mirror of
https://github.com/FunkinCrew/Funkin.git
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171 lines
5.5 KiB
Haxe
171 lines
5.5 KiB
Haxe
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package funkin.ui.debug.charting;
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import openfl.utils.Assets;
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import flixel.system.FlxAssets.FlxSoundAsset;
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import flixel.system.FlxSound;
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import funkin.play.character.BaseCharacter.CharacterType;
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import flixel.system.FlxSound;
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import haxe.io.Path;
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/**
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* Functions for loading audio for the chart editor.
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*/
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@:nullSafety
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@:allow(funkin.ui.debug.charting.ChartEditorState)
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@:allow(funkin.ui.debug.charting.ChartEditorDialogHandler)
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@:allow(funkin.ui.debug.charting.ChartEditorImportExportHandler)
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class ChartEditorAudioHandler
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{
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/**
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* Loads a vocal track from an absolute file path.
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* @param path The absolute path to the audio file.
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* @param charKey The character to load the vocal track for.
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* @return Success or failure.
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*/
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static function loadVocalsFromPath(state:ChartEditorState, path:Path, charKey:String = 'default'):Bool
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{
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#if sys
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var fileBytes:haxe.io.Bytes = sys.io.File.getBytes(path.toString());
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return loadVocalsFromBytes(state, fileBytes, charKey);
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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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* Load a vocal track for a given song and character and add it to the voices group.
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*
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* @param path ID of the asset.
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* @param charKey Character to load the vocal track for.
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* @return Success or failure.
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*/
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static function loadVocalsFromAsset(state:ChartEditorState, path:String, charType:CharacterType = OTHER):Bool
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{
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var vocalTrack:FlxSound = FlxG.sound.load(path, 1.0, false);
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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 CharacterType.BF:
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if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.addPlayerVoice(vocalTrack);
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state.audioVocalTrackData.set(state.currentSongCharacterPlayer, Assets.getBytes(path));
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case CharacterType.DAD:
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if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.addOpponentVoice(vocalTrack);
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state.audioVocalTrackData.set(state.currentSongCharacterOpponent, Assets.getBytes(path));
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default:
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if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.add(vocalTrack);
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state.audioVocalTrackData.set('default', Assets.getBytes(path));
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}
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return true;
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}
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return false;
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}
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/**
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* Loads a vocal track from audio byte data.
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*/
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static function loadVocalsFromBytes(state:ChartEditorState, bytes:haxe.io.Bytes, charKey:String = ''):Bool
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{
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var openflSound:openfl.media.Sound = new openfl.media.Sound();
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openflSound.loadCompressedDataFromByteArray(openfl.utils.ByteArray.fromBytes(bytes), bytes.length);
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var vocalTrack:FlxSound = FlxG.sound.load(openflSound, 1.0, false);
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if (state.audioVocalTrackGroup != null) state.audioVocalTrackGroup.add(vocalTrack);
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state.audioVocalTrackData.set(charKey, bytes);
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return true;
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}
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/**
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* Loads an instrumental from an absolute file path, replacing the current instrumental.
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*
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* @param path The absolute path to the audio file.
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*
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* @return Success or failure.
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*/
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static function loadInstrumentalFromPath(state:ChartEditorState, path:Path):Bool
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{
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#if sys
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// Validate file extension.
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if (path.ext != null && !ChartEditorState.SUPPORTED_MUSIC_FORMATS.contains(path.ext))
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{
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return false;
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}
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var fileBytes:haxe.io.Bytes = sys.io.File.getBytes(path.toString());
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return loadInstrumentalFromBytes(state, fileBytes, '${path.file}.${path.ext}');
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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 an instrumental from audio byte data, replacing the current instrumental.
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* @param bytes The audio byte data.
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* @param fileName The name of the file, if available. Used for notifications.
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* @return Success or failure.
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*/
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static function loadInstrumentalFromBytes(state:ChartEditorState, bytes:haxe.io.Bytes, fileName:String = null):Bool
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{
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if (bytes == null)
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{
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return false;
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}
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var openflSound:openfl.media.Sound = new openfl.media.Sound();
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openflSound.loadCompressedDataFromByteArray(openfl.utils.ByteArray.fromBytes(bytes), bytes.length);
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state.audioInstTrack = FlxG.sound.load(openflSound, 1.0, false);
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state.audioInstTrack.autoDestroy = false;
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state.audioInstTrack.pause();
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state.audioInstTrackData = bytes;
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state.postLoadInstrumental();
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return true;
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}
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/**
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* Loads an instrumental from an OpenFL asset, replacing the current instrumental.
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* @param path The path to the asset. Use `Paths` to build this.
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* @return Success or failure.
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*/
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static function loadInstrumentalFromAsset(state:ChartEditorState, path:String):Bool
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{
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var instTrack:FlxSound = FlxG.sound.load(path, 1.0, false);
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if (instTrack != null)
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{
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state.audioInstTrack = instTrack;
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state.audioInstTrackData = Assets.getBytes(path);
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state.postLoadInstrumental();
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return true;
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}
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return false;
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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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*/
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public static function playSound(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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