mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-30 16:56:47 +00:00
628 lines
17 KiB
Haxe
628 lines
17 KiB
Haxe
package funkin.audio;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.math.FlxMath;
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import flixel.sound.FlxSound;
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import flixel.system.FlxAssets.FlxSoundAsset;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxSignal.FlxTypedSignal;
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import funkin.audio.waveform.WaveformData;
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import funkin.audio.waveform.WaveformDataParser;
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import funkin.data.song.SongData.SongMusicData;
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import funkin.data.song.SongRegistry;
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import funkin.util.tools.ICloneable;
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import funkin.util.flixel.sound.FlxPartialSound;
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import funkin.Paths.PathsFunction;
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import openfl.Assets;
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import lime.app.Future;
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import lime.app.Promise;
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import openfl.media.SoundMixer;
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#if (openfl >= "8.0.0")
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#end
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/**
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* A FlxSound which adds additional functionality:
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* - Delayed playback via negative song position.
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* - Easy functions for immediate playback and recycling.
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*/
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@:nullSafety
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class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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{
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static final MAX_VOLUME:Float = 1.0;
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/**
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* An FlxSignal which is dispatched when the volume changes.
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*/
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public static var onVolumeChanged(get, never):FlxTypedSignal<Float->Void>;
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static var _onVolumeChanged:Null<FlxTypedSignal<Float->Void>> = null;
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static function get_onVolumeChanged():FlxTypedSignal<Float->Void>
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{
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if (_onVolumeChanged == null)
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{
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_onVolumeChanged = new FlxTypedSignal<Float->Void>();
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FlxG.sound.volumeHandler = function(volume:Float) {
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_onVolumeChanged.dispatch(volume);
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}
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}
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return _onVolumeChanged;
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}
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/**
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* Using `FunkinSound.load` will override a dead instance from here rather than creating a new one, if possible!
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*/
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static var pool(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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/**
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* Calculate the current time of the sound.
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* NOTE: You need to `add()` the sound to the scene for `update()` to increment the time.
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*/
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//
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public var muted(default, set):Bool = false;
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function set_muted(value:Bool):Bool
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{
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if (value == muted) return value;
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muted = value;
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updateTransform();
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return value;
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}
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override function set_volume(value:Float):Float
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{
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// Uncap the volume.
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_volume = FlxMath.bound(value, 0.0, MAX_VOLUME);
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updateTransform();
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return _volume;
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}
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public var paused(get, never):Bool;
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function get_paused():Bool
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{
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return this._paused;
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}
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public var isPlaying(get, never):Bool;
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function get_isPlaying():Bool
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{
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return this.playing || this._shouldPlay;
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}
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/**
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* Waveform data for this sound.
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* This is lazily loaded, so it will be built the first time it is accessed.
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*/
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public var waveformData(get, never):WaveformData;
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var _waveformData:Null<WaveformData> = null;
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function get_waveformData():WaveformData
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{
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if (_waveformData == null)
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{
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_waveformData = WaveformDataParser.interpretFlxSound(this);
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if (_waveformData == null) throw 'Could not interpret waveform data!';
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}
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return _waveformData;
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}
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/**
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* Are we in a state where the song should play but time is negative?
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*/
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var _shouldPlay:Bool = false;
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/**
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* For debug purposes.
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*/
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var _label:String = "unknown";
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/**
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* Whether we received a focus lost event.
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*/
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var _lostFocus:Bool = false;
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public function new()
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{
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super();
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}
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public override function update(elapsedSec:Float)
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{
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if (!playing && !_shouldPlay) return;
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if (_time < 0)
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{
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var elapsedMs = elapsedSec * Constants.MS_PER_SEC;
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_time += elapsedMs;
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if (_time >= 0)
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{
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super.play();
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_shouldPlay = false;
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}
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}
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else
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{
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super.update(elapsedSec);
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}
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}
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public function togglePlayback():FunkinSound
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{
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if (playing)
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{
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pause();
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}
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else
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{
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resume();
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}
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return this;
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}
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public override function play(forceRestart:Bool = false, startTime:Float = 0, ?endTime:Float):FunkinSound
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{
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if (!exists) return this;
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if (forceRestart)
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{
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cleanup(false, true);
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}
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else if (playing)
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{
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return this;
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}
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if (startTime < 0)
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{
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this.active = true;
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this._shouldPlay = true;
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this._time = startTime;
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this.endTime = endTime;
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return this;
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}
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else
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{
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if (_paused)
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{
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resume();
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}
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else
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{
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startSound(startTime);
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}
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this.endTime = endTime;
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return this;
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}
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}
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public override function pause():FunkinSound
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{
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if (_shouldPlay)
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{
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// This sound will eventually play, but is still at a negative timestamp.
