mirror of
https://github.com/ninjamuffin99/Funkin.git
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267 lines
8.5 KiB
Haxe
267 lines
8.5 KiB
Haxe
package funkin.ui.debug.charting.handlers;
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import flixel.system.FlxAssets.FlxSoundAsset;
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import flixel.system.FlxSound;
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import funkin.audio.VoicesGroup;
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import funkin.play.character.BaseCharacter.CharacterType;
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import funkin.util.FileUtil;
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import funkin.util.assets.SoundUtil;
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import haxe.io.Bytes;
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import haxe.io.Path;
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import openfl.utils.Assets;
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/**
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* Functions for loading audio for the chart editor.
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* Handlers split up the functionality of the Chart Editor into different classes based on focus to limit the amount of code in each class.
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*/
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@:nullSafety
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@:access(funkin.ui.debug.charting.ChartEditorState)
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class ChartEditorAudioHandler
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{
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/**
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* Loads and stores byte data for a vocal track from an absolute file path
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*
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* @param path The absolute path to the audio file.
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* @param charId The character this vocal track will be for.
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* @param instId The instrumental this vocal track will be for.
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* @return Success or failure.
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*/
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public static function loadVocalsFromPath(state:ChartEditorState, path:Path, charId:String, instId:String = ''):Bool
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{
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#if sys
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var fileBytes:Bytes = sys.io.File.getBytes(path.toString());
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return loadVocalsFromBytes(state, fileBytes, charId, instId);
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#else
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trace("[WARN] This platform can't load audio from a file path, you'll need to fetch the bytes some other way.");
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return false;
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#end
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}
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/**
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* Loads and stores byte data for a vocal track from an asset
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*
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* @param path The path to the asset. Use `Paths` to build this.
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* @param charId The character this vocal track will be for.
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* @param instId The instrumental this vocal track will be for.
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* @return Success or failure.
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*/
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public static function loadVocalsFromAsset(state:ChartEditorState, path:String, charId:String, instId:String = ''):Bool
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{
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var trackData:Null<Bytes> = Assets.getBytes(path);
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if (trackData != null)
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{
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return loadVocalsFromBytes(state, trackData, charId, instId);
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}
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return false;
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}
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/**
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* Loads and stores byte data for a vocal track
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*
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* @param bytes The audio byte data.
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* @param charId The character this vocal track will be for.
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* @param instId The instrumental this vocal track will be for.
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*/
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public static function loadVocalsFromBytes(state:ChartEditorState, bytes:Bytes, charId:String, instId:String = ''):Bool
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{
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var trackId:String = '${charId}${instId == '' ? '' : '-${instId}'}';
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state.audioVocalTrackData.set(trackId, bytes);
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return true;
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}
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/**
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* Loads and stores byte data for an instrumental track from an absolute file path
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*
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* @param path The absolute path to the audio file.
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* @param instId The instrumental this vocal track will be for.
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* @return Success or failure.
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*/
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public static function loadInstFromPath(state:ChartEditorState, path:Path, instId:String = ''):Bool
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{
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#if sys
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var fileBytes:Bytes = sys.io.File.getBytes(path.toString());
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return loadInstFromBytes(state, fileBytes, instId);
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#else
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trace("[WARN] This platform can't load audio from a file path, you'll need to fetch the bytes some other way.");
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return false;
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#end
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}
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/**
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* Loads and stores byte data for an instrumental track from an asset
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*
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* @param path The path to the asset. Use `Paths` to build this.
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* @param instId The instrumental this vocal track will be for.
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* @return Success or failure.
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*/
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public static function loadInstFromAsset(state:ChartEditorState, path:String, instId:String = ''):Bool
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{
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var trackData:Null<Bytes> = Assets.getBytes(path);
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if (trackData != null)
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{
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return loadInstFromBytes(state, trackData, instId);
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}
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return false;
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}
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/**
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* Loads and stores byte data for a vocal track
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*
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* @param bytes The audio byte data.
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* @param charId The character this vocal track will be for.
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* @param instId The instrumental this vocal track will be for.
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*/
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public static function loadInstFromBytes(state:ChartEditorState, bytes:Bytes, instId:String = ''):Bool
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{
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if (instId == '') instId = 'default';
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state.audioInstTrackData.set(instId, bytes);
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return true;
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}
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public static function switchToInstrumental(state:ChartEditorState, instId:String = '', playerId:String, opponentId:String):Bool
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{
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var result:Bool = playInstrumental(state, instId);
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if (!result) return false;
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stopExistingVocals(state);
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result = playVocals(state, BF, playerId, instId);
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if (!result) return false;
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result = playVocals(state, DAD, opponentId, instId);
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if (!result) return false;
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return true;
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}
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/**
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* Tell the Chart Editor to select a specific instrumental track, that is already loaded.
