Support for 50 minute songs (html5 untested))

Experimental support for 3+ hour long songs comes later
This commit is contained in:
NeeEoo
2023-01-13 04:22:00 +01:00
parent 137ffd399c
commit c4a50908d4
6 changed files with 544 additions and 66 deletions
+21 -15
View File
@@ -599,16 +599,16 @@ class Sound extends EventDispatcher
#end
}
var changeID:Int = 0;
public function regen() {
var audioBuffer = new AudioBuffer();
var changeID:Int = 0;
public function regen() {
var audioBuffer = new AudioBuffer();
audioBuffer.bitsPerSample = __buffer.bitsPerSample;
audioBuffer.channels = __buffer.channels;
audioBuffer.data = __buffer.data;
audioBuffer.sampleRate = __buffer.sampleRate;
__buffer = audioBuffer;
}
}
/**
Generates a new SoundChannel object to play back the sound. This method
@@ -636,10 +636,10 @@ class Sound extends EventDispatcher
return null;
}
if (changeID < funkin.system.Main.changeID) {
changeID = funkin.system.Main.changeID;
regen();
}
if (changeID < funkin.system.Main.changeID) {
changeID = funkin.system.Main.changeID;
regen();
}
if (sndTransform == null)
{
@@ -653,7 +653,7 @@ class Sound extends EventDispatcher
var pan = SoundMixer.__soundTransform.pan + sndTransform.pan;
if (pan > 1) pan = 1;
if (pan < -1) pan = -1;
else if (pan < -1) pan = -1;
var volume = SoundMixer.__soundTransform.volume * sndTransform.volume;
@@ -680,23 +680,29 @@ class Sound extends EventDispatcher
return new ID3Info();
}
@:noCompletion private function get_length():Int
@:noCompletion private function get_length():Float
{
#if lime
if (__buffer != null)
{
#if (js && html5 && howlerjs)
return Std.int(__buffer.src.duration() * 1000);
return __buffer.src.duration() * 1000;
#else
if (__buffer.data != null)
{
var samples = (__buffer.data.length * 8) / (__buffer.channels * __buffer.bitsPerSample);
return Std.int(samples / __buffer.sampleRate * 1000);
// var samples = (__buffer.data.length * 8) / (__buffer.channels * __buffer.bitsPerSample);
// return Std.int(samples / __buffer.sampleRate * 1000);
var samples = (Int64.make(0, __buffer.data.length) * Int64.ofInt(8)) / Int64.ofInt(__buffer.channels * __buffer.bitsPerSample);
var value = samples / Int64.ofInt(__buffer.sampleRate) * Int64.ofInt(1000);
return Int64.toInt(value);
}
else if (__buffer.__srcVorbisFile != null)
{
var samples = Int64.toInt(__buffer.__srcVorbisFile.pcmTotal());
return Std.int(samples / __buffer.sampleRate * 1000);
//var samples = Int64.toInt(__buffer.__srcVorbisFile.pcmTotal());
//return Std.int(samples / __buffer.sampleRate * 1000);
var samples = __buffer.__srcVorbisFile.pcmTotal();
var value = Int64.fromFloat(__buffer.__srcVorbisFile.timeTotal()) * 1000;
return Int64.toInt(value);
}
else
{
+238
View File
@@ -0,0 +1,238 @@
package openfl.media;
#if !flash
import openfl.events.Event;
import openfl.events.EventDispatcher;
#if lime
import lime.media.AudioSource;
#end
/**
The SoundChannel class controls a sound in an application. Every sound is
assigned to a sound channel, and the application can have multiple sound
channels that are mixed together. The SoundChannel class contains a
`stop()` method, properties for monitoring the amplitude
(volume) of the channel, and a property for assigning a SoundTransform
object to the channel.
@event soundComplete Dispatched when a sound has finished playing.
**/
#if !openfl_debug
@:fileXml('tags="haxe,release"')
@:noDebug
#end
@:access(openfl.media.SoundMixer)
@:final @:keep class SoundChannel extends EventDispatcher
{
/**
The current amplitude(volume) of the left channel, from 0(silent) to 1
(full amplitude).
