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Funkin/source/funkin/audio/FunkinSound.hx
2024-02-09 14:58:57 -05:00

295 lines
6.9 KiB
Haxe

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<FunkinSound>
{
static final MAX_VOLUME:Float = 2.0;
static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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.
fixMaxVolume();
_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<WaveformData> = 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";
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;
}
function fixMaxVolume():Void
{
#if lime_openal
// This code is pretty fragile, it reaches through 5 layers of private access.
@:privateAccess
var handle = this?._channel?.__source?.__backend?.handle;
if (handle == null) return;
lime.media.openal.AL.sourcef(handle, lime.media.openal.AL.MAX_GAIN, MAX_VOLUME);
#end
}
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
{
super.pause();
this._shouldPlay = false;
return this;
}
/**
* Called when the user clicks to focus on the window.
*/
override function onFocus():Void
{
if (!_alreadyPaused && this._shouldPlay)
{
resume();
}
}
/**
* Called when the user tabs away from the window.
*/
override function onFocusLost():Void
{
_alreadyPaused = _paused;
pause();
}
public override function resume():FunkinSound
{
if (this._time < 0)
{
this._shouldPlay = 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);
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;
}
}