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*/
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public static function playInstrumental(state:ChartEditorState, instId:String = ''):Bool
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{
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if (instId == '') instId = 'default';
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var instTrackData:Null<Bytes> = state.audioInstTrackData.get(instId);
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var instTrack:Null<FlxSound> = SoundUtil.buildFlxSoundFromBytes(instTrackData);
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if (instTrack == null) return false;
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stopExistingInstrumental(state);
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state.audioInstTrack = instTrack;
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state.postLoadInstrumental();
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return true;
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}
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public static function stopExistingInstrumental(state:ChartEditorState):Void
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{
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if (state.audioInstTrack != null)
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{
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state.audioInstTrack.stop();
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state.audioInstTrack.destroy();
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state.audioInstTrack = null;
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}
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}
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/**
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* Tell the Chart Editor to select a specific vocal track, that is already loaded.
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*/
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public static function playVocals(state:ChartEditorState, charType:CharacterType, charId:String, instId:String = ''):Bool
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{
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var trackId:String = '${charId}${instId == '' ? '' : '-${instId}'}';
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var vocalTrackData:Null<Bytes> = state.audioVocalTrackData.get(trackId);
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var vocalTrack:Null<FlxSound> = SoundUtil.buildFlxSoundFromBytes(vocalTrackData);
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if (state.audioVocalTrackGroup == null) state.audioVocalTrackGroup = new VoicesGroup();
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if (vocalTrack != null)
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{
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switch (charType)
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{
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case BF:
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state.audioVocalTrackGroup.addPlayerVoice(vocalTrack);
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return true;
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case DAD:
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state.audioVocalTrackGroup.addOpponentVoice(vocalTrack);
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return true;
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case OTHER:
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state.audioVocalTrackGroup.add(vocalTrack);
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return true;
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default:
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// Do nothing.
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}
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}
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return false;
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}
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public static function stopExistingVocals(state:ChartEditorState):Void
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{
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if (state.audioVocalTrackGroup != null)
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{
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state.audioVocalTrackGroup.clear();
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}
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}
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/**
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* Play a sound effect.
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* Automatically cleans up after itself and recycles previous FlxSound instances if available, for performance.
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* @param path The path to the sound effect. Use `Paths` to build this.
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*/
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public static function playSound(_state:ChartEditorState, path:String):Void
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{
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var snd:FlxSound = FlxG.sound.list.recycle(FlxSound) ?? new FlxSound();
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var asset:Null<FlxSoundAsset> = FlxG.sound.cache(path);
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if (asset == null)
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{
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trace('WARN: Failed to play sound $path, asset not found.');
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return;
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}
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snd.loadEmbedded(asset);
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snd.autoDestroy = true;
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FlxG.sound.list.add(snd);
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snd.play();
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}
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/**
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* Create a list of ZIP file entries from the current loaded instrumental tracks in the chart eidtor.
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* @param state The chart editor state.
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* @return `Array<haxe.zip.Entry>`
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*/
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public static function makeZIPEntriesFromInstrumentals(state:ChartEditorState):Array<haxe.zip.Entry>
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{
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var zipEntries = [];
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for (key in state.audioInstTrackData.keys())
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{
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if (key == 'default')
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{
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var data:Null<Bytes> = state.audioInstTrackData.get('default');
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if (data == null) continue;
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zipEntries.push(FileUtil.makeZIPEntryFromBytes('Inst.ogg', data));
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}
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else
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{
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var data:Null<Bytes> = state.audioInstTrackData.get(key);
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if (data == null) continue;
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zipEntries.push(FileUtil.makeZIPEntryFromBytes('Inst-${key}.ogg', data));
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}
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}
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return zipEntries;
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}
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/**
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* Create a list of ZIP file entries from the current loaded vocal tracks in the chart eidtor.
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* @param state The chart editor state.
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* @return `Array<haxe.zip.Entry>`
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*/
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public static function makeZIPEntriesFromVocals(state:ChartEditorState):Array<haxe.zip.Entry>
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{
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var zipEntries = [];
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for (key in state.audioVocalTrackData.keys())
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{
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var data:Null<Bytes> = state.audioVocalTrackData.get(key);
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if (data == null) continue;
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zipEntries.push(FileUtil.makeZIPEntryFromBytes('Vocals-${key}.ogg', data));
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}
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return zipEntries;
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}
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}
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