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Add more functions and variables to FlxSoundGroup #3284

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Vortex2Oblivion
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Adds pitch time length playing variables and stop and play functions.
Also changes to extend FlxBasic too for update destory kill etc functions

My use case for this is that I am currently working on adding split vocal files to a funkin modding tool (who would have guessed) and I would like to use a FlxSoundGroup for easily pausing/playing/stopping (etc) all vocal tracks at once rather than just using an array or a bunch of different FlxSound variables

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Geokureli commented Nov 13, 2024

I kinda disagree with most of these. the entire purpose of sound groups is to update sounds and allow easy ways to mute or set the volume of music vs sounds effects. I don't recommend using them for organization in any other way. Many of these features seem more in line with FlxSpriteGroup than FlxGroup, which is a model Flixel is moving away from. I would just recommend building the features you need in a proprietary class/util, or extending FlxSoundGroup

I definitely think things like time and length are particularly odd, here. Those and play/stop confuse the underlying purpose of sound groups. The idea that a sound group is a way to organize a bunch of sounds that all start, play and end at the same time is a distinctly ad-hoc and unusual use of sound groups. Typically sound groups have sounds added to them at arbitrarily different times and manage them until they finish

Tl;dr: I feel like you are making something distinctly different from sound groups and should make something different. something like "SyncedSoundGroup" or something

@Geokureli Geokureli closed this Nov 13, 2024
@Geokureli Geokureli reopened this Nov 13, 2024
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oops didn't mean to close until we discussed this.

@Vortex2Oblivion
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I definitely think things like time and length are particularly odd, here. Those and play/stop confuse the underlying purpose of sound groups. The idea that a sound group is a way to organize a bunch of sounds that all start, play and end at the same time is a distinctly ad-hoc and unusual use of sound groups. Typically sound groups have sounds added to them at arbitrarily different times and manage them until they finish

I suppose thats fair but it seems strange that there is no play/stop functions when there are pause/resume functions

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I suppose thats fair but it seems strange that there is no play/stop functions when there are pause/resume functions

I believe pause and resume are just ways to stop or start updating the sounds

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