package funkin.ui.debug.charting.handlers; import flixel.system.FlxAssets.FlxSoundAsset; import flixel.system.FlxSound; import funkin.audio.VoicesGroup; import funkin.audio.visualize.PolygonVisGroup; import funkin.audio.FunkinSound; import funkin.play.character.BaseCharacter.CharacterType; import funkin.util.FileUtil; import funkin.util.assets.SoundUtil; import haxe.io.Bytes; import haxe.io.Path; import openfl.utils.Assets; /** * Functions for loading audio for the chart editor. * Handlers split up the functionality of the Chart Editor into different classes based on focus to limit the amount of code in each class. */ @:nullSafety @:access(funkin.ui.debug.charting.ChartEditorState) class ChartEditorAudioHandler { /** * Loads and stores byte data for a vocal track from an absolute file path * * @param path The absolute path to the audio file. * @param charId The character this vocal track will be for. * @param instId The instrumental this vocal track will be for. * @return Success or failure. */ public static function loadVocalsFromPath(state:ChartEditorState, path:Path, charId:String, instId:String = '', wipeFirst:Bool = false):Bool { #if sys var fileBytes:Bytes = sys.io.File.getBytes(path.toString()); return loadVocalsFromBytes(state, fileBytes, charId, instId, wipeFirst); #else trace("[WARN] This platform can't load audio from a file path, you'll need to fetch the bytes some other way."); return false; #end } /** * Loads and stores byte data for a vocal track from an asset * * @param path The path to the asset. Use `Paths` to build this. * @param charId The character this vocal track will be for. * @param instId The instrumental this vocal track will be for. * @return Success or failure. */ public static function loadVocalsFromAsset(state:ChartEditorState, path:String, charId:String, instId:String = '', wipeFirst:Bool = false):Bool { var trackData:Null = Assets.getBytes(path); if (trackData != null) { return loadVocalsFromBytes(state, trackData, charId, instId, wipeFirst); } return false; } /** * Loads and stores byte data for a vocal track * * @param bytes The audio byte data. * @param charId The character this vocal track will be for. * @param instId The instrumental this vocal track will be for. * @param wipeFirst Whether to wipe the existing vocal data before loading. */ public static function loadVocalsFromBytes(state:ChartEditorState, bytes:Bytes, charId:String, instId:String = '', wipeFirst:Bool = false):Bool { var trackId:String = '${charId}${instId == '' ? '' : '-${instId}'}'; if (wipeFirst) wipeVocalData(state); state.audioVocalTrackData.set(trackId, bytes); return true; } /** * Loads and stores byte data for an instrumental track from an absolute file path * * @param path The absolute path to the audio file. * @param instId The instrumental this vocal track will be for. * @return Success or failure. */ public static function loadInstFromPath(state:ChartEditorState, path:Path, instId:String = '', wipeFirst:Bool = false):Bool { #if sys var fileBytes:Bytes = sys.io.File.getBytes(path.toString()); return loadInstFromBytes(state, fileBytes, instId, wipeFirst); #else trace("[WARN] This platform can't load audio from a file path, you'll need to fetch the bytes some other way."); return false; #end } /** * Loads and stores byte data for an instrumental track from an asset * * @param path The path to the asset. Use `Paths` to build this. * @param instId The instrumental this vocal track will be for. * @return Success or failure. */ public static function loadInstFromAsset(state:ChartEditorState, path:String, instId:String = '', wipeFirst:Bool = false):Bool { var trackData:Null = Assets.getBytes(path); if (trackData != null) { return loadInstFromBytes(state, trackData, instId, wipeFirst); } return false; } /** * Loads and stores byte data for a vocal track * * @param bytes The audio byte data. * @param charId The character this vocal track will be for. * @param instId The instrumental this vocal track will be for. */ public static function loadInstFromBytes(state:ChartEditorState, bytes:Bytes, instId:String = '', wipeFirst:Bool = false):Bool { if (instId == '') instId = 'default'; if (wipeFirst) wipeInstrumentalData(state); state.audioInstTrackData.set(instId, bytes); return true; } public static function switchToInstrumental(state:ChartEditorState, instId:String = '', playerId:String, opponentId:String):Bool { var result:Bool = playInstrumental(state, instId); if (!result) return false; stopExistingVocals(state); result = playVocals(state, BF, playerId, instId); // if (!result) return false; result = playVocals(state, DAD, opponentId, instId); // if (!result) return false; return true; } /** * Tell the Chart Editor to select a specific instrumental track, that is already loaded. */ public static function playInstrumental(state:ChartEditorState, instId:String = ''):Bool { if (instId == '') instId = 'default'; var instTrackData:Null = state.audioInstTrackData.get(instId); var instTrack:Null = SoundUtil.buildSoundFromBytes(instTrackData); if (instTrack == null) return false; stopExistingInstrumental(state); state.audioInstTrack = instTrack; state.postLoadInstrumental(); // Workaround for a bug where FlxG.sound.music.update() was being called twice. FlxG.sound.list.remove(instTrack); return true; } public static function stopExistingInstrumental(state:ChartEditorState):Void { if (state.audioInstTrack != null) { state.audioInstTrack.stop(); state.audioInstTrack.destroy(); state.audioInstTrack = null; } } /** * Tell the Chart Editor to select a specific vocal track, that is already loaded. */ public static function playVocals(state:ChartEditorState, charType:CharacterType, charId:String, instId:String = ''):Bool { var trackId:String = '${charId}${instId == '' ? '' : '-${instId}'}'; var vocalTrackData:Null = state.audioVocalTrackData.get(trackId); var vocalTrack:Null = SoundUtil.buildSoundFromBytes(vocalTrackData); if (state.audioVocalTrackGroup == null) state.audioVocalTrackGroup = new VoicesGroup(); if (state.audioVisGroup == null) state.audioVisGroup = new PolygonVisGroup(); if (vocalTrack != null) { switch (charType) { case BF: state.audioVocalTrackGroup.addPlayerVoice(vocalTrack); state.audioVisGroup.addPlayerVis(vocalTrack); state.audioVisGroup.playerVis.x = 885; state.audioVisGroup.playerVis.realtimeVisLenght = Conductor.instance.getStepTimeInMs(16) * 0.00195; state.audioVisGroup.playerVis.daHeight = (ChartEditorState.GRID_SIZE) * 16; state.audioVisGroup.playerVis.detail = 1; state.audioVisGroup.playerVis.y = Math.max(state.gridTiledSprite?.y ?? 0.0, ChartEditorState.GRID_INITIAL_Y_POS - ChartEditorState.GRID_TOP_PAD); state.audioVocalTrackGroup.playerVoicesOffset = state.currentSongOffsets.getVocalOffset(charId); return true; case DAD: state.audioVocalTrackGroup.addOpponentVoice(vocalTrack); state.audioVisGroup.addOpponentVis(vocalTrack); state.audioVisGroup.opponentVis.x = 405; state.audioVisGroup.opponentVis.realtimeVisLenght = Conductor.instance.getStepTimeInMs(16) * 0.00195; state.audioVisGroup.opponentVis.daHeight = (ChartEditorState.GRID_SIZE) * 16; state.audioVisGroup.opponentVis.detail = 1; state.audioVisGroup.opponentVis.y = Math.max(state.gridTiledSprite?.y ?? 0.0, ChartEditorState.GRID_INITIAL_Y_POS - ChartEditorState.GRID_TOP_PAD); state.audioVocalTrackGroup.opponentVoicesOffset = state.currentSongOffsets.getVocalOffset(charId); return true; case OTHER: state.audioVocalTrackGroup.add(vocalTrack); // TODO: Add offset for other characters. return true; default: // Do nothing. } } return false; } public static function stopExistingVocals(state:ChartEditorState):Void { if (state.audioVocalTrackGroup != null) { state.audioVocalTrackGroup.clear(); } } /** * Play a sound effect. * Automatically cleans up after itself and recycles previous FlxSound instances if available, for performance. * @param path The path to the sound effect. Use `Paths` to build this. */ public static function playSound(_state:ChartEditorState, path:String, volume:Float = 1.0):Void { var snd:FlxSound = FlxG.sound.list.recycle(FlxSound) ?? new FlxSound(); var asset:Null = FlxG.sound.cache(path); if (asset == null) { trace('WARN: Failed to play sound $path, asset not found.'); return; } snd.loadEmbedded(asset); snd.autoDestroy = true; FlxG.sound.list.add(snd); snd.volume = volume; snd.play(); } public static function wipeInstrumentalData(state:ChartEditorState):Void { state.audioInstTrackData.clear(); stopExistingInstrumental(state); } public static function wipeVocalData(state:ChartEditorState):Void { state.audioVocalTrackData.clear(); stopExistingVocals(state); } /** * Create a list of ZIP file entries from the current loaded instrumental tracks in the chart eidtor. * @param state The chart editor state. * @return `Array` */ public static function makeZIPEntriesFromInstrumentals(state:ChartEditorState):Array { var zipEntries = []; var instTrackIds = state.audioInstTrackData.keys().array(); for (key in instTrackIds) { if (key == 'default') { var data:Null = state.audioInstTrackData.get('default'); if (data == null) { trace('[WARN] Failed to access inst track ($key)'); continue; } zipEntries.push(FileUtil.makeZIPEntryFromBytes('Inst.ogg', data)); } else { var data:Null = state.audioInstTrackData.get(key); if (data == null) { trace('[WARN] Failed to access inst track ($key)'); continue; } zipEntries.push(FileUtil.makeZIPEntryFromBytes('Inst-${key}.ogg', data)); } } return zipEntries; } /** * Create a list of ZIP file entries from the current loaded vocal tracks in the chart eidtor. * @param state The chart editor state. * @return `Array` */ public static function makeZIPEntriesFromVocals(state:ChartEditorState):Array { var zipEntries = []; var vocalTrackIds = state.audioVocalTrackData.keys().array(); for (key in state.audioVocalTrackData.keys()) { var data:Null = state.audioVocalTrackData.get(key); if (data == null) { trace('[WARN] Failed to access vocal track ($key)'); continue; } zipEntries.push(FileUtil.makeZIPEntryFromBytes('Voices-${key}.ogg', data)); } return zipEntries; } }