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Funkin/source/funkin/audio/FlxAudioGroup.hx
2023-02-21 20:58:15 -05:00

195 lines
4.2 KiB
Haxe

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