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Better Sound Sequences (#190)
* add way of creating sound sequences in inspector - actually implement GameAction preFunction - implement sound scheduling for Jukebox and MultiSound * Dj School: fix turntable effect being parented to root * Pajama Party: fix sleep action type not carrying over between transitions
This commit is contained in:
79
Assets/Scripts/Common/SoundSequence.cs
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79
Assets/Scripts/Common/SoundSequence.cs
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@ -0,0 +1,79 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.ComponentModel;
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using UnityEngine;
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namespace HeavenStudio.Util
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{
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/// <summary>
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/// MultiSound that is serializable in the inspector, etc.
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/// </summary>
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[Serializable]
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public class SoundSequence
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{
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[Tooltip("Should sequence use game specific-sounds?")]
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[SerializeField] bool game;
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[Tooltip("Should sequence force playback even if corresponding game is not loaded?")]
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[SerializeField] bool force;
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[Tooltip("Clips to play in the sequence")]
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[SerializeField] private List<SequenceClip> clips = new List<SequenceClip>();
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public SoundSequence(bool game, bool force, params SequenceClip[] clips)
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{
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this.game = game;
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this.force = force;
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this.clips = new List<SequenceClip>(clips);
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}
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public MultiSound Play(float startBeat)
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{
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List<MultiSound.Sound> sounds = new List<MultiSound.Sound>();
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foreach (SequenceClip clip in clips)
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{
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sounds.Add(new MultiSound.Sound(clip.clip, startBeat + clip.beat, clip.pitch, clip.volume, clip.looping, clip.offset));
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}
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return MultiSound.Play(sounds.ToArray(), game, force);
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}
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[Serializable]
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public struct SequenceClip
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{
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public SequenceClip(string clip, float beat, float pitch = 1f, float volume = 1f, bool looping = false, float offset = 0f)
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{
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this.clip = clip;
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this.beat = beat;
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this.pitch = pitch;
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this.volume = volume;
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this.looping = looping;
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this.offset = offset;
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}
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[Tooltip("Filename of clip to use (will look in assetbundles before resources)")]
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public string clip;
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[Tooltip("Beat to play clip at relative to start of sequence")]
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public float beat;
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[Tooltip("Pitch to play clip at")]
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[DefaultValue(1f)]
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public float pitch;
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[Tooltip("Volume to play clip at")]
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[DefaultValue(1f)]
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public float volume;
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[Tooltip("Whether to loop the clip")]
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public bool looping;
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[Tooltip("Offset to start playing clip")]
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public float offset;
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}
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[Serializable]
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public struct SequenceKeyValue
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{
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[Tooltip("Name of sequence (game scripts will call sequences to play using this name")]
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public string name;
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[Tooltip("Sequence to play")]
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public SoundSequence sequence;
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}
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}
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}
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11
Assets/Scripts/Common/SoundSequence.cs.meta
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11
Assets/Scripts/Common/SoundSequence.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 643b435927934b34599a4250da088992
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -22,16 +22,22 @@ namespace HeavenStudio
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// Current song position, in seconds
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private double songPos; // for Conductor use only
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public float songPosition => (float) songPos;
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public double songPositionAsDouble => songPos;
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// Current song position, in beats
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private double songPosBeat; // for Conductor use only
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public float songPositionInBeats => (float) songPosBeat;
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public double songPositionInBeatsAsDouble => songPosBeat;
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// Current time of the song
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private double time;
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double lastAbsTime;
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// the dspTime we started at
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private double dspStartTime;
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public double dspStartTimeAsDouble => dspStartTime;
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// an AudioSource attached to this GameObject that will play the music.
