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:
minenice55
2023-01-04 23:04:31 -05:00
committed by GitHub
parent 22133a5c54
commit 87d20b8c8f
28 changed files with 392 additions and 108 deletions

View File

@ -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.

View File

@ -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()

View File

@ -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();
}
}