mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-11-26 00:35:11 +00:00
124 lines
2.5 KiB
Haxe
124 lines
2.5 KiB
Haxe
package funkin;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.system.FlxSound;
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// different than FlxSoundGroup cuz this can control all the sounds time and shit
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// when needed
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class VoicesGroup extends FlxTypedGroup<FlxSound>
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{
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public var time(default, set):Float = 0;
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public var volume(default, set):Float = 1;
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public var pitch(default, set):Float = 1;
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// make it a group that you add to?
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public function new(song:String, ?files:Array<String>, ?needsVoices:Bool = true)
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{
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super();
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if (!needsVoices)
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{
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// simply adds an empty sound? fills it in moreso for easier backwards compatibility
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add(new FlxSound());
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// FlxG.sound.list.add(snd);
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return;
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}
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if (files == null)
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files = [""]; // loads with no file name assumption, to load "Voices.ogg" or whatev normally
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for (sndFile in files)
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{
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var snd:FlxSound = new FlxSound().loadEmbedded(Paths.voices(song, '$sndFile'));
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FlxG.sound.list.add(snd); // adds it to sound group for proper volumes
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add(snd); // adds it to main group for other shit
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}
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}
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/**
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* Finds the largest deviation from the desired time inside this VoicesGroup.
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*
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* @param targetTime The time to check against.
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* If none is provided, it checks the time of all members against the first member of this VoicesGroup.
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* @return The largest deviation from the target time found.
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*/
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public function checkSyncError(?targetTime:Float):Float
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{
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var error:Float = 0;
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forEachAlive(function(snd)
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{
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if (targetTime == null)
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targetTime = snd.time;
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else
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{
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var diff:Float = snd.time - targetTime;
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if (Math.abs(diff) > Math.abs(error))
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error = diff;
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}
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});
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return error;
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}
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// prob a better / cleaner way to do all these forEach stuff?
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public function pause()
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{
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forEachAlive(function(snd)
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{
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snd.pause();
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});
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}
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public function play()
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{
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forEachAlive(function(snd)
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{
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snd.play();
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});
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}
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public function stop()
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{
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forEachAlive(function(snd)
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{
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snd.stop();
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});
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}
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function set_time(time:Float):Float
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{
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forEachAlive(function(snd)
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{
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// account for different offsets per sound?
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snd.time = time;
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});
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return time;
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}
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// in PlayState, adjust the code so that it only mutes the player1 vocal tracks?
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function set_volume(volume:Float):Float
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{
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forEachAlive(function(snd)
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{
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snd.volume = volume;
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});
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return volume;
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}
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function set_pitch(val:Float):Float
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{
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#if HAS_PITCH
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forEachAlive(function(snd)
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{
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snd.pitch = val;
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});
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#end
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return val;
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}
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}
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