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public AudioSource musicSource;
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@ -52,6 +58,7 @@ namespace HeavenStudio
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// Metronome tick sound enabled
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public bool metronome = false;
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Util.Sound metronomeSound;
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public float timeSinceLastTempoChange = Single.MinValue;
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@ -142,6 +149,7 @@ namespace HeavenStudio
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}
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}
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lastAbsTime = Time.realtimeSinceStartupAsDouble;
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dspStartTime = AudioSettings.dspTime;
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// GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
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}
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@ -189,13 +197,21 @@ namespace HeavenStudio
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{
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if (ReportBeat(ref lastReportedBeat))
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{
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Util.Jukebox.PlayOneShot("metronome");
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metronomeSound = Util.Jukebox.PlayOneShot("metronome", lastReportedBeat + 1f);
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}
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else if (songPositionInBeats < lastReportedBeat)
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{
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lastReportedBeat = Mathf.Round(songPositionInBeats);
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}
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}
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else
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{
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if (metronomeSound != null)
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{
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metronomeSound.Delete();
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metronomeSound = null;
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}
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}
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}
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public bool ReportBeat(ref float lastReportedBeat, float offset = 0, bool shiftBeatToOffset = true)
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@ -89,6 +89,23 @@ namespace HeavenStudio
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}
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}
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public void CallPreEvent(DynamicBeatmap.DynamicEntity entity)
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{
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string[] details = entity.datamodel.Split('/');
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Minigames.Minigame game = minigames.Find(c => c.name == details[0]);
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try
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{
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currentEntity = entity;
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Minigames.GameAction action = game.actions.Find(c => c.actionName == details[1]);
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action.preFunction.Invoke();
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}
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catch (Exception ex)
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{
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Debug.LogWarning("Event not found! May be spelled wrong or it is not implemented.\n" + ex);
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}
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}
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public static List<DynamicBeatmap.DynamicEntity> GetAllInGameManagerList(string gameName, string[] include)
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{
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List<DynamicBeatmap.DynamicEntity> temp1 = GameManager.instance.Beatmap.entities.FindAll(c => c.datamodel.Split('/')[0] == gameName);
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@ -33,7 +33,7 @@ namespace HeavenStudio
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[Header("Properties")]
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public int currentEvent, currentTempoEvent, currentVolumeEvent, currentSectionEvent,
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currentPreEvent, currentPreSwitch;
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currentPreEvent, currentPreSwitch, currentPreSequence;
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public float endBeat;
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public float startOffset;
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public bool playOnStart;
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@ -48,7 +48,7 @@ namespace HeavenStudio
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return (Conductor.instance.songPositionInBeats - currentSection.beat) / (nextSection.beat - currentSection.beat);
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}}
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public event Action<float> onBeatChanged;
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public event Action<float> onBeatChanged;
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public event Action<DynamicBeatmap.ChartSection> onSectionChange;
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public int BeatmapEntities()
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@ -69,6 +69,7 @@ namespace HeavenStudio
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{
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currentPreEvent= 0;
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currentPreSwitch = 0;
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currentPreSequence = 0;
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this.transform.localScale = new Vector3(30000000, 30000000);
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@ -219,6 +220,24 @@ namespace HeavenStudio
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}
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}
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public void SeekAheadAndDoPreEvent(float start, float seekTime = 1f)
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{
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List<float> entities = Beatmap.entities.Select(c => c.beat).ToList();
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if (currentPreSequence < Beatmap.entities.Count && currentPreSequence >= 0)
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{
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if (start + seekTime >= entities[currentPreSequence])
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{
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float beat = Beatmap.entities[currentPreSequence].beat;
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var entitiesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentPreSequence].beat);
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foreach (DynamicBeatmap.DynamicEntity entity in entitiesAtSameBeat)
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{
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eventCaller.CallPreEvent(entity);
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}
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currentPreSequence++;
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}
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}
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}
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// LateUpdate works a bit better(?) but causes some bugs (like issues with bop animations).
