mirror of
https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-13 08:57:39 +02:00
fix game asset loading for real (#861)
fix copy paste not using timeline marker's time correct more uses of swung / unswung beat
This commit is contained in:
@ -81,9 +81,9 @@ namespace HeavenStudio.Util
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public static void PreloadGameAudioClips(Minigames.Minigame inf)
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{
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if (inf.usesAssetBundle)
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if (inf.UsesAssetBundle)
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{
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var cmnAb = inf.GetCommonAssetBundle();
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var cmnAb = inf.GetResourcesAssetBundle();
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if (cmnAb != null)
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{
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cmnAb.LoadAllAssetsAsync<AudioClip>().completed += (op) =>
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@ -94,7 +94,7 @@ namespace HeavenStudio.Util
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}
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};
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}
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var locAb = inf.GetLocalizedAssetBundle();
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var locAb = inf.GetAudioAssetBundle();
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if (locAb != null)
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{
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locAb.LoadAllAssetsAsync<AudioClip>().completed += (op) =>
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@ -131,9 +131,9 @@ namespace HeavenStudio.Util
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name = $"games/{name}";
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}
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if (audioClips.ContainsKey(name)) return;
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if (inf.usesAssetBundle)
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if (inf.UsesAssetBundle)
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{
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var cmnAb = inf.GetCommonAssetBundle();
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var cmnAb = inf.GetResourcesAssetBundle();
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if (cmnAb != null && cmnAb.Contains(name))
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{
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var request = cmnAb.LoadAssetAsync<AudioClip>(name);
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@ -144,7 +144,7 @@ namespace HeavenStudio.Util
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}
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else
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{
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var locAb = inf.GetLocalizedAssetBundle();
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var locAb = inf.GetAudioAssetBundle();
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if (locAb != null && locAb.Contains(name))
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{
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var request = locAb.LoadAssetAsync<AudioClip>(name);
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@ -232,12 +232,12 @@ namespace HeavenStudio.Util
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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clip = inf.GetResourcesAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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clip = inf.GetAudioAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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}
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@ -274,7 +274,7 @@ namespace HeavenStudio.Util
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (inf != null)
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{
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return GetClipLength($"games/{name}", pitch, inf.usesAssetBundle ? gameName : null);
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return GetClipLength($"games/{name}", pitch, inf.UsesAssetBundle ? gameName : null);
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}
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return double.NaN;
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@ -301,12 +301,12 @@ namespace HeavenStudio.Util
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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clip = inf.GetResourcesAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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clip = inf.GetAudioAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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}
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@ -374,12 +374,12 @@ namespace HeavenStudio.Util
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var inf = GameManager.instance.GetGameInfo(game);
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//first try the game's common assetbundle
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// Debug.Log("Jukebox loading sound " + soundName + " from common");
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clip = inf.GetCommonAssetBundle()?.LoadAsset<AudioClip>(soundName);
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clip = inf.GetResourcesAssetBundle()?.LoadAsset<AudioClip>(soundName);
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//then the localized one
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if (clip == null)
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{
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// Debug.Log("Jukebox loading sound " + soundName + " from locale");
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clip = inf.GetLocalizedAssetBundle()?.LoadAsset<AudioClip>(soundName);
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clip = inf.GetAudioAssetBundle()?.LoadAsset<AudioClip>(soundName);
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}
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}
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}
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@ -424,7 +424,7 @@ namespace HeavenStudio.Util
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, offset, ignoreConductorPause);
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return PlayOneShot($"games/{name}", beat, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, offset, ignoreConductorPause);
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}
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return null;
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@ -440,7 +440,7 @@ namespace HeavenStudio.Util
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var inf = GameManager.instance.GetGameInfo(gameName);
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if (GameManager.instance.currentGame == gameName || forcePlay)
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{
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.usesAssetBundle ? gameName : null, ignoreConductorPause);
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return PlayOneShotScheduled($"games/{name}", targetTime, pitch, volume, looping, inf.UsesAssetBundle ? gameName : null, ignoreConductorPause);
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}
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return null;
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