Files
CodenameEngine/source/openfl/media/SoundChannel.hx
2025-11-22 12:57:24 +07:00

401 lines
9.7 KiB
Haxe

package openfl.media;
#if !flash
import haxe.Int64;
import openfl.events.Event;
import openfl.events.EventDispatcher;
#if lime
import lime.media.AudioSource;
import lime.media.openal.AL;
#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.
@see [Playing sounds](https://books.openfl.org/openfl-developers-guide/working-with-sound/playing-sounds.html)
@see `openfl.media.Sound`
**/
#if !openfl_debug
@:fileXml('tags="haxe,release"')
@:noDebug
#end
#if lime_cffi
@:access(lime._internal.backend.native.NativeAudioSource)
@:access(lime.media.AudioSource)
#end
@:access(openfl.media.Sound)
@: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(get, null):Float;
/**
The current amplitude(volume) of the right channel, from 0(silent) to 1
(full amplitude).
**/
public var rightPeak(get, 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 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;
/**
self explanatory
*/
public var loopTime(get, set):Float;
public var endTime(get, set):Null<Float>;
public var pitch(get, set):Float;
public var loops(get, set):Int;
@:noCompletion private var __sound:Sound;
@:noCompletion private var __isValid:Bool;
@:noCompletion private var __soundTransform:SoundTransform;
@:noCompletion private var __lastPeakTime:Float;
@:noCompletion private var __leftPeak:Float;
@:noCompletion private var __rightPeak:Float;
#if lime
@:noCompletion private var __source:AudioSource;
@:noCompletion private var __audioSource(get, set):AudioSource; // forward??? compatibility??
#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);
if (soundTransform != null) __soundTransform = soundTransform;
else __soundTransform = new SoundTransform();
__initAudioSource(source);
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;
}
@:noCompletion private function __updatePeaks(time:Float):Bool
{
if (Math.abs(time - __lastPeakTime) < 8) return false;
__lastPeakTime = time;
#if !macro
if (!__isValid) return false;
var buffer = __source.buffer;
var wordSize = buffer.bitsPerSample >> 3, byteSize = 1 << (buffer.bitsPerSample - 1);
var pos = Math.floor(time * buffer.sampleRate / 1000 * buffer.channels * wordSize);
var leftMin = 0, leftMax = 0, rightMin = 0, rightMax = 0, size = 0, buf;
#if lime_cffi
var backend = __source.__backend, i = 0;
if (backend.streamed) {
size = backend.bufferLengths[i = backend.bufferLengths.length - backend.requestBuffers];
buf = backend.bufferDatas[i].buffer;
pos -= Math.floor(backend.bufferTimes[i] * buffer.sampleRate * buffer.channels * wordSize);
while (pos > size) {
if (++i >= backend.bufferLengths.length) return false;
pos -= size;
buf = backend.bufferDatas[i].buffer;
size = backend.bufferLengths[i];
}
}
else
#end {
buf = buffer.data #if !js .buffer #end;
size = #if js buf.byteLength #else buf.length #end;
}
var s = Math.floor(Math.min(buffer.sampleRate / 80, 512)), c = 0, b;
pos -= pos % (buffer.channels * wordSize);
while (s > 0) {
b = funkin.backend.utils.AudioAnalyzer.getByte(buf, pos, wordSize);
if (c % 2 == 0) ((b > leftMax) ? (leftMax = b) : (if ((b = -b) > leftMin) (leftMin = b)));
else ((b > rightMax) ? (rightMax = b) : (if ((b = -b) > rightMin) (rightMin = b)));
if ((pos += wordSize) >= size) #if lime_cffi {
if (!backend.streamed || ++i >= backend.bufferLengths.length) break;
pos = 0;
buf = backend.bufferDatas[i].buffer;
size = backend.bufferLengths[i];
}
#else break; #end
if (++c > buffer.channels) {
c = 0;
s--;
}
}
if (buffer.channels == 1) __rightPeak = (__leftPeak = (leftMax + leftMin) / byteSize);
else {
__leftPeak = (leftMax + leftMin) / byteSize;
__rightPeak = (rightMax + rightMin) / byteSize;
}
#end
return true;
}
@:noCompletion private function __initAudioSource(source:#if lime AudioSource #else Dynamic #end):Void
{
#if lime
__source = source;
if (__source == null)
{
return;
}
__source.onComplete.add(source_onComplete);
__isValid = true;
__source.play();
#end
}
// 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_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;
if (pan > 1) pan = 1;
var volume = SoundMixer.__soundTransform.volume * __soundTransform.volume;
if (__isValid)
{
#if lime
// TODO: implement SoundTransform.leftToRight, etc. with Native setAngles?
__source.gain = volume;
__source.pan = pan;
return value;
#end
}
}
return value;
}
@:noCompletion private function get_pitch():Float
{
if (!__isValid) return 1;
#if lime
return __source.pitch;
#else
return 0;
#end
}
@:noCompletion private function set_pitch(value:Float):Float
{
if (!__isValid) return 1;
#if lime
return __source.pitch = value;
#else
return 0;
#end
}
@:noCompletion private function get_loopTime():Float
{
if (!__isValid) return -1;
#if lime
return __source.loopTime;
#else
return -1;
#end
}
@:noCompletion private function set_loopTime(value:Float):Float
{
if (!__isValid) return -1;
#if lime
return __source.loopTime = value;
#else
return -1;
#end
}
@:noCompletion private function get_endTime():Null<Float>
{
if (!__isValid) return null;
#if lime
return __source.length;
#else
return null;
#end
}
@:noCompletion private function set_endTime(value:Null<Float>):Null<Float>
{
if (!__isValid) return null;
#if lime
return __source.length = value;
#else
return null;
#end
}
@:noCompletion private function get_loops():Int
{
if (!__isValid) return 0;
#if lime
return __source.loops;
#else
return 0;
#end
}
@:noCompletion private function set_loops(value:Int):Int
{
if (!__isValid) return 0;
#if lime
return __source.loops = value;
#else
return 0;
#end
}
@:noCompletion private function get_leftPeak():Float
{
__updatePeaks(get_position());
return __leftPeak * (soundTransform == null ? 1 : soundTransform.volume);
}
@:noCompletion private function get_rightPeak():Float
{
__updatePeaks(get_position());
return __rightPeak * (soundTransform == null ? 1 : soundTransform.volume);
}
// Event Handlers
@:noCompletion private function source_onComplete():Void
{
SoundMixer.__unregisterSoundChannel(this);
__dispose();
dispatchEvent(new Event(Event.SOUND_COMPLETE));
}
@:noCompletion private function get___audioSource():AudioSource return __source;
@:noCompletion private function set___audioSource(source:AudioSource):AudioSource return __source = source;
}
#else
typedef SoundChannel = flash.media.SoundChannel;
#end