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private void Update()
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{
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@ -272,6 +291,8 @@ namespace HeavenStudio
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//seek ahead to preload games that have assetbundles
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SeekAheadAndPreload(Conductor.instance.songPositionInBeats, seekTime);
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SeekAheadAndDoPreEvent(Conductor.instance.songPositionInBeats, 1f);
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if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
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{
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if (Conductor.instance.songPositionInBeats >= entities[currentEvent] /*&& SongPosLessThanClipLength(Conductor.instance.songPositionInBeats)*/)
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@ -390,6 +411,7 @@ namespace HeavenStudio
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currentEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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currentPreEvent = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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currentPreSequence = entities.IndexOf(Mathp.GetClosestInList(entities, beat));
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var gameSwitchs = Beatmap.entities.FindAll(c => c.datamodel.Split(1) == "switchGame");
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@ -160,7 +160,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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tableAnim.speed = 1;
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tableAnim.Play("Student_Turntable_Swipe", 0, 0);
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Instantiate(slamFX).SetActive(true);
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Instantiate(slamFX, this.transform.parent).SetActive(true);
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mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
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}
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else
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@ -177,7 +177,7 @@ namespace HeavenStudio.Games.Scripts_DJSchool
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tableAnim.speed = 1;
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tableAnim.Play("Student_Turntable_Swipe", 0, 0);
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Instantiate(slamFX).SetActive(true);
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Instantiate(slamFX, this.transform.parent).SetActive(true);
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mixer.audioMixer.FindSnapshot("Main").TransitionTo(.01f);
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}
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@ -182,7 +182,6 @@ namespace HeavenStudio.Games
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private void Awake()
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{
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instance = this;
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Spectators = new List<GameObject>();
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idolAnimator = Arisa.GetComponent<Animator>();
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@ -528,12 +527,7 @@ namespace HeavenStudio.Games
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public void CallHai(float beat, bool noSound = false, int type = 0)
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{
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if (!noSound)
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/arisa_hai_1_jp", beat),
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new MultiSound.Sound("fanClub/arisa_hai_2_jp", beat + 1f),
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new MultiSound.Sound("fanClub/arisa_hai_3_jp", beat + 2f),
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});
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PlaySoundSequence("arisa_hai", beat);
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responseToggle = false;
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DisableBop(beat, 8f);
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@ -556,12 +550,7 @@ namespace HeavenStudio.Games
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new BeatAction.Action(beat + 7f, delegate { PlayOneClap(beat + 7f); DoIdolClaps();}),
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});
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 4f),
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 5f),
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 6f),
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new MultiSound.Sound("fanClub/crowd_hai_jp", beat + 7f),
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});
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PlaySoundSequence("crowd_hai", beat + 4f);
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}
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public static void WarnHai(float beat, bool noSound = false, int type = 0)
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@ -586,27 +575,12 @@ namespace HeavenStudio.Games
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bool doJump = (responseType == (int) KamoneResponseType.Jump || responseType == (int) KamoneResponseType.JumpFast);
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bool isBig = (responseType == (int) KamoneResponseType.ThroughFast || responseType == (int) KamoneResponseType.JumpFast);
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DisableResponse(beat, 2f);
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if (isBig)
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if (!noSound)
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{
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if (!noSound)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/arisa_ka_fast_jp", beat),
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new MultiSound.Sound("fanClub/arisa_mo_fast_jp", beat + 0.25f),
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new MultiSound.Sound("fanClub/arisa_ne_fast_jp", beat + 0.5f),
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});
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}
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}
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else
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{
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if (!noSound)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/arisa_ka_jp", beat),
