Funkin/source/funkin/VoicesGroup.hx

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package funkin;
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import flixel.group.FlxGroup.FlxTypedGroup;
import flixel.system.FlxSound;
// different than FlxSoundGroup cuz this can control all the sounds time and shit
// when needed
class VoicesGroup extends FlxTypedGroup<FlxSound>
{
public var time(default, set):Float = 0;
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public var volume(default, set):Float = 1;
public var pitch(default, set):Float = 1;
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// make it a group that you add to?
public function new(song:String, ?files:Array<String> = null)
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{
super();
if (files == null)
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{
// Add an empty voice.
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add(new FlxSound());
return;
}
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for (sndFile in files)
{
var snd:FlxSound = new FlxSound().loadEmbedded(Paths.voices(song, '$sndFile'));
FlxG.sound.list.add(snd); // adds it to sound group for proper volumes
add(snd); // adds it to main group for other shit
}
}
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/**
* Finds the largest deviation from the desired time inside this VoicesGroup.
*
* @param targetTime The time to check against.
* If none is provided, it checks the time of all members against the first member of this VoicesGroup.
* @return The largest deviation from the target time found.
*/
public function checkSyncError(?targetTime:Float):Float
{
var error:Float = 0;
forEachAlive(function(snd)
{
if (targetTime == null)
targetTime = snd.time;
else
{
var diff:Float = snd.time - targetTime;
if (Math.abs(diff) > Math.abs(error))
error = diff;
}
});
return error;
}
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// prob a better / cleaner way to do all these forEach stuff?
public function pause()
{
forEachAlive(function(snd)
{
snd.pause();
});
}
public function play()
{
forEachAlive(function(snd)
{
snd.play();
});
}
public function stop()
{
forEachAlive(function(snd)
{
snd.stop();
});
}
function set_time(time:Float):Float
{
forEachAlive(function(snd)
{
// account for different offsets per sound?
snd.time = time;
});
return time;
}
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// in PlayState, adjust the code so that it only mutes the player1 vocal tracks?
function set_volume(volume:Float):Float
{
forEachAlive(function(snd)
{
snd.volume = volume;
});
return volume;
}
function set_pitch(val:Float):Float
{
#if HAS_PITCH
forEachAlive(function(snd)
{
snd.pitch = val;
});
#end
return val;
}
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}