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Avoid unpausing music when debugger is toggled
Workaround a Flixel issue where sounds can unpause after toggling the Flixel debugger with F2, caused by the debugger throwing a spurious onFocus event without an onFocusLost event.
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commit
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1 changed files with 11 additions and 1 deletions
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@ -90,6 +90,11 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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*/
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*/
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var _label:String = "unknown";
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var _label:String = "unknown";
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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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public function new()
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{
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{
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super();
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super();
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@ -177,7 +182,10 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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*/
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*/
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override function onFocus():Void
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override function onFocus():Void
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{
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{
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if (!_alreadyPaused)
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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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{
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resume();
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resume();
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}
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}
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@ -185,6 +193,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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{
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{
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trace('Not resuming audio on focus!');
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trace('Not resuming audio on focus!');
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}
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}
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_lostFocus = false;
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}
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}
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/**
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/**
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@ -193,6 +202,7 @@ class FunkinSound extends FlxSound implements ICloneable<FunkinSound>
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override function onFocusLost():Void
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override function onFocusLost():Void
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{
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{
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trace('Focus lost, pausing audio!');
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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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_alreadyPaused = _paused;
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pause();
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pause();
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}
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}
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