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FlxSound.as
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FlxSound.as
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package org.flixel
{
import flash.events.Event;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundTransform;
import flash.net.URLRequest;
/**
* This is the universal flixel sound object, used for streaming, music, and sound effects.
*
* @author Adam Atomic
*/
public class FlxSound extends FlxBasic
{
/**
* The X position of this sound in world coordinates.
* Only really matters if you are doing proximity/panning stuff.
*/
public var x:Number;
/**
* The Y position of this sound in world coordinates.
* Only really matters if you are doing proximity/panning stuff.
*/
public var y:Number;
/**
* Whether or not this sound should be automatically destroyed when you switch states.
*/
public var survive:Boolean;
/**
* The ID3 song name. Defaults to null. Currently only works for streamed sounds.
*/
public var name:String;
/**
* The ID3 artist name. Defaults to null. Currently only works for streamed sounds.
*/
public var artist:String;
/**
* Stores the average wave amplitude of both stereo channels
*/
public var amplitude:Number;
/**
* Just the amplitude of the left stereo channel
*/
public var amplitudeLeft:Number;
/**
* Just the amplitude of the left stereo channel
*/
public var amplitudeRight:Number;
/**
* Whether to call destroy() when the sound has finished.
*/
public var autoDestroy:Boolean;
/**
* Internal tracker for a Flash sound object.
*/
protected var _sound:Sound;
/**
* Internal tracker for a Flash sound channel object.
*/
protected var _channel:SoundChannel;
/**
* Internal tracker for a Flash sound transform object.
*/
protected var _transform:SoundTransform;
/**
* Internal tracker for the position in runtime of the music playback.
*/
protected var _position:Number;
/**
* Internal tracker for how loud the sound is.
*/
protected var _volume:Number;
/**
* Internal tracker for total volume adjustment.
*/
protected var _volumeAdjust:Number;
/**
* Internal tracker for whether the sound is looping or not.
*/
protected var _looped:Boolean;
/**
* Internal tracker for the sound's "target" (for proximity and panning).
*/
protected var _target:FlxObject;
/**
* Internal tracker for the maximum effective radius of this sound (for proximity and panning).
*/
protected var _radius:Number;
/**
* Internal tracker for whether to pan the sound left and right. Default is false.
*/
protected var _pan:Boolean;
/**
* Internal timer used to keep track of requests to fade out the sound playback.
*/
protected var _fadeOutTimer:Number;
/**
* Internal helper for fading out sounds.
*/
protected var _fadeOutTotal:Number;
/**
* Internal flag for whether to pause or stop the sound when it's done fading out.
*/
protected var _pauseOnFadeOut:Boolean;
/**
* Internal timer for fading in the sound playback.
*/
protected var _fadeInTimer:Number;
/**
* Internal helper for fading in sounds.
*/
protected var _fadeInTotal:Number;
/**
* The FlxSound constructor gets all the variables initialized, but NOT ready to play a sound yet.
*/
public function FlxSound()
{
super();
createSound();
}
/**
* An internal function for clearing all the variables used by sounds.
*/
protected function createSound():void
{
destroy();
x = 0;
y = 0;
if(_transform == null)
_transform = new SoundTransform();
_transform.pan = 0;
_sound = null;
_position = 0;
_volume = 1.0;
_volumeAdjust = 1.0;
_looped = false;
_target = null;
_radius = 0;
_pan = false;
_fadeOutTimer = 0;
_fadeOutTotal = 0;
_pauseOnFadeOut = false;
_fadeInTimer = 0;
_fadeInTotal = 0;
exists = false;
active = false;
visible = false;
name = null;
artist = null;
amplitude = 0;
amplitudeLeft = 0;
amplitudeRight = 0;
autoDestroy = false;
}
/**
* Clean up memory.
*/
override public function destroy():void
{
kill();
_transform = null;
_sound = null;
_channel = null;
_target = null;
name = null;
artist = null;
super.destroy();
}
/**
* Handles fade out, fade in, panning, proximity, and amplitude operations each frame.