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new MultiSound.Sound("fanClub/arisa_mo_jp", beat + 0.5f, offset: 0.07407407f),
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new MultiSound.Sound("fanClub/arisa_ne_jp", beat + 1f, offset: 0.07407407f),
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});
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}
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if (isBig)
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PlaySoundSequence("arisa_kamone_fast", beat);
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else
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PlaySoundSequence("arisa_kamone", beat);
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}
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responseToggle = true;
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@ -640,12 +614,7 @@ namespace HeavenStudio.Games
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}),
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});
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("fanClub/crowd_ka_jp", beat + 2f),
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new MultiSound.Sound("fanClub/crowd_mo_jp", beat + 3.5f),
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new MultiSound.Sound("fanClub/crowd_ne_jp", beat + 4f),
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new MultiSound.Sound("fanClub/crowd_hey_jp", beat + 5f),
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});
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PlaySoundSequence("crowd_kamone", beat + 2f);
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}
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public static void WarnKamone(float beat, bool noSound = false, int type = 0, int responseType = (int) KamoneResponseType.Through)
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@ -679,11 +648,11 @@ namespace HeavenStudio.Games
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const float BIGCALL_LENGTH = 2.75f;
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public void CallBigReady(float beat, bool noSound = false)
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{
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if (!noSound)
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PlaySoundSequence("crowd_big_ready", beat);
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Prepare(beat + 1.5f);
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Prepare(beat + 2f);
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if (!noSound)
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
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DisableSpecBop(beat, 3.75f);
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@ -701,7 +670,7 @@ namespace HeavenStudio.Games
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{
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wantBigReady = beat;
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if (noSound) return;
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready");
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Jukebox.PlayOneShotGame("fanClub/crowd_big_ready", beat);
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}
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public void ContinueBigReady(float beat)
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|
@ -2,11 +2,15 @@ using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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namespace HeavenStudio.Games
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{
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public class Minigame : MonoBehaviour
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{
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public static float earlyTime = 0.1f, perfectTime = 0.08f, aceEarlyTime = 0.025f, aceLateTime = 0.025f, lateTime = 0.08f, endTime = 0.1f;
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[SerializeField] public SoundSequence.SequenceKeyValue[] SoundSequences;
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public List<Minigame.Eligible> EligibleHits = new List<Minigame.Eligible>();
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[System.Serializable]
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@ -211,5 +215,18 @@ namespace HeavenStudio.Games
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return sameTime;
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}
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public MultiSound PlaySoundSequence(string name, float startBeat)
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{
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foreach (SoundSequence.SequenceKeyValue pair in SoundSequences)
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{
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if (pair.name == name)
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{
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return pair.sequence.Play(startBeat);
|
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}
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}
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Debug.LogWarning($"Sound sequence {name} not found in game {this.name} (did you build AssetBundles?)");
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return null;
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}
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||||
}
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||||
}
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|
@ -37,7 +37,7 @@ namespace HeavenStudio.Games.Loaders
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new Param("type", PajamaParty.SleepType.Normal, "Sleep Type", "Type of sleep action to use"),
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new Param("toggle", false, "Alt. Animation", "Use an alternate animation for Mako")
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},
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inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"]);}
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inactiveFunction = delegate {var e = eventCaller.currentEntity; PajamaParty.WarnSleepSequence(e.beat, e["toggle"], e["type"]);}
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},
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new GameAction("throw", "Throw Pillows")
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{
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||||
@ -280,7 +280,7 @@ namespace HeavenStudio.Games
|
||||
});
|
||||
}
|
||||
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public static void WarnSleepSequence(float beat, bool alt = false)
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public static void WarnSleepSequence(float beat, bool alt = false, int action = (int) PajamaParty.SleepType.Normal)
