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https://github.com/ninjamuffin99/Funkin.git
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204 lines
4.3 KiB
Haxe
204 lines
4.3 KiB
Haxe
package funkin.audio;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.system.FlxSound;
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/**
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* A group of FlxSounds which can be controlled as a whole.
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*
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* Add sounds to the group using `add()`, and then control them
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* as a whole using the properties and methods of this class.
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*
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* It is assumed that all the sounds will play at the same time,
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* and have the same duration.
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*/
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class FlxAudioGroup extends FlxTypedGroup<FlxSound>
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{
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/**
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* The position in time of the sounds in the group.
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* Measured in milliseconds.
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*/
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public var time(get, set):Float;
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function get_time():Float
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{
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if (getFirstAlive() != null) return getFirstAlive().time;
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else
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return 0;
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}
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function set_time(time:Float):Float
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{
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forEachAlive(function(sound:FlxSound)
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{
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// account for different offsets per sound?
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sound.time = time;
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});
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return time;
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}
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/**
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* The volume of the sounds in the group.
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*/
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public var volume(get, set):Float;
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function get_volume():Float
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{
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if (getFirstAlive() != null) return getFirstAlive().volume;
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else
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return 1.0;
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}
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function set_volume(volume:Float):Float
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{
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forEachAlive(function(sound:FlxSound)
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{
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sound.volume = volume;
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});
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return volume;
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}
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/**
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* The pitch of the sounds in the group, as a multiplier of 1.0x.
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* `2.0` would play the audio twice as fast with a higher pitch,
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* and `0.5` would play the audio at half speed with a lower pitch.
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*/
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public var pitch(get, set):Float;
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function get_pitch():Float
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{
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#if FLX_PITCH
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if (getFirstAlive() != null) return getFirstAlive().pitch;
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else
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#end
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return 1;
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}
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function set_pitch(val:Float):Float
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{
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#if FLX_PITCH
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trace('Setting audio pitch to ' + val);
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forEachAlive(function(sound:FlxSound)
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{
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sound.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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* Whether members of the group should be destroyed when they finish playing.
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*/
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public var autoDestroyMembers(default, set):Bool = false;
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function set_autoDestroyMembers(value:Bool):Bool
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{
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autoDestroyMembers = value;
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forEachAlive(function(sound:FlxSound)
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{
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sound.autoDestroy = value;
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});
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return value;
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}
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/**
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* Add a sound to the group.
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*/
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public override function add(sound:FlxSound):FlxSound
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{
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var result:FlxSound = super.add(sound);
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if (result == null) return null;
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// Apply parameters to the new sound.
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result.autoDestroy = this.autoDestroyMembers;
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result.pitch = this.pitch;
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result.volume = this.volume;
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// We have to play, then pause the sound to set the time,
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// else the sound will restart immediately when played.
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result.play(true, 0.0);
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result.pause();
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result.time = this.time;
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return result;
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}
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/**
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* Pause all the sounds in the group.
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*/
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public function pause()
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{
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forEachAlive(function(sound:FlxSound)
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{
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sound.pause();
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});
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}
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/**
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* Play all the sounds in the group.
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*/
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public function play(forceRestart:Bool = false, startTime:Float = 0.0, ?endTime:Float)
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{
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forEachAlive(function(sound:FlxSound)
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{
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sound.play(forceRestart, startTime, endTime);
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});
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}
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/**
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* Resume all the sounds in the group.
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*/
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public function resume()
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{
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forEachAlive(function(sound:FlxSound)
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{
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sound.resume();
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});
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}
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/**
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* Stop all the sounds in the group.
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*/
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public function stop()
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{
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forEachAlive(function(sound:FlxSound)
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{
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sound.stop();
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});
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}
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public override function clear():Void
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{
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this.stop();
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super.clear();
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}
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/**
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* Calculates the deviation of the sounds in the group from the target time.
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*
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* @param targetTime The time to compare the sounds to.
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* If null, the current time of the first sound in the group is used.
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* @return The largest deviation of the sounds in the group from the target time.
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*/
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public function calcDeviation(?targetTime:Float):Float
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{
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var deviation:Float = 0;
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forEachAlive(function(sound:FlxSound)
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{
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if (targetTime == null) targetTime = sound.time;
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else
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{
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var diff:Float = sound.time - targetTime;
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if (Math.abs(diff) > Math.abs(deviation)) deviation = diff;
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}
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});
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return deviation;
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}
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}
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