*/
override public function update():void
{
if(_position != 0)
return;
var radial:Number = 1.0;
var fade:Number = 1.0;
//Distance-based volume control
if(_target != null)
{
radial = FlxU.getDistance(new FlxPoint(_target.x,_target.y),new FlxPoint(x,y))/_radius;
if(radial < 0) radial = 0;
if(radial > 1) radial = 1;
if(_pan)
{
var d:Number = (_target.x-x)/_radius;
if(d < -1) d = -1;
else if(d > 1) d = 1;
_transform.pan = d;
}
}
//Cross-fading volume control
if(_fadeOutTimer > 0)
{
_fadeOutTimer -= FlxG.elapsed;
if(_fadeOutTimer <= 0)
{
if(_pauseOnFadeOut)
pause();
else
stop();
}
fade = _fadeOutTimer/_fadeOutTotal;
if(fade < 0) fade = 0;
}
else if(_fadeInTimer > 0)
{
_fadeInTimer -= FlxG.elapsed;
fade = _fadeInTimer/_fadeInTotal;
if(fade < 0) fade = 0;
fade = 1 - fade;
}
_volumeAdjust = radial*fade;
updateTransform();
if((_transform.volume > 0) && (_channel != null))
{
amplitudeLeft = _channel.leftPeak/_transform.volume;
amplitudeRight = _channel.rightPeak/_transform.volume;
amplitude = (amplitudeLeft+amplitudeRight)*0.5;
}
}
override public function kill():void
{
super.kill();
if(_channel != null)
stop();
}
/**
* One of two main setup functions for sounds, this function loads a sound from an embedded MP3.
*
* @param EmbeddedSound An embedded Class object representing an MP3 file.
* @param Looped Whether or not this sound should loop endlessly.
* @param AutoDestroy Whether or not this <code>FlxSound</code> instance should be destroyed when the sound finishes playing. Default value is false, but FlxG.play() and FlxG.stream() will set it to true by default.
*
* @return This <code>FlxSound</code> instance (nice for chaining stuff together, if you're into that).
*/
public function loadEmbedded(EmbeddedSound:Class, Looped:Boolean=false, AutoDestroy:Boolean=false):FlxSound
{
stop();
createSound();
_sound = new EmbeddedSound();
//NOTE: can't pull ID3 info from embedded sound currently
_looped = Looped;
autoDestroy = AutoDestroy;
updateTransform();
exists = true;
return this;
}
/**
* One of two main setup functions for sounds, this function loads a sound from a URL.
*
* @param EmbeddedSound A string representing the URL of the MP3 file you want to play.
* @param Looped Whether or not this sound should loop endlessly.
* @param AutoDestroy Whether or not this <code>FlxSound</code> instance should be destroyed when the sound finishes playing. Default value is false, but FlxG.play() and FlxG.stream() will set it to true by default.
*
* @return This <code>FlxSound</code> instance (nice for chaining stuff together, if you're into that).
*/
public function loadStream(SoundURL:String, Looped:Boolean=false, AutoDestroy:Boolean=false):FlxSound
{
stop();
createSound();
_sound = new Sound();
_sound.addEventListener(Event.ID3, gotID3);
_sound.load(new URLRequest(SoundURL));
_looped = Looped;
autoDestroy = AutoDestroy;
updateTransform();
exists = true;
return this;
}
/**
* Call this function if you want this sound's volume to change
* based on distance from a particular FlxCore object.
*
* @param X The X position of the sound.
* @param Y The Y position of the sound.
* @param Object The object you want to track.
* @param Radius The maximum distance this sound can travel.
* @param Pan Whether the sound should pan in addition to the volume changes (default: true).
*
* @return This FlxSound instance (nice for chaining stuff together, if you're into that).
*/
public function proximity(X:Number,Y:Number,Object:FlxObject,Radius:Number,Pan:Boolean=true):FlxSound
{
x = X;
y = Y;
_target = Object;
_radius = Radius;
_pan = Pan;
return this;
}
/**
* Call this function to play the sound - also works on paused sounds.
*
* @param ForceRestart Whether to start the sound over or not. Default value is false, meaning if the sound is already playing or was paused when you call <code>play()</code>, it will continue playing from its current position, NOT start again from the beginning.