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// Manually set the paused flag to ensure proper focus/unfocus behavior.
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_shouldPlay = false;
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_paused = true;
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active = false;
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}
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else
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{
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super.pause();
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}
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return this;
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}
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/**
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* Called when the user clicks to focus on the window.
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*/
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override function onFocus():Void
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{
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// Flixel can sometimes toss spurious `onFocus` events, e.g. if the Flixel debugger is toggled
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// on and off. We only want to resume the sound if we actually lost focus, and if we weren't
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// already paused before we lost focus.
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if (_lostFocus && !_alreadyPaused)
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{
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// trace('Resuming audio (${this._label}) on focus!');
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resume();
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}
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else
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{
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// trace('Not resuming audio (${this._label}) on focus!');
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}
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_lostFocus = false;
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}
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/**
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* Called when the user tabs away from the window.
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*/
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override function onFocusLost():Void
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{
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// trace('Focus lost, pausing audio!');
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_lostFocus = true;
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_alreadyPaused = _paused;
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pause();
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}
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public override function resume():FunkinSound
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{
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if (this._time < 0)
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{
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// Sound with negative timestamp, restart the timer.
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_shouldPlay = true;
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_paused = false;
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active = true;
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}
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else
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{
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super.resume();
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}
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return this;
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}
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/**
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* Call after adjusting the volume to update the sound channel's settings.
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*/
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@:allow(flixel.sound.FlxSoundGroup)
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override function updateTransform():Void
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{
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if (_transform != null)
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{
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_transform.volume = #if FLX_SOUND_SYSTEM ((FlxG.sound.muted || this.muted) ? 0 : 1) * FlxG.sound.volume * #end
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(group != null ? group.volume : 1) * _volume * _volumeAdjust;
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}
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if (_channel != null)
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{
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_channel.soundTransform = _transform;
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}
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}
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public function clone():FunkinSound
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{
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var sound:FunkinSound = new FunkinSound();
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// Clone the sound by creating one with the same data buffer.
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// Reusing the `Sound` object directly causes issues with playback.
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@:privateAccess
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sound._sound = openfl.media.Sound.fromAudioBuffer(this._sound.__buffer);
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// Call init to ensure the FlxSound is properly initialized.
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sound.init(this.looped, this.autoDestroy, this.onComplete);
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// Oh yeah, the waveform data is the same too!
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@:privateAccess
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sound._waveformData = this._waveformData;
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return sound;
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}
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/**
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* Creates a new `FunkinSound` object and loads it as the current music track.
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*
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* @param key The key of the music you want to play. Music should be at `music/<key>/<key>.ogg`.
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* @param params A set of additional optional parameters.
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* Data should be at `music/<key>/<key>-metadata.json`.
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* @return Whether the music was started. `false` if music was already playing or could not be started
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*/
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public static function playMusic(key:String, params:FunkinSoundPlayMusicParams):Bool
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{
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if (!(params.overrideExisting ?? false) && (FlxG.sound.music?.exists ?? false) && FlxG.sound.music.playing) return false;
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if (!(params.restartTrack ?? false) && FlxG.sound.music?.playing)
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{
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if (FlxG.sound.music != null && Std.isOfType(FlxG.sound.music, FunkinSound))
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{
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var existingSound:FunkinSound = cast FlxG.sound.music;
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// Stop here if we would play a matching music track.
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if (existingSound._label == Paths.music('$key/$key'))
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{
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return false;
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}
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}
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}
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if (FlxG.sound.music != null)
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{
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FlxG.sound.music.fadeTween?.cancel();
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FlxG.sound.music.stop();
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FlxG.sound.music.kill();
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}
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if (params?.mapTimeChanges ?? true)
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{
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var songMusicData:Null<SongMusicData> = SongRegistry.instance.parseMusicData(key);
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// Will fall back and return null if the metadata doesn't exist or can't be parsed.
