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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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
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{
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static var cache(default, null):FlxTypedGroup<FunkinSound> = new FlxTypedGroup<FunkinSound>();
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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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2023-12-06 15:04:24 -05:00
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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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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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2023-12-06 15:04:24 -05:00
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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 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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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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* 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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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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