package funkin.audio; #if flash11 import flash.media.Sound; import flash.utils.ByteArray; #end import flixel.sound.FlxSound; import flixel.group.FlxGroup.FlxTypedGroup; import flixel.system.FlxAssets.FlxSoundAsset; import funkin.util.tools.ICloneable; import funkin.audio.waveform.WaveformData; import funkin.audio.waveform.WaveformDataParser; import flixel.math.FlxMath; import openfl.Assets; #if (openfl >= "8.0.0") import openfl.utils.AssetType; #end /** * A FlxSound which adds additional functionality: * - Delayed playback via negative song position. */ @:nullSafety class FunkinSound extends FlxSound implements ICloneable { static final MAX_VOLUME:Float = 1.0; /** * Using `FunkinSound.load` will override a dead instance from here rather than creating a new one, if possible! */ static var cache(default, null):FlxTypedGroup = new FlxTypedGroup(); public var muted(default, set):Bool = false; function set_muted(value:Bool):Bool { if (value == muted) return value; muted = value; updateTransform(); return value; } override function set_volume(value:Float):Float { // Uncap the volume. _volume = FlxMath.bound(value, 0.0, MAX_VOLUME); updateTransform(); return _volume; } public var paused(get, never):Bool; function get_paused():Bool { return this._paused; } public var isPlaying(get, never):Bool; function get_isPlaying():Bool { return this.playing || this._shouldPlay; } /** * Waveform data for this sound. * This is lazily loaded, so it will be built the first time it is accessed. */ public var waveformData(get, never):WaveformData; var _waveformData:Null = null; function get_waveformData():WaveformData { if (_waveformData == null) { _waveformData = WaveformDataParser.interpretFlxSound(this); if (_waveformData == null) throw 'Could not interpret waveform data!'; } return _waveformData; } /** * Are we in a state where the song should play but time is negative? */ var _shouldPlay:Bool = false; /** * For debug purposes. */ var _label:String = "unknown"; /** * Whether we received a focus lost event. */ var _lostFocus:Bool = false; public function new() { super(); } public override function update(elapsedSec:Float) { if (!playing && !_shouldPlay) return; if (_time < 0) { var elapsedMs = elapsedSec * Constants.MS_PER_SEC; _time += elapsedMs; if (_time >= 0) { super.play(); _shouldPlay = false; } } else { super.update(elapsedSec); } } public function togglePlayback():FunkinSound { if (playing) { pause(); } else { resume(); } return this; } public override function play(forceRestart:Bool = false, startTime:Float = 0, ?endTime:Float):FunkinSound { if (!exists) return this; if (forceRestart) { cleanup(false, true); } else if (playing) { return this; } if (startTime < 0) { this.active = true; this._shouldPlay = true; this._time = startTime; this.endTime = endTime; return this; } else { if (_paused) { resume(); } else { startSound(startTime); } this.endTime = endTime; return this; } } public override function pause():FunkinSound { if (_shouldPlay) { // This sound will eventually play, but is still at a negative timestamp. // Manually set the paused flag to ensure proper focus/unfocus behavior. _shouldPlay = false; _paused = true; active = false; } else { super.pause(); } return this; } /** * Called when the user clicks to focus on the window. */ override function onFocus():Void { // Flixel can sometimes toss spurious `onFocus` events, e.g. if the Flixel debugger is toggled // on and off. We only want to resume the sound if we actually lost focus, and if we weren't // already paused before we lost focus. if (_lostFocus && !_alreadyPaused) { resume(); } else { trace('Not resuming audio on focus!'); } _lostFocus = false; } /** * Called when the user tabs away from the window. */ override function onFocusLost():Void { trace('Focus lost, pausing audio!'); _lostFocus = true; _alreadyPaused = _paused; pause(); } public override function resume():FunkinSound { if (this._time < 0) { // Sound with negative timestamp, restart the timer. _shouldPlay = true; _paused = false; active = true; } else { super.resume(); } return this; } /** * Call after adjusting the volume to update the sound channel's settings. */ @:allow(flixel.sound.FlxSoundGroup) override function updateTransform():Void { _transform.volume = #if FLX_SOUND_SYSTEM ((FlxG.sound.muted || this.muted) ? 0 : 1) * FlxG.sound.volume * #end (group != null ? group.volume : 1) * _volume * _volumeAdjust; if (_channel != null) _channel.soundTransform = _transform; } public function clone():FunkinSound { var sound:FunkinSound = new FunkinSound(); // Clone the sound by creating one with the same data buffer. // Reusing the `Sound` object directly causes issues with playback. @:privateAccess sound._sound = openfl.media.Sound.fromAudioBuffer(this._sound.__buffer); // Call init to ensure the FlxSound is properly initialized. sound.init(this.looped, this.autoDestroy, this.onComplete); // Oh yeah, the waveform data is the same too! @:privateAccess sound._waveformData = this._waveformData; return sound; } /** * Creates a new `FunkinSound` object. * * @param embeddedSound The embedded sound resource you want to play. To stream, use the optional URL parameter instead. * @param volume How loud to play it (0 to 1). * @param looped Whether to loop this sound. * @param group The group to add this sound to. * @param autoDestroy Whether to destroy this sound when it finishes playing. * Leave this value set to `false` if you want to re-use this `FunkinSound` instance. * @param autoPlay Whether to play the sound immediately or wait for a `play()` call. * @param onComplete Called when the sound finished playing. * @param onLoad Called when the sound finished loading. Called immediately for succesfully loaded embedded sounds. * @return A `FunkinSound` object. */ public static function load(embeddedSound:FlxSoundAsset, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false, autoPlay:Bool = false, ?onComplete:Void->Void, ?onLoad:Void->Void):FunkinSound { var sound:FunkinSound = cache.recycle(construct); // Load the sound. // Sets `exists = true` as a side effect. sound.loadEmbedded(embeddedSound, looped, autoDestroy, onComplete); if (embeddedSound is String) { sound._label = embeddedSound; } sound.volume = volume; sound.group = FlxG.sound.defaultSoundGroup; sound.persist = true; if (autoPlay) sound.play(); // Call OnlLoad() because the sound already loaded if (onLoad != null && sound._sound != null) onLoad(); return sound; } static function construct():FunkinSound { var sound:FunkinSound = new FunkinSound(); cache.add(sound); FlxG.sound.list.add(sound); return sound; } }