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Bring in Karishmas changes from save-load to ensure the sound gets updated in storage when edited
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1 changed files with 24 additions and 2 deletions
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@ -414,12 +414,34 @@ class VirtualMachine extends EventEmitter {
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* Update a sound buffer.
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* Update a sound buffer.
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* @param {int} soundIndex - the index of the sound to be updated.
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* @param {int} soundIndex - the index of the sound to be updated.
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* @param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
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* @param {AudioBuffer} newBuffer - new audio buffer for the audio engine.
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* @param {ArrayBuffer} soundEncoding - the new (wav) encoded sound to be stored
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*/
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*/
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updateSoundBuffer (soundIndex, newBuffer) {
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updateSoundBuffer (soundIndex, newBuffer, soundEncoding) {
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const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
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const sound = this.editingTarget.sprite.sounds[soundIndex];
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const id = sound ? sound.soundId : null;
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if (id && this.runtime && this.runtime.audioEngine) {
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if (id && this.runtime && this.runtime.audioEngine) {
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this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
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this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
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}
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}
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// Update sound in runtime
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if (soundEncoding) {
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// Now that we updated the sound, the format should also be updated
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// so that the sound can eventually be decoded the right way.
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// Sounds that were formerly 'adpcm', but were updated in sound editor
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// will not get decoded by the audio engine correctly unless the format
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// is updated as below.
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sound.format = '';
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const storage = this.runtime.storage;
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sound.assetId = storage.builtinHelper.cache(
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storage.AssetType.Sound,
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storage.DataFormat.WAV,
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soundEncoding
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);
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sound.md5 = `${sound.assetId}.${sound.dataFormat}`;
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}
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// If soundEncoding is null, it's because gui had a problem
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// encoding the updated sound. We don't want to store anything in this
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// case, and gui should have logged an error.
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this.emitTargetsUpdate();
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this.emitTargetsUpdate();
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}
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}
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