*/
public function play(ForceRestart:Boolean=false):void
{
if(_position < 0)
return;
if(ForceRestart)
{
var oldAutoDestroy:Boolean = autoDestroy;
autoDestroy = false;
stop();
autoDestroy = oldAutoDestroy;
}
if(_looped)
{
if(_position == 0)
{
if(_channel == null)
_channel = _sound.play(0,9999,_transform);
if(_channel == null)
exists = false;
}
else
{
_channel = _sound.play(_position,0,_transform);
if(_channel == null)
exists = false;
else
_channel.addEventListener(Event.SOUND_COMPLETE, looped);
}
}
else
{
if(_position == 0)
{
if(_channel == null)
{
_channel = _sound.play(0,0,_transform);
if(_channel == null)
exists = false;
else
_channel.addEventListener(Event.SOUND_COMPLETE, stopped);
}
}
else
{
_channel = _sound.play(_position,0,_transform);
if(_channel == null)
exists = false;
}
}
active = (_channel != null);
_position = 0;
}
/**
* Unpause a sound. Only works on sounds that have been paused.
*/
public function resume():void
{
if(_position <= 0)
return;
if(_looped)
{
_channel = _sound.play(_position,0,_transform);
if(_channel == null)
exists = false;
else
_channel.addEventListener(Event.SOUND_COMPLETE, looped);
}
else
{
_channel = _sound.play(_position,0,_transform);
if(_channel == null)
exists = false;
}
active = (_channel != null);
}
/**
* Call this function to pause this sound.
*/
public function pause():void
{
if(_channel == null)
{
_position = -1;
return;
}
_position = _channel.position;
_channel.stop();
if(_looped)
{
while(_position >= _sound.length)
_position -= _sound.length;
}
if(_position <= 0)
_position = 1;
_channel = null;
active = false;
}
/**
* Call this function to stop this sound.
*/
public function stop():void
{
_position = 0;
if(_channel != null)
{
_channel.stop();
stopped();
}
}
/**
* Call this function to make this sound fade out over a certain time interval.
*
* @param Seconds The amount of time the fade out operation should take.
* @param PauseInstead Tells the sound to pause on fadeout, instead of stopping.
*/
public function fadeOut(Seconds:Number,PauseInstead:Boolean=false):void
{
_pauseOnFadeOut = PauseInstead;
_fadeInTimer = 0;
_fadeOutTimer = Seconds;
_fadeOutTotal = _fadeOutTimer;
}
/**
* Call this function to make a sound fade in over a certain
* time interval (calls <code>play()</code> automatically).
*
* @param Seconds The amount of time the fade-in operation should take.
*/
public function fadeIn(Seconds:Number):void
{
_fadeOutTimer = 0;
_fadeInTimer = Seconds;
_fadeInTotal = _fadeInTimer;
play();
}
/**
* Set <code>volume</code> to a value between 0 and 1 to change how this sound is.
*/
public function get volume():Number
{
return _volume;
}
/**
* @private
*/
public function set volume(Volume:Number):void
{
_volume = Volume;
if(_volume < 0)
_volume = 0;
else if(_volume > 1)
_volume = 1;
updateTransform();
}
/**
* Returns the currently selected "real" volume of the sound (takes fades and proximity into account).
*
* @return The adjusted volume of the sound.
*/
public function getActualVolume():Number
{
return _volume*_volumeAdjust;
}
/**
* Call after adjusting the volume to update the sound channel's settings.
*/
internal function updateTransform():void
{
_transform.volume = (FlxG.mute?0:1)*FlxG.volume*_volume*_volumeAdjust;
if(_channel != null)
_channel.soundTransform = _transform;
}
/**
* An internal helper function used to help Flash resume playing a looped sound.
*
* @param event An <code>Event</code> object.
*/
protected function looped(event:Event=null):void
{
if (_channel == null)
return;
_channel.removeEventListener(Event.SOUND_COMPLETE,looped);
_channel = null;
play();
}
/**
* An internal helper function used to help Flash clean up and re-use finished sounds.
*
* @param event An <code>Event</code> object.
*/
protected function stopped(event:Event=null):void
{
if(!_looped)
_channel.removeEventListener(Event.SOUND_COMPLETE,stopped);
else
_channel.removeEventListener(Event.SOUND_COMPLETE,looped);
_channel = null;
active = false;
if(autoDestroy)
destroy();
}
/**
* Internal event handler for ID3 info (i.e. fetching the song name).
*
* @param event An <code>Event</code> object.
*/
protected function gotID3(event:Event=null):void
{
FlxG.log("got ID3 info!");
if(_sound.id3.songName.length > 0)
name = _sound.id3.songName;
if(_sound.id3.artist.length > 0)
artist = _sound.id3.artist;
_sound.removeEventListener(Event.ID3, gotID3);
}
}
}