2023-12-06 15:04:24 -05:00
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package funkin.audio;
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#if flash11
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import flash.media.Sound;
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import flash.utils.ByteArray;
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#end
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import flixel.sound.FlxSound;
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import flixel.group.FlxGroup.FlxTypedGroup;
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import flixel.system.FlxAssets.FlxSoundAsset;
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2024-01-27 03:24:49 -05:00
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import funkin.util.tools.ICloneable;
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import funkin.audio.waveform.WaveformData;
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import funkin.audio.waveform.WaveformDataParser;
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import flixel.math.FlxMath;
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import openfl.Assets;
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#if (openfl >= "8.0.0")
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import openfl.utils.AssetType;
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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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*/
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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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2024-02-28 00:19:08 -05:00
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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 cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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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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2024-03-04 05:59:10 -05:00
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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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super.pause();
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this._shouldPlay = false;
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return this;
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}
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2024-01-14 09:18:32 -05:00
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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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resume();
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}
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else
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{
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trace('Not resuming audio 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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this._shouldPlay = 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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_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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if (_channel != null) _channel.soundTransform = _transform;
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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.
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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.
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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):FunkinSound
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{
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var sound:FunkinSound = cache.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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sound.volume = volume;
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sound.group = FlxG.sound.defaultSoundGroup;
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sound.persist = true;
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if (autoPlay) sound.play();
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// Call OnlLoad() 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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static function construct():FunkinSound
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{
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var sound:FunkinSound = new FunkinSound();
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cache.add(sound);
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FlxG.sound.list.add(sound);
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return sound;
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}
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}
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