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136 lines
3 KiB
Haxe
136 lines
3 KiB
Haxe
package funkin.audio;
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import flixel.sound.FlxSound;
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import flixel.group.FlxGroup.FlxTypedGroup;
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class VoicesGroup extends SoundGroup
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{
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var playerVoices:FlxTypedGroup<FlxSound>;
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var opponentVoices:FlxTypedGroup<FlxSound>;
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/**
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* Control the volume of only the sounds in the player group.
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*/
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public var playerVolume(default, set):Float = 1.0;
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/**
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* Control the volume of only the sounds in the opponent group.
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*/
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public var opponentVolume(default, set):Float = 1.0;
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/**
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* Set the time offset for the player's vocal track.
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*/
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public var playerVoicesOffset(default, set):Float = 0.0;
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/**
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* Set the time offset for the opponent's vocal track.
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*/
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public var opponentVoicesOffset(default, set):Float = 0.0;
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public function new()
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{
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super();
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playerVoices = new FlxTypedGroup<FlxSound>();
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opponentVoices = new FlxTypedGroup<FlxSound>();
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}
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/**
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* Add a voice to the player group.
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*/
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public function addPlayerVoice(sound:FlxSound):Void
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{
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super.add(sound);
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playerVoices.add(sound);
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}
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function set_playerVolume(volume:Float):Float
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{
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playerVoices.forEachAlive(function(voice:FlxSound) {
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voice.volume = volume;
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});
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return playerVolume = volume;
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}
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override function set_time(time:Float):Float
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{
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forEachAlive(function(snd) {
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// account for different offsets per sound?
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snd.time = time;
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});
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playerVoices.forEachAlive(function(voice:FlxSound) {
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voice.time -= playerVoicesOffset;
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});
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opponentVoices.forEachAlive(function(voice:FlxSound) {
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voice.time -= opponentVoicesOffset;
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});
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return time;
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}
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function set_playerVoicesOffset(offset:Float):Float
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{
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playerVoices.forEachAlive(function(voice:FlxSound) {
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voice.time += playerVoicesOffset;
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voice.time -= offset;
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});
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return playerVoicesOffset = offset;
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}
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function set_opponentVoicesOffset(offset:Float):Float
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{
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opponentVoices.forEachAlive(function(voice:FlxSound) {
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voice.time += opponentVoicesOffset;
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voice.time -= offset;
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});
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return opponentVoicesOffset = offset;
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}
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public override function update(elapsed:Float):Void
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{
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forEachAlive(function(snd) {
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if (snd.time < 0)
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{
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// Sync the time without calling update().
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// time gets reset if it's negative.
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snd.time += elapsed * 1000;
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}
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else
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{
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snd.update(elapsed);
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}
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});
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}
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/**
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* Add a voice to the opponent group.
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*/
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public function addOpponentVoice(sound:FlxSound):Void
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{
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super.add(sound);
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opponentVoices.add(sound);
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}
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function set_opponentVolume(volume:Float):Float
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{
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opponentVoices.forEachAlive(function(voice:FlxSound) {
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voice.volume = volume;
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});
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return opponentVolume = volume;
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}
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public override function clear():Void
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{
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playerVoices.clear();
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opponentVoices.clear();
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super.clear();
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}
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public override function destroy():Void
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{
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playerVoices.destroy();
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opponentVoices.destroy();
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super.destroy();
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}
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}
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