**/
public var leftPeak(default, null):Float;
/**
When the sound is playing, the `position` property indicates in
milliseconds the current point that is being played in the sound file.
When the sound is stopped or paused, the `position` property
indicates the last point that was played in the sound file.
A common use case is to save the value of the `position`
property when the sound is stopped. You can resume the sound later by
restarting it from that saved position.
If the sound is looped, `position` is reset to 0 at the
beginning of each loop.
**/
public var position(get, set):Float;
/**
The current amplitude(volume) of the right channel, from 0(silent) to 1
(full amplitude).
**/
public var rightPeak(default, null):Float;
/**
The SoundTransform object assigned to the sound channel. A SoundTransform
object includes properties for setting volume, panning, left speaker
assignment, and right speaker assignment.
**/
public var soundTransform(get, set):SoundTransform;
public var pitch(get, set):Float;
@:noCompletion private var __isValid:Bool;
@:noCompletion private var __soundTransform:SoundTransform;
#if lime
@:noCompletion private var __source:AudioSource;
#end
#if openfljs
@:noCompletion private static function __init__()
{
untyped Object.defineProperties(SoundChannel.prototype, {
"position": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_position (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_position (v); }")
},
"soundTransform": {
get: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function () { return this.get_soundTransform (); }"),
set: untyped #if haxe4 js.Syntax.code #else __js__ #end ("function (v) { return this.set_soundTransform (v); }")
},
});
}
#end
@:noCompletion private function new(source:#if lime AudioSource #else Dynamic #end = null, soundTransform:SoundTransform = null):Void
{
super(this);
leftPeak = 1;
rightPeak = 1;
if (soundTransform != null)
{
__soundTransform = soundTransform;
}
else
{
__soundTransform = new SoundTransform();
}
#if lime
if (source != null)
{
__source = source;
__source.onComplete.add(source_onComplete);
__isValid = true;
__source.play();
}
#end
SoundMixer.__registerSoundChannel(this);
}
/**
Stops the sound playing in the channel.
**/
public function stop():Void
{
SoundMixer.__unregisterSoundChannel(this);
if (!__isValid) return;
#if lime
__source.stop();
#end
__dispose();
}
@:noCompletion private function __dispose():Void
{
if (!__isValid) return;
#if lime
__source.onComplete.remove(source_onComplete);
__source.dispose();
__source = null;
#end
__isValid = false;
}
@:noCompletion private function __updateTransform():Void
{
this.soundTransform = soundTransform;
}
// Get & Set Methods
@:noCompletion private function get_position():Float
{
if (!__isValid) return 0;
#if lime
return __source.currentTime + __source.offset;
#else
return 0;
#end
}
@:noCompletion private function set_position(value:Float):Float
{
if (!__isValid) return 0;
#if lime
__source.currentTime = value - __source.offset;
#end
return value;
}
@:noCompletion private function get_pitch():Float
{
if (!__isValid) return 1;
#if lime
return __source.pitch;
#else
return 1;
#end
}
@:noCompletion private function set_pitch(value:Float):Float
{
if (!__isValid) return 1;
#if lime
__source.pitch = value;
#end
return value;
}
@:noCompletion private function get_soundTransform():SoundTransform
{
return __soundTransform.clone();
}
@:noCompletion private function set_soundTransform(value:SoundTransform):SoundTransform
{
if (value != null)
{
__soundTransform.pan = value.pan;
__soundTransform.volume = value.volume;
var pan = SoundMixer.__soundTransform.pan + __soundTransform.pan;
if (pan < -1) pan = -1;
else if (pan > 1) pan = 1;
var volume = SoundMixer.__soundTransform.volume * __soundTransform.volume;
if (__isValid)
{
#if lime
__source.gain = volume;
var position = __source.position;
position.x = pan;
position.z = -1 * Math.sqrt(1 - Math.pow(pan, 2));
__source.position = position;
return value;
#end
}
}
return value;
}
// Event Handlers
@:noCompletion private function source_onComplete():Void
{
SoundMixer.__unregisterSoundChannel(this);
__dispose();
dispatchEvent(new Event(Event.SOUND_COMPLETE));
}
}
#else
typedef SoundChannel = flash.media.SoundChannel;
#end