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if (songMusicData != null)
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{
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Conductor.instance.mapTimeChanges(songMusicData.timeChanges);
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}
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else
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{
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FlxG.log.warn('Tried and failed to find music metadata for $key');
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}
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}
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var pathsFunction = params.pathsFunction ?? MUSIC;
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var suffix = params.suffix ?? '';
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var pathToUse = switch (pathsFunction)
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{
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case MUSIC: Paths.music('$key/$key');
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case INST: Paths.inst('$key', suffix);
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default: Paths.music('$key/$key');
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}
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var shouldLoadPartial = params.partialParams?.loadPartial ?? false;
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// even if we arent' trying to partial load a song, we want to error out any songs in progress,
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// so we don't get overlapping music if someone were to load a new song while a partial one is loading!
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emptyPartialQueue();
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if (shouldLoadPartial)
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{
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var music = FunkinSound.loadPartial(pathToUse, params.partialParams?.start ?? 0.0, params.partialParams?.end ?? 1.0, params?.startingVolume ?? 1.0,
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params.loop ?? true, false, false, params.onComplete);
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if (music != null)
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{
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partialQueue.push(music);
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@:nullSafety(Off)
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music.future.onComplete(function(partialMusic:Null<FunkinSound>) {
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FlxG.sound.music = partialMusic;
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FlxG.sound.list.remove(FlxG.sound.music);
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if (FlxG.sound.music != null && params.onLoad != null) params.onLoad();
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});
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return true;
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}
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else
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{
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return false;
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}
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}
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else
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{
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var music = FunkinSound.load(pathToUse, params?.startingVolume ?? 1.0, params.loop ?? true, false, true);
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if (music != null)
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{
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FlxG.sound.music = music;
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// Prevent repeat update() and onFocus() calls.
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FlxG.sound.list.remove(FlxG.sound.music);
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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public static function emptyPartialQueue():Void
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{
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while (partialQueue.length > 0)
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{
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@:nullSafety(Off)
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partialQueue.pop().error("Cancel loading partial sound");
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}
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}
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static var partialQueue:Array<Promise<Null<FunkinSound>>> = [];
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/**
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* Creates a new `FunkinSound` object synchronously.
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*
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* @param embeddedSound The embedded sound resource you want to play. To stream, use the optional URL parameter instead.
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* @param volume How loud to play it (0 to 1).
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* @param looped Whether to loop this sound.
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* @param group The group to add this sound to.
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* @param autoDestroy Whether to destroy this sound when it finishes playing.
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* Leave this value set to `false` if you want to re-use this `FunkinSound` instance.
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* @param autoPlay Whether to play the sound immediately or wait for a `play()` call.
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* @param onComplete Called when the sound finished playing.
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* @param onLoad Called when the sound finished loading. Called immediately for succesfully loaded embedded sounds.
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* @return A `FunkinSound` object, or `null` if the sound could not be loaded.
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*/
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public static function load(embeddedSound:FlxSoundAsset, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false, autoPlay:Bool = false,
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?onComplete:Void->Void, ?onLoad:Void->Void):Null<FunkinSound>
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{
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@:privateAccess
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if (SoundMixer.__soundChannels.length >= SoundMixer.MAX_ACTIVE_CHANNELS)
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{
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FlxG.log.error('FunkinSound could not play sound, channels exhausted! Found ${SoundMixer.__soundChannels.length} active sound channels.');
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return null;
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}
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var sound:FunkinSound = pool.recycle(construct);
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// Load the sound.
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// Sets `exists = true` as a side effect.
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sound.loadEmbedded(embeddedSound, looped, autoDestroy, onComplete);
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if (embeddedSound is String)
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{
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sound._label = embeddedSound;
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}
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else
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{
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sound._label = 'unknown';
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}
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if (autoPlay) sound.play();
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sound.volume = volume;
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sound.group = FlxG.sound.defaultSoundGroup;
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sound.persist = true;
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// Make sure to add the sound to the list.
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// If it's already in, it won't get re-added.
