap the volume.
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// Uncap the volume.
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fixMaxVolume();
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_volume = FlxMath.bound(value, 0.0, MAX_VOLUME);
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_volume = FlxMath.bound(value, 0.0, MAX_VOLUME);
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updateTransform();
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updateTransform();
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return _volume;
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return _volume;
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@ -126,18 +125,6 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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return this;
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return this;
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}
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}
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function fixMaxVolume():Void
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{
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return;
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#if lime_openal
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// This code is pretty fragile, it reaches through 5 layers of private access.
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@:privateAccess
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var handle = this?._channel?.__source?.__backend?.handle;
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if (handle == null) return;
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lime.media.openal.AL.sourcef(handle, lime.media.openal.AL.MAX_GAIN, MAX_VOLUME);
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#end
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}
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public override function play(forceRestart:Bool = false, startTime:Float = 0, ?endTime:Float):FunkinSound
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public override function play(forceRestart:Bool = false, startTime:Float = 0, ?endTime:Float):FunkinSound
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{
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{
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if (!exists) return this;
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if (!exists) return this;
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@ -299,16 +299,14 @@ class ChartEditorAudioHandler
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*/
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*/
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public static function playSound(_state:ChartEditorState, path:String, volume:Float = 1.0):Void
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public static function playSound(_state:ChartEditorState, path:String, volume:Float = 1.0):Void
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{
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{
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var snd:FlxSound = FlxG.sound.list.recycle(FlxSound) ?? new FlxSound();
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var asset:Null<FlxSoundAsset> = FlxG.sound.cache(path);
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var asset:Null<FlxSoundAsset> = FlxG.sound.cache(path);
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if (asset == null)
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if (asset == null)
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{
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{
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trace('WARN: Failed to play sound $path, asset not found.');
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trace('WARN: Failed to play sound $path, asset not found.');
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return;
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return;
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}
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}
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snd.loadEmbedded(asset);
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var snd:FunkinSound = FunkinSound.load(asset);
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snd.autoDestroy = true;
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snd.autoDestroy = true;
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FlxG.sound.list.add(snd);
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snd.play(true);
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snd.play(true);
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snd.volume = volume;
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snd.volume = volume;
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}
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}
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