package funkin.audio; import flixel.group.FlxGroup.FlxTypedGroup; import flixel.sound.FlxSound; import funkin.audio.FunkinSound; /** * A group of FunkinSounds that are all synced together. * Unlike FlxSoundGroup, you can also control their time and pitch. */ class SoundGroup extends FlxTypedGroup { public var time(get, set):Float; public var volume(get, set):Float; public var pitch(get, set):Float; public function new() { super(); } @:deprecated("Create sound files and call add() instead") public static function build(song:String, ?files:Array = null):SoundGroup { var result = new SoundGroup(); if (files == null) { // Add an empty voice. result.add(new FunkinSound()); return result; } for (sndFile in files) { var snd:FunkinSound = FunkinSound.load(Paths.voices(song, '$sndFile')); result.add(snd); // adds it to main group for other shit } return result; } /** * Finds the largest deviation from the desired time inside this SoundGroup. * * @param targetTime The time to check against. * If none is provided, it checks the time of all members against the first member of this SoundGroup. * @return The largest deviation from the target time found. */ public function checkSyncError(?targetTime:Float):Float { var error:Float = 0; forEachAlive(function(snd) { if (targetTime == null) targetTime = snd.time; else { var diff:Float = snd.time - targetTime; if (Math.abs(diff) > Math.abs(error)) error = diff; } }); return error; } /** * Add a sound to the group. */ public override function add(sound:FunkinSound):FunkinSound { var result:FunkinSound = super.add(sound); if (result == null) return null; // We have to play, then pause the sound to set the time, // else the sound will restart immediately when played. result.play(true, 0.0); result.pause(); result.time = this.time; result.onComplete = function() { this.onComplete(); } // Apply parameters to the new sound. result.pitch = this.pitch; result.volume = this.volume; return result; } public dynamic function onComplete():Void {} /** * Pause all the sounds in the group. */ public function pause() { forEachAlive(function(sound:FunkinSound) { sound.pause(); }); } /** * Play all the sounds in the group. */ public function play(forceRestart:Bool = false, startTime:Float = 0.0, ?endTime:Float) { forEachAlive(function(sound:FunkinSound) { sound.play(forceRestart, startTime, endTime); }); } /** * Resume all the sounds in the group. */ public function resume() { forEachAlive(function(sound:FunkinSound) { sound.resume(); }); } /** * Stop all the sounds in the group. */ public function stop() { forEachAlive(function(sound:FunkinSound) { sound.stop(); }); } /** * Remove all sounds from the group. */ public override function clear():Void { this.stop(); super.clear(); } function get_time():Float { if (getFirstAlive() != null) return getFirstAlive().time; else return 0; } function set_time(time:Float):Float { forEachAlive(function(snd:FunkinSound) { // account for different offsets per sound? snd.time = time; }); return time; } function get_volume():Float { if (getFirstAlive() != null) return getFirstAlive().volume; else return 1; } // in PlayState, adjust the code so that it only mutes the player1 vocal tracks? function set_volume(volume:Float):Float { forEachAlive(function(snd:FunkinSound) { snd.volume = volume; }); return volume; } function get_pitch():Float { #if FLX_PITCH if (getFirstAlive() != null) return getFirstAlive().pitch; else #end return 1; } function set_pitch(val:Float):Float { #if FLX_PITCH trace('Setting audio pitch to ' + val); forEachAlive(function(snd:FunkinSound) { snd.pitch = val; }); #end return val; } }