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{
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MultiSound.Play(new MultiSound.Sound[] {
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new MultiSound.Sound("pajamaParty/siesta1", beat),
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@ -291,6 +291,7 @@ namespace HeavenStudio.Games
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}, forcePlay: true);
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||||
WantSleepSequence = beat;
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WantSleepType = alt;
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WantSleepAction = action;
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}
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||||
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public void DoBedImpact()
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|
@ -20,6 +20,7 @@ namespace HeavenStudio
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{
|
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public class Minigame
|
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{
|
||||
|
||||
public string name;
|
||||
public string displayName;
|
||||
public string color;
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||||
|
@ -151,8 +151,6 @@ namespace HeavenStudio.Util
|
||||
return null;
|
||||
}
|
||||
|
||||
//TODO: playing sounds from assetbundles
|
||||
|
||||
public static void KillLoop(Sound source, float fadeTime)
|
||||
{
|
||||
// Safeguard against previously-destroyed sounds.
|
||||
|
@ -8,10 +8,10 @@ namespace HeavenStudio.Util
|
||||
public class MultiSound : MonoBehaviour
|
||||
{
|
||||
private float startBeat;
|
||||
private int index;
|
||||
private bool game;
|
||||
private bool forcePlay;
|
||||
public List<Sound> sounds = new List<Sound>();
|
||||
public List<Util.Sound> playingSounds = new List<Util.Sound>();
|
||||
|
||||
public class Sound
|
||||
{
|
||||
@ -37,39 +37,35 @@ namespace HeavenStudio.Util
|
||||
public static MultiSound Play(Sound[] snds, bool game = true, bool forcePlay = false)
|
||||
{
|
||||
List<Sound> sounds = snds.ToList();
|
||||
GameObject gameObj = new GameObject();
|
||||
MultiSound ms = gameObj.AddComponent<MultiSound>();
|
||||
GameObject go = new GameObject("MultiSound");
|
||||
MultiSound ms = go.AddComponent<MultiSound>();
|
||||
ms.sounds = sounds;
|
||||
ms.startBeat = sounds[0].beat;
|
||||
ms.game = game;
|
||||
ms.forcePlay = forcePlay;
|
||||
gameObj.name = "MultiSound";
|
||||
|
||||
GameManager.instance.SoundObjects.Add(gameObj);
|
||||
for (int i = 0; i < sounds.Count; i++)
|
||||
{
|
||||
Util.Sound s;
|
||||
if (game)
|
||||
s = Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
|
||||
else
|
||||
s = Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
|
||||
ms.playingSounds.Add(s);
|
||||
}
|
||||
|
||||
GameManager.instance.SoundObjects.Add(go);
|
||||
return ms;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
float songPositionInBeats = Conductor.instance.songPositionInBeats;
|
||||
|
||||
for (int i = 0; i < sounds.Count; i++)
|
||||
foreach (Util.Sound sound in playingSounds)
|
||||
{
|
||||
if (songPositionInBeats >= sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset) && index == i)
|
||||
{
|
||||
if (game)
|
||||
Jukebox.PlayOneShotGame(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping, forcePlay);
|
||||
else
|
||||
Jukebox.PlayOneShot(sounds[i].name, sounds[i].beat - Conductor.instance.GetRestFromRealTime(sounds[i].offset), sounds[i].pitch, sounds[i].volume, sounds[i].looping);
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
if (songPositionInBeats >= (sounds[sounds.Count - 1].beat - Conductor.instance.GetRestFromRealTime(sounds[sounds.Count - 1].offset)))
|
||||
{
|
||||
Delete();
|
||||
if (sound != null)
|
||||
return;
|
||||
}
|
||||
Delete();
|
||||
}
|
||||
|
||||
public void Delete()
|
||||
|
@ -23,12 +23,13 @@ namespace HeavenStudio.Util
|
||||
|
||||
private int pauseTimes = 0;
|
||||
|
||||
private float startTime;
|
||||
private double startTime;
|
||||
|
||||
public float beat;
|
||||
public float scheduledPitch = 1f;
|
||||
|
||||
bool playInstant = false;
|
||||
int playIndex = 0;
|
||||
bool played = false;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
@ -40,39 +41,50 @@ namespace HeavenStudio.Util
|
||||
|
||||
if (beat == -1 && !scheduled)
|
||||
{
|
||||
audioSource.PlayScheduled(Time.time);
|
||||
audioSource.PlayScheduled(AudioSettings.dspTime);
|
||||
playInstant = true;
|
||||
playIndex++;
|
||||
played = true;
|
||||
startTime = Conductor.instance.songPositionAsDouble;
|
||||
StartCoroutine(NotRelyOnBeatSound());
|
||||
}
|
||||
else
|
||||
{
|
||||
playInstant = false;
|
||||
scheduledPitch = Conductor.instance.musicSource.pitch;
|
||||
startTime = (AudioSettings.dspTime + (Conductor.instance.GetSongPosFromBeat(beat) - Conductor.instance.songPositionAsDouble)/(double)scheduledPitch);
|
||||
audioSource.PlayScheduled(startTime);
|
||||
Debug.Log($"Scheduling future sound {clip.name} for beat {beat} (scheduled: {startTime}, current time: {AudioSettings.dspTime})");
|
||||
}
|
||||
|
||||
startTime = Conductor.instance.songPosition;
|
||||
|
||||
if (!scheduled && !looping)
|
||||
StartCoroutine(NotRelyOnBeatSound());
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (playIndex < 1)
|
||||
if (!played)
|
||||
{
|
||||
if (scheduled)
|
||||
{
|
||||
if (AudioSettings.dspTime > scheduledTime)
|
||||
{
|
||||
StartCoroutine(NotRelyOnBeatSound());
|
||||
playIndex++;
|
||||
played = true;
|
||||
}
|
||||
}
|
||||
else if (!playInstant)
|
||||
{
|
||||
if (Conductor.instance.songPositionInBeats > beat)
|
||||
if (AudioSettings.dspTime > startTime)
|
||||
{
|
||||
audioSource.PlayScheduled(Time.time);
|
||||
playIndex++;
|
||||
played = true;
|
||||
StartCoroutine(NotRelyOnBeatSound());
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!played && scheduledPitch != Conductor.instance.musicSource.pitch)
|
||||
{
|
||||
scheduledPitch = Conductor.instance.musicSource.pitch;
|
||||
startTime = (AudioSettings.dspTime + (Conductor.instance.GetSongPosFromBeat(beat) - Conductor.instance.songPositionAsDouble)/(double)scheduledPitch);
|
||||
audioSource.SetScheduledStartTime(startTime);
|
||||
Debug.Log($"Rescheduling future sound {clip.name} for beat {beat} (scheduled: {startTime}, current time: {AudioSettings.dspTime})");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -94,7 +106,7 @@ namespace HeavenStudio.Util
|
||||
{
|
||||
if (!looping) // Looping sounds are destroyed manually.
|
||||
{
|
||||
yield return new WaitForSeconds(clip.length);
|
||||
yield return new WaitForSeconds(clip.length / pitch);
|
||||
Delete();
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user