Funkin/source/funkin/ui/debug/charting/ChartEditorAudioHandler.hx

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Haxe
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package funkin.ui.debug.charting;
import openfl.utils.Assets;
import flixel.system.FlxAssets.FlxSoundAsset;
import flixel.system.FlxSound;
import funkin.play.character.BaseCharacter.CharacterType;
import flixel.system.FlxSound;
import haxe.io.Path;
/**
* Functions for loading audio for the chart editor.
*/
@:nullSafety
@:allow(funkin.ui.debug.charting.ChartEditorState)
@:allow(funkin.ui.debug.charting.ChartEditorDialogHandler)
@:allow(funkin.ui.debug.charting.ChartEditorImportExportHandler)
class ChartEditorAudioHandler
{
/**
* Loads a vocal track from an absolute file path.
* @param path The absolute path to the audio file.
* @param charKey The character to load the vocal track for.
* @return Success or failure.
*/
static function loadVocalsFromPath(state:ChartEditorState, path:Path, charKey:String = 'default'):Bool
{
#if sys
var fileBytes:haxe.io.Bytes = sys.io.File.getBytes(path.toString());
return loadVocalsFromBytes(state, fileBytes, charKey);
#else
trace("[WARN] This platform can't load audio from a file path, you'll need to fetch the bytes some other way.");
return false;
#end
}
/**
* Load a vocal track for a given song and character and add it to the voices group.
*
* @param path ID of the asset.
* @param charKey Character to load the vocal track for.
* @return Success or failure.
*/
static function loadVocalsFromAsset(state:ChartEditorState, path:String, charType:CharacterType = OTHER):Bool
{
var vocalTrack:FlxSound = FlxG.sound.load(path, 1.0, false);
if (vocalTrack != null)
{
switch (charType)
{
case CharacterType.BF:
if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.addPlayerVoice(vocalTrack);
state.audioVocalTrackData.set(state.currentSongCharacterPlayer, Assets.getBytes(path));
case CharacterType.DAD:
if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.addOpponentVoice(vocalTrack);
state.audioVocalTrackData.set(state.currentSongCharacterOpponent, Assets.getBytes(path));
default:
if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.add(vocalTrack);
state.audioVocalTrackData.set('default', Assets.getBytes(path));
}
return true;
}
return false;
}
/**
* Loads a vocal track from audio byte data.
*/
static function loadVocalsFromBytes(state:ChartEditorState, bytes:haxe.io.Bytes, charKey:String = ''):Bool
{
var openflSound:openfl.media.Sound = new openfl.media.Sound();
openflSound.loadCompressedDataFromByteArray(openfl.utils.ByteArray.fromBytes(bytes), bytes.length);
var vocalTrack:FlxSound = FlxG.sound.load(openflSound, 1.0, false);
if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.add(vocalTrack);
state.audioVocalTrackData.set(charKey, bytes);
return true;
}
/**
* Loads an instrumental from an absolute file path, replacing the current instrumental.
*
* @param path The absolute path to the audio file.
*
* @return Success or failure.
*/
static function loadInstrumentalFromPath(state:ChartEditorState, path:Path):Bool
{
#if sys
// Validate file extension.
if (path.ext != null && !ChartEditorState.SUPPORTED_MUSIC_FORMATS.contains(path.ext))
{
return false;
}
var fileBytes:haxe.io.Bytes = sys.io.File.getBytes(path.toString());
return loadInstrumentalFromBytes(state, fileBytes, '${path.file}.${path.ext}');
#else
trace("[WARN] This platform can't load audio from a file path, you'll need to fetch the bytes some other way.");
return false;
#end
}
/**
* Loads an instrumental from audio byte data, replacing the current instrumental.
* @param bytes The audio byte data.
* @param fileName The name of the file, if available. Used for notifications.
* @return Success or failure.
*/
static function loadInstrumentalFromBytes(state:ChartEditorState, bytes:haxe.io.Bytes, fileName:String = null):Bool
{
if (bytes == null)
{
return false;
}
var openflSound:openfl.media.Sound = new openfl.media.Sound();
openflSound.loadCompressedDataFromByteArray(openfl.utils.ByteArray.fromBytes(bytes), bytes.length);
state.audioInstTrack = FlxG.sound.load(openflSound, 1.0, false);
state.audioInstTrack.autoDestroy = false;
state.audioInstTrack.pause();
state.audioInstTrackData = bytes;
state.postLoadInstrumental();
return true;
}
/**
* Loads an instrumental from an OpenFL asset, replacing the current instrumental.
* @param path The path to the asset. Use `Paths` to build this.
* @return Success or failure.
*/
static function loadInstrumentalFromAsset(state:ChartEditorState, path:String):Bool
{
var instTrack:FlxSound = FlxG.sound.load(path, 1.0, false);
if (instTrack != null)
{
state.audioInstTrack = instTrack;
state.audioInstTrackData = Assets.getBytes(path);
state.postLoadInstrumental();
return true;
}
return false;
}
/**
* Play a sound effect.
* Automatically cleans up after itself and recycles previous FlxSound instances if available, for performance.
*/
public static function playSound(path:String):Void
{
var snd:FlxSound = FlxG.sound.list.recycle(FlxSound) ?? new FlxSound();
var asset:Null<FlxSoundAsset> = FlxG.sound.cache(path);
if (asset == null)
{
trace('WARN: Failed to play sound $path, asset not found.');
return;
}
snd.loadEmbedded(asset);
snd.autoDestroy = true;
FlxG.sound.list.add(snd);
snd.play();
}
}