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// If it's not in the list (it gets removed by FunkinSound.playMusic()),
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// it will get re-added (then if this was called by playMusic(), removed again)
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FlxG.sound.list.add(sound);
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// Call onLoad() because the sound already loaded
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if (onLoad != null && sound._sound != null) onLoad();
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return sound;
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}
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/**
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* Will load a section of a sound file, useful for Freeplay where we don't want to load all the bytes of a song
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* @param path The path to the sound file
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* @param start The start time of the sound file
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* @param end The end time of the sound file
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* @param volume Volume to start at
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* @param looped Whether the sound file should loop
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* @param autoDestroy Whether the sound file should be destroyed after it finishes playing
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* @param autoPlay Whether the sound file should play immediately
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* @param onComplete Callback when the sound finishes playing
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* @param onLoad Callback when the sound finishes loading
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* @return A FunkinSound object
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*/
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public static function loadPartial(path:String, start:Float = 0, end:Float = 1, volume:Float = 1.0, looped:Bool = false, autoDestroy:Bool = false,
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autoPlay:Bool = true, ?onComplete:Void->Void, ?onLoad:Void->Void):Promise<Null<FunkinSound>>
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{
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var promise:lime.app.Promise<Null<FunkinSound>> = new lime.app.Promise<Null<FunkinSound>>();
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// split the path and get only after first :
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// we are bypassing the openfl/lime asset library fuss on web only
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#if web
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path = Paths.stripLibrary(path);
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#end
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var soundRequest = FlxPartialSound.partialLoadFromFile(path, start, end);
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if (soundRequest == null)
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{
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promise.complete(null);
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}
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else
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{
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promise.future.onError(function(e) {
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soundRequest.error("Sound loading was errored or cancelled");
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});
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soundRequest.future.onComplete(function(partialSound) {
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var snd = FunkinSound.load(partialSound, volume, looped, autoDestroy, autoPlay, onComplete, onLoad);
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promise.complete(snd);
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});
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}
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return promise;
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}
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@:nullSafety(Off)
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public override function destroy():Void
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{
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// trace('[FunkinSound] Destroying sound "${this._label}"');
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super.destroy();
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if (fadeTween != null)
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{
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fadeTween.cancel();
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fadeTween = null;
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}
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FlxTween.cancelTweensOf(this);
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this._label = 'unknown';
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}
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/**
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* Play a sound effect once, then destroy it.
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* @param key
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* @param volume
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* @return static function construct():FunkinSound
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*/
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public static function playOnce(key:String, volume:Float = 1.0, ?onComplete:Void->Void, ?onLoad:Void->Void):Void
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{
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var result = FunkinSound.load(key, volume, false, true, true, onComplete, onLoad);
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}
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/**
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* Stop all sounds in the pool and allow them to be recycled.
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*/
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public static function stopAllAudio(musicToo:Bool = false):Void
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{
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for (sound in pool)
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{
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if (sound == null) continue;
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if (!musicToo && sound == FlxG.sound.music) continue;
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sound.destroy();
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}
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}
|
|
|
|
static function construct():FunkinSound
|
|
{
|
|
var sound:FunkinSound = new FunkinSound();
|
|
|
|
pool.add(sound);
|
|
FlxG.sound.list.add(sound);
|
|
|
|
return sound;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Additional parameters for `FunkinSound.playMusic()`
|
|
*/
|
|
typedef FunkinSoundPlayMusicParams =
|
|
{
|
|
/**
|
|
* The volume you want the music to start at.
|
|
* @default `1.0`
|
|
*/
|
|
var ?startingVolume:Float;
|
|
|
|
/**
|
|
* The suffix of the music file to play. Usually for "-erect" tracks when loading an INST file
|
|
* @default ``
|
|
*/
|
|
var ?suffix:String;
|
|
|
|
/**
|
|
* Whether to override music if a different track is already playing.
|
|
* @default `false`
|
|
*/
|
|
var ?overrideExisting:Bool;
|
|
|
|
/**
|
|
* Whether to override music if the same track is already playing.
|
|
* @default `false`
|
|
*/
|
|
var ?restartTrack:Bool;
|
|
|
|
/**
|
|
* Whether the music should loop or play once.
|
|
* @default `true`
|
|
*/
|
|
var ?loop:Bool;
|
|
|
|
/**
|
|
* Whether to check for `SongMusicData` to update the Conductor with.
|
|
* @default `true`
|
|
*/
|
|
var ?mapTimeChanges:Bool;
|
|
|
|
/**
|
|
* Which Paths function to use to load a song
|
|
* @default `MUSIC`
|
|
*/
|
|
var ?pathsFunction:PathsFunction;
|
|
|
|
var ?partialParams:PartialSoundParams;
|
|
|
|
var ?onComplete:Void->Void;
|
|
var ?onLoad:Void->Void;
|
|
}
|
|
|
|
typedef PartialSoundParams =
|
|
{
|
|
var loadPartial:Bool;
|
|
var start:Float;
|
|
var end:Float;
|
|
}
|