package funkin.play.song; 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; import funkin.play.song.SongData.SongMetadata; import funkin.play.song.SongData.SongNoteData; import funkin.play.song.SongData.SongPlayableChar; import funkin.play.song.SongData.SongTimeChange; import funkin.play.song.SongData.SongTimeFormat; /** * This is a data structure managing information about the current song. * This structure is created when the game starts, and includes all the data * from the `metadata.json` file. * It also includes the chart data, but only when this is the currently loaded song. * * 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 { public final songId:String; final _metadata:Array; final variations:Array; final difficulties:Map; /** * 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; public function new(id:String) { this.songId = id; variations = []; difficultyIds = []; difficulties = new Map(); _metadata = SongDataParser.loadSongMetadata(songId); if (_metadata == null || _metadata.length == 0) { throw 'Could not find song data for songId: $songId'; } populateFromMetadata(); } @:allow(funkin.play.song.Song) public static function buildRaw(songId:String, metadata:Array, variations:Array, charts:Map, ?validScore:Bool = false):Song { var result:Song = new Song(songId); result._metadata.clear(); for (meta in metadata) result._metadata.push(meta); result.variations.clear(); for (vari in variations) result.variations.push(vari); result.difficultyIds.clear(); result.populateFromMetadata(); for (variation => chartData in charts) result.applyChartData(chartData, variation); result.validScore = validScore; return result; } public function getRawMetadata():Array { return _metadata; } /** * Populate the song data from the provided metadata, * including data from individual difficulties. Does not load chart data. */ function populateFromMetadata():Void { // 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); var difficulty:SongDifficulty = new SongDifficulty(this, diffId, metadata.variation); variations.push(metadata.variation); difficulty.songName = metadata.songName; difficulty.songArtist = metadata.artist; difficulty.timeFormat = metadata.timeFormat; difficulty.divisions = metadata.divisions; difficulty.timeChanges = metadata.timeChanges; difficulty.looped = metadata.looped; difficulty.generatedBy = metadata.generatedBy; difficulty.stage = metadata.playData.stage; // difficulty.noteSkin = metadata.playData.noteSkin; difficulty.chars = new Map(); for (charId in metadata.playData.playableChars.keys()) { var char = metadata.playData.playableChars.get(charId); difficulty.chars.set(charId, char); } difficulties.set(diffId, difficulty); } } } /** * Parse and cache the chart for all difficulties of this song. */ public function cacheCharts(?force:Bool = false):Void { if (force) { clearCharts(); } trace('Caching ${variations.length} chart files for song $songId'); for (variation in variations) { var chartData:SongChartData = SongDataParser.parseSongChartData(songId, variation); applyChartData(chartData, variation); } trace('Done caching charts.'); } function applyChartData(chartData:SongChartData, variation:String):Void { var chartNotes = chartData.notes; for (diffId in chartNotes.keys()) { // Retrieve the cached difficulty data. var difficulty:Null = difficulties.get(diffId); if (difficulty == null) { trace('Fabricated new difficulty for $diffId.'); difficulty = new SongDifficulty(this, diffId, variation); difficulties.set(diffId, difficulty); } // Add the chart data to the difficulty. difficulty.notes = chartData.notes.get(diffId); difficulty.scrollSpeed = chartData.getScrollSpeed(diffId); difficulty.events = chartData.events; } } /** * Retrieve the metadata for a specific difficulty, including the chart if it is loaded. * @param diffId The difficulty ID, such as `easy` or `hard`. * @return The difficulty data. */ public inline function getDifficulty(diffId:String = null):SongDifficulty { if (diffId == null) diffId = difficulties.keys().array()[0]; return difficulties.get(diffId); } public function listDifficulties():Array { return difficultyIds; } public function hasDifficulty(diffId:String):Bool { return difficulties.exists(diffId); } /** * Purge the cached chart data for each difficulty of this song. */ public function clearCharts():Void { for (diff in difficulties) { diff.clearChart(); } } public function toString():String { return 'Song($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 { /** * The parent song for this difficulty. */ public final song:Song; /** * The difficulty ID, such as `easy` or `hard`. */ public final difficulty:String; /** * The metadata file that contains this difficulty. */ public final variation:String; /** * The note chart for this difficulty. */ public var notes:Array; /** * The event chart for this difficulty. */ public var events:Array; public var songName:String = SongValidator.DEFAULT_SONGNAME; public var songArtist:String = SongValidator.DEFAULT_ARTIST; public var timeFormat:SongTimeFormat = SongValidator.DEFAULT_TIMEFORMAT; public var divisions:Int = SongValidator.DEFAULT_DIVISIONS; public var looped:Bool = SongValidator.DEFAULT_LOOPED; public var generatedBy:String = SongValidator.DEFAULT_GENERATEDBY; public var timeChanges:Array = []; public var stage:String = SongValidator.DEFAULT_STAGE; public var chars:Map = null; public var scrollSpeed:Float = SongValidator.DEFAULT_SCROLLSPEED; public function new(song:Song, diffId:String, variation:String) { this.song = song; this.difficulty = diffId; this.variation = variation; } public function clearChart():Void { notes = null; } public function getStartingBPM():Float { if (timeChanges.length == 0) { return 0; } return timeChanges[0].bpm; } public function getPlayableChar(id:String):Null { if (id == null || id == '') return null; return chars.get(id); } public function getPlayableChars():Array { return chars.keys().array(); } public function getEvents():Array { return cast events; } public inline function cacheInst(?currentPlayerId:String = null):Void { var currentPlayer:Null = getPlayableChar(currentPlayerId); if (currentPlayer != null) { FlxG.sound.cache(Paths.inst(this.song.songId, currentPlayer.inst)); } else { FlxG.sound.cache(Paths.inst(this.song.songId)); } } public inline function playInst(volume:Float = 1.0, looped:Bool = false):Void { var suffix:String = (variation ?? '') != '' ? '-$variation' : ''; FlxG.sound.playMusic(Paths.inst(this.song.songId, suffix), volume, looped); } /** * Cache the vocals for a given character. * @param id The character we are about to play. */ public inline function cacheVocals(?id:String = 'bf'):Void { for (voice in buildVoiceList(id)) { FlxG.sound.cache(voice); } } /** * 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 { var playableCharData:SongPlayableChar = getPlayableChar(id); if (playableCharData == null) { trace('Could not find playable char $id for song ${this.song.songId}'); return []; } var suffix:String = (variation ?? '') != '' ? '-$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 = []; 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; } /** * 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 = new VoicesGroup(); var voiceList:Array = 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; } }